While Battle for Azeroth has been out for quite a while and Shadowlands
is now on the horizon, I felt it would be a good time to look back on island
expeditions and the potential that they wasted. While the concept in general
was sound and interesting, there were a lot of opportunities left unexplored
and this potentially amazing content became another lackluster grind. The main
offender is the fact that every island is exactly the same just with a slightly
different coat of paint slapped on top. While one chaotic dash and grab island
would have been fine, there needed to be more variety and a lot more focus on
pvp islands. While there are eleven islands in total at time of writing, I’ve come
up with six island ideas that might have made for a lot more interesting
gameplay, if at least something a little different. Thanks to the Polygon Map
Generator for the base map images and thanks to Paint 3D for being the only art
program I have on my computer. I tried to make some rudimentary maps just as a
little visual aid and are in no way actually designed to be viable as is.
The Blistered Lands
On a craggy island with terrain of varying heights, nodes of
Azerite varying in size have blistered to the surface. An initial mining effort
was made by both the Alliance and Horde, but both were forced to retreat, leaving
their mining equipment behind. Now both factions are looking to seize as much Azerite
from the island as they can, each sending a small team of operatives to get the
job done. Each team must eliminate hostile forces from a node and reactivate
the mining equipment attached. The Azerite gained from a node is dependent on
the node’s size, with the largest gains coming from the massive Azerite node in
the middle of the island. Smaller nodes are found closer to the shoreline and
though they give less Azerite, they also have weaker foes and are less likely
to be contested by the other team. As a node is being mined, it will eventually
attract more enemies that will start to break the equipment, requiring either
defending or reactivation at a later time.
The Slithering Expanse
The Alliance and Horde have both been made aware of a remote
island hosting a village of Naga. On further investigation, these Naga have
discovered veins of Azerite and converted it all into trinkets, weapons, and
armor already. Deciding to take out two birds with one stone, both factions
have sent a team to eliminate the Naga and gather up the Azerite items. The island
is comprised of three sections, a small amount of farmland, the village proper,
and the barracks. Further from the farmland and closer to the barracks the Naga
are more difficult to deal with but the Azerite comes in larger amounts. All
Azerite items must be brought back to a collection area near the middle of the
farmland to be crated up, then the crate taken back to the ship for collection.
Thousand Rivers
The Stormsages have discovered an island with large,
underground seams of Azerite that could be mined. Unfortunately, theses seams
intersect with an underground river that makes mining unstable. Instead, the
Stormsages used the island’s streams to draw eroded Azerite to the surface
where it can flow into collection nets. Since the Stormsages were corrupted and
left the island, the Alliance and Horde have sent in teams to control the flow
themselves. Azerite flows out of the ground at two separate points and into the
network of streams crisscrossing the island. At intersections, the Stormsages have
set up runes that can alter the direction the water flows in as well as
guardians to prevent interference. Each team must redirect the Azerite flow to
their own collection net while preventing the other team from doing the same.
Heartsbane’s Landing
On a heavily forested island, the Coven has taken control of
a large pool of liquid Azerite and warded it against intrusion. Both the
Alliance and Horde have sent a team to take control but, lacking the ability to
dispel the Coven’s magic, must instead use the Coven’s constructs against them.
Scattered about the island are constructs of various sizes that can be seized
from the witches and controlled by either team to harvest the Azerite pool.
Larger constructs are better guarded but harvest Azerite quicker.
Unfortunately, controlling a construct also leaves the controller’s body
vulnerable as it stays in place after the mind enters the construct meaning
either can be destroyed to prevent further harvesting.\
Isle of G’huun
The Blood Trolls have taken over an island and prepared a
shrine to G’huun at the highest point. At various locations around the island captives
are infused with Azerite and prepared as sacrifices to the blood god. Both the
Alliance and the Horde have sent a team to rescue these captives and drain the
Azerite infusion from them. Each team must make their way around the island, killing
Blood Trolls and rescuing their sacrifices, escorting them back to a collection
device near the ship that can safely extract the Azerite. Captives closer to
the shrine have more Azerite infused into them as they are closer to being sacrificed
but are also better guarded. At the shrine itself are the most powerful Blood
Troll priests who carry Azerite infusers which can be used by whoever kills
their wielder to extract Azerite directly for a short time.
Isle of Ol’ N’Zoth
N’Zoth has sent his minions to an island in order to find a
way to corrupt the large amount of Azerite there. Wrathion has gone to the
island to monitor and help the Alliance and Horde teams attempting to claim the
Azerite there. While the beachhead is relatively safe, moving deeper into the island
means moving further into N’Zoth’s corruption, draining the teams’ sanity
faster the further they go. The Azerite also harbors the Old God’s taint,
further causing dangerous figments to appear to anyone carrying it. Both teams must
collect Azerite and bring it to Wrathion for cleansing and collection. Failing
to maintain their sanity will cause a team member to fall into a vision of N’Zoth,
an incredibly dangerous situation but allowing for the collection of greater
fragments of Azerite and other helpful tools.
Conclusion
The overall idea here was just to make the mechanics a bit more diverse so each map would require different strategies and promote more engagement with players. It is unlikely that there will be any changes to the Island Expeditions now that we are so far into the expansion, but it might at least serve as some inspiration for either the developers moving forward, or perhaps for anyone else creating similar content in their own games."No man is an island, entire of itself; every man is a piece of the continent" -John Donne















































