Two years ago I recommended FaroraSF's excellent YouTube video on exploring the Dragon Isles without flying, to which she made sequels for War Within and Midnight as well. While the latter two videos didn't get many views, I think her idea of going against the grain and sticking to ground travel in an environment where Blizzard had finally given up on forcefully grounding players was very inspiring, and at the start of Midnight it was interesting to see a lot more people talking about the concept of levelling without flying. I don't know how many players actually tried it - probably not that many - but the idea at least gained enough traction to be discussed on more mainstream channels. Somebody also made an addon that allows you to disable flying for yourself until you've hit certain milestones.
I was never tempted to forsake flying at the very beginning of the expansion, but I did decide to devote an alt to it as a side project. I eventually landed on my human paladin, since paladin seemed like a class that would really benefit from the increased immersion this expansion. More importantly though, if I was going to ground myself, I needed a character that was fun to watch on a ground mount and I still adore the paladin charger, so the paladin was a natural match in that regard too.
The idea was to stick to my ground mount and flight paths while levelling from 80 to 90, though due to a mix of restedness, gathering XP and a maxed-out warband mentoring bonus, I ended up hitting 90 early on in Harandar, so I still continued all the way to the end of the levelling campaign on the ground after that.
My biggest "worries" going in were a) that I was going to randomly forget what I was doing and take off on a flying mount while on autopilot and b) that levelling my mining skill was going to be a pain. I ended up being completely wrong about the first point - while I enjoy skyriding, being ground-bound is also still completely natural to me, and my brain had no problems switching to "ground-bound" mode and staying there. In fact, I even started running around Silvermoon like that while I wasn't questing and would've technically been "allowed" to fly, e.g. to get to crafting stations more quickly, but I was just happy to remain on my horse.
The worry about mining wasn't completely unfounded, as my mining skill is still only 75 or so at this point, when I would've maxed out long ago on a flying character. The two main problems I'd anticipated were running into nodes that were inaccessible without flying and being too slow on my ground mount compared to flying players, so that ores would despawn before I could reach them. Now, on a general level this wasn't as bad as I had feared: being ground-bound limits your field of view, and once you're actually close enough to an ore node to see it, you can usually make it there in time as well. Accessibility did become more and more of an issue with each zone though, and I'll definitely want to do some mining on my flying mount now to catch up a bit.
Silvermoon and the Isle of Quel'Danas
The expansion storyline starts you on the Isle of Quel'Danas, and for a brief period, all characters there are unable to fly. Once you can take off, the distance to Silvermoon seems quite long even while flying... and boy, is it a ride when you stay on the ground. The bridge connecting the island to the city is sooo long! Passing over it on the ground certainly gives you time to rethink your life choices, but the city slowly looming ever closer along the way is a pretty impressive sight.
I was kind of curious how Silvermoon itself would feel to navigate on foot and it was mostly fine... though I was disappointed to find that there are a few instances where you're supposed to talk to an NPC on a terrace on top of a building and there literally isn't any way to get there without flying. It's not a big deal considering we're expected to fly nowadays, but from an immersion point of view it really bugged me that there wasn't an actual stairwell or ramp to get to these places.
There are a couple of points in the campaign where you have to return to Quel'Danas, and on those occasions I found the island kind of annoying to navigate because the road just takes you to the entrance to the March on Quel'Danas raid, and to get to anywhere behind that you need to loop around the island on the outside because there are no walkable paths to cross those first few plazas outside the instance.
Eversong Forest
Unsurprisingly, Eversong Forest was the easiest and most pleasant zone to navigate on foot, because as I noted in my review of Midnight's zones, you can still tell that it's based on a zone that was originally designed without flying in mind. That means the environments are pretty flat with only minor elevations for the most part, which made getting around easy and straightforward and ore nodes very accessible. There were a few nice vistas to enjoy as well, such as the silhouette of Windrunner Spire appearing on the horizon as you ride towards it.
Zul'Aman
I loved Zul'Aman while flying, but my perception of its elevation levels had kind of been limited to "west high, east lower". Exploring it on the ground really fleshed out the details of my mental map as it actually gave me a reason to become fully aware of minor cliffs and plateaus as well as the roads between the troll settlements.
I knew from Farora's video that the Temple of Akil'zon wasn't accessible on foot via normal means, so I did get out my flying mount just to get up there when the story required it. When it came to getting back down, I was delighted at the opportunity to bubble-jump, something I hadn't really had any reason to do for a long time (but continued to do many more times throughout my journey).
The loa temples were the thing that looked the most different to me on foot. I'd never realised how impressive the Temple of Jan'alai looms when you approach it from the ground, or the cool outer appearance of the Den of Nalorakk (while flying, I just point myself towards the dungeon entrance and zoom straight in like an arrow, with no pausing to look at the exterior).
HarandarI expected Harandar to be a bit of a pain to navigate on the ground as my impression while flying had been that it was all steep cliffs and deep ravines, but I was surprised by how much gentle sloping ground there actually was in the areas where the main campaign quests take place.
The Den of course has that big opening in the face of a cliff, which is great for taking off on a flying mount but does not have a corresponding footpath, which did make me wonder at the start how I was even going to get in or out of the place. I was surprised to find that the "ovaries" of the cave (if you know, you know) actually contained walkable ramps up to the top - I'd genuinely never had reason to go in there before. I just wish they were a bit more visible from the surface, as I had difficulties finding the entrances again from the outside more than once.
The only area I really struggled to navigate was the Rutaani village in the Lightbloom area in the south-west, which has all these looping ramps connecting to different platforms, and if you're on the wrong one you basically have to go down and find the right (different) ramp to climb back up. I felt like a spent a ridiculous amount of time on what was a fairly simple quest there.
The views were not as impressive(ly different) from the ground as they were in other zones in my opinion, maybe because the zone is designed to draw your eyes up to the Cradle, which works at any height. The giant mushrooms definitely have a different vibe though when you're riding underneath them instead of soaring above their caps all the time.
Voidstorm
I would say that in general, the annoyance levels of navigation increased with each zone, which made this one the biggest pain in the rear. Voidstorm really is all cliffs and ravines, and I don't think I've had to do this much running up and down narrow mountain paths since the first time I quested my way through Blade's Edge mountains in the original Burning Crusade. Every step in the story was another exercise in "where exactly is the path to lead me up/down to the next quest marker", which made this zone the first one to actually make me yearn for my flying mount at times.
Conclusion
All in all, I really enjoyed this experiment. The game is obviously no longer designed for this kind of questing, but nonetheless I felt that it really improved the pacing of the experience. I'm someone who does read all the quests (at least the first time around), but with how quickly you tend to hop from one location to the next, it's still easy to start skimming sometimes. The prolonged travel between quest objectives gives your brain time to breathe and digest both what just happened and what you're trying to do next, leaving you more ready to take in the next set of quest instructions - or at least that was my experience.
Not directly related to the ground-bound travel, but redoing the base campaign with the benefit of hindsight was also interesting. Since reinstalling retail WoW at the end of BfA I've never played through the main story of an expansion more than once during that expansion - until now that is - and there were definitely a few things that made me go "huh" on replaying. For example, there is one quest where Lothraxion talks about burning mana forges on a foggy swamp world - was he on Naigtal? Or the way Xal'atath talks about the dark Naaru trapped inside Alleria - on first playthrough that just seemed like more of her idle needling, but obviously after the events of the Voidspire you know that it was not!
My takeaway from all this is that I'll definitely want to do more of this kind of thing - maybe even go back to some previous expansions some time and do them on foot as well.



















