War Within's latest patch, Undermine(d), is all about goblins. I like it well enough so far, but we'll see how it holds up in the long term. Either way, it's made me think about goblins a lot and how my perception of them has changed over time.
Looking at how goblins were presented in Vanilla, I always pictured them as natives of tropical islands. We originally encounter them in four different settlements, and aside from Everlook, they are all located on or near the beach of a zone with a warm climate. They seemingly like to cook with fish and clams a lot (the original artisan cooking quest is given by a goblin and rewards you with a stack of "Clamette Surprise", plus there's that recipe for "Undermine Clam Chowder").
There are quite a few mentions of Undermine in the classic quests, but I've got to admit that despite the name, it never would've occurred to me that the place was underground. At the end of the quest chain from Booty Bay that has you collecting hides from increasingly dangerous crocolisks, the quest giver mentions that his creations will be on "the next boat to Undermine", so I always thought it was just an island.
In terms of their nature, vanilla goblins are portrayed as curious, enterprising and uninterested in the faction rivalries between Alliance and Horde. It's not surprising to find a random goblin out in the middle of nowhere, and if he's a vendor, you know he'll have something rare or interesting for sale. Their quests tend to be pretty straightforward fetch/kill quests, which may sound boring, but by the time you encounter most of these you'll be in higher-level territory where quests start to get more sparse and you're just grateful for something to do. Goblin NPCs often come across as a bit single-minded and greedy, but in a "good-natured scoundrel" sort of way, and they still care about other things too. Alchemist Pestlezugg warns both the Horde and the Alliance about the looming threat posed by the silithids for example, and Umi Rumplesnicker makes you travel all over Kalimdor just to play a prank on her friends.
And then Cataclysm came out and everything was different. I went through the blog's archives to find what I had to say about the goblin starter zone when it first came out and only found this post from 2011, in which I stated: "Those zones seem to be the kind of content that people either love or hate, and unfortunately my reaction fell on the negative side of the spectrum. Kezan and the Lost Isles just felt nothing like the Azeroth I used to know, and while I can generally appreciate pop culture references and the like, the goblins went overboard with it in my opinion."
I actually never rolled another goblin after that, so I thought I'd use the occasion of patch 11.1 to revisit Kezan and the Lost Isles just to see how I'd feel about them one and a half decades later. Now, I didn't hate the experience at first, but it still felt very weird. I just told you how I perceived the goblins in Vanilla, right? Well, come Cataclysm they are suddenly polluting hyper-capitalists whose every sentence is some sort of anachronistic joke. The very first quest has you going around applying electric shocks to some slaves for fun, and I mean, I don't want to look at this stuff too seriously, but still... yikes.
At least I got to look cute. I say that as someone who's not usually a fan of short races.
I also forgot that you start the experience with a temporary car and a lot of the intended fun seems to be in running people over. I guess Grand Theft Auto 4 must have just come out while they were working on this? Then you play this parody of American football and the implied joke is that you kicking a specially modified ball/bomb up the mountain is what unleashes Deathwing upon the world. It's just one bizarre scenario after another.
(Now, it was extra funny when I hit level 10 and got a call (?) from Ebyssian calling me a hero of the Horde and that I should go to the Dragon Isles while I was just fighting my way through a cave after having been shipwrecked. However, I'm more willing to be forgiving of content that is more than a decade apart not meshing well than of how weird the goblin starter zone was by itself.)
By the Lost Isles things started to feel like a real drag once again. You're locked into this hyper-linear plot that makes no sense and just has you endlessly running back and forth completing one joke task after another. Fetch an egg from a giant mechanical chicken! Blow up a shark with a laser! Mow down hordes of faceless pygmies with a mounted cannon! Wait, I thought we were shipwrecked and struggling to survive a moment ago? Oh look, the volcano is blowing up, get on this plane that we now have for some reason, time to dog-fight with some gnomes!
It's not that I didn't find any of it amusing (it had been so long I'd genuinely forgotten most of the story and I did at least crack a smile at the quest where a goblin captive in a cage barely has time to point out that their captors have keys before you start blowing things up with rockets instead), but it was just nothing but a succession of nonsense and I was definitely reminded of why Cata made me lose all interest in goblins and why I never had the urge to repeat this starter zone, ever.
In the run-up to patch 1.11, I saw multiple dev interviews where they felt the need to emphasise that they wanted the goblins to be more than joke characters in Undermine(d), and I'm glad to say that that's been true so far at least (the story is time-gated so I've only seen the first three chapters or so at this point). The same old stereotypes are still there, but we do see goblins caring about a variety of things and while there are still plenty of humorous NPCs and encounters, it's a lot more coherent and not just a bunch of random nonsense.
And yet, as I open yet another trash can filled with grey items that was marked as "treasure" on my Undermine mini map for some reason, I still can't help but wonder how we ended up here, with goblins speaking in New York accents and living underground among neon-lit filth. I mean, were they always meant to be like this and it just wasn't conveyed that well in the environmental storytelling in Vanilla WoW? Or if not, how and why did we get here? And did literally nobody but me find the way the goblin lore developed in Cata strange?