World of Warcraft Hates New Players
WoW Seems Great, But It Doesn’t Want Anyone New to Play It

Very little feels better than successfully tanking a dungeon in World of Warcraft. I played Protection Paladin, and the plate-spinning dance of managing my positioning, threat levels, efficient interrupts and damage uptime—all while combating the social pressure of knowing four people unaware of my inexperience relied on me alone to set the pace and rhythm—was as exhausting and exciting as any action game on the market. They have been making World of Warcraft for a long, long time and over the decades they have honed that central appeal of tab targeting, group-based combat design to a razor’s edge. Your first dungeon may in reality be an extremely forgiving affair, so far removed from Mythic+ Raiding as to essentially be a different game, yet that doesn’t matter while you’re so new. You can’t tell. What matters is it gives you a taste. When the boss falls and you played your role perfectly the satisfaction is so palpable that you understand exactly why so many millions have given two full decades to this game.
It is a shame, then, about everything else.
No need to beat around the bush: the new player experience in retail World of Warcraft is an intergalactic disaster. The newest expansion, The War Within, is now out—and widely praised! WoW will never be the giant it was in the ‘00s again, but the playerbase is happier than they’ve been in a long time, revitalized by Dragonflight’s excellent new movement mechanics and the narrative momentum of the brand new three-expansion Worldsoul Saga. I would love to tell you about any of that, but I can’t. World of Warcraft in 2024 is a game that regards people who have not yet played World of Warcraft somewhere between begrudging allowance and open contempt. From the opening minutes on a contextless tutorial island to hitting level 70 at the grand climax of the Dragonflight expansion, there was not a single moment where I understood what was happening, why I should care, and what the point of any of my decisions were.
The first, most obvious and most widely documented problem is narrative. The game has two full decades of content, lore and story. The War Within is WoW’s 10th expansion pack, and forcing new players to experience hundreds of hours of narrative in largely barren zones of abandoned content cul-de-sacs is understandably a barrier to entry they would want to remove. Yet the approach taken is akin to defeating the infection by cutting off the leg. And also both arms. Exile’s Reach, the tutorial island, tells you how to play the game well enough, but introduces you to a cast of throwaway characters that in no way help provide context to the world and your role in it. And then it’s off to the latest expansion, being addressed as champion of Azeroth by characters you’ve never met before but seem to be very familiar with you, as new and shocking revelations have come to light—the Dragon Isles have returned! Oh. That’s good. I didn’t even know they were sick.
It’s not just that you’re skipped into the ninth chapter of an ongoing story with no warning, but that story itself was never written with the intention of being an onboarding point, dense with unexplained proper nouns and hey it’s that guy cheer moments. The plot itself is so simple it’s almost insulting: oh no, evil has returned! We need to gather the primary colored orbs to restore hope, or darkness will win. But then there’s an extended sequence where you’re hanging out with a data recreation of a character who died in Wrath of the Lich King, and it becomes genuinely difficult to know as a new player when you do and do not have the context to understand what’s being discussed in any given moment. It’s impossible to divine which particular Dragons are new and which ones have been iconic fixtures in Warcraft Lore since 2002. This story that has had a lot of time, effort and production budget behind it ultimately all congeals into static, very rarely breaking through with earnest moments that rise above the noise.
My personal favorite was a digression to a village of Tuskarr, little Walrus guys who are just adorable hanging out in their frozen village. Their short contribution to the main quest has you burning a funeral Pyre for the recently deceased chief, and—for a newcomer at least—it is far and away the strongest moment in Dragonflight’s main story. Just the right mix of quiet, charming and melancholy, and with absolutely no sense that I felt like I was missing something.