Storyline does have to explain why this particular town is not coming after you when the rest of the empire is. This is why "enemy side" parts in a game's story are brief and temporary, and you usually never see that element again after it is no longer relevant to what you're doing in-game.
While I'm not one to turn to phasing as the first option in telling a story, the convoluted mess seen in WoW was due to shoddy writing. The phasing itself had little to do with said mess.Phasing it the zones into oblivion as with Cataclysm's Vash'jr and Mt. Hyjal, inversely, tends to leave only a shoddy mess of a half-assed plot progression.
I don't think you can really have an enemy city that is friendly to you "just because". There's a reason you usually have either purposeful infiltration, anmesia, and general displacement as devices used to explain why these people are not killing you on the spot.WoW examples aside, I agree that being locked into places such as to create the feeling of really being lost in a jungle or unable to escape from a city can be great. However, there's a lot that can still be done with less urgency in these zones.



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