WarCraft Adventures: Lord of the Clans
WarCraft Adventures: Lord of the Clans is a cancelled point-and-click graphic adventure game developed between 1996 and 1998. Set in the fantasy universe of WarCraft, the game follows the orc protagonist Thrall in his formative years as he escapes human captivity and seeks to restore the orcish people's shattered identity. Designed in the tradition of 1990s adventure titles, the game combines 2D animation, inventory-based puzzles, and dialogue-driven exploration. The game was announced on 17th March 1997 with a release for the holiday season of that year. Despite nearing completion, the project was ultimately shelved in May 1998.
The game was conceived following a proposal by Capitol Multimedia—Blizzard’s then-sister company—to expand the Warcraft intellectual property into new genres. Blizzard agreed to co-develop the title with Animation Magic, a studio best known for its work on Philips CD-i games. While Blizzard retained creative control and handled design in its Irvine, California office, programming and animation were distributed across Animation Magic's Boston and Saint Petersburg teams. Cut-scenes were outsourced to South Korean studio Toon-Us-In. The project sought to tell a more personal and character-driven story than previous WarCraft games, drawing inspiration from LucasArts adventures like Full Throttle and The Dig.
Set two years after WarCraft II: Beyond the Dark Portal, the plot centers on Thrall, a young orc raised in secret by the human Lieutenant Blackmoore to serve as a figurehead for a reformed Horde under human control. Beginning with Thrall's escape from imprisonment, the game follows his journey across a war-ravaged Azeroth, encountering oppressed orcs, rekindling old tribal alliances, and rediscovering the shamanistic roots of his people. Over time, he learns of his heritage as the son of Durotan, forms bonds with figures like Orgrim Doomhammer and Grom Hellscream, and ultimately rises to lead a reborn Horde against his former captors.
Development of was hampered by communication challenges and production inefficiencies across its international teams. Blizzard's internal iteration-driven design philosophy clashed with the slower turnaround from its external partners, particularly in handling art assets. While the animation output improved over time, the project struggled to meet the company’s evolving standards, especially in light of industry shifts toward 3D graphics. The game's reliance on traditional point-and-click mechanics and static visuals led Blizzard to question whether the title could stand out creatively or technologically in a maturing market.
In early 1998, Blizzard enlisted veteran game designer Steve Meretzky to help improve gameplay and puzzle design without requiring major changes to the nearly-finished art. Although Meretzky's revised plan strengthened the game's cohesion and puzzle logic, its full implementation would have delayed release significantly. Ultimately, an internal review team concluded that the title—while nearly complete and visually competent—lacked the innovation and polish expected of Blizzard releases. The decision was made to cancel the game in mid-1998.
Despite its cancellation, WarCraft Adventures left a lasting legacy within the WarCraft franchise. The core narrative was adapted into the novel WarCraft: Lord of the Clans (2001) by Christie Golden, and elements of Thrall's origin became foundational to WarCraft III: Reign of Chaos and later titles in the series, including World of WarCraft and the 2016 WarCraft film. In the following decades, leaked footage and an unofficial near-final build surfaced online, sparking renewed interest. The game features voice actors such as Clancy Brown and Tony Jay.
Added | July 26, 2025 |
Published By |
Davidson & Associates, Inc. |
Developed By |
Animation Magic, Inc. Blizzard Entertainment Inc. |