Video summary
Blizzard has officially confirmed that World of Warcraft: The Classic Plus, now rebranded as WoW Forever, will feature a static level cap of 60 and exist in an isolated timeline between *Warcraft III* and the *Burning Crusade*. This specific setting ensures that major lore characters like Arthas remain alive while allowing for the exploration of zones such as Hyjal before the Cataclysm. While some critics argue that revisiting known areas or adding content like Mount Hyjal feels derivative of private servers, Blizzard's lead designer emphasizes that the true innovation lies in execution rather than just concept. The team is committed to recreating the nostalgic atmosphere not by copying old assets exactly, but by capturing how players remember them, utilizing modern technology to render familiar environments like Darkshore with improved lighting and fog while maintaining their original identity.
The game's design philosophy heavily prioritizes player agency and social interaction over a rigid "solved" meta-game. With a fixed level cap, the finish line never moves, allowing players to progress at their own pace without pressure. To encourage this deliberate journey, Blizzard is introducing new dungeons for lower level brackets, contextual itemization where gear bonuses change based on the biome or creature type, and a legacy system that rewards alternate character creation. Furthermore, the developers are intentionally reintroducing "friction" into the gameplay loop, such as requiring players to stop at campfires to receive buffs, to foster spontaneous social moments and community building that were hallmarks of the original game's early days.
Regarding technical features and future content, Blizzard has clarified their stance on add-ons and new classes. They plan to support custom user interfaces and damage meters but will restrict add-on power to prevent them from trivializing core gameplay mechanics. As for expanding the class roster, the team indicates that while a mix of returning and new classes is theoretically possible, they do not expect any additions soon as they focus on refining the current experience. The roadmap promises a vast amount of content included in the base subscription, including thousands of new quests, nine new dungeons, and multiple raid tiers, ensuring that both casual and hardcore players have meaningful reasons to invest time into their characters without needing to pay extra for expansions.
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Here, let's go ahead and watch this. Tim
Jones, lead game designer. We love Tim.
Tim's Tim Tim is a great guy. Yeah,
there's a new video from Game Informer
out now. Classic Plaza Dev, answers our
biggest questions at Blizzcon. There's
some more of these videos that we'll
react to over time. Let's go ahead and
watch this video.
>> A a promise to players that we are
building a game that's based off of the
vanilla World of Warcraft world with the
promise that we are capping players at
level 60. We're not going to outland
in
>> a place in between Warcraft 3 and the
Burning Crusade perpetually. We want to
live kind of in great
>> isolated timeline, if you will. Uh where
we've never opened the Dark Portal, but
it's it's in that 2004 space. We're
starting in a place where Molten Core
hasn't even opened up. There there are
major lore characters that are still
alive because we're at this point in
time. Arthus is still up in Northrun.
Illan's still out in Outland, but uh
there's still so many places to explore
and build upon in a world that is at
this point in time. And even places that
people know about like Hyel or Gilaeas
that we can create new content for in a
point in time that no one's ever
experienced these zones in. People have
played Hydrol in Cataclysm, right? But
people have never
>> I mean I I think the entire concept of
classic plus and and maybe this is like
u I see a lot of I I see a lot of people
talking about this. Oh, just copied X
private server or Y private server. I
think keeping it real, I think a lot of
the ideas behind Classic Plus and and
maybe this isn't like maybe this isn't
like the most profound take in the
world. On that same accord, I don't
think a lot of the ideas of Classic Plus
are hard to think of. I think we've
talked about it so much. So many people
have talked about it so much over the
years that you you've kind of gotten to
this point where it's like, okay,
everybody knows everybody knows the
things that you can do, right? I mean,
dude, I'm tell I have this like I I have
I have my notepad here of like when I
when I was at Bl at Blizzard, you know,
months ago. I was like, "Yeah, I have
this notepad of like things that I
talked about, you know? I don't want to
sh I don't want to share this yet, but
it's like yeah, there's stuff in there
that it's like, you know, Dereran, Hyel,
yada ya, you know what I mean? Like it's
like these are things every it's it's in
every private server. So, so a lot of
this stuff is stuff everybody knows
about, everybody talks about. So, I
don't think it's particularly profound
or creative the things that you do or
sorry, the zones that you open up that
are already known in the lore. Right
now, there's other parts that are
particularly creative and cool and
interesting and and new, right? But the
important thing with all this isn't
always about coming up with new creative
ideas, even though I do think that's
important. I think the most important
part is the execution and the
implementation of how all this content
is added to the game or how all these
different things are going to be seen in
classic plus. That's the thing that's
important. You know, it's like, oh well,
like you have XYZ zone. Well, that was
in this. Well, that was in that. Oh,
they just copied that. It's like, yeah,
but and this is coming from private
server Andy here, okay? You got to
remember where I came from. If all of a
sudden a private server is, you know,
oh, these guys opened up Qualos to do
this or these guys did this thing with
or they did this thing with Hyel, it's
like, okay, well, like this has existed
in the lore. This has already been
there. So, it's like, oh, they were just
copying their idea. Not really. That
place was there from they copied
Blizzard in the first place. It comes
down to the implementation. And that's
what I hope to see whenever we start
playing this beta. I hope I hope this is
what we see is the implementation is
really good. It's fun. It's engaging.
The environment is cool. I I do think a
lot of the new like graphic tech is
really really impressive and looks
really really nice and that's what kind
of remains to be seen. I think it is
going to be good. I really do. I I'm I'm
actually a believer. I'm a believer in
the world building like level design,
all this. I think this stuff's going to
hit super hard. I actually have a lot of
confidence that the the sizzle of
Classic Plus of Wow Forever is going to
hit unbelievably hard. The intrigue, the
hype, everything. It's amazing.
Everybody is so so hyped for this thing.
The thing that we don't know yet and the
thing that we'll see is is the steak,
right? The meat and potatoes, class
design, the gameplay loop, how does it
feel, the tactility. These are the
things that you don't know and these are
the things that you'll see like what
keeps you logged in every day. This is
the stuff that's a little bit less
exciting, but even more important.
Anyway, gone through Hydrol or seen what
it's like after the events of Warcraft
3, um, but before the Cataclysm. lots of
fleshing out, you know, zones that were
maybe previously unfinished, like areas
of the world that like, you know,
players have never been able to explore
before. Uh things like the the
Riverglades, for instance, in WoW
Forever is something that like you it's
new, right? It's new in WoW Forever, but
it's something that is so uh it fits so
well within the vanilla world that it's
it it feels as if it it could have been
there the whole time. And like surely
the feedback we've heard is that, you
know, like, wow, this this really does
feel like classic. It plays like, you
know, it plays like it was it's genuine
to that classic Warcraft vibe that we're
going for. And that's exactly the kind
of content that players could look
forward to.
>> Here's another thing. People keep
saying, "Oh, well, this isn't classic
plus. It's WoW forever. This is not
classic." Every single
just copium.
Anytime somebody brings that up whenever
you're talking about the the look and
feel and how how something should be and
people bring up that argument, you're
right. It's not. But everything that
this game is based on is based on what
we've learned from playing classic WoW
and what works and the design principles
of Vanilla WoW. That that is what
they're going for. Every panel, every
video, every single statement that these
guys make, they talk about classic. They
mention Classic Plus, you know, the
exact words Classic Plus. That's
obviously what they're going for, you
know. So, I think it's our job as a
community to give feedback on what we
think is good, what we think doesn't
really feel right, and that's what the
beta is for. So I I I really hope during
the beta that we that that we make sure
to hit that feedback really hard.
>> We are going to continue to support and
make content for this version of World
of Warcraft forever so that people feel
safe progressing, investing time into
their characters and having that time
investment and progression always have
meaning.
>> You know, you go from like this this
game with classic that feels very
preservation focused. When you change to
making new content for something, you're
going to scale up with like more
artists, that kind of thing. But I I
find it really fascinating as like folks
have gotten used to making retail
assets, which is, you know, you got
you've got more poly counts, you've got,
you know, different uh tools, that kind
of thing. I I'm curious what what the
road to like bringing on artists for the
team to like make assets that are set in
the 2004 version of WoW. I imagine it's
a different process.
>> Yeah. I mean, neither of us are artists,
but we've we've worked with artists and
and gone through this process, and it's
it's been a fascinating learning
experience.
um to say the least. Uh you know, like
you said, people had different tools,
people had different software, different
operating systems back in 2004, right?
Our our our texture files were saved at
different resolutions, and some of that
software is no longer existent or
supported nowadays. And so it's
definitely been an exciting opportunity
for our artists to look at how texture
UV maps um were were handled. And
>> I think stuff like this is really
important. I think it's really important
to to try and emulate the same sort of
style. It's like how do they how do they
handle the textures like the old models
cuz there's no way they do them the
exact same way anymore. It is kind of
like the night before Christmas right
now, isn't it? recapture when when
creating our new armor sets and and
weapons to figure out how the the colors
and the reflections um make sure that
those items feel like they have always
existed and could always belong in the
classic world. And that's a philosophy
that we apply to everything that we
make, not just art, but design. We're
always measuring things against how they
felt in classic. We like to use the term
found photographs, like things that
could have always existed in the 2004
game.
>> Yeah. Setting out to uh to build WoW
forever. Um we kind of, you know, there
there was a lot of back and forth about
kind of what what kind of visual
fidelity to strike. And we ultimately
landed on like WoW not identical to how
it was, but how you remembered it, like
how you'd imagine it felt, right? And
like after, you know, so much hard work.
>> Oh, I love that.
>> Oh, I love that, dude. Dude, didn't I
talk about this on Classiccast today?
Stole your quote. I literally talked
about this on ClassicCast today. You
said it's not necessarily like you're
you're not trying to recreate what it
was, but you're trying to recreate how
you felt pre-watched. Dude, I wrote the
script. not identical to how it was, but
how you remembered it, like how you
>> and that that's the thing. It's like I
was talking about duskwood earlier today
and and you see like the fog, all the
fog and the darkness and the contrast
and the way that the light the little
bit of light shines through the leaves
like the rays of light. Um the darkness
in general, the torches, the fog, just
kind of that feeling of mystery between
the fog and how just you want to feel
scared when you see all the fog, you
know? imagined it fit felt right and
like after you know so much hard work
and effort um our artists our rendering
crew um they you know when they finally
got those graphical updates into the
build and our team started jumping in uh
it was it was truly a magical moment to
as as someone I mean my myself I grew up
in World of Warcraft and to see the the
the sun
>> ah welcome to the states madam
>> poking through the leaves in Elwin
forest like I got I got emot I started
like crying at my desk like my husband
had to be like, "Are you what happened?
Are you okay?" Like it's just work stuff
like
>> Yeah. I remember playing Yeah. I
remember playing in our internal alpha
even when we were just seeing the first
elements of like god rays and volutric
fog and and custom lighting to really
recapture the the identity of of these
zones, but in in what players mind's eye
was. And one special moment for me was,
you know, leveling a night elf hunter
and leaving harbor to to go up through
the coast of wetlands and then looking
off in the horizon, seeing this glorious
sunset at the end of the day and then
seeing the shadow of Deran
horizon and see
>> this looks so dude I I Let's watch this
again.
This statement is so funny.
I don't know. I Dude, I am kind of You
know how Zebeck is in chat? That's like
me. I'm just sping out to the devs all
the time. Look at this. I love how this
looks in the water
off in the
>> Look at this. Is it? What is this? This
tessellation. Look at that. Look. Look
at the the waves
>> horizon. And seeing the silhouette of
Gilaeas City off across the bay. It was
just like holy cow. This is so
immersive. This is so special what we're
building. I can't wait for people to
have those same moments when they jump
into our beta.
>> What was the balance like of, you know,
adding new gear uh and changes to to
classic as a whole without making it
feel completely different? I imagine
it's kind of a, you know, can be a
struggle, I'd imagine, when you're first
kind of figuring that out.
>> Yeah. You know, I think a lot of people
consider classic uh to be a solved game.
And one of the things that we try to
strive for is
>> here's a take that a lot of people are
going to disagree with, but if if you
actively play the game still, cuz a lot
of people don't actively play the game.
They just like, "Oh, I beat that." To be
fair, that's kind of how I feel about
vanilla. I I do kind of feel like I I
beat that. I did everything I would
really want to do. But but with vanilla
and Burning Crusade Classic, even people
are still like finding out new things in
Burning Crusade, like the PvP metas are
still changing. So, it's like it's
solved, but not every solution is the
best solution. And people are finding
out more better solutions even like
today, which is which is very
surprising. I mean, there's even things
people are finding out, you know, like
for example, the Black Temple attunement
thing. Now, Blizzard changed it, but
apparently I've heard that it was legit.
Apparently, that was a thing that
actually happened. Like, you could AoE
attune people for Black Temple, but
nobody knew that until this TV
anniversary. But apparently, it was
legit. And then Blizzard decided to
change it because they were like, "Yeah,
this is kind of, you know," which I
agree. I I think it is kind of stupid,
but it's interesting.
>> We're we're we're mixing things up.
We've painstakingly gone through quest
rewards, dungeon rewards, and looked at
itemization. Um, just in the in the same
way that we are trying to bring certain
specializations from classes up to to be
more viable, we want quest rewards and
and dungeon rewards that maybe people
never cared about to h be something
interesting and compelling to players.
Um, one of the things I've been talking
about uh in previous interviews was we
now have certain aicses on items and
trinkets that are contextual to the
biome that you're in or the type of
creature that you're fighting. You may
find a special trinket in Black Fathom
Deeps that um allows you to do bonus
damage against murlocs or the staff of
Westfall might allow you to run faster
in Elwin Forest, Westfall, and Red
Ridge. Um, so these these cool
contextual items that let you interpret
the world differently that you want to
hold on to your bags because maybe
there's a special way of being optimized
that you weren't able to to do before.
We want to carry that itemization and
reward philosophy through all of our
zones, dungeons, raids, and really give
people a new opportunity to think about
how to um build their character and
experience the world. That's it's it's
really cool what we're doing there.
itemization wise too, like we've really
leaned into like if you think back to
WoW classic, there's all sorts of just
iconic items that are just goofy, fun,
gimmicky, and like we've we've got all
manner of fun, gimmicky items in WoW
Forever. I don't know if you saw the
deep dive panel, but Chris at one point
had a Chris Hut had a slide that said
>> spider swarm on it. And when I saw that
internally,
>> I remember going up to him and just
being like, "Guys,
>> thank you." Bit right. Thank you, Ray.
But like, you know, it's just these
memorable, fun, playful, you know,
things in a fairly like grounded,
serious Warcraft world, right? So, we're
>> going what Holly said about going back
to Warcraft is is something we feel very
strongly about and very passionate about
in Wild Forever.
>> The the beauty about there being a level
cap of 60 means that players can
approach the game differently if they
want to. There's there's going to be
opportunities for people to level fast
if they want to. We're going to have the
people who want to experience the raid
content first and and kill their bosses
and have things on farm and that's
awesome. We want to support the players
who want to do that play style. But the
beauty of a game where the level cap is
static and and never moving is that you
can take the game at your own pace. And
that's okay. Like the progre the
progress the the finish line's not
moving right. So people will be able to
take the game at their own pace, put
deliberate time into progression, they
can play the game.
You know, if you only have 30 minutes
during during the week to play, then um
you can log in, look at the quests in
your logs, complete a couple in Elwin
Forest, um go to the auction house, grab
a couple materials.
>> You can log in, look at your quest, your
combat or your quest log, and be like,
"Ah shit." and then log out.
Dude, he paused. He paused almost like
that joke was going through his head.
Look at Watch the way he says this.
>> Log in, look at the quest in your logs,
complete a couple in Elwin Forest. Um,
go to the auction house, grab a couple
materials, make some progress on your on
your
>> and uh because the focus is great. Tim's
great a funny guy
>> before Destination
>> and we want to create content at all
levels for for players. So even though
Endgame is super interesting, we want
there to be, you know, one of the nine
dungeons that we've created is the Hall
of Fames, right? It's kind of a a sister
dungeon to Rage Fire Chasm. Alliance
never had an like a 13 to 18 dungeon and
now they do in the depths of where old
Iron Forge has always been, which is
super exciting to see. And we want to
continue to provide players new leveling
opportunities, whether it's a new zone
like the Riverglades, new dungeons at
different level bands. And um things
like the legacy system allow people to
create alts and carve new paths and have
this cumulative um account progression.
So we really want to put a major
emphasis on how valuable we think the
leveling experience is. incentivize
people to make alts um and take their
time. There's no rush getting getting
through the leveling experience and
we're going to continue to support it.
>> Yeah, the legacy system and things like
the the racial updates that Christier
talked about in the deep dive, like
those are things that uh and and those
updates, in case you weren't aware, uh
they're making races, we're making race
racials a lot more unique, distinct,
such that we're we're giving you more
reasons to want to bring different
races, you know, along to your
adventure. And like things like that can
really change honestly your experience
of your journey. So like if I main night
elf druid or something, right, and I I
get to 60. Well, along my journey, maybe
I've gained some legacy points, which
might change my next journey, right? But
maybe I decide I want to play an undead
paladin next, right? That's also very
different. And so like that's it's the
combination of just different
>> Dude, I hate how good Undead Paladin
might be. I hate it. I hate it. you
know, mechanics, different perks that
you've you've a you've gained uh over
time, I think are going to uh really
lead to these, you know, unique twists
on your journey. And those journeys are
filled with opportunities to connect
with other players, which is super
exciting to me because that's one of the
cornerstones for me about World of
Warcraft is uh those opportune moments
to socialize, connect, make friends,
lifelong friends at times, right? Um,
our camping system is another way that
you can do that, right? Because we sit
down a campfire like, "Maybe you're
gonna come take advantage of my buffs.
Maybe you're gonna gank me. I don't
know." Um, but it's it's just wonderful.
It's it's like a you can imagine it as
just sort of a a staging ground for all
of these really awesome uh potential
opportunities to engage with other
players in a variety of ways.
>> And are those buffs like at the
campfire, are those tied to explicitly
the campfire system or to professions?
They're definitely tied to professions.
Um, I mean, the the cornerstone of the
campfire system is like the cooking fire
that that the cooking profession crafts,
but we have uh a new system where a
cooking fire can accommodate a certain
amount of extra objects that are crafted
by other professions. So, if you're a
skinner, if you're a minor, if you're a
blacksmith, if you're a leather worker,
you can bring different things that
provide different bonuses to people. And
the hope is, like Nora said, you have to
sit down for for a minute to get these
buffs on you. And the hope is that in
that um interstitial space when people
are waiting, you run into someone that
might be on the same quest as you um and
maybe that turns into a friendship.
Maybe you join that person's guild.
Maybe you're raiding together. Um maybe
you're going to Blizzcon together in a
year. It's also
>> that really is that really is the best
part of Blisscon gone by the way. It's
not the announcements and any of that
stuff. It's it's fun to see your
guildies and it's fun to see everybody
>> like it kind of mimics the ways in which
original classic WoW led to these like
you know serendipitous moments where
you're engaging with other players. For
example, like when I jump on a lengthy
flight flight path, I'm maybe going to,
you know, I might decide I'm going to
talk to my guild to, you know, have some
conversation. Maybe I'm going to, you
know, somebody I I'm flying through a
zone and someone asks a question in
general chat. I'm going to answer the
question. Um same thing with if I'm
running to a dungeon, right? There there
are all these things that if you look at
it at face value and you're trying to
think like, oh well, like but it takes
time and the player's not doing making
interesting choices or doing like active
problem solving or anything like they're
engaging not engaging with these systems
during that time. They're just running.
Like if you look at that at face value,
it can be tempting to want to like, you
know, do something about it and make it
well, we'll add more flight pass. We'll
we'll make that run less less uh you
know, we we'll reduce that that
friction, right?
>> Um
>> but we look at it as you know those
those are key to kind of providing you
with
>> so friction is important. You need
friction. You have to have friction
otherwise nothing sticks. There's a fine
line between like friction and
inconvenience. So, it's very important
to be able to hit that the right way. I
feel like Nora, by the way, if you guys
don't know, Nora is a is a like she is a
classic Andy. Like to her, she is a
classic wow player. W Nora just W Nora.
She I mean this she hits the nail on the
head with this.
>> We'll reduce that that friction, right?
Um, but we look at it as, you know, you
want some friction to kind of providing
you with to kind of like slow down a
little bit, decide like do you want
like, you know, do you want to engage
with other players? Are there
opportunities for cuz like if someone's
bored and they're posting in local
defense and they're just like, hey, this
guy over here is flagged. Does someone
want to come, you know, help me go after
him? You know what I mean? Like maybe
I'm going to like, you know, I'm going
to take a detour on my dungeon run and
I'm going to go help that person out and
maybe that's we're going to strike up a
friendship or a rivalry with the guy I
just ganked you.
>> Nice.
>> Sorry with all the ganking.
>> A friendly rivalry. Yeah,
>> I'll stop with the ganking.
>> Horde and alliance. You know, typically
on old servers, you can only have one of
each type on a certain realm. Now you're
going realmless. Can I do PvP as
alliance and horde? pretty sure we've
restricted you to one faction on PvP
specifically, but you can create
characters on the other rule sets at any
time.
>> Um, we're also leaning into uh faction
balance in, you know, in the case of,
you know, in PvP situations, we don't
want there to be a world in which, you
know, our our uh world lo
>> Now you're going realmless. Can I do old
servers? You can only have one of each
type on a certain realm. Now you're
going realmless. Can I do PvP as
alliance and horde?
>> Pretty sure we've restricted you to one
faction on PvP specifically, but you can
create characters on the other rule sets
at any time. M
>> um we're also leaning into uh faction
balance in you know in the case of you
know in PvP situations we don't want
there to be a world in which you know
our our uh world logic that's kind of
distributing players throughout the
world is deciding you know well I see
you quest in there you know just
>> uh how is that bad the reason why this
is bad is because there's only one PVP
server so because there was only one big
PVP mega server if I am a PVP player,
then I can't play PvP on Horde and I
can't play PvP on on alliance if I want
to play an alliance character. So, if
you're faction locked, it's bad. Listen,
everybody says Sband. Everybody makes up
what I think. Everybody puts words in my
mouth and put, you know, just putting
things where they shouldn't be. Okay?
Everybody's like, "San, Classic Andy,
yada yada yada." Okay? But it is I I
don't think it is going to be something
that is good for the game if there's
only one PvP server. And there's a lot
of people that I'm one of them. I do not
like playing the game if I'm not on a
PvP server. I feel like when I'm when
I'm not playing on a PvP server, the
world just does not have the same type
of life to it that it does on a PvE, you
know?
So, I don't think if you're only going
to have one server, you can't really
restrict if you want to play an alliance
character and you want to play a horde
character, you can't really restrict it.
Now,
with that being said, this is what
already happens and this is what people
do. You're saying, "Well, pick a side.
Pick a side." Anybody who really wants
to do this is going to have two accounts
anyway. So, I don't feel like you're
really preventing anything. I I don't I
don't really feel like you're you're not
really doing anything to stop this from
You know what I mean? Like, if I I'm not
speaking on my own behalf. I have like
four WoW accounts that I'm paying for. I
only play on one, maybe two of them.
What does that mean? That means I'm an
idiot. Okay, but you guys, however, not
everybody is going to want to pay for
more than one WoW account, but they're
going to want to be able to play both
factions because maybe they have some
friends on alliance, they have some
friends on Horde. This is not something
for me. This is something for like the
average player who the average player
has one account. So, it's really only
the power user that this like the power
user is not negatively impacted by this,
but the average player is. That's that's
what my concern is. This is my take on
it.
>> Your own thing. I'm going to decide to,
you know, throw in like 40 horde who are
who are going to, you know, come after
you and just, you know, mess you up.
Like it's going to be a little more
balanced in the sense uh such that, you
know, at least maybe you'll have more of
a fighting chance and that there's more
social context involved too, so that you
can encounter some of the same players
more often.
>> Average PVP. Average player doesn't need
to PvP on both factions. What a weird
take. If you like playing on a PvP
server, then you like playing on a PvP
server. If I want to play a horde
character, then I want to play a horde
character on a PV server. Like for me, I
I don't want to I I like I don't want to
not play on a PvP server. Again, this
does not impact me in the slightest. I
have two accounts. It doesn't matter.
But I don't think it's fair for people
that don't want to pay for two accounts
every month to have to do that. It's not
fair. So, like if I if I'm playing on my
account and I make an alliance
character, I mean, basically old school
PvP server rules, like old vanilla PvP
server rules. But the the crux of the
issue is that there's only one mega
server.
>> Social context involved too, so that you
can encounter some of the same players
more often and and have that like mega
realm neighborly vibe such that like I
don't know, maybe Tim's building a
reputation for stealing my herbs or
something. You know what I mean? Those
are those are important for us to have
in wall forever because those are the
relationships that matter. You know,
>> add-ons uh are they going to be
supported? I know obviously retail done
away with with most add-ons or you know
a certain type of
>> There's a little talk about this.
>> I think we're going to see that add-ons
are are supported in in World of
Warcraft forever. There's going to be
par between certain restrictions that
add-on in terms of the information that
add-ons have access to. will probably
have a lot of parity between how
Mainline handles add-ons, but that still
means that people have full access to
customized UI
um or or other things that add-ons have
been able to do.
>> Yeah, it's it's one of those things that
like, you know, World of Warcraft is
very unique in that like we we offer a
variety of ways for players to customize
their experience through add-ons and we
we want to preserve that. That's that's
that's a given. Uh the thing we we want
to stay away from is allowing add-ons to
have too much power and control over a
player's experience such that a they can
be weaponized or b even you know just
kind of impacting their experience
negatively to the point where it's just
kind of trivializing everything they
could be doing or engaging with in the
game.
>> Yeah. And it also means that we are
investing in players having the ability
to have a a damage meter supported by
us, a cooldown manager within classic um
or within World of Warcraft Forever, um
things of that nature. So
>> cool. On pricing for the Skyborn Elves,
I know they're it's kind of $30. If you
get the pack, you get access to the race
and their starting area. How do you
determine as a team like what is what is
kind of included in the sub and then
what will come with like a a premium? I
mean, I I hope that people see that the
the what they're getting for a
subscription at launch is is our
attitude towards what we want to provide
players. Like, we are going hard out of
the gate.
No, you don't have access to the Skyorn,
but you have nine new dungeons. You have
a thousands
of qu You have thousand new quests. Um,
brand new zones.
>> Thousands. 12 thousand
>> can go and explore for the same
subscript next panel and for modern woow
and and our classic variants of the game
as well. Um, and we have an amazing road
map of content that that Clay laid out
in the what's next panel um here at
Blizzcon where there are going to be
more more raid tiers, more dungeons,
more questing content, more PvP content
that we're adding to to the game um for
the base subscription. So, I hope I hope
people see that um we we are committed
to making amazing content for the
subscription price um and and really
just committing to making, you know,
amazing content consistently for
players.
>> Yeah, I want to stress that like
especially myself, I like to flip-flop
between different versions of World of
Warcraft. Although I I don't know when
WoW Forever comes out, I may be lost in
WoW Forever forever. Um, but the uh the
amazing thing is just that yeah, like
Tim mentioned, like all all those
different versions of World of Warcraft
that you can jump into and have a have a
completely different journey, you know,
are all included in your subscription
price, right? Which hasn't budged in
Gez. Yeah.
>> When you as a team look for you're
looking forward to new content and you
mentioned you kind of teased like, oh,
we're going to consider bringing new
classes and that kind of thing. When you
look at like where you can expand, are
the natural steps like, "Okay, it's time
to bring Monk in or or are there maybe
other areas that you could explore new
things like
>> Monk dance tinkerer, right? Tinker.
What's the kind of general?"
>> What is your guys Hey, let me know what
what is your guys thought process behind
this. Do you guys think that they should
continue to add more classes? And if
they add more classes, should they add
classes that already exist or should
they add like in in other versions like
retail or should they add things that
are brand new or should they do a mix of
both depending on what the content of
the patch is? Or should they not add
anything at all? Right. I think that you
could you could justify a mix. I do I do
think that you could justify a mix and
it just kind of depends on the uh it
depends on what's going on. Every time
you add a new class, you do kind of like
shake up the balance of the whole game
is something I think about. So, I think
if you were to add new classes, then I
think some kind of a mix or something
brand new, but I don't think it should
be anything anytime soon. I think it
we're talking a long way. I think we're
talking a long ways away before we even
consider adding a new classes. Any new
classes? Yeah, things got to settle
first by far. A meta shake is chaotic
fun. True, but if you shake it too hard,
then it'll break. And if you I mean,
more than two shakes is playing with
yourself. That and then at that point,
it's just a whole mess on our hands.
Continue. a philosophy for that kind of
thing.
>> There's content in our game that we want
to add that is expected. I think Mount
Hyel falls under that umbrella where
it's people know that it's in in the
game. Um players like Ilaeus, we not
haven't necessarily experienced that
type of content in this timeline. Um but
people know it's there. We're not just
checking a list of things there. There
is uh enormous opportunity with the
things that people expect. Um, but we're
looking for things that surprise and
delight us that we're excited to build.
We're all extremely passionate about the
vanilla world. Um, and exploring those
places in between like Riverglades is a
great example. The the geographically
that space always existed on the vanilla
map. It was but it was a blank slate.
Geography that had never been realized
and then was destroyed in the Cataclysm.
Um, so really exploring what that just
looking at the map and seeing those
spaces in between and then looking at
that and being like, how how could that
exist in in a World of Warcraft Forever
world and then tying that to the story
lines of the surrounding zones um and
and weaving the history into that and
making it feel like it's always existed
there. So, we're looking for
opportunities like that. It's not just
checking off a list and and making sure
that we as we add new content, we
continue to look at the different
levels. It's like, okay, you know, oh,
the 37 to 42 bracket is could really use
a new dungeon because that's under
represented where other other level
brackets are over represented. So, we're
just we're trying to make as much cool
content for everyone at at all different
levels in our game. there's tons of
potential for us to explore, you know,
like I want to say like more bite-sized
downto-earth stories rather than like
big worldending threats, right? That you
know,
>> it's it's what are the people in this
world doing at this time period? What do
they care about? What are they what are
their fears? Like, you know, what
situations are they in? You know, are
there opportunities to help them? are
they, you know, like it's there are so
many compelling stories that we can tell
and that can I think resonate with our
players and and allow them to kind of
like kind of these stories that can
reach through the screen and grab you,
right? And sort of like, you know, kind
of resonate like, wow, that kind of
reminds me of something I went through
in my life, right? That's the kind of
thing that I think folks remember about
a game. And uh it, you know, alongside,
of course, the relationships and the
journey you have with other people along
the way. Like I a lot of my WoW friends
uh that I've had for over a decade, they
showed up to my wedding last year and
like I've met people here at Blizzcon
who you know met their spouses in World
of Warcraft. Like it is such
>> Oh, okay, dude. All right, Nora. Just
Oh, look at me. Oh, look. I'm so cool
and somebody loves me and I have a
husband. Oh, I'm so freaking awesome.
Freaking Nora. Freaking jackass. You got
to be freaking kidding me, dude. Oh,
just the rest of us are freaking lonely
and pathetic. All right, thanks Nora.
Thanks for reminding us.
>> A uh an incredible game for that, right?
And so, um, players and their stories
alongside the stories we tell through
the world, I think are are one of the
most compelling things about WoW
Forever.
>> Good video, actually. Yeah. Game for
video. Yeah, man. I mean, this is going
to be great, man. This is going to be
this is going to be something else. It's
going to be something special, man. I
can't wait until this thing drops. Don't
let your husband keep you from meeting
the love of your life. Huh? What?
I think this game is going to be
something special. I think it's going to
be a lot of fun, man. I hope you guys
enjoyed the video. I hope you guys enjoy
talking about this stuff with me. You
guys can watch my stream anywhere. Uh,
SFAN TV, you know, if I'm live, it's
SFAN TV. Sub, like, whatever. Leave a
comment. Come be a part of the
community. And I hope you guys enjoyed
because there's a lot to enjoy. A lot of
video games, a lot of IRL, a lot of
different types of content. So, thanks,
guys.