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Blizzard Finally Answered The BIGGEST WoW Forever Questions

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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.