This Is EXACTLY What I Wanted From WoW Forever | Worldbuilding & Content Design
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The "Found Photographs" panel from Blizzcon revealed a new project titled *World of Warcraft: Forever*, led by Josh Greenfield and Evan, which aims to expand the original game's timeline within its first year without altering established foundational lore. To achieve this balance between creative freedom and respect for major RTS events, the team employs a "time bubble" approach that categorizes content into three distinct types: anticipated areas like Mount Hyjal that were previously inaccessible, new but familiar zones grounded in existing locations and characters, and unexpected concepts introduced sparingly to maintain mystery. This strategy allows developers to craft rich local stories while ensuring players encounter fresh leveling paths rather than repetitive routes, ultimately delivering high-quality gameplay that matches the world's immense potential.
Among the significant additions are the Riverglades, a massive new zone roughly the size of Stranglethorn Vale situated in the former Wetlands area, which features nearly 200 new quests and introduces new factions such as the Brotherhood of the Horse alongside deep lore connections to *Warcraft* history. Other classic regions like Desolace and Ashran are also receiving substantial updates with new questlines and story opportunities, while specific narrative challenges are being addressed for unique classes and races; notably, the introduction of a Forsaken Paladin class explores the complexities of their acceptance among other undead, and the Skyborn race is presented as a new high elf faction residing on the floating island of Zephyrial in the Elemental Plane. Future content hints also suggest an increased presence of red dragons in Grim Batol, further enriching the evolving world.
Beyond the specific design details, the speaker reflects on their long-term advocacy for Classic World of Warcraft, a journey that spans from their early days with private servers through to the launch of Classic Plus. This personal history underscores a deep commitment to creating the best possible version of the game for the community, driven by a desire to honor the original experience while innovating within its constraints. The presentation concludes by emphasizing the team's dedication to realizing the full potential of the world they have spent years championing, inviting viewers to engage with this vision through comments, subscriptions, and likes before wrapping up the series.
Read the full video transcript
There's a pretty interesting panel that
I I mean I didn't even know about this
one. It's the WoW Forever the classic
plus found photographs. Let's check it
out.
>> People said this one's really good.
>> It's time to discover the creative
vision behind World of Warcraft Forever.
Well, hello Blizzcon. We're going to get
a little cozy for this one. Yeah. So,
welcome to the found photographs panel.
My name is Josh Greenfield and I help
lead the content and narrative direction
for WoW Forever. And my name is Evan and
I'm the lead content designer on the
World of Warcraft Classic team. Today,
we're going to dive into our team's
approach for developing the content,
stories, and characters within this
world. We'll kick things off by talking
about the setting of WoW Forever and how
it fits into the larger World of
Warcraft narrative. Simply put, WoW
Forever begins at the same time original
WoW begins. The game contains all of the
original quest content from the original
game and builds on top of it. We will
expand upon events, characters, and
locations that exist or could exist in
the original WoW time frame to further
flesh out the original world. This is
before Kasich reopened the Dark Portal
at the start of the Burning Crusade and
before we traveled to Northrren to stop
Arthus and Wrath of the Lich King. We
are focused on this year 1 period of
WoW's history and we intend to occupy
this space and expand upon it
indefinitely.
So this panel is called found
photographs. What do we mean by that?
Well, this was a term by Chris Mson in
our earliest conversations talking about
adding new stories in our season of
discovery game mode of WoW classic.
>> Okay, I got to ask, where the hell was
Chris Metson this entire BlizzCon?
Did anybody see him? He was in the fog.
I saw Metson a few months ago. I didn't
get to talk to him. I just saw him with
binoculars.
So, he still exists. I don't understand
why they didn't have Chris Metson at BL.
Like, I feel like he should have been
like, you want a guy who's going to come
out and like bring the freaking juice.
Bring the freaking thunder. Like,
everybody goes, "It's Chris Metson." Oh,
apparently he had a surgery. He was
recovering. Oh, that sucks. Okay. Well,
anyway, let's continue.
>> The simple idea behind found photographs
is that most of these new stories are
things that could have happened. Hello.
Stop. What is this?
>> Feasibly during the vanilla era of
Azeroth's history or again year one of
World of Warcraft. For the classic team,
it also refers to how we approach the
stories as well. For many of those
stories, we also want to maintain
original WoW's focus on what we call
local story. This is things along the
lines of unraveling the mysteries and
motivations of the Defas Brotherhood and
helping Tyrion Forgering rediscover his
lost purpose. This groundle view of
localized stories is what makes the
world of Azeroth feel large and
textured. We are building these stories
just like we used to in the early days
of World of Warcraft. We will have big
epic narratives, but we'll tell these
stories at the ground level, and large
linear campaigns that focus on major
Warcraft characters aren't really our
focus.
So, what opportunities does found
photographs approach afford us? The
first big opportunity, and my favorite
as a longtime WoW lore nerd, is the
ability to glow up existing but perhaps
underutilized characters and giving them
an interesting story. Take the former
paladin Gregory the truth bearer raised
into service of the scourge as a death
knight in Warcraft 3. He was a minor
named paladin NPC that went by the
honorific title of sage truth bearer and
was only featured in a single mission in
the scourge campaign. We continued his
story in Season of Discovery and fleshed
him out as a character greatly bringing
him full circle back to the light. This
is the kind of glow up we'd like to
pursue for other characters in WoW
Forever as well. We'll also be able to
see characters who were active but
offscreen during vanilla. What were they
doing at this time? Mol Earth Fury of
the Earth and Ring is a great example
here. He was the leader of the Earth and
Ring but was largely absent from
original WoW. He will be present in WoW
forever and have a role to play in new
stories. We also get to visit places
that may have been hinted at or
mentioned but never got screen time. Or
maybe we go to places that we maybe have
seen in a version of WoW, but were
presented in a much different way than
we plan to feature them in WoW Forever.
The magical city of Doeran is a great
example here. Dooran has always has
always been seen as a flying city in the
sky in World of Warcraft. But it wasn't
always flying in the sky. After being
destroyed in Warcraft 3, Dooran was
rebuilt but existed underneath its
protective magical barrier nestled in
the Arthur Mountains for several years.
And while forever we'll get to see
Dooran in all of its freshly rebuilt
glory as part of the world.
>> I think I think so.
>> Why the protective barrier around
>> I forgot to mention Deleran. I forgot to
mention that in one of my pre-classic
videos, but Deleran was one that I was
always big on. This segus into talking
about the continuity of WoW Forever.
The million gold question I'm sure a lot
of people have when it comes to WoW
Forever is how does it fit into the
larger WoW continuity and timeline? And
the short answer is that WoW Forever
does not exist in the same continuity as
modern World of Warcraft. Meten likes to
call this our little time bubble. So why
do we do this? Well, the main impetus of
this approach is to ensure that we have
the creative freedom to do what we want
to do with the game without creating
problematic situations that require a
direct response in the modern game. This
does mean that this does not mean that
we are going to completely upend the
foundational lore, especially the
established events from the RTS games.
We aren't going to suddenly say in this
universe, Jana was a dreadlord all along
or Arthus never became the Lich King.
Our approach to the new stories we add
is to paint inside the lines of
established foundational lore as much as
possible, but also to build on what
comes next in a way that makes sense
first and foremost for WoW Forever.
>> Okay.
>> And to continue onto that thread, let's
take a look at our content goals for
this project. When we're looking at the
world and discussing what content to
pursue, we tend to break down the
content into three categories. The first
is the anticipated. These are the types
of things that you may be aware of, the
things that did not exist in the
original release or may have been
inaccessible at the time. The example
shown here is Mount Hydrol, which we've
added as a new experience, as a new zone
for you to explore at higher levels.
More on that in a minute. These are the
comfy and the expected, the wish
fulfillment of seeing some of these
places that you were aware of in the
original release, but we haven't been
able to explore yet. If there's a piece
of well-known content you really want to
see, the chances are pretty good it's on
a whiteboard back at the office or
perhaps even in production right now.
The second type is something we call new
but familiar. These are the areas with
new concepts or stories that are
grounded in locations or with characters
that hearken back to the original WoW
and our early RTS games. These types of
content are the things that may surprise
players but really feel like they could
have been here all along. Our goal with
this type of content is to craft
experiences that add depth to the world
but fit seamlessly with taking
inspiration from the rich history of
Warcraft. The third type is something we
call the unexpected. These are new
concepts and often involve places or
characters that exist within the
Warcraft narrative but have not been
explored previously. This is also a
category of content we plan to introduce
sparingly.
When looking at this category, we want
to be very mindful of what we're adding.
So, not to upend the world, the stories,
or the characters while still in
creating the experiences that players
want to enjoy. One of our goals for this
type of content is to ensure that it
makes sense within the greater fabric of
WoW forever.
So to continue building on that a little
bit more, we've talked about where this
idea of found photographs comes from,
the types of content that we discussed
as a team, and the inspirations in our
approach to developing these
experiences. So let's take a deeper look
at some of the new content that you can
play in WoW Forever. Whether you're
starting your journey as an orc in the
Valley of Trials or a night elf in
Shadow Glenn, there's something new just
for you. New NPCs might greet you in
your journey. They might offer you
quests, and others may offer you
training and skills and recipes and
professions, and that's only the
beginning. Part of our team's journey
throughout this development was to
incorporate flavorful additions without,
as Josh mentioned, taking away from the
classic experience.
>> So good, man. It really does.
>> Overall, we've added dozens of new
quests, characters, and stories to each
of our new starting zones, along with
additional content in every zone for
your journey.
And of course, with new stories and new
adventures comes new rewards. Each of
these moments along the way was
handcrafted by an incredibly passionate
team of individuals with the same love
of this world as each of you.
Let's talk a little bit about world
travel.
I was like, uh, waiting.
>> Once you've leveled up beyond your
starting zones, you'll find not only new
content, but new means of world travel
throughout the world. He was waiting for
the He was waiting for the fog.
>> We spent a lot of time discussing. We
really wanted to maintain the
exploration and your journey as you
navigate the world, but we also wanted
to offer you ways to to explore and
change the way that you play. So, what
do we do here? As you can see on the
screens, some of these locations might
seem familiar. In total, we've added
three new ship routes, encouraging
exploration, questing in new areas
throughout the world, and really leaning
into the opportunities for social play,
which is an incredibly important pillar
for this project. Stormwind Harbor.
>> First image you see here is a connection
from Stormwind Harbor to offer.
>> Oh yeah,
>> elves and you dwarves and gnomes.
>> Dude, this is the thing that I was
really big on is adding more ports. I'm
so glad they're adding more ports.
>> The audience who are deeprun tram
enthusiasts, now you can rejoice. You
can now play with your friends
throughout starting zones together,
whether spending hours or perhaps
avoiding several corpse runs uh reaching
one another. The next we have is a
three-part stop. This new route begins
from Menil and then on the southshore
before arriving in
>> who cares.
>> The last here is located in Steam along
the eastern shores of Tenaris.
>> Now when Josh was talking about found
photographs were often asking questions
about the world itself, the characters
and locations. These can be questions
like you know what has the Seam Wheel
cartel been up to? Are they expanding
their operations? And where might this
ship take us? And perhaps this ship
takes us to somewhere new. So, thanks to
our friends in Steam Weedle, our new
adventures await across the sea in a
brand new zone. And today, our team is
very excited to welcome all of you to
the Riverglades.
>> Ah, the Riverglades.
>> The Riverglades is an expansive new zone
roughly the size of Stranglethorn Veil
with an expected level range in the
mid-30s to mid-40s. The zone itself was
built in an area that existed in classic
in the classic world, but was previously
inaccessible. And so we decided to fix
that. When you enter the zone, the first
thing that you'll notice is the
incredible level of detail our artists
and worldbuilders and sound designers
put into creating a zone that fits
seamlessly in the world. For those of
you who have played through Red Bridge
Mountains, a new fork to the burning
steps awaits your new journey into the
Riverglades.
While this zone has diverse biomes and
creatures throughout, it also blends
seamlessly between each of the nearby
connecting zones. These null camps that
you see on the screen here, they're not
just a presence, but a continuation of
the world story. Now, when we talk about
integrating content, it's not just about
carrying the stories or creatures over
from one zone to the next, but it also
presents us with opportunities.
This is one of our new POIs where an
ogre clan has established their
presence. And in questing, you'll meet
them and other characters and factions
along the way. In total, we've added
nearly 200 new quests to this zone with
stories for both Horde and Alliance
players. Okay,
>> you'll experience new cultures
throughout the zone, like the
powderfused goblins who run this
powderfuse port,
and enemies like the Twilight's Hammer,
whose presence is felt throughout the
zone.
>> Twilight Blade, a call back to
Warcraft's history.
And of course, launching your adventures
from areas like Ragmar for the Horde
and Farhold Keep for the Alliance, where
you'll encounter one faction in
particular dating back to early
Warcraft, the Brotherhood of the Horse.
>> Brotherhood of the Horse.
>> The Riverglades is a blending of from
classic historical events, new
beginnings, and stories in
>> Wait, what is Brotherhood of the Horse?
Brotherhood of the Horse. Brother of the
horse of the group in the kingdom of
Stormwind predating the first war. Sir
Anduin Lothar was a member of it. Oh,
Anduin Lothar, Ash Gandi. He rose to the
position of armsman to the brotherhood
after becoming a member of King Lane's
honor at night. He also been referred to
as a knight errant in the brotherhood as
I know the group's role was and whether
or not it continually exists after the
first war. Wait, so this is like a
faction that they had in Warcraft one
that kind of just like they just kind of
stopped talking about. But Anduin Lothar
was a part of it who's one of like the
biggest
like human lore characters. The sword
Ashandi, great sword of the brotherhood
is rumored to have belonged to Anduin
Loar. If that was the case, its name
would have be such a reference to the
brotherhood of the horse. Oh, Ash Kandi,
great sword of the brotherhood of the
horse.
Oh, so that's the brotherhood that they
were talking about. That's crazy. The
gate house in Karazan contains
ornamentation in the form of horse
heads. Chris Mson was initially
skeptical towards their inclusion, but
suggestion suggested that they could be
connected to the Brotherhood of the
Horse. Crazy. So, so for the most part,
this faction just kind of like died off.
Interesting. During the Horde's first
assault on Storm City early in the First
War, they were pushed back by mountain
knights and forced to retreat. Hounded
by the leaders of the Brotherhood of the
Horse. This is the only mention of the
Brotherhood not directly related to Andu
and Lothar. Interesting, man. I kind of
want to go back and play Warcraft 1 if
it's possible someday. Anyway, continue.
>> Created into our living world and most
importantly agree. It's a love letter to
all of you, to our players, and to those
who brought this world to life more than
20 years ago. But this journey doesn't
stop here. Beyond our new zones, our
team spent a considerable amount of time
going back to our roots, examining zones
like the wetlands among many other areas
in the world. Part of this journey was
simply to explore the possibilities
without taking away from these areas and
what already existed.
>> This guy, but I know a
>> we found opportunities to build the
stories within without disrupting what
exists. For Wetlands, we've added all
new content, including over 25 new
quests and providing new opportunities
to discover new stories and characters
and new leveling paths in your leveling
journey. Alongside areas like the
wetlands, we've also updated areas like
Desolus, where new centaur faction
quests await. Also included new rewards.
And this led us to another discussion
about breathing life into the spaces
that weren't used previously, but they
were waiting for us for a moment that
felt like it was the right time to
create something new. for new stories to
be told. And now, if you continue your
center requesting journey and make your
way all the way down into the south of
Desilus, a new journey awaits.
Shenderos.
We've added Shenderos to the south of
Desilus through the Valley of Bones.
This new area offers dozens of new
quests to explore the re rich deep
history of Elderos, its stories, and
their people. We felt it was important
to bring this zone to life and the
stories we wanted to tell that made
sense within the fabric of WoW forever.
We felt it was important to include
Hyel, Mount Hyel, as one of our new
zones and an opportunity to explore new
stories that make sense within this
project. Here you'll explore the
aftermath of the battle for Mount Hyel.
You'll meet new factions and build
relationships along the way. You'll work
with new allies
and you'll encounter all new enemies and
areas throughout the zone.
>> Okay. And throughout this experience,
you'll start to see where this journey
leads you.
>> So, changing gears a bit, let's talk
about one of our new race and class
combinations, the Forsaken Paladin.
>> Man, people are really excited about
this, but I kind of hate it.
>> So, while Forsaken Paladins are far from
our only new race and class combination,
we did want to take a few minutes to
give them a bit of special attention.
This is an especially exciting part of I
think they're going to be overpowered.
>> And I'll admit, as a Paladin main, it's
something I've been waiting to jump into
for several years. The story of the
Forsaken Paladins rolls directly off of
the new Warcraft 3 campaign, Forsaken
Kingdom. This campaign deals with the
initial struggles for the Forsaken to
find their footing as a people while the
threat of the Scourge and the Scarlet
Crusade looms. We don't want to spoil
too much of that campaign or the story
or the characters, but suffice to say,
there's some direct connective tissue
here that we will explore in WoW
Forever.
>> When WoW Forever begins, we find the
Forsaken Paladins at a time where they
are deeply mistrusted by the other
Forsaken. You have to imagine that if
you were an ordinary forsaken citizen,
the only thing you know of paladins are
organizations like the Scarlet Crusade,
who have made it their mission to
torment and destroy all undead,
including the Forsaken. Making matters
more complicated is the fact that some
former paladins who are raised into
undeath don't take the transition well.
The act of channeling the light is
almost maddeningly painful for the
undead, which is part of why it is so
hard for some to adjust to life as a
forsaken paladin. Some of these
maladjusted souls will lash out,
attempting to destroy or torment other
forsaken until they themselves are put
down. So when we find our forsaken
paladin heroes at the start of WoW
Forever, they are facing an uphill
battle to get the rest of the Forsaken
and by extension Sylvanas to fully
accept them. One of the new locations
we'll visit in WoW Forever is Bandarion
Keep. This keep is in the formerly
unreachable northwestern area of the
Tearsful Glades called the Whispering
Wood. percented paladins will be
directed here around level 10 to start
familiarizing themselves with Bandarian
Keep and will receive most of their
class.
>> This is one of the spots that we said
they could do something.
>> And of course, no Paladin is a true
Paladin without their trusty Ste.
>> Okay, so I I saw this earlier. Uh I
think this looks cool, but that is a
retail mount. And I think if you want to
play with classic graphics, they need to
make a classic version of this and
everything. Everything should be like
that. And this one guy, I follow him.
Look at this. Look, look at what he's
been making. He's been making these uh
like a lower res models. I think this
looks amazing. This looks like it's from
Vanilla. Wow.
It's actually like mind-blowing how good
this is. And he just he just whipped
this up in a few hours. Now, I also
think this looks amazing. I think this
looks fantastic. However, this doesn't
look like something from Vanilla. Wow. I
feel like I I I feel like they should
make whenever you do classic models, you
should have classic models for
everything in the game. It shouldn't be
like littered with random retail models.
I think this is fine if you want to play
like an HD or retail version of the game
in the settings, but I like like I said,
I just hope they do classic
>> their trusty Ste.
>> Yeah, clash with the paladins of
Bandarian Keep are no exception. Uh,
also Forsaken Paladins will also embark
on their very own epic mount quest at
level 60 as well.
>> It's a good thing that we're playing
classic and not vanilla. You realize
like how many times the devs have said
like what I'm talking about and like how
important it is to have things be
cohesive and like how they want to they
want to use the art style of vanilla and
stuff. like every every [ __ ] that
brings up that argument and I I do think
it's a moronic argument cuz it's just
it's it's this this thing where like
people don't realize it's it's the
retail Andes and they get so mad about
it and it's like look I don't give a
[ __ ] you can have this I think it looks
great but if if I choose classic models
there needs to be like everything there
needs to be a classic version of
everything and there also needs to be a
retail version of everything there there
just does you know I'll tell you right
now which one would I prefer I I would
Literally, if you gave me a choice of
have this one or this one, I would have
this one. I think this looks cool. But
if I'm playing on retic models, I want
this one. If I'm playing on retail
models, I would want this one. But I
think this random guy on the internet
who is just just a random 3D artist and
he's just doing this for fun is kind of
killing it. Like this is so good. And he
just knocks he knocked it out in a few
hours. Looks incredible.
>> Whereas the Alliance Paladins claim
their epic charger in the name of I
don't get why uh Blizzard wants to make
classic look like retail so much. The
problem is is that you have people who
are working on retail now working on
this. So like
this is my opinion. I feel like you have
to have like the eye, you know, you have
to have the eye, you have to have the
vision. And like you may or may not have
the eye or the vision for classic if you
work on retail, right? It's not
guaranteed that you have it. You might
have it, but it's not guaranteed. You
can have people that work on retail work
on classic, but that they just might not
have it.
>> Paladins the Forsaken ride in the name
of retribution.
>> The year is 2026. You're a game content
designer for W forever. You're asked to
make a horse mount, but you can't just
make one version. You need to make two
versions. One is for players who like
high fidelity mounts and one is for
players who like the old look. You'll be
forced to do this for the entire time
you work this job. I Yeah, that's what
you signed up for. That is what you have
done. But this random dude on the
internet literally whipped this up in a
few hours. Literally, he posted this one
and then somebody said something in the
comments like, "You should do one for
the undead mount. Should I try my hand
at making a classic style model?" Not
even a day later, like half a day later,
he posts this one. He's like, "Okay,
this is what I did." Doesn't seem hard.
It doesn't They don't even need to make
separate models. They can they can
defragment HD models and adjust them. If
they look bad, that's enough. Yeah,
maybe. I don't know how it works.
>> Let's take a look at something new and
totally unexpected. The Skyborn and
their home in the clouds, Zephrasile.
I think it's best to start by talking
about the history of this new race. The
Skyborn are a race of high elves that
call themselves the Shandori or the
Hidden People. Their history starts in
the ancient kingdom of Eldrathal, which
we now know as Diremal. In the immediate
aftermath of the War of the Ancients, a
group of concerned citizens united to
oppose Prince Torldren and his plans to
harness increasingly dangerous amounts
of demonic energy to sustain the
highborn of Elthalos.
Having just seen the destruction caused
by the War of the Ancients, these rebels
rose up against the prince to try and
prevent him from completing his grand
design and throwing the kingdom into
darkness forever. The rebels
interference cost Orthldren dearly and
prevented him from realizing his full
plan. But it was a pirick victory and
ultimately the rebellion ended in
defeat. Forced to flee Calumor to escape
the terrible wrath of Toreldren, these
wayward elves spent years on the open
sea, pushing ever westward into the
unknown.
Eventually, the rebels ran ground on an
undiscovered land ruled by ancient
primordial elemental spirits. With
Torthldron's fleet close on their heels,
the desperate elves were forced to
strike a bargain with a group of wind
spirits who lifted an enormous landmass
of this island into the sky in order to
escape Azeroth entirely. Using powerful
elemental magic, these wind spirits
anchored this floating island in the
realm of air, Skywall.
Safe and hidden from the vengeance of
their pursuers, the Sky Lawrence spent
thousands of years building a small but
vibrant civilization hidden in a corner
of the elemental plane. Now, the
elemental plane has been a core part of
Warcraft history since the earliest
Warcraft games. We've visited it in
various realms and other versions of
World of Warcraft as well. For while
forever, we were excited to go to
Skywall and experience this place
through its slightly different lens. The
Shindorai as a people have gone through
many changes over the past 10,000 years
of existence and the elemental plane.
Much like their high elven cousins who
settled in Qualos, the Skyborn developed
their own unique physical
characteristics after being sused with
the magic of Skywalk. They are more life
and agile than their caldori ancestors
and the magic of the elemental plane has
had other effects on their physical
characterist characteristics such as
hair color, eye color as well as skin
tone. When we find them at the start of
WoW forever, the skyborn have been
thrust abruptly into crisis. After
thousands of years living alongside
their elemental benefactors, they have
the the wind spirits have suddenly
vanished. Cinder eye is first time since
arriving in Skywall. The Skyborn must
now fend for themselves. The absence of
the wind spirits has also thrown the
magic that hold Sky Zephris together in
turmoil. The ancient pylon structures
that anchor Zephrile into the realm of
Skywall have begun to falter and fall
into disrepair, causing portions of the
island to fall into ruin and darkness.
In this period of turmoil, several
factions have gained traction and are
vying for control of Zephr.
>> I'll tell you, I am not a fan of the
Skyborn elves. Personally, I don't think
we needed more elves. I think that
Blizzard wanted to put elves in because
everybody loves elves and they think
that they're going to sell more elves to
people. Now, I did say that maybe they
should put high elves in as a playable
race, but high elves are an existing
race. I think adding another race of
elves just feels a little bit
unnecessary when there's other like
current races of elves to choose from.
Or on another front, uh I think having
one race, I know they they said they're
not the same race, but they are, right?
They're two factions of the same race. I
feel like they should have made
something else entirely. I I don't think
that they should have made Skyborn
elves. I think they shouldn't have had
Skyborn go to both. Like let's say you
wanted to have Skyborn. I think you
should have two races.
>> The Windshapers are the shamanistic
spiritual leaders of Zephrilele and they
are one of the playable factions of
Skyborn. This is the faction that will
ultimately side with the Horde. While
all Skyborn on both factions can be
warriors, druids, hunters, and rogues,
only Windshaper Skyborn may be shaman.
This is to reflect the deep connection
that skyborn shaman have with the
elements and the now departed
windspirits. By contrast, the high order
are the more pragmatic and
forwardthinking faction and they see the
departure of the wind spirits as an
unprecedented opportunity for the
Shindorai people to truly be
independent. And this is the faction
that will ultimately side with the
alliance. The members of the high order
are the proud descendants of the
highborn magesters who joined the rebels
when they fled from Elder the loss and
thus the ability to play as a mage is
restricted to high order skyborn only.
Lastly, we have the Aketh. The Alyth are
a cult dedicated to the worship of
Alakir the wind lord. The wind spirits
rarely spoke of Alakir in their time
with the skyborn, making the elemental
lords something of a taboo mystery. Some
among the skyborn, however, were able to
use their shamanistic skyight to peer
across the elemental plane and gain a
glimpse of the terrifying might of this
elemental lord. Tempted by power, these
Shindorai broke with the rest of society
and dedicated themselves to the service
of Alakir.
Emboldened by the departure of the
benevolent wind spirits, the Alyth have
risen to prominence, using the crisis to
stoke fear and seize control of a large
portion of the island. When we find them
in WoW forever, they are an ever growing
threat to the already fragile piece of
Zephris.
So, while we want to keep most stories
firmly grounded on Azeroth, we felt it
was important and exciting to be able to
ex explore Skywall a bit more, and a
starting zone is a great opportunity for
that. Zephris is not a major fixture in
the world, and it's very self-contained.
You aren't going to go here every week
to raid or to farm materials. This is an
example of how we plan to sparingly and
respectfully create new and totally
unexpected content in WoW forever.
So before we wrap up talking about
Zephris, I want to call attention to the
screen. So this is the final in-game map
of Zephris.
And here is the original sketch that
Chris Mson drew up for Zephris after our
first meeting talking about the concept.
He was very stoked and he sent this to
me very excited.
As someone who remembers
reading the original WoW or original
Blizzard game manuals and seeing Chris's
sketches in these, I can say it was
definitely a surreal and geek out moment
when he sent this over to me and we
thought it would be cool to share with
you guys.
Thanks, bud.
>> So, speaking of sharing, we thought it
would be fun for us to go on a little
adventure together. So, we are going to
go off script a little bit and we're
going to dive into a conversation
between the two of us and a few thousand
of our closest friends here today and
we're going to talk a little bit about
the development of Wow Forever. And so,
to kick that off, we're going to jump
right in with our first question for
Josh. tell me a little bit about how the
learnings from season of discovery uh
were applied to this project. Yeah. So,
in Season of Discovery, we did a lot of
work to try and tell stories in a very
classic way, in a way that felt very
diagetic to the world. And you know, I
mentioned earlier talking about blowing
up existing characters like, you know,
Gregory the truth bearer and an the
Vindicated. um and you know following
their stories uh as they sort of you
know there was a backdrop of this Legion
invasion and they they came together to
rediscover the light together and and
stave off that adventure. Well, telling
those stories at the ground level,
focusing on those two characters that is
very quintessentially vanilla and it was
something that we leaned into heavily.
We studied a lot of original WoW. played
through all of these classic quest
chains we knew and love to create those
types of stories and we want to bring
that forward into into uh WoW Forever. A
lot of the quests from Season of
Discovery are things that we
sorry a lot of the questions and quest
lines in WoW forever are things that we
started in season forward. Um, you know,
speaking of kind of like the the journey
uh that we were talking about earlier,
like can you tell us about the
development journey of the something
like the Riverblades? It's so grounded.
It's so vanilla. Wow.
Uh, absolutely. Uh, where do we begin?
I'll take you all on a little bit of a
journey. Uh, a little bit of behind the
scenes about our development process.
So, when the zone was we're first
looking at zones, what areas do we want
to develop for this project? And there
was this piece of land on the eastern
shores of the eastern kingdoms and it
had never really been developed. It did
exist on the map. If anybody wants to go
look at that, you can find that. Uh and
that started a discussion. We have a lot
of discussions on our team. Uh and that
was what could we do with this area. And
that led to discussions about how could
we, you know, have stories from certain
zones tie into this, whether they're
connected or other areas of the world.
And that led us to one of our world
builders, you know, coming up with a
couple, you know, ideas for the zone. It
started as a few different biomes. We
weren't sure if we wanted to have it be
one single zone. It's a very large zone.
It's about 30 chunks, which is roughly
the size of Stranglethorn. And
ultimately, we did land on making it a
single zone. And that led to a lot of
other discussions about, well, now that
we have, you know, our zone idea, what
kinds of stories do we want to tell? And
that was a very long discussion, a
month's monthsl long discussion. And we
whittle down about 10 or 12 ideas, I
would say, to a handful. And those
ultimately became some of the stories
that all of you will get to experience
in the river.
>> Okay. Interesting.
>> Yeah, we we bounced a lot of those off
of Chris Mson very early on. And he was
really excited to kind of revisit some
of these places that we'd seen in the
earliest Warcraft games, even for a
single mission like some place like
Sunny Glade. Super cool to go back
there. Um, you know, continuing on the
the topic of the journey, Evan, why
don't you tell us about, you know, how
we went about choosing which level bands
to include new content in because that
was something we really wanted to make
sure that we rounded out the world. Tell
us about that.
>> Uh, no surprise to anybody here, a lot
more discussions. Uh, what we do is we
have discussions all day, every day.
Yeah.
>> Um, it's great because it gets us
thinking about why do these decisions
matter? How do they impact the player
experience? For something like
Riverglades, a lot of it really came
down to that we wanted to provide
players not only a new zone to explore
with new stories, but a new level band
so you don't have to stay in the areas
that you're already familiar with. And
that's part of the journey that we
wanted everybody to be able to take on
their own. Or, you know, if you want to
explore the new areas, you can. If you
want to stay in the old areas, you can
do that as well. And it was a blending.
And the blending of the stories from one
zone to the next also coincide with the
level blending for the spaces. So, if
you're in Stranglethorn, you want to
level there, great. If you want a little
bit of a break, you can now go
experience an entirely new zone with
hundreds of new quests for both
factions. And not we're not talking just
only about Riverglades as well. When we
look at areas like wetlands and
spoilers, there's some areas uh northern
Calumor that might have new questing as
well. Um all of this is intended to help
give you more opportunities to not only
explore these stories, but change the
way that you level. This has been
somewhat of a solved thing for some
time, and we wanted to give you
different opportunities to play the way
that you'd like to play. Yeah, being
able to redo that journey and seeing it
in it through a different lens each time
is really exciting. Um, and you know,
it's been it's been a joy to level a
bunch of different characters in our
internal tests and kind of take a
different route. You know, I think
vanilla players, right? Like we kind of
have our route we like to go. It's the
comfy kind of kind of butt groove in
your leveling process. And we sort of uh
we were able to kind of upend that a
little bit. A lot of fun. So, when we're
talking about, you know, level banding
and all the zones that we want to
introduce and all the new content that
we're going to create, tell us a little
bit about what kinds of how how do we
approach story moments?
>> Yeah. So, you know, I talked a little
bit about telling stories in a sort of
vanilla way or a classic way. I think
one of the things that we all I'm going
to speak for everyone a little bit here,
I'm sorry, and say that I think the
things most people uh agree is awesome
about original WoW is the mysteries it
created.
100%. This is something I talked about
this. Okay, so I talked about this
actually before uh I talked about this
before Blizzcon. I said that's that's
like one of the keys to the game that's
super super important is don't explain
everything. Like let some things just
kind of like be what they are and just
like let the mystery kind of flow, you
know,
>> guys. But I remember in like 2006
watching, you know, a grainy video of
the first guy to go through Scarlet
Monastery with a corrupted ashbrer on
his back, right? That stuck with me.
Talks to Fairbanks. He learns about
Darien Mograin and Outland. And I spent
kind of years, I feel like, wondering
where that was going to go and how that
was going to play out.
>> The same
thing about 2026. There's a website
called ashbringer.com and it was a forum
and and it was like all the tidbits of
like like how to get the how to
uncorrupt the Ashbrer was like people
were tracking it constantly and then
eventually one thing led to another and
I think it was like Blizzcon or
something they asked like what happened
to the story of the Ashbrer like where
is it in in Outland? They're like oh
yeah we forgot about that and then they
ended up just you know giving it to to
Tyrion for Wrath. however, is that a lot
of those questions in the intervening
years have been answered.
>> And so what we're really trying to do
with something like Wow Forever is
create opportunities for new mysteries
for for everyone. You know what what how
did the Brotherhood of the Horse end up
in the Riverglades? Like what was their
motivation um how did the uh the Boulder
Rock Ogre Clan, how did they end up, you
know, they were part of the Twilight's
Hammer, a little bit of spoiler, sorry.
and how did they end up on their own and
what will that mean and their
interactions with the horde? I don't
know. Um, and so creating those new
mysteries is really important to us. So
when we're talking about all this stuff
and you know we're in the office and
we're talking about ideas and we're
planning for current and release and
future content, it it provides us a lot
of opportunities. So the last question I
wanted to ask today with Josh, no
pressure, what does the future hold for
WoW forever?
>> Oh boy. So, you know, I think if you're,
you know, if you if you're playing the
beta next Thursday and you're feeling a
little adventurous, maybe you might want
to try do a little bit of a corpse run
to the entrance of a place called Grim
Batal in Eastern uh wetlands. Uh if you
end up there, you'll notice a maybe
potentially notice anyway a much larger
red dragon presence outside of the the
>> mountain. I'm not sure why. I don't
know. I don't know what that's about.
>> Weird. Anyone have any opinions about
that? I don't know. Like
>> Yeah, exactly.
>> I think you hinted at this a little bit,
Evan, but the uh talking about uh some
zones that we've also added uh more
things to such as Ashara. We haven't
talked about it a lot. We gave Ashara
quite the glow up, too. There's a lot of
new quests there.
I will say though, there's perhaps a
cratersized hole in the content of that
zone and I'm wondering if maybe at some
point we might fill that. I don't know.
>> Hashara Crater,
>> you know, that about wraps up the time
we have for today.
>> We hope that all of you enjoyed this
discussion and we can't wait to invite
all of you to come play this journey
with us throughout Azeroth. on behalf of
myself and Josh, the classic team, and
the World of Warcraft team. Thank you
all very much. Enjoy the rest of your
BlizzCon. We can't wait to see you in
Azeroth. Thanks.
>> Nice. Yeah, dude. I think there's so
much potential for this game, man. I
think there really is. I think there
really is. I just I hope the gameplay is
good. If the gameplay is good, the meat
and potatoes are good, it'll stand the
test of time. It just the gameplay has
to hit. the gameplay has to be good
because there's so much potential and
there's so much intrigue and mystery and
everything around the corner. I I I
really really hope for the best, man. I
really do. But yeah, so anyways, with
that being said, Blizzcon was absolutely
incredible. Uh getting to finally come
home, react to everything. I mean,
there's there's a ton of stuff we did. I
mean, you can get updates on stuff or go
back and look at my Twitter and and
there's a lot to talk about there. But
yeah, make sure to check out my stream.
I'm live on Twitch, YouTube, Rumble,
Kick, Twitter as well. So everything is
SFAN TV. You can also join the Discord,
Instagram, Tik Tok, Facebook, whatever
it is. If it exists, it's SFAN TV, the
Reddit, whatever it is. Everything is
SPF TV. Come be a part of the community.
I mean, we we've been doing this for a
long time from years ago trying to be uh
the guys pushing for classic WoW classic
uh sorry for like classic WoW like
legacy servers and stuff like that from
from like the private server days all
the way to now with like classic plus
and hoping that it's like the game
hoping that it's like the the the best
game that we can possibly make it, the
best version of of WoW that we can have.
It's a big deal. Uh we're really excited
for it and you know we do a lot of other
things too. But if you guys like it, if
you guys like the video, if you guys
have something to talk about, leave a
comment, subscribe, like the video, and
we'll see you guys next time.