---
title: 'WoW Forever Is FINALLY a Game We Can Call Home'
source: 'https://youtube.com/watch?v=i-hL0SKBmts'
video_id: 'i-hL0SKBmts'
date: 2026-09-19
duration_sec: 2075
channel: 'Xaryu'
---

# WoW Forever Is FINALLY a Game We Can Call Home

> Source: [WoW Forever Is FINALLY a Game We Can Call Home](https://youtube.com/watch?v=i-hL0SKBmts)

## Summary

The video analyzes the World of Warcraft Forever announcement from BlizzCon, highlighting its promise to cap players at level 60 and remain in a 2004-era timeline without opening the Dark Portal. The creator expresses excitement about finally having a permanent home in WoW, contrasting it with seasonal or temporary modes. The analysis covers new content, itemization, class balance, the campfire system, and the subscription model.

### Key Points

- **WoW Forever Announcement** [00:00] — World of Warcraft Forever is a promise to build a game based on the vanilla WoW world, capping players at level 60 and never going to Outland, living in an isolated timeline between Warcraft III and The Burning Crusade.
- **Timeline and Starting Point** [00:34] — The game starts before Molten Core opens, with major lore characters like Arthas and Illidan still alive, and the Dark Portal never opened, allowing for new content in familiar zones like Hyjal and Gilneas.
- **A Place to Call Home** [01:45] — The creator explains that WoW Forever is the first time in over a decade that players can log in with the expectation of continuous new content, unlike seasonal modes like Season of Discovery or Classic Era where characters eventually become meaningless.
- **New Zones and Content** [04:49] — New zones like River Glaze fit seamlessly into the vanilla world, and the team is committed to supporting this version forever, ensuring time investment always has meaning.
- **Art and Visual Fidelity** [06:11] — Artists face challenges recreating 2004 textures with modern tools, aiming for a look that feels like 'how you remembered it' rather than identical, with special moments like god rays and volumetric fog evoking nostalgia.
- **Itemization and Class Balance** [12:28] — The team is reworking quest and dungeon rewards, adding biome-specific affixes (e.g., bonus damage against murlocs in Black Seven Deep) to make items more interesting and viable, while also buffing underused specializations.
- **Leveling and Casual Play** [15:22] — With a static level cap, players can progress at their own pace; the core pillar 'Journey Before Destination' means new content is added across all levels, not just endgame, including new dungeons like Hall of Fames for levels 13-18.
- **Legacy System and Alts** [19:05] — The Legacy System incentivizes creating alts with cumulative account progression, and racial updates make races more distinct, encouraging varied playthroughs.
- **Campfire System** [20:50] — Campfires, tied to professions, provide buffs and create social moments, mimicking classic WoW's serendipitous interactions, such as waiting for boats or flight paths.
- **PvP and Faction Balance** [23:56] — On PvP servers, players are restricted to one faction per account, and the team is leaning into faction balance to avoid unfair world PvP scenarios, fostering a 'mega-realm' neighborly vibe.
- **Add-on Support** [25:44] — Add-ons will be supported with parity to mainline restrictions, but the team will prevent add-ons from having too much power, while investing in built-in damage meters and cooldown managers.
- **Pricing and Subscription** [27:00] — The base subscription includes nine new dungeons, a thousand new quests, and new zones, with premium packs like Skyborn elves ($30) as optional extras; the team emphasizes commitment to consistent content.
- **New Classes and Content Philosophy** [29:26] — The team is cautious about adding new classes, fearing they might break the game; instead, they focus on filling gaps in the world, like River Glaze, and telling down-to-earth stories rather than world-ending threats.

## Transcript

Let's check it out guys. This is the one Dev Interview that I hadn't seen. World of Warcraft Forever does answer our biggest questions at BlizzCon. Let's hear it, Tim. Let's hear it. Forever is really 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. We are in a place in between Warcraft III and the Burning Crusade perpetually.
We want to live kind of in this isolated timeline, if you will, where we've never opened the Dark Portal. But it's in that 2004 space.
We're starting in a place where Molten Core hasn't even opened up. There are major lore characters that are still alive because we're at this point in time. Arthas is still up in Northrend, Illidan is still out in Outland,
but 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 Hyjal or Gilneas,
that we can create new content for in a point in time that no one's ever experienced these zones in. People have played Hyjal in Cataclysm, right? But people have never gone through Hyjal or seen what it's like after the events of Warcraft 3,
but before the Cataclysm. Also, fluffing out. So, like, I was thinking about this last night and this morning, and I talked about it earlier on stream today. This is the first time we've actually had a World of Warcraft that we can call home in a fairly long time.
And let me explain to you what I mean by that exactly. when Season of Discovery came out, it was awesome, right? It was a lot of fun. People, it was amazing. But we all knew that it would come to an end and we'd all have our characters either be deleted
or it would be meaningless because everyone would quit. We all knew that. And it came to an end and all of our characters were sitting there in the meaningless, right? With retail, of course, right? There's new expansions and there's new content
and there's new boxes and that's awesome. But I think in the back of our heads, A lot of us know, like, retail isn't the game we want it to be. And that's not true for everyone. For everyone, they love retail, and that's awesome. But for a lot of us, it's not, like, quite the game we want it to be.
So, like, we play new expansions, we check it out, and it's like, we kind of know that it's fun, but it doesn't really scratch the MMO-ish we're looking for. So we go back to, like, Classic Era, Hardcore, or TDC.
And it's like, okay, well, TDC is awesome, too. What about TDC? It's like, well, in the back of our minds, we know TDC is going to come to an end. Either it'll release wrath, or our characters will rot
because there's going to be no new content added. Classic Era, same thing. Classic Era's great. But we know it's going to have no new content, and our characters will be sitting there, and at the end of the day, the characters will sit there.
Same thing with Hardcore. Hardcore's amazing. I love it. But at the end of the day, there's no new content added, and our characters will kind of sit there. So we've been in this World of Warcraft sphere
for a lot of us over a decade, 10 years plus, where we haven't had a place to call home. We've just been very transitory over the last decade
between season of discovery, classic era, TBC, Rath, Cata, Mop, Sod, Hardcore, bouncing, bouncing, seasonal, seasonal. So it's the first time since, for me, like 2016, 2014, like 10 plus years,
that I've been able to just log in in the morning onto a character and be like, yeah, this is my guy. And I'm going to make some alts. And we're going to expect new content. And it's not going to just end.
And it's not going to be a season. And we're not going to just like clear the last thing and be like, okay, what do we do now? Because there's going to be something else in three to six months and something else and something else. So, like, your time is worth it again for the first time in a decade.
It's insane. It's insane. That's what I was thinking about this morning and last night. Like, it feels incredible as a loud player to have a place to call home. Right?
Retail is that for a lot of people already, and that's fine. But I think for a lot of us where retail went off the rails on certain decisions, which is fine for some people, but for a lot of us it isn't that anymore, and it hasn't been that for a very long time.
So, oh my gosh, we're home, boys. Like, we can actually just play again for the first time in a long time. Here we go. 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. Things like the river grades, for instance, in WoW Forever is something that, like, it's new, right? It's new in WoW Forever, but it's something that is so, it fits so well within the vanilla world
that it feels as if it curved in there the whole time. And surely the feedback we've heard is that, this really does feel like classic. It plays like it's genuine to that classic Warcraft vibe that we're going for,
and that's exactly the kind of content that players can look forward to. 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 go from this game with classic that feels very preservation-focused. Sure. When you change to making new content for something,
you're going to scale up with more artists, that kind of thing. But I find it very fascinating as folks have gotten used to making retail assets, which is you've got more quality counts, you've got different tools, that kind of thing.
I'm curious, what's the road to bringing on artists for tuning in to my new assets that are set in the 2004 version of WoW. I imagine it's a different process. Yeah, I mean, not every of us are artists, but we've worked with artists and gone through this process,
and it's been a fascinating learning experience. This is a big one for me. Like, so I've already, if you watch the stream since this morning, went ahead and downloaded an add-on called, like, Classic UI Forever,
and it, like, brings back the Classic UI and, like, a lot of the textures and, like, the old spell book and stuff like that. Like, for me, this is a big one. Like, I like the OG stuff.
I'm curious what he's going to say, but, like, clearly, like, for me, it is still, like, a little too modern in that aspect, but I will say I do like that lighting. Okay? I think the world looks beautiful. All right? So I'm happy with that.
To say the least, you know, like you said, people had different tools. people had different software, different operating systems back in 2004, right? 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 were handled
and really try to recapture when creating our new armor sets and weapons to figure out how the colors and reflections 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'll always make... This is really interesting. I'm going to come up with a really terrible analogy right now.
If you're an artist out there, please plug your ears. But this almost reminds me of, like, if someone wants to mimic an old school painting. And for some reason, like, the old school paintings were developed with, like, hand-mixed dyes and, like, hand-mixed paints.
and a brush that was put together with, I don't know, the hair of a horse tail or something, I don't know, like OG.
And it's really scuffed and scraped. You can see the scrapes in this and that versus a modern painting with a perfectly mass-produced paintbrush that makes it smooth better, right? a perfectly curated blend of color in the paint itself,
so you have a really consistent color which is better But then the final product looks much different This analogy isn't working.
Wait. I said artist out there, close your ears. For us, normally, non-artists, does it really not work? It's totally working? I feel like it works. Anyway, my point
He's saying the actual files, he saves them in different reds. The software they used back then doesn't even exist anymore. It's like crap, right?
It's tough because someone like me loves the old texturing. I actually just like that OG texturing a lot. I would love a middle ground, but I guess we have to settle for the add-on for now.
It's a great analogy. things that could have always existed in the 2004 game. Yeah, setting out to build Wild Forever,
there was a lot of back and forth about what kind of visual fidelity to strike, and we ultimately landed on, like, while not identical to how it was, but how you remembered it, like how you'd imagined it fits out, right?
And, like, after, you know, so much hard-working effort, our artists, our rendering crew, they, you know, when they finally got those graphical updates into the build and our team started jumping in, it was truly a magical moment to, as someone, I mean, myself, I grew up in World of Warcraft, and to see the sun poking through the leaves in Alwyn Forest, like, I got emotional.
I started, like, crying at my desk. I had to be like, what happened? Are you okay? It just works up. I remember playing in our internal office when we were just seeing the first elements of, like,
god rays and volumetric fog and custom lighting to really recapture the identity of these zones. But in what players' minds I was, and one special moment for me was, you know,
leveling a night elf hunter and leaving Menacle Harbor to go up through the coast of Wetland and then looking off in the horizon, seeing this glorious sunset at the
end of the day, and then seeing the shadow of Dalaran off in the horizon and seeing the silhouette of Gilneas City off across the bay, it was just like, holy cow,
this is so important, this is so special what we're building. I can't wait for people to have those same moments. Guys, we have a screenshot section in Discord, and people have been linking just themselves walking through the game.
Sorry to keep pausing the video, but, like, to open up some of these, it's highly relevant right now. Like, look at these screenshots. These are just straight-up screenshots of you guys in the Discord playing the game. It is absolutely remarkable.
Like, it is crazy. The game looks beautiful, right? The game itself, like, the graphic update, If you search a screenshot that you guys have been posting, it is so cool.
This one's not loading for some reason. Oh, here we go. Well, this is me streaming, but, you know, this is what we're focused on here. Like, it's incredible, man. Let me jump into our beta. What was the balance like of, you know, adding the gear and changing the class as a whole
without making it feel completely different? I imagine it's kind of a, you know, it could be a struggle, I'd imagine, your first time figuring that out. Yeah, you know, I think a lot of people consider classic to be a solved game.
And one of the things that we try to strive for is we're mixing things up. We've painstakingly gone through quests, rewards, dungeon rewards, and looked at itemization.
just in the same way that we are trying to bring certain specializations from classes up to be more viable. We want quest rewards and dungeon rewards that maybe people never cared about
to be something interesting and compelling to players. One of the things I've been talking about in previous interviews was we now have certain affixes 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 Seven Deep that allows you to do bonus damage against murlocs, or the Staff of Westfall might allow you to run faster
in Elwynn Forest, Westfall, and Red Ridge. I love biome-specific effects. These are brilliant. I don't know whose idea this was, but it is very smart. Because now Staff of Westfall becomes more than just a good staff.
It becomes the best staff if you want to move quickly through this zone. And just having that optionality is incredible. I love that. So 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 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 build their character and experience the world. It's really cool what we're doing there.
Itemization-wise, too, like, we've really leaned into it. If you think back to our classic, there's also some... Okay, we're all thinking it. Tim, you have a great beard. Let's just say it, okay? We're all thinking it. Tim, your beard is incredible.
Incredible, okay? Okay, sorry. iconic items that are just goofy, fun, gimmicky. And we've cut all manner of fun, gimmicky items off of it. I don't know if you saw the Deep Dive panel, but Chris at one point had a flag that said Spider Swarm on it.
And when I saw that internally, I remember going up to Tim and going, guys! You know, just these memorable, fun, playful things in a fairly grounded, serious Warcraft world, right?
So what Holly said about going back to Warcraft is just something we feel very strongly about and very passionate about and I'll know forever. The beauty about there being a level cap of 60 means that players can approach the game differently if they want to.
There's going to be opportunities for people to level back. We're going to have the people who want to experience the raid content first 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 never moving is that you can take the game at your own pace, and that's okay.
Like, the progress, 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.
If you only have 30 minutes during the week to play, then you can log in, look at the quests in your logs, complete a couple in Elwynn Forest, go to the auction house,
grab a couple materials, make some progress on your professions. And because the focus, one of our core pillars is Journey Before Destination. and we want to create content at all levels 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 sister dungeon to Ragefire Chasm.
Alliance never had a 13 to 18 dungeon and now they do in the depths of where Old Ironforge has always been, which is super exciting to see. Guys, they're just saying all the right things.
You know what I mean? Like, every one of these panels, they're just saying all the stuff we want to hear. It's like, yes, yes, yes. Tim, there's no way you can do all of that in 30 minutes, by the way.
That's going to take, what you just said, it's going to be like a four-hour thing. But I agree with his point that for a casual gamer when you play a game that is like a modern MMO that really forces the content down your throat you feel like okay I need to level super fast and this and that
Hardcore kind of brought us back to this time. It's like, okay, I'm going to log in, quest for a few hours, and log out. And then I'll log back in and pick up right where I left off. since the goal here
isn't hit 60 and a raid log it's more let's level and have some fun right it's such a good casual experience and good casual game even if you don't have a lot of time to play which is cool that's what hardcore was I think too for a lot of people
you pick up right where you left off since there's no patches that vertically prog everything with catch up mechanics and like you know new patch means you have to just like grind this and get into the newest stuff all the time.
It's more just like, alright, let's focus on just playing the game. A lot of that is a mental shift, too. Not even just a game shift. But I like that they're designing that with the focus of it's not Classic WoW with more endgame content.
It's Classic WoW with more content from level 1 to 60. Not just a new raid after Naxx. Not just a new zone after Eastern Plaguelands.
It's, oh, there's new stuff along the whole journey, right? It's so much better. And we want to continue to provide players new leveling opportunities,
whether it's a new zone like the River Glaze, new dungeons or different level bands. And things like the Legacy System allow people to create alts and carve new paths and have this cumulative 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, and take their time. There's no rush getting through the leveling experience, and we're going to continue to support it.
Yeah, the legacy system and things like the racial updates that Christy had talked about on the deep dive, like those are things that, and those updates, in case you weren't aware, they're making races, we're making races a lot more unique, distinct,
such that we're giving them 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 name Night Elf Druid or something, right, and I get to 60,
well, along my journey maybe I'll gain 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 the combination of just different mechanics,
different perks that you've gained over time I think are going to really lead to these 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 those opportune moments to socialize, connect, make friends, lifelong friends at times, right?
Our camping system is another way that you can do that, right? Because you can sit down and campfire, like, maybe you're going to come and take advantage of my boss. Maybe you're going to gank me. I don't know. But it's just wonderful. It's like you can imagine it as just sort of a staging ground for all of these really awesome potential opportunities to engage with other players in a variety of ways.
And are those buffs right at the campfire, are those tied to explicitly the campfire system or to professions? They're definitely tied to professions. I mean, the cornerstone of the campfire system is like the cooking fire.
That's the cooking profession craft. but we have 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 miner, 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 a minute to get these buffs on you,
and the hope is that in that interstitial space when people are waiting, you run into someone that might be on the same quest as you. And maybe that turns into a friendship.
Maybe you join that person's guild. Maybe you're raiding together. Maybe you're going to BlizzCon together. It's also like... I like it, right? Like in Classic WoW, you have flight tabs, you have waiting for the boat or taking the boat,
you have running zone to zone, and now you have this campfire moment, right? It's really, really nice. It kind of mimics the ways in which the original classic WoW led to these serendipitous moments
where you're engaging with other players. For example, when I jump on a lengthy flight path, I might decide I'm going to talk to my guild, have some conversation. Maybe I'm going to...
I'm flying through a zone, someone asks a question and I'll chat. I'm going to answer the question. And same thing with if I'm running to a dungeon. Or go AFK and, like, make some food or go to the bathroom, get some water, too. It's kind of nice having, like, some pacing for that kind of stuff where it doesn't feel like you have to just be there 24-7.
Right, 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. The player's not doing, making interesting choices or doing, like, active problem solving or anything.
and they're engaging, not engaging with these systems during that time, they're just running. And 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 paths.
Well, we'll make that run less, you know, we'll reduce that friction, right? But we look at it as, you know, those are key to kind of providing you with opportunities
to kind of slow down a little bit, decide, like, do you want, like, you know, do you want to engage with other players? 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 draft run? You know what I mean? Maybe I'm going to like, you know, I'm going to take a detour while my dungeon runs and I'm going to go help that person out. And maybe that's learning a perk of a friendship or a rivalry with the guy on this game, you know.
Right. It's not the game game. It's not the game game. Horde and Alliance, you know, typically on old servers, you 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 archers on the other rule sets at any time. We're also leaning into faction balance
in PvP situations we don't want there to be a world in which our world logic that's kind of distributing players throughout the world is deciding, you know, well, I see you questing, you know,
just doing your own thing. I'm going to decide to, you know, throw in like 40 horde who are going to come after you and just, you know, mess you up. Like, this is the first thing that I'm just like, why?
Is it a technical restraint? Like, PvP was always that way from the beginning. Yeah, but this is the first time we've only had one server. so per account
you can literally only have one you can either choose alliance or horde per account for pvp right people are saying no traitors like that's sure okay that's crazy to me still though
I really because people were asking me could you make alliance and horde on the same rule set I'm like probably I don't see why not that'd be crazy and they are restricting it so we'll see we'll see how that goes yeah, I'm playing ally.
I mean, good luck out there, Horde. That's what's happening. Be a little more balanced in a sense, such that, you know, at least maybe you'll have more of a fighting chance and there's more social context involved too so that you can encounter some of the same players more often
and have that, like, mega-realm, neighborly vibe such that, like, I don't know, maybe Kim's building a reputation for stealing my herbs or something. You know what I mean? Those are important for us to have in WoW Forever because those are the relationships that matter, you know?
add-ons are they going to be supported I know obviously retail gone away with with most add or you know certain types of add right I think we gonna see that add are are supported in World of Warcraft forever There going to be parity between certain restrictions that add in terms of the information that add 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 or other things that add-ons have been able to do.
Yeah, it's one of those things that, you know, So World of Warcraft is very unique in that we offer a variety of ways for players to customize their experience through add-ons, and we want to preserve that. That's a given.
The thing 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 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.
It also means that we are investing in players having the ability to have a damage meter supported by us, a cooldown manager within Classic or within World of Warcraft Forever, things of that nature.
Cool. On pricing for the Skyborn elves, I know it's kind of $30 to get the pack, get access to the race and their starting area. How do you determine as a team what is included in the sub and then what will come with a premium?
I hope that people see that what they're getting for a subscription at launch 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 Skyborn, but you have nine new dungeons. You have a thousand new quests,
brand new zones that you can go and explore. for the same subscription that you're paying for Modern WoW and our classic variants of the game is. That is actually crazy. It really is.
It is actually crazy for a sub we're getting on this. Of course, there's higher packs you can buy, this and that, but it is pretty nuts as well. And we have an amazing roadmap of content
that Clay laid out in the What's Next panel here at BlizzCon where there are going to be more raid tiers, more dungeons, more questing content, more PvP content that we're adding to the game for the base subscription.
So I hope people see that we are committed to making amazing content for the subscription price and really just committing to making 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 don't know, when Warfare ever comes out, I'm going to be lost in Warfare ever. Yeah, I was going to say the same.
Like, I'm the guy, like, I usually will try all these things. Like, when this comes out, it's like, I don't know, man. Yeah, we'll see. You know what I'm saying? We'll see. The amazing thing is just that, yeah, like Tim mentioned, like, all those different versions of World of Warcraft that you can jump into and have a completely different journey.
you know are all included in your subscription price right which hasn't budged in geez yeah when you as a team look for you're looking for the new content you mentioned you kind of tease 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 are there maybe other areas that you could explore new things like people forever want to be a tinkerer right Like, what's the kind of general philosophy for that kind of thing?
There's content in our... I am so afraid of them adding a new class. I am more afraid than excited for a new class. I will say that. If they add a new class and it works, awesome.
But if they add a new class and it breaks everything, now you're broken forever. I am way more afraid. Oh, you guys all agree. A lot of you agree. Okay. Like, a new class could be sick, but it can also just break what we already have.
and like, I don't know, part of me I'm just like, oh, be very careful with that. For example, right, you add the death knight to the game and like, you know, it's great and a lot of people love it,
but it fundamentally changes everything forever. You can't just remove a class once you add it. You really can't. So it's like, I don't know, new class is very, I mean, it's terrifying for me, to be completely
honest. It is terrifying to add a new class. I don't know. If they did it right, it could be sick though. The game that we want to add that is expected, Mount Hyjal falls under that umbrella where people know that it's in the game.
Plays like Yoneas. We haven't necessarily experienced that type of content in this timeline, but people know it's there. We're not just checking a list of things. There is an enormous opportunity with the things that people expect, 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 and exploring those places in between. Like River Glaze is a great example.
Geographically, that space always existed on the vanilla map, but it was a blank slate. Geography that had never been realized and then was destroyed in the cataclysm.
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 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 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 could really use a new dungeon because that's underrepresented where other level brackets are overrepresented. So we're just, we're trying to make as much cool content for everyone 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 size down to earth stories rather than like big world ending threats, right? You know,
it's what are the people in this world doing at this time period what do they care about what are they where their fears like you know what situations are they in you know are there opportunities to help them or they don't know it's there are so many compelling stories that
we can tell and that can i think resonate with our players 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 they 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, you know, alongside, of course, the relationships and the journey you have with other people along the way. A lot of my WoW friends that I've had for over a decade, they showed up to my
wedding last year and met people out here at BlizzCon who met their spouses in World of Warcraft. It is such an incredible game for that, right? And so players and their
stories alongside the stories we tell through the world, I think, are one of the most compelling things about Lost Weather. Guys, I mean, I feel like they are literally telling us everything that we want to hear. Like, the last
year or two of this discussion, they're just, like, saying it back to us. There's certain things, right, that are like, ooh, ooh, ooh, whatever. But, like, overall, like, they built a game we wanted. And, like, oh, I'm still here for it. Holy
crap. Just to show you guys some more screenshots, while we were watching that video, someone posted this in the Discord. Someone posted this.
I mean, guys, these are just in-game screenshots. I mean, this, I mean, it is ridiculous. I mean, ridiculous.
I'm just, I'm just clicking these as we're going, man. It is crazy. So, like, yeah, massive win here. Also, do you guys know who WowGrammar78 is? We actually got a photo with her at BlizzCon.
legendary very nice meeting you wow grandma 78 that was sick yeah you guys watch your content
