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Why Was 'World of Warcraft: Forever' Created?

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First launched in 2004, 'World of Warcraft' has built a vast world over more than 20 years through numerous expansions and updates. As a result, significant differences have emerged between today's WoW and the early days of WoW, ranging from game structure and content to playstyles. While Classic servers offered a way to relive specific points in the past, 'World of Warcraft: Forever', unveiled at BlizzCon 2026, takes things a step further.

Forever goes beyond simply preserving past WoW as it was. Taking 2004 Azeroth as its starting point, it imagines what the game would look like if it had continued to evolve in a different direction. New content and stories that never existed before are added, along with combinations previously unseen under old rules, such as Undead Paladins and Dwarf Shamans. While starting in a familiar Azeroth, it sets out on a path distinct from both WoW Classic and modern WoW.

At BlizzCon 2026, we met with Ana Resendes, Senior Software Engineer for 'World of Warcraft: Forever', to talk about the direction of this new WoW. We discussed everything from the meaning behind the name Forever to new race-and-class combinations, Mount Hyjal, raids, group finding, and how they plan to welcome both longtime WoW fans and players visiting Azeroth for the first time.


월드 오브 워크래프트: 포에버 World of Warcraft: Forever
Ana Resendes, Senior Software Engineer at Blizzard Entertainment ©INVEN

The name 'World of Warcraft: Forever' is quite striking. It seems to go beyond just being a new version of Classic. What is the meaning behind the name 'Forever'?

Ana Resendes: To us, the name 'Forever' holds several meanings. First, it signifies that the world of WoW itself will continue to exist. This world has endured for a long time and will continue to exist into the future. In that sense, it serves as a promise to players.

At the same time, it means returning to WoW as it was in 2004 and expanding the world horizontally in a new direction from that point. Rather than following the set path of previous expansions, we can build new zones, stories, and experiences horizontally, grounded in that era's world.

It is about preserving the feel of the WoW we loved back then while allowing players to continuously discover new things in that world. In that sense, I think the name 'Forever' perfectly reflects the game we want to make.

The new race 'Skyborne' introduced in Forever is something never seen before in WoW. Is its lore connected to modern WoW or Classic, or is it an original element created solely for Forever?

Ana Resendes: For now, there is no direct connection to Classic or modern WoW. The Skyborne were created specifically for Forever, and as of now, they will only appear in Forever.

Of course, the different WoW development teams do not work in total isolation. Teams observe what each other is building and share inspiration. For example, the blue-toned color palette used while creating the Skyborne inspired some of the housing work in modern WoW. However, that does not mean there are plans to add the Skyborne to modern WoW.

On the other hand, certain bundles or collectibles might include mounts or items usable in both modern WoW and Forever. Expanding that to Classic is something we could consider in the future, but the Skyborne race itself is currently exclusive to Forever.

월드 오브 워크래프트: 포에버 World of Warcraft: Forever
The newly added neutral race, the 'Skyborne' ©Blizzard Entertainment

Forever also adds race-and-class combinations that were unavailable in Classic, such as Undead Paladins and Dwarf Shamans. What was the reason for adding these combinations, even if it meant altering past rules?

Ana Resendes: One of the key things we focused on was giving players more choices. In the original WoW, available classes differed depending on the faction, and that asymmetry was one of the game's defining characteristics.

However, in Forever, while maintaining that original feel, we wanted to give players a bit more freedom to create the characters they want. Combinations like Undead Paladins and Dwarf Shamans came from that direction.

Of course, this does not mean making everything identical across the board. The identities and unique characteristics of the Horde and Alliance remain important. Rather than keeping past restrictions intact, we are looking at which choices can deliver a more enjoyable experience for players in the new environment of Forever.

월드 오브 워크래프트: 포에버 World of Warcraft: Forever
Undead Paladins, which are also being added to Warcraft III: Reforged and World of Warcraft: Midnight ©Blizzard Entertainment

Mount Hyjal also appears as an important zone in Forever. Traces of it existed in Classic WoW, but it was never officially completed at the time. In creating places like this, do you base them on original lore or modern WoW lore?

Ana Resendes: A metaphor we often use internally is 'Found Photographs.' Imagine finding a few photos taken long ago. The photos contain details showing what the place looked like back then, but you cannot know everything that was left outside the frame.

We approach Mount Hyjal similarly. We examine the traces remaining in past WoW along with the elements developed back then, using those as our starting point. However, for parts that were never actually completed at the time, we do not feel obligated to strictly recreate them according to current lore.

We can respect existing material while filling in the empty spaces in between. When necessary, we can exercise creative freedom to build new stories unique to Forever. This is because Forever does not have to retrace the exact history of WoW, but can forge its own path.

Does that mean Forever's storyline could head in a completely different direction from modern WoW moving forward?

Ana Resendes: It could. Forever uses 2004 WoW as its starting point, but its subsequent history does not necessarily have to follow existing expansions identically.

There is room for us to look at the world of that era and think, "What if a different story began from this point?" We can utilize elements that already existed, develop ideas that were unfinished at the time, or create entirely new narratives.

That does not mean ignoring established lore, however. Respecting the world and atmosphere of WoW that players remember is extremely important. It is about building a new path unique to Forever on top of that foundation.

월드 오브 워크래프트: 포에버 World of Warcraft: Forever
Hardcore mode is also scheduled for an update ©Blizzard Entertainment

Raids were one of the core contents in Classic WoW. Will there be changes to raid sizes or group compositions in Forever?

Ana Resendes: Raids will be structured for 10-player and 20-player groups. We will not support flexible raid sizing like in modern WoW, where difficulty and scale adjust fluidly based on the number of participants. Raids are formed with fixed player counts.

One of the key values in Forever is building direct relationships with others and experiencing content together. Therefore, rather than a system automatically grouping people together, we place high value on the experience of players manually finding teammates and assembling their own groups for raids.

Does that mean automated group finder features like those in modern WoW will be restricted in Forever?

Ana Resendes: We value the experience of players talking to each other and manually forming groups. In past WoW, as players searched for companions to run dungeons or raids with, they naturally conversed with others and built relationships.

Of course, the process of finding people shouldn't be overly inconvenient. We can provide tools that help players find who they need, but we are taking a different direction from pressing a single button to automatically assemble a group and immediately teleport into content.

The process of searching for people, communicating, and embarking on an adventure together is one of the core experiences we want to revive in Forever.

월드 오브 워크래프트: 포에버 World of Warcraft: Forever
The Battle of Mount Hyjal structured as a 20-player raid ©Blizzard Entertainment

With raids being introduced, a community 'Race to World First' competition will likely emerge naturally. Do you have plans to officially support this or provide separate competitive elements?

Ana Resendes: We have no plans for official support. However, it wouldn't be surprising if community members compete for world first kills.

When a new raid comes out, there will always be players eager to tackle and clear it before anyone else. We are also looking forward to seeing players dive into new raids and compete with one another.

Forever is a very attractive project for players who remember early WoW. On the other hand, for new players who have never played WoW before, 2004 game design might feel quite unfamiliar and inconvenient. To what extent do you plan to modernize the game for these new players?

Ana Resendes: That is something we consider extremely important. We want to preserve the core experience of WoW from that era, but we don't believe we must carry over every single inconvenience that existed in 2004.

Over time, certain quality-of-life features have become standard in gaming, and there are aspects that might be difficult to understand for players encountering the game for the first time today. Those elements can be improved as long as they do not compromise the core experience of Forever.

The important thing is distinguishing between what can be changed and what must be preserved. We don't want to modernize everything simply because it's old. We are striving to find a balance that maintains what made original WoW special and the feel players remember, while still welcoming new players to the game.

월드 오브 워크래프트: 포에버 World of Warcraft: Forever
Visual updates will be applied quite extensively ©Blizzard Entertainment

In that case, what emotion do you hope someone experiencing WoW for the first time feels when playing Forever?

Ana Resendes: Above all, I hope they feel the excitement of setting out on an adventure. Rather than entering a world where everything is already explained and correct paths are given, it is the experience of looking out at the world before you and deciding for yourself where to go.

Meeting another player along the road, discovering an unexpected location, or joining forces with someone when facing a challenge too tough to handle alone—these experiences are vital too. I believe personal stories are forged as those small moments build up.

For veteran WoW players, I hope it serves as a world that rekindles feelings from the past, and for newcomers, a world where they can realize, "This is why people have loved this game for so long." That is the experience we want to create through Forever.

월드 오브 워크래프트: 포에버 World of Warcraft: Forever
The goal is to capture the feeling of that 'first adventure' ©Blizzard Entertainment
This article was originally written in Korean and translated with the help of AI. It was then edited by a native English-speaking editor. All AI-assisted translations are reviewed and refined by our newsroom. [Read Original]