Turning a fully mapped-out WoW back into an 'unsolved game'... Developers reveal the new adventure

'WoW: Forever' — 20-Year-Old Azeroth, Into the Unknown Once More

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On November 5, 'World of Warcraft: Forever' (hereinafter WoW: Forever), marking World of Warcraft's second re-launch, will begin service. However, there are some differences. While the existing 'World of Warcraft: Classic' was a process of repeating the past, 'Forever' pursues a different direction.

There are no expansions, no level cap increases, and only horizontally added content planned. The tempo of everything is slower, and players must specify both a first and last name when creating a character. While existing 'Modern WoW (Retail)' and 'WoW Classic' were games where players waited for the next content amid endless vertical progression, 'WoW: Forever' focuses on enjoying the world itself.

A World of Warcraft that expands endlessly only horizontally while frozen in time at its original release. In the previous beta test, WoW: Forever caught gamers' attention with this unique experience, drawing high expectations from those seeking the "true nature of an RPG" in roleplaying, and is now finally on the verge of launch.

At this point, we spoke with key developers of WoW: Forever. It was an opportunity to hear in detail how it differs from existing Classic and what kind of game WoW: Forever ultimately aims to be.

월드 오브 워크래프트: 포에버 World of Warcraft: Forever
The interview was conducted via video call. Lead Engineer Nora Mills and Principal Designer Chris Zierhut ©INVEN

When did development of 'World of Warcraft: Forever' first begin, and what was the motivation behind introducing it as a separate service from existing 'WoW' and 'Classic'?

" Nora Mills: It's difficult to pinpoint an exact starting point for development. That's because internally within the dev team, we've talked about wanting to make a game like this for a very long time. However, I think the discussions really picked up steam during the development of 'Season of Discovery.' Creating new content within the Classic environment back then taught us a lot and allowed us to confirm various possibilities.

Above all, we are gamers who have also been waiting for an experience like this for a long time. We wanted to offer new gamers the chance to experience Azeroth for the first time, and give gamers who left long ago an experience that feels like returning home. In particular, for people who enjoyed early 'WoW' and then stayed away from the game for a long time, we feel 'Forever' can serve as a homecoming of sorts.

Chris Zierhut: Actual development work started in the summer of 2024. At the time, development on 'Season of Discovery' was in full swing, and I was mainly responsible for classes and systems. As class design stabilized to some extent, I found room to think about what to work on next. But the idea itself had existed much earlier. We started thinking about these possibilities right after 'WoW Classic' launched in 2019, so probably around early 2020.

The question we asked ourselves back then was simple: What would it look like if the 2005 developers hadn't headed to Outland, but had continued developing the game in the original Azeroth? What kind of game would have been born if they had evolved that era's design as it was? We've pondered these possibilities for at least six years.

The reason for creating a separate game was also clear. We believed there were many gamers who had long favored the playstyle, atmosphere, and pacing of 'WoW Classic.' However, they had already experienced Molten Core, Ahn'Qiraj, and Naxxramas, raised the original classes, and completed the quests. In other words, while they loved the distinct Classic experience, there were people who wanted new adventures instead of familiar content. Yet we hadn't been fulfilling that demand.

So we decided to create a game that provides new zones, adventures, characters, abilities, rewards, and items, while maintaining the signature feel of 'WoW Classic.' I believe there are quite a lot of gamers, including myself, who want this kind of experience.
월드 오브 워크래프트: 포에버 World of Warcraft: Forever
There have been so many iterations of Classic. Season of Discovery was one of them. ©Blizzard Entertainment

Compared to existing 'WoW,' what is the core appeal and differentiated experience unique to 'Forever'? Also, what criteria were used to decide what to preserve and what to change while maintaining the Classic feel?

" Chris Zierhut: The most important thing is that while maintaining the distinct play feel of 'WoW Classic,' we provide a completely new experience and adventure. On top of that, we added upgraded graphics. By applying high-resolution character models, new lighting, water, shadow, and fog effects, we rendered the same world from 20 years ago in a more beautiful and modern look.

These changes are an effort to appeal to a new generation that hasn't experienced the past game. At the same time, we wanted to present a refreshed Azeroth to gamers who enjoyed the classic feel. Of course, determining what to maintain and what to change when adding new elements requires careful judgment. To guide this, we rely on the four core design principles introduced by Tim Jones at BlizzCon.

The first is 'Journey Before Destination.' It means that exploring the world and developing your character is just as important as reaching max level and playing endgame content.

The second is 'Approachable and Familiar.' New players should be able to learn and adapt to the game easily, but at the same time, the look and feel remembered by existing players must be preserved.

The third principle is 'World as Character.' Rather than focusing only on specific prominent NPCs or world-shattering events, we wanted to focus on the entire world of Azeroth. What matters here is the players themselves, their friends, and the party adventuring together. Your own story is created as you visit small villages across the world, meet unique NPCs, complete quests, and explore dungeons. We place great weight on that exact experience.

The last one is 'Nurture and Protect Social Experiences.' Interacting with others is a vital element in 'WoW Classic.' Therefore, in 'Forever' as well, we aim to strengthen relationships between players and foster positive social experiences as much as possible.

What player feedback from the beta test was most memorable for the dev team? Also, please share any actual changes made based on the beta test.

" Nora Mills: When the beta test started, the dev team was prepared to deal with various bugs and issues. We planned to actively listen to player feedback and adjust our development direction if necessary. However, what impressed us the most was the players' passion, which was far hotter than expected. Many people started enjoying the game as soon as they logged in, and the dev team was amazed by the popularity of the beta test.

I also joined a guild during the beta test. One day, I gathered with my guildmates in Stormwind Park for a guild meeting, and seeing people enjoying the game so enthusiastically was truly incredible. The passion shown by players injected huge energy into the entire team. Meanwhile, while we made various class adjustments based on feedback, on the engineering side, we focused particularly on tuning server technology.

We wanted to ensure players could encounter and interact with others naturally in game. In particular, we felt it was important for players to repeatedly run into the same people, building familiarity and social relationships over time. This connects to our core design principles as well. We made several technical adjustments on both the server and gameplay sides so players have a familiar space to stay in for a long time and build meaningful relationships within it. Ultimately, we believe it's the social connections between players that make 'WoW' a beautiful, living world.

Chris Zierhut: Nora covered most of it, but I'd like to mention class and racial traits as well. Through the beta test, we received a lot of great feedback from players about what worked well and what didn't. Reflecting this, we made substantial changes to class and racial traits over the past week and this week.

In particular, we reworked racial traits extensively over last weekend. Personally, I applied many changes to Shamans and Druids, and we are further tuning Paladins and Rogues as well. Players can look forward to it.
월드 오브 워크래프트: 포에버 World of Warcraft: Forever
Players must specify both a first and last name. It's the era of roleplaying, where gamers meet each other. ©INVEN

What was the proportion of new versus returning players among the beta test participants, and what do you consider the main driver of inflow? Among original 'WoW' players, current players, and complete newcomers, who would you especially recommend this to? Are there any dedicated in-game features being prepared for new players?

" Chris Zierhut: Both new and returning players participated heavily in the beta test. While I can't share specific numbers, we were particularly surprised that there were far more new players than expected.

I think one reason for that is the upgraded graphics. Thanks to new lighting, high-resolution models, and shadow and fog effects, it became a much more beautiful game while using the same zones and characters from 20 years ago. These changes seem to have appealed to younger gamers accustomed to modern graphics.

There are also people who didn't experience 'WoW' firsthand in the past, but grew up watching their parents enjoy the game. Now it's their turn to experience it themselves. Of course, many gamers who loved the original play feel have also returned. They are particularly excited that even if a class or specialization they loved was underperforming in the original game, it is being improved to be fully competitive with other classes this time.

In conclusion, I want to recommend 'Forever' to all types of gamers.

First-time players can discover a completely new world and build various social connections. Someone who left the game 15 years ago might fall in love with it all over again.

Gamers currently playing Modern 'WoW' can also freely move back and forth between the two games. If you have downtime between activities in the current game, raising a new character in 'Forever' could be a great option. Furthermore, we've set up a new system where you can earn rewards simply by leveling characters. Thus, even players with limited playtime can enjoy the game at a relaxed pace while growing and earning rewards.

Nora Mills: I think every player will find appeal in 'Forever' for different reasons.

For completely new players, now is a fantastic time to experience for the first time a game beloved by countless people. In fact, starting the game knowing nothing can actually be an advantage. That's because as other players teach and help you, you can become friends.

On the other hand, for players who left the game long ago, it offers a new forever home in the familiar, beloved Classic Azeroth. New discoveries, experiences, and friends await them there. That's why it's hard to pick just one specific gamer demographic to recommend it to. It's a game for diverse people with different tastes and playstyles.

In fact, I was amazed to see friends who usually enjoy fast-paced shooters find charm in the slow pacing unique to classic MMORPGs. That goes to show that even people who don't typically play this genre can discover unexpected fun once they try it out firsthand.
월드 오브 워크래프트: 포에버 World of Warcraft: Forever
New narratives have also been added. The new dungeon, 'Hall of Thanes' ©INVEN

'Forever' emphasizes relaxed adventure and exploration, but Korean gamers tend to favor efficient progression and fast strategy guides. How do you view this difference? Also, in an environment where strategies and info are shared rapidly, how do you plan to maintain the fun of exploring and discovering things yourself?

" Chris Zierhut: I'll break that down into two parts to answer.

First, it's true that 'Forever' is a relatively slower-paced and more relaxed game. However, we believe there is a substantial potential player base in every region of the world that favors this style of game. Over the last 20 years, many games have become increasingly fast-paced. Efficiency in progression and advancement became paramount, creating a structure where you constantly have to catch up to avoid falling behind.

Conversely, we believe there are players who want to play at a calmer pace and feel a deep bond with the game world and other people. There are certainly people in Korea who desire that kind of experience as well.

The second question is quite interesting: How do you maintain the fun of discovery when all information is shared on the internet the moment a new patch goes live?

In developing 'Forever,' we put a lot of effort into making it what you might call an 'unsolved game.'

In 'WoW Classic' released in 2019, all the answers were already known. Everyone knew which items were best, which class and talent combinations were powerful, and which leveling paths to take. It was the same for which quests to do or skip, and which crafted items were efficient. To change a situation where all answers to the game were known, we added new quests and dungeons, and altered class abilities and crafting recipes.

On top of that, there is one more crucial change: We hid item information obtainable from dungeons and raids in the game client.

Normally, when you install 'WoW,' the game client includes a database listing existing items. But this time, we decided to hide loot drops from dungeon and raid bosses in that database. Therefore, until someone actually obtains an item, nobody knows which boss drops what. When an item is looted for the first time, that information is sent to other clients and revealed.

Doing this leaves countless unknown elements during the first few weeks of release. Since the most efficient leveling routes or best talent builds won't be definitive, all players will have to re-analyze the game and search for answers. In the process, lively debates will take place across the internet over what methods are best, and what to do or avoid. Instead of everyone knowing a single right answer, it creates a dynamic where players present different opinions and discuss them.

And by the time people finally solve it, we will add new content. Then the game returns to an unknown state once again. We hope the process of understanding the world and finding answers continues perpetually in 'Forever.'

Nora Mills: I'd like to add one thing from my beta testing experience.

Many players accustomed to the fast pace of Modern 'WoW' also participated in the beta test. Yet they didn't find 'Forever's slower pace uncomfortable. Instead, we saw them rediscover their love for Azeroth or reclaim forgotten joys. For the dev team, it was a very memorable reaction.

Of course, we aren't trying to satisfy every single player's taste with 'Forever.' Some people might still prefer Modern 'WoW.' But that's completely fine. Since Modern 'WoW' and 'Forever' are available under the same subscription, players can choose and enjoy whichever game suits them best at any time.
월드 오브 워크래프트: 포에버 World of Warcraft: Forever
Loot drops even in familiar Molten Core have become secrets. No one knows what will drop. ©Blizzard Entertainment

How far do you plan to expand the lore and story of 'Forever' based on original Azeroth? Do you plan to utilize unreleased zones and terrain changes through future expansions or major updates, and are storylines that diverge from established history in existing 'WoW' possible?

" Nora Mills: First, in 'Forever,' we value social connections between players across all level ranges, not just endgame content. Unexpected situations arising from encounters with others are part of this game's charm. An experience I had during the beta test serves as a good example.

One day when I logged into the beta test, I initially planned to complete just a few quests and log off. I set up a small campfire in a remote area with no one around to get the rest buff. But another player discovered my camp and approached me. As we sat together by the campfire chatting, I realized the quest they were trying to do actually needed to be done on the opposite side of the zone.

Since that person was a new player, I showed them the way and started helping them with the quest. Then, as their bags filled up with loot, I explained where to sell junk and taught them about the gear system.

In the end, I ended up playing the game in a completely different way than originally planned, but made a new friend in the process and had a very satisfying experience. We believe these small events are what make the game special, and we hope such experiences happen across all level ranges.

To that end, in future content updates, we plan to add content enjoyable across various level ranges rather than content exclusively for max-level players. The intent is to encourage raising new alt characters or experiencing different classes and races. Testing out new racial traits will also be an exciting experience.

Chris Zierhut: Tied to this direction, I'd also like to explain the new 'Legacy System.'

The Legacy System is designed to encourage players to create and level new characters, learn and level different professions, and experience a variety of activities in the game. Instead of focusing solely on making a single character as strong as possible, it guides you to explore the entire game broadly.

Through the Legacy System, players can earn rewards as they broadly experience various elements like the world, classes, and professions. This includes various perks that aid in leveling subsequent characters, as well as effects that make characters stronger. Cosmetic rewards are also unlocked based on progress. In particular, there is a ghost-type mount that is very difficult to obtain, which will require leveling quite a few characters to earn.

Ultimately, what we want to emphasize is that reaching max level is not the sole purpose of the game. Like the 'Journey Before Destination' principle mentioned earlier, the process of leveling characters and exploring the world is just as important as progression at max level. Through this, we hope players remain continuously immersed in Azeroth and enjoy the game.
월드 오브 워크래프트: 포에버 World of Warcraft: Forever
The 'Legacy System,' applied account-wide ©Blizzard Entertainment

How does the fun of adventure emphasized during leveling translate into activities after reaching max level? Compared to original 'WoW,' how do the proportions and experience of raid and non-raid content change, and is the design of new raids closer to the original or recent expansions?

" Chris Zierhut: Our plan is to add one major raid and new PvP content with each new content update.

On top of that, we plan to add outdoor world content as well. This includes both content to enjoy while leveling and content for max-level players. In particular, to allow players who reached max level long ago to experience new challenges, we aim to offer opportunities to explore and adventure in more difficult zones.

We are aiming for raid difficulty right around the middle of the 'WoW Classic' era. Molten Core is a bit easier than our target level, and Naxxramas is a bit harder. So you can view it as aiming for a difficulty level between those two raids.

Through this, we want to provide new challenges while maintaining the distinct experience of 'WoW Classic.' Furthermore, alongside raids, we plan to introduce plenty of class-related content, PvP, outdoor content, and events.

How are you envisioning the long-term roadmap and update cadence to provide new progression goals over several years while keeping the max level at 60? Also, do you plan to keep level 60 permanently even if players request a level cap increase in the future?

" Nora Mills: We intend to keep the max level at 60 for as long as possible. To achieve this, when adding content, we are thinking of ways to offer new experiences across all level ranges rather than focusing solely on max level. The Legacy System Chris described is also a mechanic designed to encourage leveling new characters and races.

There are three main directions for future content.

First is content players have long anticipated. A prime example would be areas like Mount Hyjal, which have existed in-game but that many people have wanted to explore firsthand.

Second is familiar yet fresh content. This means adding new stories and quests while remaining rooted in the existing 'Warcraft' universe. The Riverglades region is one such example.

Third is content players didn't expect. For instance, the Skyborne was likely a new race many people didn't anticipate. Intriguing lore and stories related to this race will also be featured in future content updates.

By providing both what players expect and what they don't, we want to make them continuously explore the world and experience new stories.

Chris Zierhut: As you can see from the revealed roadmap for next year, we plan to release major updates approximately every four months. Furthermore, during long-term operations, we aim to keep the pace of vertical progression very slow so that the power gap between players doesn't widen excessively.

Item power will increase gradually. Of course, new updates will offer great rewards worth obtaining, but we want to avoid situations where existing players pull too far ahead, making it difficult for new or returning players to catch up. Our goal is to make it relatively easy for people newly starting or coming back to join in with other players.
월드 오브 워크래프트: 포에버 World of Warcraft: Forever
The update roadmap has already been released. Updates are scheduled on a 4-month cadence ©Blizzard Entertainment

When adding race/class combinations or new races that didn't exist before, like Forsaken Paladins and the Skyborne, what lore criteria do you apply? Is there a possibility of adding a completely new class in the future, or of the Skyborne appearing in Modern 'WoW' as well?

" Chris Zierhut: When we started this project, one of the very first things I did was ask our lore historians if we could add Forsaken Paladins.

I discussed it with the person in charge of lore at the time, and received an answer that it was entirely possible. The explanation was that since undead priests using Holy magic already existed, an undead Paladin wasn't lore-impossible either. However, they did mention that living such an existence would be quite painful.

As such, we always consult with lore historians before adding new elements. That's because every change must naturally fit as part of the 'Warcraft' world. There is certainly room for a completely new class to appear in 'Forever' as well. It's something we're considering internally, but we don't have anything specific to announce at present.

On the other hand, whether the Skyborne or other elements might appear in Modern 'WoW' isn't a question we can answer. Modern 'WoW' is handled by a separate development team, and what to add to that game is up to them to decide.

Currently in Modern 'WoW,' there are systems like one-button assistance or housing that might actually suit 'Forever' very well. Are there plans to introduce quality-of-life features like these, which aren't directly related to lore, into 'Forever' in the future?

" Nora Mills: I'm glad you asked this question. It's an opportunity to talk about how great a collaborative relationship we maintain with the Modern 'WoW' dev team. While I can't reveal specific adoption plans right now, these topics are actively discussed between both development teams.

We know very well that we are developing different games. Certain features might suit 'Forever,' while others might be better fitted for Modern 'WoW.' There will be features that suit both games, and features that suit neither. Therefore, what matters is that both dev teams continue communicating and evaluating the suitability of each feature.

Moving forward, we will continue discussing which features suit which game, deciding while listening to player feedback. In particular, how well a feature aligns with 'Forever's four core design principles explained earlier will be a key decision criterion.
월드 오브 워크래프트: 포에버 World of Warcraft: Forever
'Housing' seems like it would fit Forever really well; hopefully it could be built in the main world. ©Blizzard Entertainment

Designer Chris Zierhut is a veteran developer who has been part of the game's history from original 'WoW' through 'Season of Discovery' and 'Classic.' In particular, 'Season of Discovery' showcased radical changes through the Rune system. If you are preparing new systems or changes in 'Forever' that will surprise players, please share them with us.

" Chris Zierhut: It's difficult to speak specifically about unconfirmed future changes. However, I can explain the background behind introducing the Rune system in 'Season of Discovery.'

One of the problems we faced back then was that we couldn't edit the existing talent system. The editing tools for the talent system used in original 'WoW' in 2004 no longer worked. Therefore, in 'Season of Discovery,' we couldn't directly alter existing talents. The Rune system was developed to overcome those technical limitations. It was a means to transform characters and offer new ways to play without modifying the existing talent framework.

In 'Forever,' on the other hand, we rebuilt the talent system from scratch. Starting with replicating the talent system present in the 2005–2006 client, we evolved it anew based on 'Classic Era' talents. Personally, I really enjoyed this work. We put a lot of effort into preserving the strengths of the existing talent system while evolving it into a better system than before.

I particularly like that the newly revised talent system lets players make more interesting choices. Typically, talent points you feel you must allocate to a specific specialization will account for about two-thirds to three-quarters of the total. But where to invest that final 10 to 15 points can be a very tough decision.

Going forward, we want to continue building systems that offer the fun of choice—meaning every player should be able to build their character differently and try out various combinations.

The system I aim for isn't a structure where someone posts the optimal answer on the internet and all players copy it blindly. The goal is to offer diverse choices so players can build their characters in their own way. I think the Rune system worked wonderfully in that regard.

Systems introduced in the future will also follow this direction. Currently, we are mulling over various ideas in areas like professions, new talent variations, the Legacy System, and new classes. However, we don't know yet what direction will be finalized. Therefore, it's hard to discuss concrete details at this stage.
월드 오브 워크래프트: 포에버 World of Warcraft: Forever
©Blizzard Entertainment
Originally written in Korean, this article was translated with AI assistance and edited by a native English-speaking editor. Every translation is reviewed by our editorial team before publication. [Read Original]