I played from Vanilla to Cataclysm and quit because it stopped feeling the same.
I kept trying to return hoping things were different, Pandaria, WoD, then Dragonflight, never there for more than a week or two, and for me it was progressively worse every time and mirrored the same modern game design I see in countless other games.
-QoL ruining discovery
-Matchmaking and raid finder ruining community
-Soft narratives and designs ruining the fantasy
-Monetization ruining progress and rewards
As one of the most cynical people out there, I didn't think Blizzard had it in them, I didn't think they had the talent, vision, competence, or care for what the game used to represent, and to my shock, they delivered.
Meeting people in the wild, joining groups to complete quests, funny one off moments, server wide drama.
Last night I traveled across the Easter Kingdoms with a group of people just to try the Under City dungeon, all of us dying, laughing, chatting, and making the journey together.
The sense of discovery is back.
The sense of scale is back.
The sense of community is back.
And until Blizzard gives me a reason not to, which to be clear they are very good at doing,
I'm back.
I'm seeing a lot of discourse about who WoW Forever is being made for and while I cannot speak for anyone else on the team I can speak for myself. I am making WoW forever for the classic gamer and for the millions of people who have had their accounts lapse over the years because they were not satisfied with changes that were made to the game. Whether those changes were to the art style, the story, social aspects, game design, or changes to their favorite class.
I did not spend the last year of my life relearning and mastering how to do things like we did it 20+ years ago for retail players. I could have taken it easy and just kept doing things like I had done for the past 8 years on retail...because I was much more familiar with it and it actually takes a lot less time to do (height maps on textures do a ton of heavy lifting). Because the reality is that the majority of retail players wouldn't care and would probably actually prefer it. But I felt I had a duty to uphold an artistic vision and integrity that millions of people expect from us. But not just for our players, but for my co-workers past and present who worked on it over 20 years ago. If I could not create something that resembled their work then I failed not only them...but myself.
Please do not take this as me throwing any shade at retail players or the retail team because I am one myself...but I wanted to make Forever as authentic of a Vanilla experience as possible. This involves making decisions wildly different than retail. It means holding the line against changes that create a domino affect down the road. It means keeping friction and inconveniences in the game. It means finding friends and forming groups with strangers and being social!! Because WoWs social aspects have always been the pillar of the game and over the years it has slowly been chiseled away at with changes that allow you play alone.
Since the day I started working on the Riverglades I have lived by three sayings.
"Convenience is the death of the journey."
"If you're making a game for everyone then you're making it for no one."
"Every change we make incurs a debt to the authenticity of the game and sooner or later that debt will be paid."
These are my core beliefs and I had a specific group of people I was targeting with my work. These beliefs cannot be shaken and I will try to hold the line against anything that goes against them and will continue to pester the team about things that feel out of place.
That being said, my hope is that Forever will pull in as many people as possible, whether you are a retail gamer, a classic gamer, someone who hasn't played in years, or even a new player. I hope you can all remember what made this game so special in the first place and that starts with understanding why we are so passionate about keeping it authentic.