Image: WowheadIn an interview with Game Informer, Blizzard discussed faction choices on player vs player (PvP) rules and how they're trying to maintain the social experience.
Game Informer Website.
Game Informer interviewed:.
Tim Jones (Lead Game Designer).
Nora Mills (Lead Software Engineer).
We've summarized the interview below, but you can view the original piece on Game Informer's website or on their YouTube channel.
Interview Summary.
WoW: Forever.
WoW: Forever is a promise to players that they are building a game based on the Vanilla world.
They are capping players at level 60 and are not going to Outland. Timeline-wise, the game takes place between Warcraft III and The Burning Crusade.
They're starting in a place where Molten Core hasn't even opened.
There are major lore characters that are still alive: Arthas is still up in Northrend, and Illidan is still in Outland, but there are still so many places to explore.
They can create content for a point in time that no one has experienced before. Hyjal was a zone in Cataclysm, but players haven't visited it since the events in Warcraft III.
They're expanding into places where players haven't been before.
The Riverglades is new, but it fits so well into the Vanilla world. It feels like it could have been there the entire time.
They want players to feel safe putting their time into these characters.
It's a learning experience to design for a Vanilla-style game.
People had different software back in 2004 and some of that software isn't even supported anymore.
They had to take a look at the way things were handled previously and find a new way to recapture them so that the items and weapons feel like they've always been in Classic.
They want to recreate how players remember things were, not to directly recreate how it actually was.
A lot of people consider Classic to be a solved game, so they want to mix things up.
They've looked at itemization in the same way that they've brought classes to become more viable.
There are new affixes on items and trinkets that only activate in certain biomes or against enemies.
They want people to think about how to build their character and experience the world.
The beauty of having a permanent level 60 cap is that players can approach the game in different ways.
Some players will want to level fast and some players will want to experience the raid content first. They want to support this type of playstyle.
With the level cap never moving, you can take the game at your own pace.
If you only have 30 minutes, then you can log in, look at your quest log, complete a couple, and do some professions.
One of the core pillars is Journey before destination.
They created the Hall of Thanes, a sister dungeon to Ragefire Chasm. This is a level 13-18 dungeon for Alliance.
Source: Wowhead ↗