World of Warcraft, the massively popular online role-playing game, has been a staple in the gaming world for over a decade. With a rich and expansive world, a dedicated fanbase, and a constant stream of new content, the game has continued to thrive and evolve.
In this exclusive interview, we sit down with the game director of World of Warcraft to discuss the latest expansion, the challenges of keeping the game fresh, and what the future holds for this beloved franchise.
World of Warcraft: The War Within Game Director Answers
In a recent interview, World of Warcraft Game Director answered a series of questions about the upcoming expansion, World of Warcraft: The War Within. Here are some Director Answers:
What initiatives are in place to enhance the impact of Hero Talents? Many seem to be mere passive enhancements rather than significant, active gameplay alterations. My experience with them left me somewhat disappointed. Could you elaborate on the efforts to address this?
Hazzikostas: In designing the Hero Talent Trees, we start with a foundational ‘keystone talent’—often an active ability or a transformative enhancement to an existing ability, setting the tone for the entire tree. At level 80, a ‘capstone’ talent further enhances or expands your hero’s abilities. While there are several passive talents along the way, this is typical of talent trees. Introducing too many active elements could become cumbersome. Our aim is to provide a distinct sense of character, fantasy, and power, with added utility or efficiency based on your chosen specialization.
Ultimately, when you reach the pinnacle of your hero’s development, these talents integrate into your complete arsenal, allowing you to tailor your hero’s abilities to suit your preferred playstyle, whether it be a fire, frost, or any other build.
Are these talents designed to avoid fundamentally altering the class, focusing instead on enhancing and diversifying existing abilities?
Hazzikostas: The talents are indeed intended to augment classes, subtly shifting your character’s theme and abilities in various directions. The key is to balance complexity; with a multitude of talent nodes already in place, our focus isn’t on adding excessive new combinations. Instead, we aim to offer starter builds for ease of use, while still providing room for those who wish to delve deeper into customization. With 39 specializations across 13 classes, our goal is to enrich the gameplay without overwhelming it. Moreover, we’re bringing to life vibrant visuals and mechanics that pay homage to classic class fantasies, some dating back to Warcraft 3, and others that push the envelope. For those who enjoy embracing chance, the Outlaw Rogue path offers a thrilling embrace of randomness and fate.
How does the Season of Discovery’s approach to specs align with the more unconventional ideas, such as ‘Shaman tanks’ or ‘Totemic shamans as a support class,’ that have been circulating among players? It seems these concepts might be beyond the intended scope of your current plans.
Hazzikostas: In revising the game’s mechanics, we’re treading carefully, especially when considering the Classic version’s #nochanges ethos. The Season of Discovery is a temporary event, which means we don’t have to plan for the long-term scaling of new specs as the Classic team does. They work with a simpler base, where adding layers to a class with fewer abilities is more straightforward. In contrast, today’s game has specializations with no spare global cooldowns (GCDs) and already packed action bars. Our aim is to introduce exciting new elements that invigorate the game without making it inaccessible. If the complexity of these changes risks alienating players or making the game too difficult to navigate on a daily basis, we opt for restraint to maintain the game’s approachability.
Is the continuous refinement and expansion of the talent tree system a strategy you plan to pursue in future expansions, building upon the changes introduced in each successive release?
Hazzikostas: As we approach the Midnight expansion and the level cap increases, it’s probable that we’ll introduce additional talent points to the existing trees, encompassing class, spec, and hero talents. Our goal isn’t to continuously introduce new trees and systems with each expansion but rather to control the growth in complexity. Reflecting on past experiences with open-ended talent trees, we recognize that simply adding more points and rows could lead to overwhelming complexity. We’ve learned from history that such an approach necessitated a significant reduction in the past. This time around, we’re aiming for a more measured and thoughtful expansion of the talent system.
Could you provide a comparison of the map size for ‘The War Within’ relative to ‘Dragonflight’?
Hazzikostas: I don’t have the exact numbers at the moment, but the game definitely has a distinct vibe compared to before.
Vertical.
Hazzikostas: While some zones in ‘The War Within’ may have a smaller footprint compared to expansive areas like Azure Span, we’ve ensured a rich questing experience throughout. Take Hallowfall, our third zone, for example. It’s designed so expansively that you might forget you’re underground unless you glance upwards. The Arathor culture within the game utilizes airships for navigation—even underground—which adds a unique twist to their world. Our aim was to create a diverse landscape, avoiding a claustrophobic feel even in subterranean settings like Ringing Deeps, which leans into the classic underground fantasy. We’ve intentionally crafted wide-open spaces to prevent players from feeling confined. Additionally, the evolution of dragon riding into dynamic flying allows for the design of vast zones, accommodating the swift movement players have come to enjoy.
How’s the decision to limit flying in the alpha version working out? Personally, I find myself missing the flight feature. It’s funny because you’ve always encouraged on-foot exploration, and now I’m feeling nostalgic for the old days when I used to roam the landscapes on my ground mount.
Hazzikostas: I could share with the community that we considered allowing everyone to fly, but then we realized that exploring on foot makes the game world feel more real and engaging. Deep down, I do understand the appeal of feeling like a small part of a huge, new world that’s waiting to be discovered. And after you’ve done that, it’s rewarding to unlock the ability to fly and move around quickly.
We’ve been trying to figure out how to handle flying in the game for over a decade, and it’s clear that players now expect to have it. So, we’re going with it and designing our world with flying in mind from the start. Sure, you can choose to fly everywhere right away, but the story and quests will guide you to important places, and you’ll get to know the characters, villains, and friends along the way, no matter how you travel from one quest to the next.
Now that flying is becoming a regular feature, will ground mounts still be given as rewards for major achievements in the game?
Hazzikostas: No, not really. Even before the Dragonflight expansion, flying was always preferred because it’s faster. We aim to make special mounts that can fly, especially now with dynamic flying. But we’ll still have ground mounts for PvP and dungeons because sometimes, people just like riding cool creatures on the ground.
Some players seem disappointed that the rewards for Mythic+ are ground mounts, which aren’t as visible as flying ones. How do you address this concern?
Hazzikostas: It’s a valid point, and our stance on mount rewards isn’t set in stone—it might evolve. The idea is that you often use these mounts in places where flying isn’t an option, like dungeons. So it feels right to use the ground mount you’ve earned in those settings. However, we’re not committed to sticking with this approach forever. It really depends on the unique creatures we introduce in new areas and whether they make sense as flying mounts or if they’re better suited to the ground.
Could the Horde faction get a large bee as a mount option?
Hazzikostas: It’s possible. Considering the fire bees are a big part of the Earthen culture on the Isle of Dorn, it wouldn’t be surprising to see a bee mount that all players can use in the future. Plus, don’t forget that anyone who participates in the Delves will receive a cool, customizable flying mount that can be used everywhere.
Are you planning to apply the customization system from dragons to other features in the future, beyond the flying vehicle we receive in ‘The War Within’?
Hazzikostas: The customization system is flexible; you can create either a helicopter or an airplane, depending on the parts you choose. We’re pleased with how this feature was received in Dragonflight and aim to provide more customization options when it fits the game’s world. The interchangeable parts for the mechanized mount were a hit, and while we can’t promise a customizable mount with every update, we’ll include them when it’s appropriate and enhances the gameplay experience.
Do you intend to continue including classic dungeons in the Mythic+ rotation, and are you satisfied with how it’s been working out?
Hazzikostas: We’re planning to mix things up in the first season by including four new dungeons from ‘The War Within’ and four classic dungeons from previous expansions. We’re even bringing back some older favorites like Grim Batol from Cataclysm and updating them to fit better with Mythic+ challenges.
Initially, we were worried about not releasing all the new dungeons at once. But we’ve seen that introducing a brand-new set of dungeons each season is really exciting for players, even if it means starting with just half of the new ones. We’re also updating the dungeon system to make it more challenging and rewarding, which means everyone, not just Mythic+ players, will get to enjoy the new seasonal dungeons. This change should make the game feel new and exciting with every season.
Do you think you’ll introduce more new dungeons in future updates during the expansion, like you’ve done in the past?
Hazzikostas: We don’t have any new dungeons to announce at the moment, but we’re definitely keen on adding more. They’re a great way to tell stories and add variety to the Mythic dungeon options. We’re also excited about the Follower Dungeon system we started in Dragonflight, which we’re expanding to include more dungeons. This system lets us weave dungeons into the storyline more seamlessly.
For example, in the Isle of Dorn campaign, you’ll be sent into the Rookery dungeon as part of the story. In the past, solo players might have avoided dungeons, but now they can tackle them with AI companions, making it feel like a grand solo adventure. Looking forward, we’re using this system to make important story events available to everyone, no matter how they like to play. And for those who enjoy a challenge, they can still take on dungeons as tough end-game content.
How many raids are expected to be included in ‘The War Within’ expansion?
Hazzikostas: We haven’t decided on an exact number of raids for ‘The War Within’ yet. We usually release roadmaps by the year’s end, and we’ll likely do one for 2025. Our plan is to keep our storytelling and game locations flexible. We’re satisfied with having seasons and raid tiers that are about five months long, and we like to organize our expansions in these intervals. If there’s extra time at the end of an expansion, we might do a remix season, like we’ve done before. We’ll share more about what’s coming after ‘The War Within’ later on. For now, our main focus is on launching the game.
Did you mention that the three parts of the Worldsoul Saga would be released quicker than previous expansions? Do you think the ‘War Within’ chapter will also take about two years like ‘Dragonflight’, or will it be released sooner? What can players anticipate?
Hazzikostas: We’re working hard to provide our community with more content than ever before, making sure there’s always something new to do in WoW without long waits. Our goal is to keep the game exciting and to advance the storyline at a good pace so players don’t lose interest.
Although I can’t give a definite answer, as I mentioned at BlizzCon, we’re not trying to reduce the size or quality of our expansions. We plan to release updates 11.1 and 11.2, introduce new areas to explore and raids to conquer. We’re still working out the exact timing and details, but rest assured, ‘War Within’ is not just the start of the Worldsoul Saga; it’s a complete and fulfilling WoW expansion on its own, with a clear beginning, development, and conclusion.
You mentioned a ‘Mists of Pandaria Remix’ earlier. Why choose to revisit Mists of Pandaria? Are there elements from its story that will be important to know for ‘The War Within’?
Hazzikostas: I can confirm that there aren’t any significant hidden lore details. The choice to feature Mists of Pandaria isn’t directly related to ‘The War Within’ storyline. The truth is, Mists of Pandaria has a really engaging and enjoyable setting, and we thought it would be fantastic to give players a chance to return and enjoy it in a fresh way.
Should we not consider ‘Mists of Pandaria’ or ‘Season of Discovery’ too important for understanding the story of ‘The War Within’?
Hazzikostas: I don’t want to stop anyone from guessing, but honestly, we’re just picking locations that would be enjoyable to go back to and experience again.
Can you explain how Delves are supposed to be played? Are they supposed to be different each time you play them daily or weekly? When I tried them in the alpha version, they seemed repetitive, like I was going through the same maze again and again.
Hazzikostas: When you first play through the campaign, the experience won’t change much. But at the end game, there are many different Delves in Khaz Algar, each with its own setup. Some Delves might offer extra rewards on certain days or weeks. We’ve made sure that each Delve feels unique, sometimes telling a completely different story or presenting new challenges, like battles between different creatures or environments that change, such as parts of the Delve being underwater.
The idea is to keep things interesting and varied. When you complete Delves, you’ll get rewards that go into a special section in the game’s vault for outdoor activities. We want Delves to be a smooth part of the game’s world, which you can enter right from the outdoor areas. At the end of a Delve, you’ll find chests with rewards. Small chests can be opened anytime, but big chests need keys, which you can get by playing other parts of the game outside. This way, what you do outside affects the rewards you get in a Delve. You’ll also get other rewards like cosmetic items and achievements for finishing Delves and earning new abilities.
Do you think players will complete every Delve each week, or just do one Delve per day?
Hazzikostas: We’re setting up a system where every week, you’ll have a set of special Delves that offer extra rewards. While you can still play the other Delves, we’re encouraging you to try different ones each week for variety. The idea is to keep things fresh without making you feel overwhelmed by having to do too many Delves.
Also, we don’t want you to have to repeat the same Delve over and over in a single session. When you play a Delve on a higher difficulty, we want you to feel like you’re getting better at it and learning how to conquer it, not just relying on luck to get through it. We’re aiming for a rewarding experience that feels different each week and allows you to enjoy a sense of progress and achievement.
Why is there a three-day early access option for The War Within? Some players have criticized it, saying it feels like an extra charge for hardcore players who want to be there on launch day. Are you rethinking this approach?
Hazzikostas: The game company is keeping their original plan. They promised special game editions and they’ll give them. They’re trying a new way to sell game expansions. Before, you had to pay more to get extra benefits like a boost in Dragonflight. Now, they’re giving the boost with the normal game without making it more expensive. They’re adding new stuff to the more expensive game versions to make them worth the extra cost.
They want to be fair, especially about who gets to play the game first. They don’t want some players to feel bad or have an advantage over others. So, they’ve decided that no one can do the big weekly game tasks or explore dungeons until the first weekly reset on Tuesday in North America. This means that even if someone gets really far in the game on Monday, they won’t be ahead of everyone else.
This is good for players who are busy during the week but can play more on the weekends. It lets everyone reach the same level by Tuesday when the main game activities begin. This way, all players can enjoy the game together. The company is making sure that in a few weeks, there won’t be any difference between those who started playing early and those who didn’t, in terms of what they can do or the items they have.
Conclusion
World of Warcraft has been a dominant force in the gaming world for many years, and with the dedication and passion of its development team, it shows no signs of slowing down. The latest expansion promises to bring exciting new features and challenges to players, and the team is committed to continuing to innovate and improve the game for years to come.
Whether you’re a seasoned veteran or a newcomer to the world of Azeroth, there’s never been a better time to dive into the world of World of Warcraft.