World of Warcraft
News, coverage and analysis tracking World of Warcraft across the outlets.- WoW's questing system was inspired by a playtest that didn't work out as planned, because the testers didn't play MMOs and had no idea what they were supposed to do: 'I ran out of quests right away!'Former World of Warcraft quest designer Jeff Kaplan revealed that the game's questing system was inspired by a playtest where testers unfamiliar with MMOs expected a constant stream of quests. Initially, the team aimed to mirror Everquest's design, but feedback from internal testers highlighted the need for a more guided experience, leading to the quest-heavy system present in the final game.
- Blizzard veteran Rob Pardo says 'love' is the most important development milestoneBlizzard veteran Rob Pardo stated that a team's 'love' for the game they are developing is the most crucial milestone for success. He explained that when developers become more invested in playing and improving their own game than anything else, it signals a project's potential for widespread player appeal.
- Playing World of Warcraft with a controller might become my preferred playstyle thanks to this excellent gamepad-friendly addon that's letting me enjoy Azeroth from my couchAn addon called ConsolePort is enhancing World of Warcraft's native controller support, allowing players to enjoy the MMORPG from their couch. This addon, combined with Blizzard's gradual implementation of gamepad features and game streaming technology, transforms the user experience with features like ability clusters and camera-based targeting, making casual play more comfortable.
- Blizzard initially feared World of Warcraft would only "be successful for five years," says former VC Jeff KaplanFormer Blizzard developer Jeff Kaplan revealed that the company initially believed World of Warcraft would only be successful for five years. Despite these early doubts, the MMO has remained a dominant force in the genre for nearly two decades.
- Perfect Ten: My favorite vanilla World of Warcraft memoriesThis article reflects on fond memories of the original World of Warcraft, highlighting ten specific experiences from its early days. It contrasts these nostalgic moments with the current state of MMORPGs and player cynicism, emphasizing the unique impact of early game landmarks and quests.
- PC games revenue will outgrow consoles by 2028, analyst predictsMarket research firm Newzoo predicts that PC games revenue will surpass console software sales by 2028. The firm forecasts a 6.6% annual growth rate for PC revenue from 2025 to 2028, compared to 4.4% for consoles, driven partly by a growing player base in China. This trend is expected to reshape the gaming industry landscape.
- Blizzard's canceled World of Warcraft follow-up was a "1 server, 1 world" MMO with GTA and Animal Crossing influences, ex dev says, but it was so big it "could never ship"Former Blizzard developer Jeff Kaplan revealed details about the canceled MMORPG Titan, which was envisioned as a '1 server, 1 world' game with influences from Grand Theft Auto and Animal Crossing. Despite its ambitious scope, the project was deemed too large to ever ship and was eventually scrapped in 2014, with some assets being repurposed for Overwatch.
- Dispatch's character and concept artist was picked up on ArtStation 'as a last resort', a temporary solution 'to get us through the pitch phase', before defining the entire game's artstyleThe main character and concept artist for the game Dispatch, Lap Pun Cheung, was initially hired by developer AdHoc Studio as a temporary solution for the pitching phase. Cheung's work ultimately defined the entire art style of the visually appealing Telltale-like game.
- Jeff Kaplan Says Overwatch League Pressure Helped Drive His Blizzard ExitFormer Overwatch team head Jeff Kaplan revealed in a Lex Fridman podcast interview that immense pressure from the overmarketed Overwatch League contributed to his departure from Blizzard Entertainment. He detailed how unrealistic revenue expectations and commitments to investors diverted resources from game development, culminating in a meeting with Activision's CFO that solidified his decision to leave. Kaplan has since announced his new project, an indie multiplayer action-survival FPS called The Legend of California.
- A terrible quest in vanilla WoW 'holds a really special place in my heart', says Jeff Kaplan, but was also 'the hubris of a junior game designer who thinks he's clever but is actually a dipsh*t'Former Blizzard designer Jeff Kaplan reflected on the notoriously disliked "The Green Hills of Stranglethorn" quest in the original World of Warcraft. He described it as a personal project that taught him valuable lessons about game design, particularly regarding player experience and avoiding "ant farm" design principles.
- WoW's Horde/Alliance split was 'really controversial', says Jeff Kaplan, to the point where it was only locked in 9-12 months before the game's launchFormer Blizzard vice president Jeff Kaplan revealed that the Horde and Alliance faction split in World of Warcraft was a highly controversial decision, only being finalized 9-12 months before the game's launch. Kaplan, along with other developers like Rob Pardo and Allen Adham, debated the merits of the faction system, which was inspired by games like Dark Age of Camelot.
- 'That Was the Biggest F*** You Moment I Had in My Career' — Jeff Kaplan, Former Boss of the Overwatch Team, Finally Reveals Why He Left Blizzard - IGNFormer Overwatch boss Jeff Kaplan revealed that extreme financial pressures from Activision Blizzard led to his departure after nearly 20 years. He cited the Overwatch League's overselling to investors and the subsequent demand for revenue generation as major factors that diverted resources and created an unsustainable environment for the development team.
- WoW's Horde And Alliance Divide Was Only Agreed On Less Than A Year Before ReleaseFormer Blizzard veteran Jeff Kaplan revealed that the decision to divide World of Warcraft players into the Horde and Alliance factions was finalized only nine months to a year before the game's 2004 release. The controversial feature was strongly advocated for by Blizzard co-founder Allen Adham, despite initial arguments against it from Kaplan and Rob Pardo, who came from an Everquest background where such divisions were not present.
- Unions band together to launch new game industry conference 'by workers, for workers'The United Videogame Workers of CWA has launched the Game Workers Conference (GWC), an online event scheduled for May 22-23, 2026, designed by and for game industry workers. The conference will feature discussions on industry skills, union campaigns, and the relationship between press and workers, with participation from organizations like SAG-AFTRA. Sessions will be freely accessible online, with optional watch parties in select cities.
- World of Warcraft: Midnight Review – Of Void and LightWorld of Warcraft: Midnight, the second part of a planned trilogy, continues the narrative established in The War Within, focusing on the Void's invasion of the Sunwell. While it lacks a single major new feature like its predecessor, it introduces smaller-scale additions such as player housing and new quest types, alongside remade classic zones. The expansion offers a 15-hour campaign that sets up future story beats, with a level cap of 90 and a focus on narrative progression through various questlines and dungeons.
- WoW Factor: Midnight revives World of Warcraft’s tradition of uneven qualityThe latest World of Warcraft expansion, Midnight, returns to the series' tradition of uneven quality, featuring a stunning revamp of Silvermoon City but a largely dull and trope-filled leveling campaign. While the expansion introduces new mechanics like the opt-in 'Prey' system for added challenge, its narrative struggles with predictable plot points and a lack of focus on Blood Elf culture, disappointing players who expected a more mature and engaging story.
- Pocketpair Suggests 'A Decade of Continuous, Massive Updates' Is 'Probably Not On the Cards,' But Teases It 'Wouldn't Rule Out A Palworld 2.0' - IGNPocketpair, the developer of Palworld, has indicated that a decade of continuous, massive updates is unlikely due to engine limitations and the nature of survival crafting games. Publishing head John Buckley suggested that while a 'Palworld 2.0' is not being ruled out, the focus is on expanding the current game without making it feel like a chore for players.
- RuneScape Subscription Now Costs As Much As World of WarcraftJagex has increased the monthly subscription price for RuneScape, bringing it to the same cost as World of Warcraft. This is the second price hike in less than two years, a move that has frustrated long-time players who valued RuneScape as a more budget-friendly alternative. The article discusses the business reasons behind the increase and its potential impact on player retention and competition within the MMORPG market.
- Buffs, Nerfs, and BugsBlizzard Entertainment implemented a nerf to a World of Warcraft item, but players discovered an exploit that allowed for rapid global travel. This loophole enabled players to traverse the game world significantly faster than intended.
- Palworld Updates Will Continue After 1.0, But Not Like No Man’s Sky, Says Publishing HeadPocketpair's publishing head John Buckley stated that while Palworld will continue to receive updates after its 1.0 release, it will not follow the decade-long, massive update model of games like No Man's Sky. He cited engine limitations and the game's linear progression system as reasons why such extensive, long-term support is unlikely. Buckley also mentioned the possibility of a Palworld 2.0 in the future, but emphasized that the studio's current focus is on the 1.0 release.