Forever's Designers on the Record: Two Talent Builds, Four Group Sizes, and the Parts of Azeroth They Are Keeping Shut
World of Warcraft: Forever opens in less than 24 hours. The most detailed thing anyone at Blizzard has said about how it is supposed to play is an interview IGN published on October 27, in which principal game designer Kris Zierhut and lead Classic designer Tim Jones talked for a long time about philosophy rather than patch notes.
Most of the coverage of that interview — including our own — went to the headline number: roughly one major update every four months. This is the rest of it, and it is the part that decides what your first month in the game actually looks like.
The pitch: an alternate history, not a museum
Zierhut frames the subscription as three pillars. Classic is the museum — the 2004–2008 loop preserved as it was. Modern is the endgame-first live game. Forever is the third thing: what the original team would have built if, instead of opening the Dark Portal and going to Outland, they had stayed in the original world and kept developing it.
Four pillars decide what gets changed:
- The world is the main character. Local stories you find by exploring; the journey matters as much as the destination; new content keeps being added to the levelling path, not just the cap.
- The world always feels full.
- Approachable and familiar for a 2026 newcomer, while still reading as classic to someone who was there.
- Nurture and protect social experiences.
The second one has a specific origin. Zierhut says the team was heavily inspired by Hardcore, where every zone feels populated because dying means rerolling — you are always back in the early zones with everyone else. Forever is trying to reproduce that deliberately through the Legacy System and new mid-level content: a new level-30 zone or level-40 dungeon is meant to be experienced on a new character, not steamrolled by a 60.
"Unsolving" the game
This is the most quotable idea in the interview, and the one with the most consequences:
Players who have played the classic era for 21 or 22 years know the perfect levelling route, which trade skills to take, which talents, which gear. Zierhut's stated goal is that Forever should still be legible to those players, but that the standard optimal answer should stop being correct by default.
Two days after this interview, at a media roundtable on October 29, associate game director Chris Gierach told Korean press that the team is deliberately keeping dungeon and raid loot out of the client for the same reason — to ship a game that is not solved at launch. We covered that in our October 29 roundtable briefing, and it is worth reading the two statements together: the design intent is stated twice, by two different developers, six days apart.
What it does not mean is that any of it has been proven to work. Nobody has played Forever at 60.
Endgame runs at four sizes, and there is a reason
Zierhut and Jones describe four group sizes: 5-player dungeons, then 10-, 20- and 40-player raids. Blizzard's own raid overview confirms the launch tier lands exactly on that spread — Barrow Deeps at 10, Hyjal Summit at 20 and Onyxia's Lair at 40, all opening December 9.
The reason given is social, not mathematical. Zierhut's example: if your Friday 10-player group is one short, a game with only 10-player raids leaves you in trade chat. A game where you also raid with 20 and 40 people every week means you already know someone in a different group who can fill the slot. The size spread is there to make your social network redundant on purpose.
That is a design argument rather than a tuning fact, and it sits against the nine new dungeons that carry levels 13 to 60 at five players each.
Talents are a commitment — with one concession at launch
Forever ships with dual specialization: you get two talent builds and can keep both ready. Blizzard's official class deep dives of September 30 put the unlock at level 40 and confirm that changing talents, Legacy talents included, happens at a class trainer in a major city.
What Zierhut rules out is everything past that. Per-point respecs in the field are explicitly rejected — his stated worry is that it becomes an expectation that you rebuild your talents for every boss pull, which would make Forever feel like a different game. A third specialization is not ruled out for the future, but he says the team does not need one now.
We covered the deep dives in detail when they landed, including the respec pricing that TechRadar was told will climb quickly at launch rather than staying at the beta's 1-silver convenience price. Two builds at 40, expensive changes otherwise: plan your second spec around what you actually intend to do.
Professions are built to make you need someone
The interview describes professions as the realisation of Eric Dodds' original vision for trade skills, with new recipes and deliberate cross-linking: to craft something you may need another player. Two concrete examples given are using a workbench someone else placed at a campsite, and applying an enchantment directly without a Vellum Scroll.
That is a structural change to how Classic crafting works, and it is the design half of the Camping system Blizzard documented in its own campfire article — a Basic Campfire takes three profession objects, one contribution per player, and sitting at one for a minute grants the buffs for an hour. Read together, the intent is clear: the professions are not solo gold engines first, they are a reason to stop and deal with a person.
Trinkets, bags and the storage problem they know about
Zierhut describes trinkets whose strength depends on the type of creature you are fighting or the environment you are in, with the goal being a bag of situational tools rather than one best-in-slot. He volunteers the downside himself — "oh my gosh, I have 50 different trinkets in my bag" — and says the team will keep watching storage, noting that banks are already larger than they were at the start of Classic Era.
That is a promise about a problem that has not happened yet. Forever has no launch date for a bag upgrade, and no published inventory roadmap.
The map they built and are not opening
This is the most interesting part of the interview and the part with the weakest sourcing, so be precise about it: everything in this section appears only in IGN's account. We could not corroborate it anywhere else.
- Gilneas — the terrain for the Cataclysm worgen starting zone already exists in the Forever world. You cannot get in. Zierhut's joke when asked about it: "Sharks will eat you." They want to tell a pre-Cataclysm Gilneas story eventually.
- Silvermoon and Quel'Thalas — Jones confirms they exist in the time bubble, but the team is deliberately not going there yet because retail is currently telling its own Silvermoon story. Zierhut's framing is avoiding telling the same story in two products at once.
- Mount Hyjal — confirmed as a level-60 zone, and explicitly not the Cataclysm version: no flying, a long walk up the mountain, and no Firelands, so the whole lava-covered extra area is free to build in. He describes recognisable call-outs to the Hyjal raid, including Azgalor's skull on the ground.
- On the wishlist, with no commitment: the Emerald Dream, Grim Batol (which he wants to explore properly — depths and towers, the way Blackrock Mountain works — rather than as a single Cataclysm dungeon), the Caverns of Time, and more of the Dire Maul / Shen'dralar / Prince Tortheldrin story, which he says Chris Metzen has had ideas about for years.
- Outland, Northrend and Pandaria exist and could host "minor forays" — one dungeon, or a quest that sends you out and brings you back — but Zierhut is explicit that this is not happening soon. Outside Eastern Kingdoms and Kalimdor there are no capital cities, no auction houses, no innkeepers. "You always come home." Massively OP's independent write-up of the same interview carries that quote too, which is the one place where two newsrooms agree on the boundary.
Two smaller things worth knowing
The graphical work is not Forever-exclusive. Zierhut says the lighting, shadow and water improvements shipping in Forever will also come to retail later, with no date given. He also pushes back on the "spaghetti code" characterisation of the WoW engine, arguing it has been continuously improved for 25 years.
Some of your addons are now the default UI. Damage meters and the Cooldown Manager are built in. The stated line is that Forever uses plenty of modern UI conveniences but that the UI should still feel like a classic game and not a copy of the retail interface — which matches what we found in the beta addon census back in September.
On griefing and the naming disputes that dominated the beta, Zierhut's answer is "pro-social design": build enough positive interactions that hostile ones become the minority. He named camping, group quests and elite quests as the mechanisms. It is a philosophy answer; no enforcement tooling was described.

Original editorial illustration by RealmList, generated for this article. This is artwork, not game footage or official promotional material.
Sources and further reading
External references used to verify or expand this article.