Skip to main content

World of Warcraft Dev Interview Part 2: The Future of "Infinite"

In the previous interview, the two producers—provided a phased summary of the Titan Reforged server 'Chronicles' (hereinafter referred to as 'Chronicles' server) and looked to the future. In addition, we asked them some forward-looking questions regarding World of Warcraft: Infinity (hereinafter referred to as 'Infinity' server), which is officially launching on November 5th.

If youhave expectations for the 'Infinity' server, or have even joined the early access trial, then the answers from the two producers should help you better understand the essence of the 'Infinity' server and its subsequent development model.

Below is the interview content.

《魔兽世界》制作团队访谈Part 2:“无限”的未来

Q: Recently, the 'Infinity' server has opened its beta test for the Chinese region. For players who enjoy the classic nostalgic experience, how do you define their needs? What exactly do they want—the 'Chronicles' server or the 'Infinity' server? In the future, how will you design these two distinct versions, both belonging to the classic experience, to keep them differentiated from each other?

Ion:That's a good question. Indeed,Both the 'Chronicles' server and the 'Infinity' server are based on the classic versions of the game, but here is a key point: the 'Chronicles' server is based on 'Wrath of the Lich King,' while the 'Infinity' server is based on the 'Classic' version. This determines that they will have significant differences in game philosophy and structure.

Specifically, when World of Warcraft reached 'Wrath of the Lich King,' all new content focused on post-max-level progression: with each minor patch, new dungeons and raids became available for players to challenge. WhenWhen 'Trial of the Crusader' was released, it surpassed all previous content (such as Ulduar) in importance; and when 'Icecrown Citadel' was released, everyone's attention shifted there, and there was no longer a need to focus on previous content. But in the initial 'Classic' version, the pace was much slower, the world itself was more important, and players would progress through multiple phases of content simultaneously.

I think both game modes respect players' time in different ways. FromLooking at the experience from the 'Chronicles' server, we recognized that raids are the main content of the 'Chronicles' server, and many players enjoy creating numerous alternate characters. Therefore, we adjusted and balanced the difficulty of raids to ensure they don't take up too much time, giving players enough flexibility and freedom.

And on theOn the 'Infinity' server side, the journey will be longer. We do not plan to replace any existing content in the future, nor do we intend to devalue old content as the game progresses to new stages. For the 'Infinity' server, what we want to achieve is—that all the time players invest in it will retain its value. You don't have to worry about falling behind due to insufficient playtime, nor worry that your previous time investment will be wiped out after a version update.

So I think the key to this question is:The 'Chronicles' server and the 'Infinity' server coexist with different methods and different paces, and we expect them to attract different types of players. Of course, many players will play both.

Q: I noticed a phenomenon during the beta test phase of the 'Infinity' server—many players have already created complete addons for dungeon routes and quest lines. I want to ask the team, will this convenience-oriented design undermine the sense of exploration in the 'Classic' version that you aim to create in the 'Infinity' server? If this trend continues, how will you maintain this sense of exploration?

Ion:It's natural for players to share information, and this is nothing new in World of Warcraft. Twenty years ago, there were already leveling guides and dungeonBoss loot tables and other guide information.

AndOne exciting aspect of the 'Infinity' server is that it is a game that hasn't been 'solved' yet, offering players a brand-new experience. Right now, if you want to know the fastest way to level from 30 to 60 on the 'Infinity' server, or the best tactics for challenging a new level 60 dungeon boss, no one can tell you—well, maybe Tim next to me can, but no one in the player community has this information. This is something the entire community needs to explore and discover together.

We plan to continuously release new content with new mechanics, so once players discover this information, they will naturally share it with each other—this is a journey we take together with the community.

In addition, we are pleased to have some new technologies to limit data mining, especially regarding new items. On theOn the 'Infinity' server, items cannot be data-mined until someone actually sees the drop. So before the first batch of raids opens in December and the first player teams enter the new 10-player raid 'Deepdelve,' no one in the world will know—well, except for Tim again—what bosses in 'Deepdelve' will drop. Moreover, there might be some very rare items that go completely undiscovered for the first few days or even weeks. When someone sees it for the first time, it will be an exciting moment for the entire community to celebrate together. So we want to do our best to maintain that sense of mystery and discovery, allowing the whole community to enjoy it together.

《魔兽世界》制作团队访谈Part 2:“无限”的未来

Q: The 'Time Bubble' update concept for the 'Infinity' server is a very novel design. Does this mean it will never advance to 'The Burning Crusade' phase, but will instead keep perfecting every corner of the 'Classic' maps? Does this design pose a risk of running out of inspiration for future updates? Additionally, regarding update content, will there be more original maps, or will the 'Infinity' server also include some maps that were foreshadowed in the 'Classic' era but never implemented, such as regions like Northrend and Kul Tiras?

Ion:That's a very good question. What we can confirm now is:The 'Infinity' servers will indeed not advance to 'The Burning Crusade.' This means that the timeline of the 'Infinity' server world will not move forward, and players will not enter the story told in 'The Burning Crusade' expansion; however, according to the lore, regions such as 'Outland' and 'Northrend' do exist within the timeline of the 'Infinity' server world.

In World of Warcraft'sDuring the 'Classic' era, when we ventured into Naxxramas, we could see Kel'Thuzad summoning armies from the frozen wastes through these portals, calling out to his master far away in Northrend. Perhaps one day, we can visit a small part of Northrend as it existed in the 'Classic' timeline—long before the events of the 'Wrath of the Lich King' expansion and the expeditions of the Alliance and Horde, when it was simply a dangerous, ice-covered continent in the north. Places like Kul Tiras follow the same logic.

But I don't think this is something we'll be doing soon. We still have many wonderful stories to tell in the Eastern Kingdoms and Kalimdor, and what you currently see inwhat you see on the 'Infinity' server is just the beginning of these stories. But if you look far into the future, there are indeed many places to go in the world of the 'Infinity' server, and many stories belonging to that point in time to tell. What we want to do is unfold the entire world for players to explore, rather than just pushing forward and leaving the past behind.

《魔兽世界》制作团队访谈Part 2:“无限”的未来

Q: During my trial of the 'Infinity' server, I had a feeling—it retains a relatively slow pace of combat and progression, encouraging players to explore the world more, much like the 'Classic'怀旧服. But you've also mentioned that while providing new sensations for veteran players, you hope the 'Infinity' server can attract new players. And I think today's younger generation of new players is generally more accustomed to fast-paced games. So, how do you judge which classic design challenges in the 'Infinity' server are valuable?

Ion:Undoubtedly, fast-paced games are very popular, especially among the new generation of players. But this does not mean that there is no room in the current market forleave room for the 'Infinity' server—the 'Infinity' server is not about rushing to the finish line or getting rewards as quickly as possible, but about enjoying the journey, enjoying every step along the way, enjoying the friends you meet, enjoying the rewards you earn, and enjoying that beautiful sunset you notice on the horizon.

The 'Infinity' server is a world that will exist forever. That is the meaning behind the name 'Infinity,' and it is our promise to players. For those who want to progress quickly, watch their numbers rise fast, earn rewards, and travel around the world rapidly, World of Warcraft has other versions to satisfy them. But there is also a serene, beautiful, and profound essential experience in the journey of World of Warcraft, and this is exactly what the 'Infinity' server aims to capture.

Tim:We really hope'Infinity' server can meet players' needs for this immersive experience. We hope the 'Infinity' server can achieve this: when players log into the game, even if they only have 30 minutes to an hour of playtime, they are willing to open their quest log, complete a few quests, visit a major city, browse the auction house, raise their professional skills by a few points... Although this is very different from the large-scale progression boosts in today's games, we hope that these small moments in the 'Infinity' server will feel very meaningful to them at the time.

《魔兽世界》制作团队访谈Part 2:“无限”的未来

Ion:I would also like to add that in'Infinity' server, we have mechanisms similar to the heirloom system to encourage players to create new characters. Of course, we will soon launch a hardcore permadeath mode for the 'Infinity' server—you know, where everyone is always creating new characters. These things will keep the world of the 'Infinity' server full and vibrant.

This way, even if you don't have much time to play, or if your journey truly takes a long time, you won't feel like you're falling behind others, or that the world has suddenly emptied out and all the important things are happening elsewhere.

Regarding'Infinity' server, what we want to achieve is—even after reaching max level, you should always feel that the world around you is alive, and that you are connected to the other players around you.

《魔兽世界》制作团队访谈Part 2:“无限”的未来

Q: With the addition of the 'Infinity' server, World of Warcraft now has more than four types of servers. As you two said, you won't stop any player from doing anything on any server, but newcomers will inevitably have some confusion when choosing these servers. Will the official team emphasize the thematic characteristics of each server in future promotions?

Ion:You are quite right; this is indeed a challenge we face. We need to ensure that having so many versions doesn't confuse players too much. I know that many players come to World of Warcraft now because friends are playing a certain version, or they saw related streams or videos, and they might head straight for that corresponding version.

But now, we also offer a very exciting opportunity for new players who have never touched World of Warcraft, which is'Infinity' server. This time, all players will start from level 1, surrounded by a large number of other players, everyone on the same journey, so no one needs to feel like they missed out or fell behind.

So even if some new players might eventually play on the retail server orChronicles' server, I still recommend they choose the 'Infinity' server as their starting point for World of Warcraft. It can help you understand the core of the game and learn the basic rules of this virtual world during gameplay. After that, you can try other experiences, allowing you to make a mature choice for yourself.

Tim:Here, I also want to make a reassuring promise to players:Both the 'Chronicles' server and the 'Infinity' server are now places where you can confidently invest your time. We assure players that both are game versions we will continue to support. The results obtained by players investing time and effort in these versions will continue to pay off for a very, very long time to come.

Q: Judging from the content currently shown for the 'Infinity' server, it seems to return to the dungeon distribution design with Horde and Alliance faction tendencies. I want to ask, compared to the retail server design where both sides share most PvE content, will the team create more faction-specific dungeons in the 'Infinity' server in the future to strengthen faction opposition and barriers? How will the team avoid the homogenization of PvE content in the 'Infinity' server that occurred in the retail server?

Ion:I believe that player faction identity and the resulting different journey experiences area very important part of the 'Infinity' server, just like the original 'Classic.' So we will definitely continue to release more dungeons set in territories belonging to one faction. Examples like 'Hall of Lords' and 'Ruins of Lordaeron' are new additions that fit the background of the Alliance or Horde respectively.

Furthermore, even for dungeons where both factions have reasons to visit, those reasons may differ: you will receive different quest lines based on your stance and faction, ultimately achieving different objectives.

Of course, we will continue to release dungeons accessible to everyone, just like in the original game. We are very excited to explore this range of possibilities. We will continue to focus on player character identity and faction affiliation, consistently craftingcontent for the 'Infinity' server.

《魔兽世界》制作团队访谈Part 2:“无限”的未来

Q: Nowadays, World of Warcraft has launched increasingly complex and rich products catering to players with different needs. Among these players choosing different products, have you observed any common traits they still share?

Ion:I think this is a very good question. I believe players of all versions of World of Warcraft share some common motivations: they want to explore new areas and become stronger. In many cases, they also want to play with friends and meet other players—this is also one of the reasons they choose an MMO; they want to have a special gaming experience in a world surrounded by hundreds of thousands or even millions of other players.

But beyond that, I think one of the great advantages of World of Warcraft today is that once players subscribe to game time, they can access all the options you mentioned. Indeed, players have different ages, backgrounds, and amounts of free time. So I feel that a major advantage of World of Warcraft now is that we can offer different choices, ultimately allowing players to find the version of World of Warcraft that suits them best.

Q: At the end of the interview, I'd like to ask a slightly sharper question. The love and dedication of Chinese players for World of Warcraft are unique globally, something you must have seen at the event. However, due to well-known reasons, the Chinese servers experienced some special moments. So, I'd like you, as Blizzard designers, to make some long-term commitments to the Chinese server players.

Ion:Absolutely. During the time when World of Warcraft was unavailable to Chinese players, all of us developers were heartbroken. We made this game to share its content with millions of players worldwide. But during that period, it couldn't be experienced by players in China, which was painful for us. So when Everythinggj was restored, we were all very excited and celebrated.

After that, our relationship with NetEase became stronger than ever before. Every time I come to China, I can see the passion and excitement of Chinese players with my own eyes, which always excites me greatly and makes me look forward to coming to China again next year.

So regarding promises, you know—we are ushering in a new era for World of Warcraft alongside the 'Infinity' server, while also strengthening support for the 'Chronicles' server. We will always remain by the side of Chinese players.

《魔兽世界》制作团队访谈Part 2:“无限”的未来

Q: How did you two feel about the 'Infinity Party' event on site? Which scene impressed you the most?

Tim:Back in 2008, I was an intern on the World of Warcraft team. One of my first design tasks was to create gems for the Jewelcrafting profession and name them. For this, a senior designer at the time named the Grand Master Jewelcrafting trainer in Dalaran after me: 'Timothy Jones' (Editor's Note: This Easter egg NPC can still be found in the 'Katy's Jewelry Shop' in the Magic Quarter of Dalaran in the 'Wrath of the Lich King' and 'Legion' versions; Timothy Jones was rescued when Dalaran was destroyed in 'The War Within').

《魔兽世界》制作团队访谈Part 2:“无限”的未来

So, being able to come to this Dalaran city built in reality today, walk up to the corresponding Jewelcrafting stall, and see that character fromthe place I have 'lived' since 2008, it really made me feel very special.

《魔兽世界》制作团队访谈Part 2:“无限”的未来

Ion:Dalaran is a place where I have spent countless hours in the game. For me, being able to walk the streets of Dalaran in reality, seeing the city's buildings towering around me, was a magical experience. Besides that, I also saw some coolCosplay, seeing people gather together, having fun, and participating in various activities, all of this was truly special.

Now, I've noted down several ideas to take back to the BlizzCon event planning team, because I think some content could be done better with the resource support of BlizzCon, and these are all things I learned during thisWhat I learned and saw at the 'Infinity Party' offline event.

Of course, I must additionally mention that moving Arakkoa robot model—my goodness, it's really impressive.

《魔兽世界》制作团队访谈Part 2:“无限”的未来

Q: There is another question regarding the retail server. I personally really like 'Khaz Algar's Labyrinth,' a maze-like dungeon mechanic added in version 12.1.5. If dungeon content is to be expanded in the future, will this type of gameplay become one of the new endgame directions for dungeons?

Ion:Good question. We don't have specific plans at the moment, but hearing this kind of feedback means we will consider it. I don't think we are likely to create a maze like this in every season, or every major patch; but just as we have had in the pastJust like 'Return to Karazhan' or 'Operation: Mechagon,' which were large-scale dungeons almost raid-sized, we still want to continue releasing larger-scale dungeons in the future, providing deeper adventures for players, which will be launched alongside those shorter dungeons.

So, I am very happy to hear that you like it, and I will pass this feedback on to the team.

《魔兽世界》制作团队访谈Part 2:“无限”的未来

Q: One last question regarding the storyline—many players are currently confused about why Mason hasn't formally appeared for interviews since his return. Some even speculate that the retail server might still be operating according to the outline drafted during Steve's era, and that Mason might have gone to the 'Infinity' server to exert his creativity. I want to ask, do you have any official information to reveal to the广大 players regarding this? Also, what is Mason's specific role now?

Ion:I have always felt honored and happy to work closely with Mason. I was also very excited when he chose to return to the World of Warcraft team a few years ago.

Specifically, Mason is the Executive Creative Director for the entire World of Warcraft product line. But as he has said in the past, part of the reason he left Blizzard initially was that he is quite an introverted person. Although he may perform excellently on stages like BlizzCon and project a strong presence, he actually feels immense pressure from public appearances, so he doesn't want to be in the spotlight. He prefers working with the team, assisting the current team in continuing to build the lore.

What I can reveal is that he is currently guiding the entire'World Soul Saga' storyline. At the same time, he is indeed providing support for the work on the 'Infinity' server, offering creativity and suggestions for the new world content we are building there and the new stories being told.