Warcraft’s VP Talks About Its Future And The Cost Of Its Experiments

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Warcraft’s VP Talks About Its Future And The Cost Of Its Experiments
RemixPlunderstormHolly Longdale
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Heather Newman has been an award-winning business, gaming and technology journalist for more than 25 years, including an internationally syndicated technology column and nearly a decade on Forbes. She frequently writes business-related list stories and gaming interviews, with a particular focus on PC and Blizzard Entertainment titles.

The massively multiplayer online role-playing game World of Warcraft celebrates its 20th year in 2024, an incredible achievement for a game that still sports an estimated player base of millions.. We caught up with Holly Longdale , vice president and executive producer at Blizzard Entertainment , for a wide-ranging interview about the future of the game.

Why would we not try to share that, especially in a time where I think the world needs it? People need some comforts and some places to just be. In World of Warcraft, there are so many generous human beings who share themselves there. I think the issue was focused on the core too much. Our team is larger, because we want to be able to focus and broaden that view of who our players are—and we're not there yet. This is a journey.Are there other social game modes, ideas that we can come up with that are really satisfying if you are not as hardcore? Some of those experiments will be hardcore or more “core.” What we are focused on is how do we build connections, whether it's an emotional or you made a memory.

I think we would absolutely bring it back again, but we would probably frame it somewhat differently. We don't want anyone to feel like they have to go and have a bad time and feel shamed by super-awesome PvPers so you can get a mog—that doesn't feel right. We want to make sure that we learn these lessons. We at least have the benefit of these finite periods of time, so that these are not long-lasting errors.I mean I do come from the Classic space, so the nostalgia and the love that people had for it. Just being able to do the tour of the expansion. The team is really excited to start seeing if there's an opportunity to do another expansion like that.

Newman: How do you balance the development cost of experimentation in things like Plunderstorm or Remix with the steady pace of content from patch to patch in the “core” game?Our Live team is tasked with seeing what our players are doing, research on what they enjoy, identifying our different player types and archetypes and crafting for them almost in real time. Both of those modes came together in months.

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