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World of Warcraft: Forever Devs Break Down The Difference Between Vertical and Horizontal Progression

World of Warcraft: Forever plans to differentiate its progression from Classic by really slowing down and offering a wide variety of different types of rewards for players to hunt down over a long period of time.

Exactly what does Horizontal Progression Mean In World of Warcraft: Forever?

After the initial reveal of World of Warcraft: Forever, many players in the community began debating and speculating exactly how the game would tackle progression and what that might look like in a “Forever” experience.

VICE recently had a chance to sit down with some key members of the World of Warcraft: Forever development team and talk about their approach to horizontal and vertical progress in Forever and what players can expect as the game continues to grow.

VICE: There’s been a lot of conversations around the idea of horizontal progression. There’s been a lot of debate in the community about what it actually means and what it will look like over time. Could you explain a bit more about how you think of horizontal progression and how it might look as the game goes on? How does it differ from vertical progression?

Josh Greenfield (Senior Game Designer): Yeah, it’s an interesting topic. World of Warcraft has always had some elements of horizontal progression, right? When it comes to things like collections, things you can get that are cosmetics. And I think that’s an interesting thing to continue to pursue in a classic way.

We’ve sort of done that with things like transmog, for example. We have the collection system for things like pets and mounts. Obviously, we’re not looking to bloat those systems out just for the sake of giving players a treadmill of things to do. But where it makes sense, adding more things to chase is a cool thing to do.

And it’s not just for one type of player either. It’s having a bunch of different things that a wide variety of players could be interested in. Players want different things at different times. I’m primarily a raider, but sometimes I might want to go PvP. Having some cosmetics or some other rep rewards to chase along that PvP side of things is a great opportunity for that.

When it comes to our vertical progression, World of Warcraft is kind of at its core a vertical progression game and always has been. Having that incremental power gain is kind of important to the core of the game. However, we want to really slow that progression down.

Screenshot: Blizzard
Screenshot: Blizzard

Kris Zierhut (Principal Game Designer): We’re trying to make the items in the game a lot more varied. No more feeling like ‘That’s the BEST item in that slot and I always want that.’

So, we have items that have bonuses agains a specific creature type. Or bonuses in specific environments. Or have mechanic-specific things that make them good in certain situations and not in others. The intent is that there’s a lot of variety of what items can do and a very well-developed character has a ‘bag of tricks.’

They might say, ‘Hey on this encounter I’m going to pull out these two trinkets because they’ll work really well against this boss to solve this problem.’ But in another encounter they might use different trinkets or in a raid use a different helm, etc. Having a large collection of tricks to dip into it.

You’ll see players get an item from a raid and say ‘that’s not that interesting, I’ll just throw it in my bank and maybe I’ll use it someday…’ And then when the next new raid comes out, that item may become the perfect item for this new boss because if the circumstances, the setting, the type of creature it is. And so items get new life as new content is created for them.

Having that large collection of different items at that your pursing means there’s a lot of room to move horizontally and to make this big collection.

At the same time, somebody who is brand-new and doesn’t have that wide collection isn’t at a huge disadvantage. They just can’t super optimize.

As far as vertical progression, we do want to make it advance much more slowly that World of Warcraft: Classic did. So we expect the leveled items to grow more slowly and not very many items will be perfectly designed or optimized. They’ll all be sort of lopsized and good for different situations or different classes or different specs.

And, of course, the Legacy System. For some people, instead of going vertical progression on one character, they’re going to want to have a collection of every class. They’re going to have every trade skill. They’re going to explore the world, do every dungeon. And there are rewards that they can unlock that somebody focused on vertical progression doesn’t unlock.

They might get this spectral bear mount that super hard to get and other people who have awesome raid rewards don’t have it. They each have their own things they can pursue for different types of players.


World of Warcraft: Forever is officially live now, but most players are taking their time through the early starting zones and levels. The question of how progression feels at max level won’t pop up for the average player for quite a while as they take their time leveling through Azeroth at a slower pace.

Be sure to check back soon for lots more World of Warcraft: Forever news and updates as the early days of the new experience play out.

World of Warcraft: Midnight and World of Warcraft: Forever are now available now on PC.

The post World of Warcraft: Forever Devs Break Down The Difference Between Vertical and Horizontal Progression appeared first on VICE.

Screenshot: Blizzard
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How World of Warcraft: Forever Subtly Nudges Introverted Gamers Out of Their Shells

World of Warcraft: Forever may be an MMORPG, but not every player heads into the experience looking to group up. Although the game has a deep new Legacy System to keep solo players busy for years, the game’s other core systems may also slowly help draw quiet gamers into more social interactions.

What is there for Solo Players To Do In World of Warcraft: Forever?

Screenshot: Blizzard
Screenshot: Blizzard

During a recent extended interview with some key members of the World of Warcraft: Forever team, VICE was able to discuss what the game has to offer solo players and why the team thinks those players may end up having more social interactions than they plan to when the game launches…

VICE: A lot of the spirit of Vanilla WoW in particular had to do with community and group efforts. Obviously not everyone coming to WoW: Forever is going to have that type of time or a lifestyle that accommodates that type of situation. Do you feel like WoW: Forever just isn’t a good fit for that type of lone wolf adventurer or are there enough rewarding solo activities and progression loops within Forever for that type of player?

Kris Zierhut (Principal Game Designer): One really big new system we added to the game was the Legacy System. This is a system that rewards you for playing the game deeply. Try out every class. Try out every trade skill. Explore the world. Do every dungeon. Do all the things and go broad.

And the really great thing about that, if you decide that is your primary means of progression, is that you can always make progress towards it no matter how small the amount of gameplay time you have. Nothing is ever going to go obsolete, it’s never going to go away. You can always come back to it.

So the person who just kind of wants to play by themselves and be very chill, there’s an avenue for them to progress. They can have meaningful progress everyday. But, we’ve also put a lot of systems in the game like the Camping system that draw you into just a little bit of social interaction.

People will say, ‘I was doing my questing and I sat down at this camp’ or ‘ I made my own camp and then somebody sat down too and they started talking to me and then we did a quest together and now they’re on my friends list!’

That can happen even if you come into the game without any of those connections. You’re very likely going to build those connections while you’re playing it.

Screenshot: Blizzard
Screenshot: Blizzard

Josh Greenfield (Senior Game Designer): Yep, and we’ve tried to engineer our server structure to encourage those repeated interactions.

So, a person you grouped with in Elwynn Forest, you may run into them in Stranglethorn Vale later and their name will be a different color to help you remember. It’s that much less friction and barrier to entry. It acts like an icebreaker. You’ll find yourself thinking, ‘I can invite this person. I’ve already grouped with them and we see that we’ve known each other or interacted together.’

My wife is a really great example of this. She’s kind of introverted, she doesn’t really like putting herself out there to join groups and stuff like that. She’s kind of just a solo player, but even playing the Forever beta it was interesting to see her like, ‘Oh, I remember JimBob from Thendal Grove in Zephras Isle. I’m going to group with that person in Westfall and we’re going to do this quest.’

It brought her out of her shell and she’s been playing this game, her very specific way, for 22 years. It’s all kind of part of the same package.

And you can totally play alone if you want to, the Legacy System is a great vehicle for that. But also, we want to kind of nudge you. Make some friends, join a guild!

VICE: Yeah, I think the Campfires have been such a great addition. The community seems to really be enjoying it and it feels like such a natural way for players to come together. Seeing the reception to it, has that prompted ideas or brainstorming around other ways to promote social interactions in questing, exploration, or even in dungeons?

Kris Zierhut (Principal Game Designer): I’m always looking for new ways to make people happy to run into strangers and have those positive interactions.

It’s a really delicate design space, where you have to make it completely optional, competely opt-in, and more importantly non-transactional. So, it’s tricky to find the mechanics that do work, but when they do, we really lean into them.

Camping worked well and I had some other ideas that we did not have time to try. We probably will try them in the future. Also, there’s been such a warm reception to camping that you’re likely to see additions to it in the future, as well.

Josh Greenfield (Senior Game Designer): Yeah, I think we realized in World of Warcraft that we can’t ever rest on our laurels just because a system works. It’s something that’s going to continue to evolve. Both that system [Camping] and systems like it. And that’s sort of how Camping came to be.

One of the things that spun us up on this was the Sleeping Bag. We had a Season of Discovery quest to get this Sleeping Bag where you could roll it out and your party members could all jump in and get a little experience buff. It was one of those things where it became an earmark. You do a dungeon and somebody puts their sleeping bag down and every group was doing that.

And that’s sort of what progressed and grew into the camping system for us. So we’re going to keep looking for ways to develop systems like that and have them grow into new things. Like Kris said, it’s really always a challenge to deal with that extrinsic versus intrinsic reward structure that helps determine why you would actually want to do this. And I think we nailed it with Camping, but we’re just going to keep looking for opportunity.


Be sure to check back soon for lots more World of Warcraft news and updates as the early days of WoW: Forever arrive and play out.

World of Warcraft is available now for PC. World of Warcraft: Forever launches on November 4, 2026.

The post How World of Warcraft: Forever Subtly Nudges Introverted Gamers Out of Their Shells appeared first on VICE.

Screenshot: Blizzard

Screenshot: Blizzard
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Next Major Final Fantasy Release Has Been Delayed

After announcing the next major expansion for Final Fantasy 14 back in April 2026, Square Enix is updating the estimated launch date to push it back a few months from the original January 2027 plan.

Final Fantasy 14: Evercold Delayed, Now Releasing February 23, 2027

Final Fantasy XIV Evercold Trailer
Screenshot: Square Enix

The Japan Fan Fest took place last weekend and at the event, Square Enix revealed a new release date for Final Fantasy 14: Evercold. Rather than launching in January 2027, the upcoming expansion is now set to launch on February 23, 2027.

Players who secure early access will be able to start their new adventures in the Final Fantasy MMO a few days early on February 19, 2027 instead. The change in release date was announced alongside a brand-new trailer that offered a full look at the upcoming expansion’s opening cinematic.

Pre-orders for the game kick off later this week on November 4 and will offer players the chance to secure early access ahead of release and in-game items available immediately upon pre-order.

There will also be an impressive collector’s edition available which comes with the Valhallar Odin mount, the Entreat Crystal emote, and the Crystal Skyltborg.

Players who tuned into the recent Fan Fest also had a chance to check out the second new Job that will arrive with Evercold’s release. The new Zephyr Job offers players another ranged DPS option.

Evercold is set to be a massive addition to Final Fantasy 14, so it should be very exciting to see how the launch goes and if the new content successfully brings back lapsed players and helps draw in some new fans. Final Fantasy 14 has been up and running since 2013 and has a very dedicated fanbase, but there’s always room for growth.

Be sure to check back soon for lots more Final Fantasy news and updates.

Final Fantasy 14 is available now on consoles and PC. Final Fantasy 14: Evercold releases February 23, 2027.

The post Next Major Final Fantasy Release Has Been Delayed appeared first on VICE.

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Final Fantasy fans will have to wait a while longer to get their hands on the next adventure in the franchise thanks to a new delay.

Screenshot: Square Enix
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