I'm hearing a lot of people talking about these foreign invaders. They say "Jim, these are very bad people. We need to do something about these bad, they're very bad actors, these people." They come over to our beautiful WoW Forever. They try to change it, make it like the place they just left. They're homesick. If I were homesick, I'd go home.
They come over here, make their little suggestions. "Boo hoo, there aren't enough flight paths." "Waahh I can't teleport to dungeons." "I can't talk to people. I'm scared!" "What do you mean I can't just buy gold from CHINA?" You think Thrall's going to stop this? Him? He's too busy being PUSSY whipped by Jaina Proudmoore. Frankly it's embarrassing.
They're calling it "Retail". Can you believe this? "Retail". They say it's the gayest experience. Their own fans say this. Frankly it's extremely gay. They would never say this about my game, WoW Forever, but these Retail players... They're tremendously gay, if you can believe this.
Folks, we're Making Azeroth Great Again, and frankly we can't get these invaders out of here fast enough. Send 'em back to Retail! Send them right over to Retail and let them kiss each other or whatever they do over there. I don't care, but it's where they belong. We're going to send them all back. It's terrific, we're going to fix this country and we're going to send them all back.
Blizzard is removing WoW: Forever beta access from players with offensive character names.
>A Blizzard support representative said character names must still follow the game’s naming rules during the beta. Players who lose access should receive an email identifying the name that caused the issue.
>Players can report inappropriate names, and the development team reviews those reports. Anyone who believes their access was removed by mistake can submit an appeal.
Blizzard shouldnt revoke beta access, instead they should simply require a name change. It’s just a beta.
Flying in an MMO just kills it for me, it ruins immersion and makes the world feel so small. Why play an RPG if you don't want to get lost in the world and soak it in. People take things way too fast and need to slow down.
Flying in WoW wasn’t just “convenient.” From a design standpoint it quietly broke several of the things that make an open-world MMO work.
The core problem
Traditional flying (the old “press button, go anywhere in a straight line, take no risk” version) turns the world from a place you inhabit into scenery you skip. Gameplay in WoW lives on the ground: paths, patrols, choke points, elevation changes, enemy camps, hidden caves, and the tension of moving through hostile space. Flying lets you ignore all of that. Ion Hazzikostas put it bluntly after they experimented with no flying in Warlords of Draenor: they realized they had kept adding flying out of habit after TBC, and it “detracted from gameplay in a whole lot of ways.” The world felt smaller, safer, and less interesting. Outdoor gameplay was better without it.
How it breaks specific systems
*Quest and encounter design*
A classic example: rescue a prisoner from an enemy camp. Designed version: fight through guards, watch patrols, use the layout. Flying version: drop on the hut, grab the NPC, leave. The intended challenge, pacing, and “I earned this” feeling evaporate. Designers then have two bad options: accept that a lot of their work will be skipped, or start putting everything inside buildings / no-fly bubbles / sky cannons. Neither is great. Bashiok’s line was that WoW “is not a flight sim.”
*Exploration and discovery*
Finding “how do I get to that cave on the hill?” is actual gameplay. Flying removes the question. Landmarks lose scale (Blackrock Mountain, etc. stop feeling monumental when you can circle them in seconds). Zones designed for ground travel feel empty once you can fly; zones designed around flying often feel sparse and disconnected on the ground.
*World PvP and social density*
The sky is a huge 3D volume. Players become statistically much less likely to run into each other. Intercepting someone, contesting a node, or having a spontaneous fight on a road becomes rare because the other person just goes up. World PvP didn’t die only because of battlegrounds, flying accelerated the “I don’t have to engage with the world or other players” loop.
*Sense of place and immersion*
You stop being in the burning forest or the snowy mountain pass. You’re above it, serenely disconnecting from the fiction. Distances that felt epic on a ground mount become trivial. The world shrinks.
*Secondary effects*
Ground mounts become obsolete once flying exists. Travel has almost no risk (you’re effectively invincible in the air). Designers have to pad travel time or accept that players will treat the map like a loading screen between objectives.
Why the Pathfinder compromise existed
Blizzard’s later approach (explore and complete most of the expansion on the ground first, then unlock flying) was an admission of the problem: they wanted players to experience the world as designed before handing them the skip button. Dragonriding/Skyriding later tried a different fix, make flying itself a skill-based activity with momentum and resource management, and build vertical zones around it, because they knew the old “static fly anywhere” model was the real culprit.
In the end nothing they did in retail WoW fixed the world problem in World of Warcraft
@mountainkinggav He's correct though, that cinematic does not showcase the classic feeling at all. It is too whimsical, classic use to have a badass tones with a touch of whimsy. Now it is 95% whimsy and 5% cool, what blizzard has shown us is that their mindset is still lame and gay, not badass.
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