World of Warcraft: Forever is "for the millions of people who have had their accounts lapse" in Classic, dev says
"If you're making a game for everyone then you're making it for no one," says Matthew Armstrong
When Blizzard first unveiled World of Warcraft: Forever during BlizzCon 2026, many fans saw it as the MMO developer's answer to their Classic+ prayers – and, according to world builder Matthew Armstrong, it sounds like it basically is just that.
The dev goes into detail on who Forever is truly "for" in a lengthy new thread on Twitter, saying that he had a very particular type of player in mind while helping design Blizzard's revamped take on its 2004 gem: the hardened Classic fan who didn't feel satisfied with the non-retail version and how it deviated from the original game.
"I'm seeing a lot of discourse about who WoW: Forever is being made for," he writes. "While I cannot speak for anyone else on the team I can speak for myself. I am making WoW: Forever for the Classic gamer and for the millions of people who have had their accounts lapse over the years because they were not satisfied with changes that were made to the game. Whether those changes were to the art style, the story, social aspects, game design, or changes to their favorite class."
World of Warcraft: Forever is no retail, that's for sure. "I did not spend the last year of my life relearning and mastering how to do things like we did it 20+ years ago for retail players," as the world builder puts it.
"I could have taken it easy and just kept doing things like I had done for the past eight years on retail… because I was much more familiar with it and it actually takes a lot less time to do (height maps on textures do a ton of heavy lifting)."
I'm seeing a lot of discourse about who WoW Forever is being made for and while I cannot speak for anyone else on the team I can speak for myself. I am making WoW forever for the classic gamer and for the millions of people who have had their accounts lapse over the years because…September 23, 2026
And, as Armstrong points out, "because the reality is that the majority of retail players wouldn't care and would probably actually prefer it." That's not what he did, though.
"I felt I had a duty to uphold an artistic vision and integrity that millions of people expect from us" – both players and fellow devs "past and present who worked on it over 20 years ago." He wanted to "create something that resembled their work.
That's what Forever is – an Old School RuneScape-style upgrade to the original World of Warcraft MMO many folks know inside out and love. And, Armstrong clarifies that it's not a diss aimed at fans of the retail version.
He simply "wanted to make Forever as authentic of a vanilla experience as possible," which is "wildly different" than retail, obviously. There are three "sayings" he says he's followed throughout development, too.
"Convenience is the death of the journey" is the first – which checks out. Then, "If you're making a game for everyone then you're making it for no one." Again, that aligns well with what Armstrong says regarding Classic and retail fans. Finally, "Every change we make incurs a debt to the authenticity of the game and sooner or later that debt will be paid." I suppose Classic (and all the Classic+ requests) proves this point.
"These are my core beliefs and I had a specific group of people I was targeting with my work," he concludes. "These beliefs cannot be shaken and I will try to hold the line against anything that goes against them and will continue to pester the team about things that feel out of place."
Armstrong does still hope World of Warcraft: Forever "will pull in as many people as possible," Classic, retail, or otherwise.
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"I hope you can all remember what made this game so special in the first place and that starts with understanding why we are so passionate about keeping it authentic."
I certainly do, and judging by the comments, it's safe to say the majority of players do.
After spending years with her head in various fantastical realms' clouds, Anna studied English Literature and then Medieval History at the University of Edinburgh, going on to specialize in narrative design and video game journalism as a writer. She has written for various publications since her postgraduate studies, including Dexerto, Fanbyte, GameSpot, IGN, PCGamesN, and more. When she's not frantically trying to form words into coherent sentences, she's probably daydreaming about becoming a fairy druid and befriending every animal or she's spending a thousand (more) hours traversing the Underdark in Baldur's Gate 3. If you spot her away from her PC, you'll always find Anna with a fantasy book, a handheld video game console of some sort, and a Tamagotchi or two on hand.
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