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World Of Warcraft: Midnight’s Mighty Deep Dive Brings The Expansion’s New Features To Light

Plus, a few developer insights on housing and the future of addons

After a stunning reveal at GamesCom, World of Warcraft’s next expansion Midnight receives a crunchy deep dive video to really detail what awaits us all in the shadows.

The granular breakdown of new expansion features tells us all about the upcoming Prey feature, the new Demon Hunter Spec, void-based enemies that we have yet to encounter, Housing goodness and Arator’s slick new hair cut.

It’s a girthy one, so make sure to grab a mug of something warm and settle in for all the spectacular upcoming shadow weirdness:

Immediately leaping out to me is that this story is taking place close to home – or at least, the Blood Elves home. With Silvermoon City rising to the occasion as a new central hub, the encroaching baddies have lead to a revamp of Eversong Woods – now encompassing the Ghostlands and becoming a proper beginning of the story campaign. From here you can then dip one of your troll toes into a new Zul’Aman area that focuses on the grandchild of the legendary Zul’Jin – or dip beneath the earth to the mysterious homeland of the Haranir race, known as Harandar.

Harandar is a primal place, a bioluminescent, underground jungle zone that has long tried to avoid the conflicts of the surface. But as the video puts it, the Haranir people can no longer afford the luxury of neutrality – and so both their home and the people have joined the cause. Players choosing to play as the Haranir can also enjoy some of their awesome racial abilities, such as their ability to travel – via worldtree roots – to any world tree in Azeroth. Like using a mole machine, only better for the environment.

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There are also a number of new adventures to experience in other established zones, with Arator actually tasking you with a journey to places like Light Hope’s Chapel and the Scarlet Monastery – before the question of his fate culminates in the Burning Steppes at Blackrock Mountain. It’s super exciting to spend time in the old world, and these are some of the best spots of WoW’s history.

A very creative new spot is the Arcantina – an Arcane Cantina – which is serving as the best example of a fantasy tavern from any fantasy media. In this place, notable personalities from Azeroth’s history are enjoying this cross-faction sanctuary and are open to talking with players to offer them new things to do. Serving as a hub of opportunity, the deep dive explains that a great many of your Midnight adventures may well start here –a magical tavern at the crossroads of nowhere and everywhere. Every good story begins in a tavern, right?

Of all the new spaces discussed, the most exciting was definitely Player Housing. Numerous details were shared, including the various spaces that can be inhabited by players within their neighbourhoods. These are colossally sized areas – as many as 50 people at a time – with controls offered to determine whether you live with friends or strangers (known as “friends you haven’t met yet”).

I was fortunate enough to speak with both Paul Kubit, Associate Game Director and Maria Hamilton, Design Director regarding some of the more niche elements of player housing, including:

  • Will players be able to select a house template as a starting point?
  • Is there anything stopping players from skipping the house and just camping out on their plot of land?

Paul fielded my questions, and made mention that while nothing resembling a ‘template home’ currently exists, he can see the benefit of such a system. In other titles, I have personally seen people struggle with the concept of starting almost entirely from scratch, where taking something already established and tweaking it can lead to creative juices flowing more freely. Paul was kind enough to say that, as a system, Housing is still very new – and therefore there is a lot of opportunity for improvement down the line, even if that improvement means templates.

Paul also spoke to the idea of a naturalist lifestyle – setting your plot of land up like a campsite. He mentioned that while it is not a thing that can be done now, there are some ways to make use of your housing decorations to make your mound of dirt more homely. He also recommended choosing the orcish house, if you feel so inclined to be as natural as possible.

The final critical point of the deep dive (at least from my point of view) was the discussion of how the World of Warcraft team are changing how some AddOns will access the game. In short, they are going to be limiting some aspects of combat information – essentially killing off modifications that provide a certain kind of encounter assistance. While this sounds dramatic, the clarification is that they will be shouldering the responsibility of delivering these systems to a player – such as making long time addon staples like Damage and Healing Meters a baseline part of the UI.

In a session with both Ion Hazzikostas, Senior Game Director and Crash Reed, Lead User Experience (UX) Designer, I was able to ask a serious question relating to these changes – and that is how they will approach iteration. My example was that many of WoW’s greatest addons come over time, as needs are identified and methods to meet those needs are considered. If they are going to work to design future encounters around the idea that third party developers can no longer ‘fill in the gaps’, are they willing to step up when the community notices a need?

Ion was quite casual with his response, clarifying that they never shy away from iteration if there is an obvious issue. He made mention that they are also able to deploy far more drastic solutions than just addon creators – amending encounters to lessen a hardship, rather than signposting the problem and making it redundant. A fun point made by Ion in his response is that there was a fun list of things that the team had always wanted to do, but had always been unable to because some addon geniuses would be able to code in solutions that entirely nullify that player experience, so watch out for weird and wonderful things in future.

As the middle point of the Worldsoul Saga, Midnight has the lofty goal of keeping player interest alive as they leave the introductory chapter of World Of Warcraft: The War Within and head into the middle point. From what I have seen so far, this looks to be a very promising interstitial point with so much of it celebrating the core Azerothian experience, adding new wonders and threats to long established places – but still sprinkling in some new wondrous faces and places to explore.

I am looking forward to seeing those shadows lengthen and finally fall, sometimes in 2026. Bring on Midnight.

Written By

Known throughout the interwebs simply as M0D3Rn, Ash is bad at video games. An old guard gamer who suffers from being generally opinionated, it comes as no surprise that he is both brutally loyal and yet, fiercely whimsical about all things electronic. On occasion will make a youtube video that actually gets views. Follow him on YouTube @Bad at Video Games

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