Alright, let’s talk about how World of Warcraft’s bold move to announce three expansions at once back in 2023 has, weirdly enough, chilled out its devs instead of lighting a fire under them. You’d think laying out a massive trilogy like the Worldsoul Saga—complete with roadmaps and deadlines—would have the team sweating bullets. Nope. Turns out, it’s given them room to breathe, stretch their legs, and dig into the details. I got the scoop straight from game director Ion Hazzikostas and associate design director Maria Hamilton at a recent Blizzard event, and it’s a vibe worth unpacking.
So, quick catch-up if you’ve been AFK: WoW’s next big patch, Undermined, drops later this week, and it’s all about the goblins. We’re talking their gritty underground empire of greed and gears—pure goblin chaos, baby. I sat down with Ion and Maria to chat about it, and what stuck out was how this three-expansion plan flipped the script. You’d expect crunch time and panic, right? Time is money, friend, as the goblins love to say. But nah—knowing the long game’s locked in has let them slow down and savor the process.
Ion put it like this: “A patch like Undermined—where we get to build out the world, dive into side stories, really soak in the vibe of a place like Undermine and its cutthroat goblin culture—only works because we’ve got the Worldsoul Saga’s big picture in place.” If they were still cramming everything into one expansion with, say, two rushed patches, there’s no way they could’ve done justice to this underground sprawl. It’d be all plot, no flavor. Instead, they’re taking their time, layering in the good stuff.
Maria jumped in too, and you could hear the excitement in her voice. “The team’s honestly buzzing about it. We can plant seeds early—little hints, teases—and cash them in way later. That’s tough to pull off when every expansion’s its own little island.” She’s right. Think about it: WoW’s been leaning hard into this long-haul mindset lately. Borrowed power? Mostly gone. Now it’s all about quality-of-life wins and stuff that sticks around—Delves, Warbands, Hero Talents. Evergreen, not throwaway. And somehow, that’s trickled down to the devs too. They’re not sprinting anymore; they’re pacing themselves.
“It’s like weaving a bigger tapestry,” Maria added. “With a longer story, we can wander off the main path, explore, tease what’s coming. It’s honestly a blast.” I tossed out that it sounded like a weight off their shoulders, and she just grinned and nodded. “Oh, it is. It’s so nice.” Ion chimed in too, saying how this setup lets them flex creatively without the old pressure to wrap everything up in a neat bow by patch two.
And honestly? It tracks with what I’ve been seeing in WoW lately. The focus isn’t on flashy one-and-dones—it’s on building something that lasts. Paradoxically, promising three expansions and sticking to those roadmaps hasn’t burned them out; it’s freed them up. They’re not just churning out content; they’re crafting a world worth sticking around in. Pretty cool shift, if you ask me.