An iconic part of the original Wrath of the Lich King, the WoW Classic team shares some insights on the Battle for Wintergrasp development in Wrath Classic.
As a part of our ongoing development for Wrath of the Lich King Classic, we’ve been hard at work on the Battle for Wintergrasp and wanted to take some time to go over our plans for this content. We have a lot to talk about in this article, but we wanted to start off by sharing that the Battle for Wintergrasp will be available in Wrath Classic as an instanced battleground, similar to Alterac Valley. This was not a deliberate design choice so much as a necessary change due to the nature of WoW Classic and the way that our realms function.
To understand more on how we got here, we thought it might be helpful to give a refresher on how WoW Classic was built. From the start, we very much wanted the game to feel like it did in 2004, with a single contiguous world where all players could interact with as few immersion-breaking or awkward moments as possible. In modern World of Warcraft, each zone can be “sharded” to allow thousands of players to congregate in a single zone but spread over several different copies of the zone. These “shards” are self-balancing, and when a certain shard gets too full, players can find themselves transferred to another shard. For WoW Classic, we didn’t feel like it was a great solution for population management due to how antithetical it is to the idea of a single shared world. However, we knew going into it that there would be a large demand to play the game when it was released, but we weren’t sure at the time how that would play out as the game matured. If we configured the servers to allow even double the number of players allowed in-world
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