It's hard to get a sense of an entire World of Warcraft expansion from 30 minutes of play. In my short demo, I recreated my main (a Beast Mastery Hunter) and played through the introductory quests from the Bastion zone, a heaven-like plane from Azeroth's afterlife. The minute-to-minute gameplay very much followed the formula of modern WoW questing, with a variety of tasks like challenging specific enemies to duels, helping craft things in timed minigames, and of course, killing 10 rats (well, not rats, but they might as well be).
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The Shadowlands are accessible upon death, where the player-character can roam, and can only be seen by other spirits.[8] The Spirit of Tony Two-Tusk describes the Shadowlands as all grey and dark, swirling clouds. While Uuna was in the Shadowlands,[9] she described it as dark and she was unable to see anything, though she could hear people interacting with her in the physical world. From within the Shadowlands, she could see the light of the naaru A'dal who was in the physical world, but it was so bright that it scared her. The moonlight at Lake Falathim allowed her to see a friend in the physical world.
The Realm of Shadows may be the same World of Shadows as the one that becomes visible when a [Elixir of Shadows] is consumed. It may also have something to do with shadow magic and shades. Death knights, necromancers, and undead as a whole share a strong connection with the Realm of Shadows from many hints that can be seen in-game. In the death knight starting zone, death knights are given the task to enter the Realm of Shadows in order to gain their Deathcharger. Later on, death knights are eventually able to learn the ability [Raise Ally] which pulls their ally's spirit back from the Realm of the Dead and forces it back into their body. Upon doing so, a buff is applied to the player stating that: "A touch of the spirit realm still lingers..." This shows that death knights and necromancers both have a connection to the Realm of the Shadows/Dead to perform necromancy which furthers the idea that they actually are drawing their magical power from it.
Further, once the new character has completed the starting zone, the player can then choose to level up to 50 in any previous expansion of their choice—vanilla/classic, The Burning Crusade, Wrath of the Lich King, Cataclysm, Mists of Pandaria, Warlords of Draenor, or Legion. The expansion's content will scale perfectly with the character level, and each is tuned so that reaching level 50 involves playing through the content at a similar pace to a similar level of completion as those expansions offered when they were current content.
It's hard to get a sense of an entire World of Warcraft expansion from 30 minutes of play. In my short demo, I recreated my main (a Beast Mastery Hunter) and played through the introductory quests from the Bastion zone, a heaven-like plane from Azeroth's afterlife. The minute-to-minute gameplay very much followed the formula of modern WoW questing, with a variety of tasks like challenging specific enemies to duels, helping craft things in timed minigames, and of course, killing 10 rats (well, not rats, but they might as well be).
That might seem odd or negative to those who aren't currently playing WoW, but it's actually something a great number of today's WoW players have been asking for. As the levels rose in this 15-year-old game that frankly wasn't designed with a 15-year plan in mind, Blizzard encountered all sorts of frustrating game design problems that players have been cranky about, too. The WoW team has already crunched player stats like health and mana down on multiple occasions as a way to postpone fully solving the problem, so this is the culmination of something that has been underway for a few years now.
Keep raising the level cap with no changes to the leveling experience up to that point. This leads to ever-lengthening leveling ramps that make it extremely difficult for new players to get to current content. That's because each expansion adds another several dozen hours to how long it takes to get from the start to being able to play with friends in the endgame. (Final Fantasy XIV has this problem to some degree, even though it's nowhere near as old as WoW.)

During the Burning Legion's third invasion, the Knights of the Ebon Blade traveled to the Shadowlands to acquire the Aggregates of Anguish, five tormented essences of powerful souls - Admiral Proudmoore, Soulbinder Nyami, Grand Empress Shek'zeer, Grand Apothecary Putress and Archmage Arugal. Salanaar required these to conjure the Steeds of the Damned for the order's new Horsemen.[32]
Blizzard hasn't talked about what it plans to do after Shadowlands. I speculate that the longterm solution would be to do this every expansion—so in the next expansion, Blizzard might move Battle for Azeroth into the multitude of choices for new character-leveling experiences and push level-cap characters back down to 50 to start whatever expansion comes after Shadowlands—an odd hybrid of traditional MMO and a seasonal model common in plenty of modern multiplayer games.
This skips all the content before the previous expansion to give players the most modern experience from a quest design POV (and to make sure the players are connected with the current storylines). It also ensures new players have a shorter leveling ramp—Blizzard says it will be as much as 70% shorter than it is currently to get from level one to the cap.
Sometimes, the spirits roam the Shadowlands without resting. It can be because their resting place wasn't complete, because of a battle in their resting place[14] or because of the corruption of their resting place.[8] To bring eternal peace to the souls, it is needed to destroy the source of corruption[15] or by making a ceremony with items such as  [Tuskarr Ritual Object].[16] A spirit in the Shadowlands can, with enough power over other souls, tear a hole into the living world once they are strong enough. This is how Jin'do returned to Azeroth.[17]
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