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.
World of Warcraft: Shadowlands marks the eighth major expansion pack for the storied MMO. Judging from a half-hour playing it at BlizzCon this year, it seems like a natural evolution of modern WoW that will run alongside the very-different WoW Classic experience for the foreseeable future. That said, the biggest change wasn't part of my hands-on demo—but don't worry, that won't stop me from geeking out about it in extreme detail.
Blizzard's new solution in Shadowlands is to return the level cap to its original value of 60 and to make current content appropriate for levels 50 through 60. New players start at level one, and they all play through a new introductory zone built for Shadowlands based on the quest design lessons Blizzard has learned over the years. Once they play through that introductory experience, they can then level up to 50 to catch up with current content by playing through the previous expansion (Battle for Azeroth) right away (from around level 10).
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.
The final destination of the spirits of the deceased remains a mystery to the priests and philosophers of Azeroth. However, as spells such as [Resurrection] can reunite a dead body with its spirit, and a majority of living creatures from the tauren to the troll shadow hunters claim they can communicate with and call upon the power of the spirits, a widely held belief is that the spirits of the dead remain on the Material Plane — in an immaterial state that can only be altered or contacted through the use of magic.[62]
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).
Shadowy Tormentors inhabit this dimension, and emerge from it to torment death knights such as Koltira Deathweaver. The Lich King originally kept them at bay, but after the Knights of the Ebon Blade left his service, the tormentors are now loose upon them. He even appears in the World of the Dead, as he calls it, riding a frost wyrm during  [73] The Power to Destroy.
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.

Keep raising the level cap but crunching how much experience is required per level as you do. This is the approach WoW has historically taken. But as this happens, levels start to seem meaningless. You gain them ultra-quickly, and only a smattering of them actually introduce new abilities or other perks. It also means that you blast through the leveling content at such a pace that you never finish individual zone stories; you only finish a small portion of an area before you have outleveled it and are ready to move on.
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.)
Samuel Axon Based in Chicago, Samuel is the Senior Reviews Editor at Ars Technica, where he covers Apple products, displays, hardware and software for developers and creative professionals, and more. He is a reformed media executive who has been writing about technology for 10 years at Ars Technica, Engadget, Mashable, PC World, and many others. He is also a hobbyist iOS and indie game developer.
Blizzard's new solution in Shadowlands is to return the level cap to its original value of 60 and to make current content appropriate for levels 50 through 60. New players start at level one, and they all play through a new introductory zone built for Shadowlands based on the quest design lessons Blizzard has learned over the years. Once they play through that introductory experience, they can then level up to 50 to catch up with current content by playing through the previous expansion (Battle for Azeroth) right away (from around level 10).
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.
The spell called "spiritual projection" or "astral projection" brings the caster to the Twisting Nether instead of the Shadowlands;[64] and the Twisting Nether is also referred as "realm of ghosts".[65] However, both planes don't appear to be related, as Outland is floating on the Twisting Nether,[64] but the Shadowlands can be reached in Outland in The Burning Crusade.
World of Warcraft: Shadowlands marks the eighth major expansion pack for the storied MMO. Judging from a half-hour playing it at BlizzCon this year, it seems like a natural evolution of modern WoW that will run alongside the very-different WoW Classic experience for the foreseeable future. That said, the biggest change wasn't part of my hands-on demo—but don't worry, that won't stop me from geeking out about it in extreme detail.
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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.
Ascend the Tower of the Damned: at the heart of the Maw lies Torghast, Tower of the Damned, a cursed otherworldly prison where the wickedest souls in the universe are locked away. Highly replayable and inspired by roguelike games, heroes are invited to explore its ever-changing halls and chambers and do battle with the minions of the Jailer, Torghast's vile ruler. Those who brave its trials can claim legendary treasures and help free the heroic spirits wrongfully trapped within.
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