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.

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.
Since this was an early questing experience and not an endgame one, I didn't get much sense of how Covenants—Shadowlands' new Order Hall, Garrison, or War Campaign-like systems—work. Neither did I have much time to dive into the story, though I saw enough to know that, if you like the flavor of the recent WoW expansions, you'll probably like this one, too. (I, for one, am glad we're going to get a brief respite from the Alliance vs. Horde war storyline.)
This section contains information that needs to be cleaned up. Reason: The death knight realm has already been confirmed to be the Shadowlands. Sylvanas committing suicide from ICC in EoN has already been connected to the Shadowlands. Reword still unclear things, move confirmed things to the main section of the page or remove them entirely if they are already incorporated there.
Adventurers entering the Shadowlands will find the realm of the dead in disarray. In the natural order of things, souls are sorted and sent on to an afterlife realm appropriate to the lives they lived,[5] but starting around the time of the Burning Legion's third invasion of Azeroth,[20] all souls who have perished—including the innocents slain at Teldrassil—are being funneled directly into the Maw. The Shadowlands are starving for anima even as the Maw continues to grow from the glut of fresh souls. Sylvanas Windrunner has been seemingly perpetrating acts to bring about great amounts of death and destruction. In partnership with the Jailer, they have been working toward a common end for some time.[5]

Adventurers entering the Shadowlands will find the realm of the dead in disarray. In the natural order of things, souls are sorted and sent on to an afterlife realm appropriate to the lives they lived,[5] but starting around the time of the Burning Legion's third invasion of Azeroth,[20] all souls who have perished—including the innocents slain at Teldrassil—are being funneled directly into the Maw. The Shadowlands are starving for anima even as the Maw continues to grow from the glut of fresh souls. Sylvanas Windrunner has been seemingly perpetrating acts to bring about great amounts of death and destruction. In partnership with the Jailer, they have been working toward a common end for some time.[5]
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.)
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.
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.

Let's be clear where I'm coming from, here: I've been playing World of Warcraft almost continuously for 15 years. (I lapsed for a big chunk of the Wrath of the Lich King era for IRL reasons.) While I understand the appeal of WoW Classic, I am very much a proponent of modern WoW; the game has evolved over time to be more accessible for me to play just a couple of hours a week, as real life now dictates. But I tend to play solo or just with one or two friends on a sporadic basis, which means I'm looking for something very different than the hardcore raiding or PvP crowd.
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.

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]

But it gets even more interesting when you look at how it will work for alts (second or later characters made by existing players). New characters made by existing players will have the option of leveling up the old way in all the same old zones from the start. But they will also be able to go through the new-player starting experience if that's what players prefer.
A new army of the dead rises: to combat Sylvanas' assault on Icecrown, Bolvar Fordragon— the revered former paladin who took on the mantle of Lich King to keep the Scourge at bay—has raised heroes from among all the peoples of Azeroth to bolster the Death Knights of Acherus. With Shadowlands, pandaren and all allied races will now be able to become death knights.
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