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.)
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.
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).
Beings of death are ancient and powerful, and it is dangerous to meddle in their realm. When Odyn peered into the Shadowlands, he saw some of its inhabitants: souls in torment, the husks of the dead, ghostly wraiths with no face, and others with no form, all made of death itself. This was enough to frighten even him.[39] Several races in the Shadowlands, such as the kyrian of Bastion, are souls of deceased mortals who have been transformed to serve a new purpose. If one of these former mortals is killed in the Shadowlands, they die permanently. Other creatures—such as dredgers and stewards—are endemic to the Shadowlands and are naturally born from the magic of death to serve the different realms and help facilitate the process of the afterlife. If one such creature of death is killed, their energy is recycled back into the Shadowlands, and eventually another member of the same race will manifest to take the place of the one that was killed.[40][41]
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).
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.
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.
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.
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.
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.
Explore the Realm of the Dead: for the first time ever in World of Warcraft, players will cross into the Shadowlands and experience the wonders and horrors of the afterlife across five new zones—the gleaming fields of Bastion, the scarred battlefields of Maldraxxus, the eternal twilight of Ardenweald, the opulent keeps of Revendreth, and the horrific Maw.
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