WoW News

Ion Hazzikostas Interview with PCGamesN – WoW in 2026

In an interview with PCGamesN, Senior Game Director Ion Hazzikostas discussed Midnight housing, the changes to addons, and why you should be playing WoW in 2026!

The nearly 50-minute interview is quite dense and full of insight, so listen along or check out our recap below!

Midnight Response

Overall, the team is very happy with the second chapter of the World Soul Saga. There was some concern within the team as to whether the community would embrace returning to familiar locations or just see it as rehashing old content, but player enthusiasm is opening doors for them to revisit more iconic locations and tell new stories within them.

The story of modern World of Warcraft for for many years now has been about broadening our approach to try to offer something for all the different types of players that have decided to make Azeroth their home, especially for solo and small group players with the Delve and Prey systems. Housing is also a whole other progression track and ecosystem, laying a foundation that the team is excited to keep building on for years to come.

We're also about to head into a troll patch and troll raid though, so it seems that the more things change, the more they stay the same. There's a return to familiar locations, familiar themes, but a modern approach, both in the fidelity of how the experience is expressed visually, but also in the the approachability and flexibility of the gameplay itself.

The Cost of Bug Fixes

Given the sheer breadth of WoW, some number of bugs is inevitable - anyone who has worked on a large project is familiar with the concept of tech debt and how poking at one piece of code can break something completely unrelated, but players aren't interested in the intricacies of maintaining a 20-year-old game. They just want a good, polished experience.

One issue with Patch 12.0.5 was fixing bugs too late in the process, making it more difficult for the team analysts to catch knock-on effects from those fixes. For example, housing was taken offline for an entire day after discovering a bug in which zoning into a player house caused all of its decor to snap to the ground, completely destroying the layout. As it turns out, changes to the way players and objects interact in player housing created a bug that broke the elevator in Siege of Orgrimmar, and fixing that, broke player housing in turn.

Queue spaghetti memes, but it has taught them to change their bug fixing priorities. Once in release candidate, they're only going to focus on absolutely critical bugs, saving the rest for hotfixes later, to try to ensure that they don't have another messy release.

Blizzard has known for awhile that they were going to the mysterious isle off the coast of Zul'Aman and what the raid was going to be. It's been worked on for quite some time, but they also keep a portion of their resources free to be reactive and focusing on player pain points, better quality of life, improving performance in Silvermoon, fixing AoE looting, updating the UI, looking for bugs, and everything in between. Some of that can be hotfixed, while others require planning and get moved into a major content patch instead.

Prioritizing is a matter of severity, how much and how many people it's affecting, and what it costs to fix. An issue may seem important, but the time it takes to fix might be used to fix ten other issues that have a greater combined impact instead. It's always a balancing act.

Silvermoon is a vast and wonderous city, but pushed the limits of client performance that forced developers to throttle the number of players... as beautiful as the city is, it's not acceptable to experience as a slideshow. Even if players aren't making Reddit threads about how empty the capital city feels, the devs know that it's an important issue to prioritize in order for the game to continue feeling like an MMO.

Professions Reset

A challenge of the profession system is wanting player choices to be meaningful, helping them differentiate from other crafters. There are extremely few choices in WoW today that aren't freely changeable, but the macroeconomic impact of professions means its important that some players are better at making one type of thing versus another. Complete flexibility just wouldn't work - if you could respec freely, you'd always simply swap back and forth in order to craft whatever you want to make at the maximum level possible, without any need to seek other players out.

That said, itemization and that ecosystem have both evolved, and players may begin to regret choices they made early on in Midnight, so the developers want to give everyone a chance to use their current understanding of the system to reallocate those points. They'll still be locked after, but players can hopefully make an informed choice that they'll be happy with for the remainder of Midnight.

Changes like these are deceptively big decisions, utilizing an equal mix of objective data about what players are actually doing and how they're using the system, to more subjective feedback from the forums and social media, as well as the developer's reevaluating their own philosophies and design goals.

Professions are also constantly evolving. They made some simplifications in Midnight, but intend to continue refining the system in The Last Titan and beyond. They want to strike a balance between depth and complexity for hardcore crafters, but not make it so intimidating that just picking flowers and making potions for your raid feels unapproachable.

In the very early days of WoW, leveling professions was very costly, and being one of the few players with an ultra rare pattern was one of the only ways to make them lucrative. Nowadays, that randomness isn't considered to be very satisfying. They want players to be able to make choices, without sliding back 10 years to the point of everyone being able to make everything as competently as everyone else. They want the system to have more depth and identity than that.

Solo Content

Delves have been one of the best additions in World of Warcraft history. Of course, it's still a massive multiplayer online game, but the desire to play alone or in small groups in a world that is still full of other people is not a new thing. Even going back to 2004, one of WoW's greatest strengths and claim to fame was the ability to solo all the way to max level, which wasn't always feasible in many other MMOs of the time.

For years though, you could level to max on your own, but were then left with very little to do on your own. Things like Delves and Prey help create new perspectives and goals for a surprisingly large group of players who don't get nearly as much attention from streamers and content creators.

When first announced, Delves received a lot of skepticism and criticism from the loudest voices in the community, who already have clearly established homes in the existing endgame activities, but Blizzard's player data tells a much different story. Blizzard wasn't initially sure if they would be an evergreen feature, but they're now doubling down with a dedicated cross-disciplinary team, learning more about players do/not like, adding more variety, and continuing to refine the system.

Prey is similarly expanding with new hunts, modifiers, locations, and interactions with Astalor... who has been a surprise hit within the community!

Addon Overhaul

Controversial, but Ion believes that the addon overhaul has been successful so far. There's still a lot more work to be done, but by and large the vast majority of player are completing the same levels of content they were before, without as much need to seek out external tools.

There have been some exceptions to that, and the developers have tried to avoid continually breaking things in the middle of a patch, forcing players to relearn things and remake their addons.

Patch 12.1 features a more comprehensive overhaul that should close some of the loopholes, as well as continuing to improve the default interface. They're adding trinkets, racials, and potions to the cooldown manager, improving raid frames, and continuing to work towards giving players the ability to filter and emphasize different abilities.

The goal continues to be creating a more approachable experience and even playing field. They don't expect players to be happy about having something taken away. It's unpopular and always comes with risks, but there are times where the developers need to look at the long-term health and sustainability of the game, both in terms of development and the players themselves - they can't just keep adding more and more year after year until systems eventually collapse under their own weight.

The things that they've seen addons doing in recent years is far above and beyond eight or ten years ago. Despite popular belief, there was never an intent to design for players using addons, but more and more they've had to design around what they can do, resulting in an arms race of between developers trying to add complexity and players trying to solve it.

Innovating a 20 Year Old Game

WoW players are better than anyone in the world at telling them whether they're having fun. Continuing to innovate on a 20+ year old game boils down to listening to players and looking at data to understand gaps, problems, and opportunities.

Most of the new features aren't necessarily direct suggestions from players, they're intended to fulfill a need and better serve a group of the community that was previously underserved, which is the genesis of features like Delves and Prey. Nobody was specifically asking for them, but it nonetheless connected with an audience that wasn't served by what was already being built.

In terms of story, there's always a balance between foreshadowing and subverting expectations. Although sometimes criticized for being predictable, some things end up feeling that way precisely because it's what they've been building up to, and doing something wildly different would end up feeling out of character. Something the team worries about a lot is becoming too formulaic though, so they're always trying to vary their approach in telling the story, whether it's an individual character focus on Anduin in The War Within or digging deeper into troll culture in Midnight.

The trolls are an ancient and essential part of the lands, with a complex history that touches on dark relics and artifacts, which ties back into the overarching story of Midnight and catching up to Xal'atath. It may initially seem like a side story, but as events unfold, it's clearly a continuation of the overall arc of Midnight.

Playing WoW in 2026

Modern World of Warcraft, particularly since Dragonflight, is really focused on a player first approach - meeting players where they are, with their wide diversity of playstyles, preferences, and approaches to the game. Trying to serve each of those, while bringing players together and fostering interconnection.

There are also several flavors of WoW to play aside from Midnight, which ties right back into the broader message of meeting players where they are. The developers have learned a lot about their players over 20 years, most importantly that they are incredibly diverse, want different things, and Blizzard is trying to serve them as best they can.

WoW used to be known as a game that would consume your life and wasn't worth playing if you didn't have a ton of spare time. In 2026, it's still a game that you can immerse and sink a ton of time into, but it's also become a game that you can log into for 20 minutes and accomplish something meaningful. It's become a game that you can play solo or with a large group of friends. They aren't moving away from what it used to be, they're just broadening and expanding the focus into all of those things and more. There's something for everyone in WoW today.

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