World of Warcraft: Wrath of the Lich King Interview

Eurogamer speaks with lead designer Jeff Kaplan and lead character artist Chris Robinson to find out how World of Warcraft intends to keep its momentum going and stay at the top of the Western MMO market.
Eurogamer: There were some flaws in The Burning Crusade, such as the difficulty of accessing certain instances and other elements which caused concern for hardcore players. What did you learn from that?

Jeff Kaplan:
I fully agree with you, we did learn many lessons from The Burning Crusade. We've already fixed the access issue with recent updates. I can't tell you a lot about the progression system in Wrath of the Lich King, but we're exploring new paths to make this add-on accessible to everyone.

For example, we could imagine some open content for a server rather than for a specific guild, like we did with Ahn'Qiraj. We could even push this basic concept a little further. You could also imagine a system which would allow you to grant access to all your characters once you've unlocked it with one of them. It's a very important matter for us; we don't want to remake what I personally consider a mistake in the Burning Crusade.

We want to re-examine all the trades one by one. For example, the leather craft in the Burning Crusade was interesting only in the first level of the add-on. It became rather obsolete later compared to the objects you could take from the monsters, get as rewards for quests or find inside dungeons. In the Wrath of the Lich King, we want everyone to be satisfied with the trade they choose and we want it to be rewarding. Therefore we're going to analyse everything we did with The Burning Crusade and previously to work out what was good and what was missed out.