One thing I did recently in an attempt to scratch the part of me that's itching to already play WoW Forever is create a regular new alt in retail WoW for the first time in a while. I made a Haranir since hey, I unlocked them, so I might as well make one.
I was quite delighted by the first couple of introductory quests, even if the story making your character extra super special and even more in touch with the goddess than Orweyna seemed unnecessary and a bit cringe. That said, since Haranir are only an allied race, the new intro quests barely took a few minutes and then it was off to wider Azeroth to do... whatever, and I could immediately feel my heart sink. None of the Chromie time options excited me because everything felt like it was either something I'd already done recently or something I wasn't that fond of. Why can't I just... go forth into the world and find my own path?
The truth of course is that I still can do that if I really want to... and one pleasant discovery I made while doing so was that Blizzard changed the way the level scaling outside Chromie time works at some point. After the original level squish, some zones covered kind of weird levelling bands, like all the revamped old world zones from Cataclysm capping out at level 30, which meant you could barely blink in there before outlevelling everything. On my Haranir I noticed that all those old zones now scale up to 81, which means you have more freedom to choose your own path even outside Chromie time. I don't know when that happened, but I think it's a good thing.
I decided to randomly make my way to a low-level zone that I hadn't done since the Cataclysm and start there. This led me to the Northern Barrens, where I was reminded that for all the changes the devs made in Cata, there still isn't really anything noteworthy to do there for Alliance players. Fortunately the Southern Barrens were right next door and not much higher level. (The blog tells me that the last and probably only time I played through that zone was in April 2011).
As I started my questing there, things quickly started to feel off in several ways. For one thing, the world is devastatingly empty. During several hours of questing, I only saw a single other player around, and even that felt like quite the surprise. At some point I started queueing for dungeons in-between quests just because I wanted to see some other people. I usually got pops pretty quickly, so there are other levellers around - they are just all hiding away in instances. (By the way, the dungeon runs I had felt surprisingly chill by WoW dungeoneering standards - I got the feeling I wasn't the only one using retail levelling as a Forever waiting room.)
In this Gnomer run we even did all the optional bosses.
Experience gains from questing also felt abysmal. Now, I'm not looking to be fast here, but the way sources of XP are balanced is just dramatically out of whack. That a random dungeon will get you multiple levels for a few minutes of effort is well known, but I made my druid a herbalist and the XP gains from that were also absolute crazy town: a single grey herb would give me more than three times the XP of killing a mob of my level. Handing in a quest was worth about as much as eight herbs. Just why? There is basically no correlation between effort and reward, and there's zero reason to do any quests unless you're a lore nerd and specifically want to see those stories.
There are other progression mechanics that just plainly make no sense. To stick with herbs for a second, at some point (I think it may have been Pandaria?) Blizzard made a change so that you could pick any herb at any level, and if your skill was too low you'd just get "petals" or bits instead of the real thing, and ten bits could be combined into one real herb. (They dropped this whole mechanic again in later expansions so it's weird to run into it in some expacs but not others, but that's a whole different problem.) The real issue is that since all the zones scale and herbs have no visible skill requirement anymore, you basically have no in-game way of telling at what skill level you'll be able to pick any herb "properly", nor in which zones you'd find herbs that actually match your skill. It's so messy and confusing that it's almost indistinguishable from randomness.
Another thing that really stood out to me were my druid's shapeshift forms. The Haranir forms all look pretty cool, but if you were to level a druid for the first time today... nothing about it makes sense. When you're first given travel form, it actually gives you no speed boost at all from what I can tell, which makes its purpose unclear. You'll also be given the skill to ride ground and later flying mounts before you can use your shapeshifting to do these things, which is a weird inversion of travel form originally being a neat speed boost before you could learn to ride. As it stands, it's just a random shapeshift that seemingly randomly does different things at different levels. I used mounts for several levels since that was my only way to fly and go faster, and then one day I hit travel form just to see the cute ferret thing again and was surprised to find that it now turned me into a bat and I could fly. No anticipation or reason to be excited, just "huh, I guess it does that now".
I could go on and on about more strange stuff like that, but the key takeaway from my point of view was that the progression mechanics of levelling are just utterly fucked up in retail. I'm not even talking about new players and story progression here, just about the gameplay side of wanting to go out into the world and getting a feeling of satisfaction from discovering things and growing in power - it just doesn't work at all.
Now, one reason I've been thinking about this subject is that I was surprised to see that one of the reactions to WoW Forever's announcement coming from the retail camp was: Why make a whole new game for levelling? Why not just fix retail's levelling? I'm guessing the answer to those questions was that starting over from a vanilla baseline was actually easier than fixing the mess that retail's levelling has become, and to be honest I was surprised that there are retail players left who care about levelling and haven't simply gone elsewhere to get their fix of that.
It did make me think though that there is some validity to the question. Modern WoW is a game focused on endgame, but that shouldn't mean that the levelling experience has to be this terrible for people actually looking for satisfying character progression from the levelling process. You can't just turn back time and try to go back to how things used to be - never mind all the happy retail players that wouldn't want that - but sometimes it's possible to come up with modern solutions that at least alleviate the problem a bit. A good example of this in my opinion are dungeons. I don't love the M+/rush-rush culture in modern WoW's dungeons and it's hard to imagine Blizzard ever trying to dial back what that has become, but they did add follower dungeons, which at least allow players who don't want to rush and who care about a dungeon's environment and narrative to engage with these things on their own terms.
So I'm wondering whether they could also add something to modern WoW's levelling to make it engaging and attractive but in its own way, something that isn't just trying to turn back the clock. I'm not a developer so these probably aren't the best ideas, but as an example I could think of something like an XP slider, so people have more options to tweak their XP gains to a level that feels good to them personally rather than always rushing along at either super speed OR turning it off completely in the capital. Or some different levelling challenges - e.g. "old school - do 50 quests in every expansion before you can advance to the next one, going in order". That wouldn't take anything away from those who just want to quickly rush to endgame, because they could still do it, but it would add a bit more meat to the bone for those who want to actually engage with levelling.
That and the devs would really need to do a pass over certain progression mechanics and think about whether they still make sense - e.g. travel form should be granted as something that actually offers a benefit not a random shapeshift with no purpose. Or regardless of what the actual XP numbers are, picking flowers shouldn't be this superior to doing quests - and I say this as someone who likes picking flowers.
I just think there is still something there in modern WoW's levelling - it has the greatest number of beautiful zones of all the versions of WoW - it's just been treated so badly for so many years that players are encouraged to just push past it and not pay attention. When I logged into the Forever beta just to look around, I commented on how impactful it felt to see Nordrassil looming in the distance all the way from southern Mulgore. As I was questing on my Haranir druid in that area of Kalimdor, I suddenly found myself wondering how the view distance in retail compared. I had to tweak my settings a bit from where they were, but what do you know, you can see Nordrassil from southern Mulgore in modern WoW as well. It's just that basically nobody will ever find themselves standing around to look.















