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Taliesin & Evitel · @TaliesinEvitel
Words
5,925
Runtime
33:49
Speaking pace
175wpm
Reading time
25min
175 words per minute, between the 160 25th percentile and the 181 median of 349 measured videos. That distribution comes from the 349-video hook study.
Opening (first 30 seconds)
This video is sponsored by Squarespace. [music] >> Hey Evie, how are you enjoying WoW Forever? >> Hey Tally, I don't know. I'm having fun, but honestly, the game just looks so old. Stormwind looks so drab and flat, like it's out of Golden Eye 64 or something, and I'm finding it quite hard to connect, honestly. >> Well, you do like shiny things because you're [music] a girl. I love shiny things. I think these janky old graphics just aren't [music] for me. Sorry. Classic. >> Wait
88 words, the words spoken in the first 30 seconds at 175 words per minute.
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Sentence shape
| Measure | This transcript |
|---|---|
| Sentences | 356 |
| Average words per sentence | 16.6 |
| Longest sentence | 85 words |
| Questions asked | 24 |
| Sentences containing a number | 21 |
Most used terms
Filler phrases
81 in total: like 48 · actually 7 · basically 6 · you know 6 · I mean 5 · kind of 4 · literally 2 · um 2 · right? 1.
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What this transcript is
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This video is sponsored by Squarespace. [music] >> Hey Evie, how are you enjoying WoW Forever? >> Hey Tally, I don't know. I'm having fun, but honestly, the game just looks so old. Stormwind looks so drab and flat, like it's out of Golden Eye 64 or something, and I'm finding it quite hard to connect, honestly. >> Well, you do like shiny things because you're [music] a girl. I love shiny things. I think these janky old graphics just aren't [music] for me.
Sorry. Classic. >> Wait a minute. This isn't Wow Forever. >> What? >> Dude, this is retail Stormwind. >> No way. I did think it was weird. There was a Draier dancing on the mailbox. >> This is Wow. Forever. >> Oh, okay. Wow. This looks incredible. I always knew I loved classic. Haven't I always said I love classic? >> Yeah, sure. >> Why does it look so much better than retail, though? >> Shh, don't spoil it. We're having fun. >> Knowledge is power. >> Hello, internet.
Tales in here and welcome to another episode of the weekly reset. Talesin and Evertell's wondrous wisdom show in a week where we're going to make like Blizzard at Blizzcon and basically talk about WoW forever constantly and not really much retail stuff at all. That's not true actually because as well as talking about our experiences, thoughts, and reactions to Classic Plus official >> in this first week of beta. I think also since we are predominantly [music] retail players and content creators, it's worth talking about what Forever means to mainline modern WoW in the short and long terms.
Can these two games coexist? Should midnight players be worried about the existence of Forever? And that may sound silly, but I think it's low-key something a lot of people are concerned about, and we are going to get to the bottom of it today. while also not letting it distract us from talking about forever as [music] much as it deserves, which is a lot. But first, the reason I know you're all really here, the race to world first, heroic for guilds with names a bit like immortalis.
The actual only race to world first that's still happening. And at the time of writing, both the strong, brave, handsome, sweet smelling people's champions, Immortalis Argent Dawn EU, yay, and their fiercest rivals, this tier, Infinitas Immortalis US, are progressing. Final boss, Oollettech, which makes it sound like a very close race, doesn't it? But in reality, Infinitas Immortalis got there basically a week earlier and you'd honestly expect them to close this thing out before I immortalis Argentu even raid again on Thursday.
Mind you, that's what they said about Echko, though. OC Guild, Bit Like Immortalis, are in joint third with immortalis amicus EU on 6 out of eight. Covenant of Immortalis EU are currently in fifth on five out of eight. And look, this is just an idea, okay? But you know how the name World of Warcraft Forever is kind of I don't want to say exactly, but I'm just saying how about a different word that means kind of the same thing as forever, but which is obviously way cooler.
There's still time to call it World of Warcraft immortality is all I'm saying. So, here's Evertel with a news rundown. Welcome to Eddie's Forever Beta Rundown. Let's run down forever. Betas and bugs go hand in hand, so it's no surprise that the early hours of the beta launch saw its fair share of mishaps. After a bit of a rocky release and some login cues, the Forever beta reached a surprisingly stable state and has since been okay.
Actually, senior game producer Tom Ellis gave his own rundown on some of the technical issues that affected the Forever [music] Beta launch in an extremely detailed tweet, which much like the player housing team's highly complex breakdown on how and why the die system was revamped over in retail, went over my head on a technical level, but filled me with a confidence and aura [music] of well-being that only a highly detailed yet inscrable dev tweet can evoke.
And while we don't have and probably never will have the actual numbers around the forever beta, I think it's safe to say that phrases like setting records and the craziest numbers I've seen in 17 years working at Blizzard are well, [music] that seems good, doesn't it? As this is the beta, there continue to be a number of ongoing issues. Are you reporting bugs, Tally? >> I ain't no snitch. >> Tally's not reporting bugs, but you should.
Wowhead has a handy list of major known issues [music] that are currently being looked at by the Forever team. There's a link in the description below. One major bug that plagued EU beta players in particular was a routing issue that caused extreme lag and disconnects [music] during the early hours of the beta, driving a spike in VPN sponsor plugs and ping reduction services. That's not even a joke. We even got emails about it.
In an admirably quick turnaround, those routing issues have now been mostly resolved for EU players. Thanks, Mr. Blue Post. The first and last naming convention has completely broken the mailbox system, meaning that players are only receiving mail based on their first name or never receiving it at all. And that memory leak that slowly yet surely tanks your FPS over time. Give them a moment. guy. In case you haven't caught up on them yet, the Forever panels that were featured at Blizzcon are now available as VODs, and I highly recommend having a look at them for some insights into how and why Forever has come about.
In addition to the actual panels, there was also the live developer Q&A on September 17th, which offered some clarification about what's in store for the Forever Beta and the game to come. In an effort to preserve the social core of the game, GDKP will not be allowed in forever, like ever. GDKP is a loot distribution system in which when a piece of raid loot drops, players bid on the loot using in-game gold. The highest bidder then takes the item and the gold pool is then split among everyone else to make them feel a little bit better.
Like [music] anything tied to in-game gold, GDKP can be played by just buying a ton of in-game gold with real life money. And it's this link to RMT that has led the Forever team to enforcing this rule. The Forever devs will be dealing perma bans to gold buyers. So, you know they're serious about this one. Another hard line being taken by the Forever team is in regard to shared tagging, which will not be opened up to more players.
As discussion kicked off on this subject, Agrand himself swooped in with a reply, which is at once firm and diplomatic and which, let's be real, absolutely does not f around. There is no beating around the bush here, and I am absolutely here for it. Josh was all like, "No shared tagging." No, you think you do, but you Anyway, he said no to shared tagging, thank goodness. Beta players will have noticed the inimitable stripey barberh shop polls in major cities, signaling that [music] yes, barber shops are going to be a thing in forever.
Though, don't try actually using them just yet. You're going to get a Lua error that borks your game instead of a nice little trim. Tarnished undermine [music] royale, the tokens that you could use to purchase gear, reagents, and other [music] goodies back in Season of Discovery, will also be making an appearance at Forever at some point. According to Mr. agrant in the recent Q&A. And the Steam Weedle Lost and Found will also be making its way over from Season of Discovery, mailing over any lost or forgotten dungeon loot directly to you once the mailbox system is functional again.
That is there will of course be more coming to the Forever beta over the coming weeks and to the live game in November. As ever, we're linking all the relevant WoW head articles in the description below. And you can bet there's going to be plenty more coverage coming as the beta experience expands [music] over the coming weeks. And look, while we're laying off the Forever Data mining, in the true spirit of adventure and discovery, [music] which Forever is really about, I will say that tier sets are always fair game.
Keep an eye out for our ranking video coming out for those. And [music] one thing that we have allowed ourselves to indulge in is the data mind music of forever. Please enjoy the following 8 hours of pure nostalgia and nostalgia adjacent bops from the music team that never misses. [music] It's the perfect soundtrack to the 8 hours per day when you're not playing forever. >> Wow. Forever then. Literally breaking records with its huge beta numbers and the game that everyone wants to talk about. from regular classic players to long lapsed players to people who have never touched WoW before and among mainline retail players as well.
And as you know here on this channel when it comes to WoW, we are pretty much retail andes. We started covering the game back in Warlords of Dranor and it has been the mainstay of this channel throughout. There have been little side steps here and there with a bit of classic Final Fantasy 14 and Bouldersgate 3 mixed in, but most people would think of [music] us as almost the definition of mainline WoW enjoyers. And I would probably [music] agree.
And with that in mind, you may be wondering where we stand with the whole Wow Forever thing. And that's what this whole section of the video is going to be about. our thoughts, impressions, hopes, and fears when it comes to all things WOW from the point of view of two people firmly embedded in the current Midnight community and [music] player base. And the most important thing to make clear at the very start, I think, is this.
I love this There is something very, very special and timely about World of Warcraft Forever. And so far, it's very, very good. Count us in. Both of us are very much sold on the W project. Put me in, coach. We want to play some WOW. Over the course of the last week, EIE and I have been streaming the game together, leveling our little forsaken warlock and paladin, her on HD character models, and me [music] using the proper gamer approved SD versions.
Oh, yeah. And on the side, I've dipped my toes into a dwarf shaman, a torren warrior. I also made a human priest just so I could go and check out Stormwind in the sunset because I mean, come on, right? And as you will know if you've been watching our streams, we've just been having the best time thanks mainly to these things about the game which I will present in a handy internet list format. One, the pace of leveling.
Now, it's no secret that for all my love of retail, the thing I've been most hung up on for like the last 10 years is the leveling experience, especially for new players. I have long banged the drum that at the very least there should be an option for players to level through the modern game. Well, I mean exactly like this, exactly like in Forever. The slowed down pace, the sense of exploration, the tough fights, the learning about the world and classes as you muddle through it, the kind of player interaction that encourages, and the seemingly absolute lack of any sense that the game is trying to rush you through to max level.
But it feels so predictably wonderful to gradually work your way through Azeroth and its charms. Me and Evie genuinely feel like we are on an adventure here. And it's been a thoroughly joyous experience. the gameplay loop of heading out of whatever townlike hub we're currently in, doing a few quests together, and then heading back to that population center again to hand in, sell items, and clear our bags, buy supplies, buff up by a campfire, learn new spells and abilities before heading out on another handful of quests.
Has the same shape and feel [music] as a D&D game. I mean, it is that magical. And that slower pace isn't just a minute-to-minute [music] gameplay loop enhancement. It allows for a tremendous sense of place and identity, too. Even more obvious since the first week of this demo was extremely starter area ccentric. Oh man. Okay, let's look at why classic starting areas are so good. They all follow exactly the same structure.
You start in a teenytiny enclosed small settlement. Northshshire [music] Abbey, Coldridge Valley, Redcloud Messa, Death Nell, where you get your very first introduction to the game for the first four or five levels. Then you're sent out of that walled area to a medium-sized settlement which will have an inn, more traders and trainers and quests that will send you running around the entire zone. Goldshshire, Anvilmar, Blood Hoof Village, Bril until you are finally deemed ready to travel to the zones big racial capital at around level 10 where you are introduced to even more aspects of the game.
Talent trees, banks, auction houses, all the rest, and can start branching out basically all over the world. The slow pace of these initial quests and the amount of back and forth and fetching and busy work they involve means that you can't help but really get a sense of knowing these places inside out. You're not being shepherded through each area. In turn, like on Exiles Reach, you get to know every corner of the map and area and feel at home there.
All the while having that huge city looming in the distance with all the promises of future adventure that it represents. By the time you walk through the gates of Iron Forge or take the escalator up to Thunderluff, you really feel like you've earned your place there [music] and achieved an important milestone in the process. An ambition that probably formed in your mind eight or nine levels earlier when you first saw it in the distance.
And of course, that sense of place is also supported by a vivid sense of identity. If you are a dwarf, you have come from the snowy mountains of Dumb Maro. It's where you're from. It's a land you know intimately. All the other characters and NPCs that you meet were dwarfs and the climax is a massive dwarf city in the mountain. As a tourin, you've run the plains of Mulore exhaustively. You've got to know the inhabitants of Blood Hoof Village.
When you catch the lift up to Thunderluff, you are not just a level 10 adventurer. You are very much a torren level 10 adventurer. And those two foundational senses of place and [music] identity are unfortunately something that the retail new player 1 to 10 experience Exiles Reach for all the good bits that it has loses completely. I've been saying for a few years now that personally I'd scrap Exiles Reach and go back to race specific starting zones for this very reason.
Playing Forever only solidifies my opinion. And that's before you even get to the replayability. My beta experience so far is just starting new characters to play through all of these different starting zones, each with their own distinct character and vibes. New features like the campfires, which you can sit around to gain various hour-long buffs after a minute, and which crafters can add extra camp-like items to for extra specific buffs only add to that feeling of adventurers out in the wilds.
[music] And it is exquisite. The vibes are exquisite. Oh, and because I know I'm going to get a lot of comments about this, the one add-on that I'm using in all this footage is Dialogue UI. My favorite questing add-on in retail, which should be the first thing any player installs if they want even more excellent RPG feels. Two, the magic of classic leveling is for me very much enhanced by the fact that the entire user interface [music] of Forever is pretty much ripped whole cloth from retail.
In fact, if I had to describe Forever in one very reductive sentence, even though it's obviously way more than this, I would call it classic WoW with retails UI. the map and optional quest tracking, collection tabs including appearances for that optional transmog system, the character pane, reputation menus, the different colored player names to signify if you've interacted with a player character recently, raid frames, cooldown manager, edit mode, the ping system, the pre-made group finder, and um the shop, and way more besides, all pretty much as you would find them if you logged into Midnight right now.
And I'm sure the more traditional classic community will have opinions on these UI elements being part of Forever. And I'm not here to dismiss them or talk for them. I'm purely saying all this as a retail player. But all of these things, [music] in my opinion, elegantly modernize the base classic game that Forever is without diminishing the philosophies or old school charms and frictions [music] it's built around. In my opinion, I mean, holy But it did feel extremely good to be able to straight up copy my UI setup from Midnight and paste it straight into Forever when I first booted WOW up for sure.
And it is amazing how big a difference simple in my opinion non-intrusive things like that can make for the general feel of the whole thing. The UI is not the biggest difference though, of course. No, because obviously that is three, the visual updates because my life does this game look incredible. By now, you will have had the chance to see for yourselves the stunning visual glow up this version of WoW has had. And I'm not just talking about that bloom.
You've probably seen countless screenshots on social media of how amazing this world looks in forever. And that's me. I'm the one posting all those screenshots because I'm running around taking screenies of everything I see in wideeyed wonder exactly like it's 2004. The new flowing water effects, the lighting, and that's the really big one because [music] the actual environment and textures in the zones are full-on classic.
The difference is just in how they are lit. You'll have seen all the shots of sun shafts peeking through canopies, but honestly, no photo or even video can [music] really do justice to what an incredible difference it makes to just like walk in and out of shadow, to have pockets of shade and brightness, and how that makes this Azeroth [music] feel more real and lived in than I'd ever thought possible. It's like one of those videos people put up on Facebook of Elwin Forest in Unreal Engine 5 except [music] actually good because it's actually woow and playable and not Unreal Engine 5.
Importantly, the sense of place and space and depth, the warm glow from the campfires and hearths, the almost physical feeling contrast of being outdoors compared to in. I cannot stress enough, this is the [music] best WOW has ever looked, and it's probably overall the most important feature that Forever has [music] going for it. We were talking earlier about how masterfully the different starting zones establish place and identity in your fledgling [music] characters.
Well, that's definitely also very much helped by these visual updates, too. Brill has never looked spookier. Mulgore has never looked more open and wide. Elwin has never looked so dappled and luscious. The joy in questing through these zones, it's not nostalgia is because they feel and look incredible. I'm someone that has always loved the idea of classic and desperately [music] did try to love playing it, but it just never stuck with me.
It always felt like I was retreading old stuff, rehearsing old lines. I don't know. But WoW Forever's greatest trick. The real magic at the heart of it is that it [music] makes me feel like I did the very first time I ever played WoW. Suddenly, I'm excited to see [music] every view, every inch, every corner and cranny, and I always feel like I'm seeing it for the first time. Evie and I constantly stop and just admire the scenery as we're leveling together.
And these are zones, mind you, that were built 25 years ago. How does forever make me feel that? classic never made me feel that. And if that's all Forever ever did, then it would already be a success. I would celebrate it existing. I would love it dearly, and I would recommend it to everyone watching this video. But of [music] course, it's intended to do a lot more besides. I think I hope this is the version of Classic that will finally click for me.
And if it does, then I am looking forward to seeing the new dungeons and zones. [music] I didn't um play through the Skyborn zone yet. I'm not a Skyborn hater, you understand? But you'd never describe me as a Skyborn lover. Put it that way. And I absolutely refuse to make any predictions, but I mean, the signs are good. Yes, we like WOW. And if we like it, we feel pretty confident that a lot of other retail centric [music] players will too.
Which you may be surprised to hear us say because I sense that since Blizzcon and the announcement of Forever, there has been a bit of an existential dread in the mainline community [music] about the future of retail now that Forever is here. A concern which I think is completely reasonable given the circumstances and which I totally shared for a while too because who can blame us? It's called WoW Forever. And it's like, well, I was already kind of playing WoW forever.
Will I not be able to play my WoW forever now? Is that not the plan? I just built a house. And then in the presentation, Holly, WoW's real secret weapon, said that Wow was the version of the game that was specifically for new and returning players. And it's like, wait, I'm pretty sure retail would quite like some new and returning players, though. Are we just giving up on that then? That was of course followed by the crushing disappointment of the midnight what's next [music] panel after to be fair a promising opening ceremony with a Last Titan tease and a full 12.2 cinematic which I still intend to make a cinematic analysis on by the way cuz I really like it.
For some reason, Blizz then decided to stand on stage in front of 30,000 retail players who really needed some reassurance about the future of their game and spent the first 12 minutes talking about a new game mode gimmick in Midnight that looks very nice, but let's be honest, which most people don't consider topshelf A-ine content or even really World of Warcraft really before wrapping the entire thing up early and off 35 minutes into a 45 minute slot.
The worst bit though, the thing that hit me hardest at Blizzcon, and I know this sounds silly, and it is, but for me, the moment that really stung was when Ian Hazacostas came on stage to introduce the WOW Forever What's Next panel. I I know this is like the most irrational, stupidest thing you've ever heard, okay? But I felt a genuine pang of jealousy. [music] Ian's our guy. He belongs to us. The classic community need to go and get their own guy.
You can't have Ian in his cute little overshirt. Sorry. And since then, every stream or podcast that we've done, the chat is full of players who understandably are slightly concerned about the future of retail World of Warcraft, especially with the Last Titan [music] and the End of the World Souls Saga imminent. A game that seemed ironclad and bulletproof. One of the best bets any gamer could possibly have for a game that would still be around in 20 years time suddenly looks a little precarious to some of us, especially if they're not particularly excited about Forever.
I heard people use the word alienated a lot, and that's a feeling I understand. Hey everyone. You may have missed it, but there's a new game or something coming, which means that we're all going to be playing WoW until the actual heat death of the universe. So, naturally, you need a website to keep you company until that happens. Thankfully, Squarespace makes building one extremely easy. Thanks for sponsoring today's video, guys.
First up, Squarespace Commerce lets you sell things directly from your site. physical products, digital downloads, memberships, whatever your particular flavor of nonsense happens to be. You have quite literally forever to decide whatever that is. Then there's member areas, which lets you create exclusive content just for your community. It's basically like having your own guild. You actually get to choose who's invited and create meaningless ranking tiers, but with no loot disputes or actual gameplay.
And finally, Squarespace Analytics shows you who's visiting your site, where they're coming from, and what they're looking at. You know, it usually just gives actual numbers. I have no idea what that's about there. [music] And that's the beauty of Squarespace. You can build your site, sell things, create a community, and actually understand what people are doing there all in one place, which is considerably more streamlined than my UI.
So why not visit squarespace.com/taliusel where you can save 10% off your next purchase of a website or domain or just use code talasenevitel at checkout and strap in cuz this one's for forever. That's squarespace.com/talyasan everl. >> But which I no longer share because after a week now of playing the forever beta and having an absolutely wonderful time and I cannot stress this enough, the game is a complete unmitigated delight.
But I don't think forever is here to replace mainline WoW. In fact, I'm more certain than ever that here are two games that complement each other. And not only can they be played side by side, [music] but they both benefit from that in many ways. Forever gives me that sense of wideeyed adventure and wonder that I had when I first picked up WoW. And it's brilliant to feel that again. But after everyday long session of Forever that I've played in this last week, I've always finished up with a bit of time in retail because I really wanted to. where the complex raid fights or lightning fast mythic plus or simple homebuilding pleasures felt all the more appreciated and enjoyable to me after that slower pace of wow pleasures that if wo sticks to its core design philosophy pillars and okay there's a whole other conversation to [music] be had about whether that's going to happen but still will always only be available in retail oh and by the way every time I did log into midnight my server was still rammed with players.
Getting groups of dungeons was easy as ever. And I don't do the figures, but people who do the figures say that the WOW beta, for all its gangbuster numbers, apparently didn't have a significant impact on the amount of Mythic Plus runs this past week. And all this is extra awesome because it means I get to appreciate both games completely on their own terms. So, you are never going to catch me advocating for multiple tagging on mobs in Forever, for example.
I'm on EV side and the dev's side. I really enjoyed it when I was in a busy area and it might take me a while to find a rattle cage skeleton or whatever to tag and loot. That is part of the charm and indeed the point of forever for me. There's a tweet that's been blowing up today from Strong Wow, a worldbuilder on Forever where he says, among other things, this is a longass tweet, but this pretty much sums it up. I'm seeing a lot of discourse about who WoW Forever is being made for.
And while I cannot speak for anyone else on the team, I did not spend the last year of my life relearning and mastering how to do things like we did it 20 plus years ago for retail players. And like good, I already have retail. I don't want the same thing again in forever. And the more different these games can stay in how they feel and play, the better, you know? So, I'm no longer concerned that retail is going to be left to wither on the vine after the World Souls saga.
But of course, I do have some little niggles with the two games relationship to each other. So, as I've already said, one of my biggest crusades on this channel over the last 10 years, along with playable Tuscar and class skins, has been the state of the new player experience and leveling in mainline [music] WoW. I find the obsession with rushing players through to endame obnoxious and counterproductive, and I have long advocated passionately for a slower paced, more immersive, and less streamlined leveling experience.
Let players take months to level. Let them get lost. Let them have adventures of their own. Basically, for the last decade, I've been asking for WoW Forever's leveling as the standard [music] for new players and as an option for existing players in retail WoW. And it's a little bit annoying that has never happened, honestly, since Blizz suddenly completely agree with me out of nowhere that yes, this is the type of play that is best [music] for, and I quote, new and returning players.
And now that forever exists, well, it's hard to see retail ever bothering to implement such a satisfying early game experience, isn't it? You've got forever for that now. Maybe not, though. Ian is quoted in a Windows Central interview talking on this very subject and about how they're planning to offer a heroic world tier in The Last Titan. I'm just going to read a whole chunk of this. I asked Hasakus if it's reasonable [music] to expect that World of Warcraft's open world in the modern game would effectively be forgotten.
Now developers can point to WoW forever as an alternative. Ian Hakostus said this isn't the goal. We do not think along those lines. Those are problems that I acknowledge are real problems in modern and things we want to fix. Has explained. Hazacostas thinks that offering two [music] experiences to players in WoW retail might be the answer in the form of a new heroic world tier similar to Diablo. For people who want a more challenging, rewarding outdoor experience as well as more friction and more purpose, a world where the outer world is devoid of threats or excitement is missing something.
We would never say go play classic if you want [music] that. All versions of WoW should have that. Hazacost has also said that Blizzard is aware that WoW's modern new player experience is lacking [music] and plans to address it again in the future. And also like, yeah, obviously I want the new lighting and [music] water effects from Forever and Retail, too. And I know it's not as simple as just pressing a button and switching it on.
My understanding is that every zone basically [music] has its lighting handcrafted to an extent in W, and it definitely wouldn't happen [music] until after Last Titan at the earliest you sense. But it does feel weird that pretty much [music] every location in Forever, a classic game mode, now looks objectively better and more tangible than its retail equivalent. It's the difference that struck me most every time I switched from one game to the other.
How flat the visuals in mainline felt in comparison. Forever feels like a next generation game by contrast. And I think for these games to really exist happily side by side in the long term, there has to be something of a two-way street of innovations and advancements between them. As we've seen, Forever [music] is packed full of retail tech and features, and it's one of the reasons it's so good. I would suggest even more, honestly.
Torches. Forever is so good with flame effects like campfires [music] and street lanterns illuminating the darker zones already. Something like the torch objects that Midnight has that just let you carry a naked flame and light your way would be perfect for forever. There you go. You can have that one for free, Blizz. And it would feel extremely weird if cool forever that fits in retail didn't occasionally go [music] in the opposite direction.
Not races or new zones or raids or anything like that. Especially not the skyorn. You're fine. Don't worry. You can keep the Skyorn. just like water looking like water and light looking like light. Overall, the TLDDR on all of this is that yes, so far my experiences of World of Warcraft Forever have been incredible. It recreates the joy and wonder and excitement of playing WoW for the first time in a way that simply presenting a no changes museum [music] piece like Era Classic never could.
Evie and I are all in. We can't wait for the release so that we can truly immerse ourselves in this adventure. And you absolutely should expect forever content on this channel and updates on the weekly reset where it's appropriate. But we are also excited for the future of retail, too. But this com was essentially just very bad timing for any really awesome mainline announcements, but the game is in a great place [music] generally.
I can only speak for myself, but this is not a zero sum game. Forever will not be replacing retail for me. But I do love and appreciate the way it can complement it. But what do you guys think? I purposely haven't spoken on what forever means for classic players particularly because it's not really my area, is it? But how do you think it'll impact era servers? If you're a retail player like us, then what's your plan with these two games for the future?
I know [music] you do have an opinion on this, so let us know in the comments below. And thanks for joining us today. If you like this video, don't thank us. Thank our patrons who still give [music] us their actual real life money to make all of our work happen. Patrons, seriously, thank you because without you, there would be a whole lot less. Talescent and [music] Everel. If you didn't like it, downvote the out of it.
Remember, my name is Zaryu. No, my name is Talasin from me and Everett. Until next time.
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