Blizzard Put a Gamepad Mode in WoW Forever. Official controller support after two decades, a first-login mode selector, and a Riot MMO job ad that asks for twin-stick controls.

Blizzard Put a Gamepad Mode in WoW Forever. Official controller support after two decades, a first-login mode selector, and a Riot MMO job ad that asks for twin-stick controls.

Riot MMO · News · September 17, 2026 · By entgrove
IndustryRiot MMOWorld of Warcraft: ForeverBlizzardBlizzCon 2026World of Warcraftcontroller supportgamepadaccessibilityHiringClay StoneDestin
Heads up: everything Blizzard said here is quoted from its own BlizzCon 2026 videos, with the clock so you can check it. The read on what it means for the unannounced Riot MMO is ours, and speculative where labelled. RuneGrove covers everything through one lens: what it tells us about the MMO.

Source: Blizzard's own BlizzCon 2026 videos on the World of Warcraft YouTube channel, the What's Next panel, the Deep Dive panel, the Creator Showcase and the Evolving a Timeless World panel, plus Destin's interview and hands-on, and Riot's public careers board. Quotes are the captions, with the clock. The MMO read is ours.

The last bullet on Clay Stone's And More slide: Gamepad Support, under the first new legendary and the riding skill updates (42:12).
The last bullet on Clay Stone's And More slide: Gamepad Support, under the first new legendary and the riding skill updates (42:12).

The Pad

One line near the end of a 47-minute panel, and it is the first time the studio has owned a controller layout.

World of Warcraft has been a keyboard game for nearly 22 years, and the version Blizzard, the studio that makes it, wants to run forever will let you put the keyboard down.

World of Warcraft: Forever is the new version of World of Warcraft, the long-running online role-playing game its players call WoW, built on the original 2004 game and expanded rather than replaced. Blizzard announced it at BlizzCon 2026, its annual fan convention, on September 12 and 13, and the controller line came late in a panel called What's Next, the 47-minute reveal session Blizzard posted on September 13. Forever opens its beta on September 17 and launches on November 4.

Clay Stone, the associate production director on the WoW Classic and WoW Forever team, was reading a slide titled And More: new professions content, new reputations, new itemization and rewards, an updated PvP system, the first new legendary item, riding skill updates. Then the last bullet: "our official support of game pads for players who prefer to play using controllers." It was playable on the show floor that weekend, he added, in an in-development state.

The word doing the work is official. Players have driven the game with controllers through third-party add-ons for years, and the studio has never owned the layout. Forever's version is Blizzard's, and it had a witness on stage the day before. In the Creator Showcase, a two-hour session Blizzard posted on September 13 in which five creators ran the new dungeons live, the senior game designer hosting the stage introduced himself by his caster name, Zirene, and then introduced the streamer Annie Fuchsia with one credential.

Also made it all the way to level 60 in hardcore using a console controller.

— Zirene, senior game designer, introducing Annie Fuchsia, the Creator Showcase, BlizzCon 2026, 13:01, watch

Hardcore is the rule set where a dead character stays dead, and level 60 is the game's maximum, so that is the whole game, once, on a pad, with no second try. Blizzard put her on stage the day before it announced the feature. That is not an accident of scheduling. It is the argument.

Stone at the gamepad line, with the last word of the bullet spilling off the screen behind him (42:20)
Stone at the gamepad line, with the last word of the bullet spilling off the screen behind him (42:20)
22 yearsOf keyboard and mouseWorld of Warcraft launched in November 2004
Level 60On a pad, in hardcoreAnnie Fuchsia's run, per the Creator Showcase
Aug 25Riot posted the controls rolePrincipal Game Designer, Combat and Controls, Los Angeles
Sep 14Riot posted the UX roleSenior UX Designer, Sydney

The Front Door

The first screen a Forever player sees is a choice of presets, which is the same idea as the pad: meet the player where they are.

The pad is one half of a pattern. The other half is the first screen a Forever player sees. In the Deep Dive panel, the 52-minute session on the game's systems posted the same day, Josh Greenfield, a senior designer on the team who leads its narrative, described it while explaining how to switch off transmog, the system that lets a player wear the look of one piece of armor over the stats of another.

when you log into the game for the first time, you'll be met with a mode selector, and that has a a preset of a handful of settings, any of which you can reconfigure later.

— Josh Greenfield, senior designer, the Deep Dive panel, BlizzCon 2026, 7:57, watch

The mode selector on the Deep Dive slide: a Classic preset and an Enhanced preset, each a bundle of settings (8:00)
The mode selector on the Deep Dive slide: a Classic preset and an Enhanced preset, each a bundle of settings (8:00)

The Classic preset hides other players' transmog the moment you enter the world. The Enhanced preset leaves it on. Neither is a commitment, and neither is buried in a menu. Stone's own half of the pattern, in What's Next, was the same shape: Forever ships both the original 2004 character models and the higher-detail models the modern game uses, and the choice is "completely toggleable gamewide," with the original animations restored onto the high-detail models so that, in his words, there are "No bouncy dwarves in this game."

Even the art team talked about the player's hands. In a panel called Evolving a Timeless World, the 33-minute rendering session Blizzard posted on September 14, lead environment artist Matt Heyman rebuilt the night lighting of a haunted forest zone live, pushed it as dark as the fans keep asking for, and stopped himself: "I think it looks cool, but it's not playable. It's a little too dark. So, let's bring in a bit more light." His last step for lighting any zone, he said, is "taking the player perspective," because "it's important that we run around the game." Legibility beats the hero shot. A game that thinks that way about its lighting is a game that can think that way about a thumbstick.

Hands On

Destin played it on an Xbox pad on the show floor: triggers for layered commands, a face button to loot, and his one-word verdict was intuitive.

Destin, a YouTube creator who calls himself "an absolute newbie when it comes to World of Warcraft," played the pad build in the staging area on the show floor and put the footage in his September 13 video. "I prefer keyboard," he said, "but since this is the first official controller support, I just had to try it out."

it's very similar to the Final Fantasy 14 controller support. You can pull the trigger or left trigger to execute elevated commands.

— Destin, YouTube creator, from his hands-on, Destin's interview, BlizzCon 2026, 4:43, watch

Destin's hands-on footage: a character in a forest with the pad-style action bar along the bottom of the screen (4:45)
Destin's hands-on footage: a character in a forest with the pad-style action bar along the bottom of the screen (4:45)

Final Fantasy 14 is the Square Enix online role-playing game whose pad layout has been the genre's reference for over a decade: hold a trigger and the face buttons become a second set of abilities. Destin picked up loot with the X button on an Xbox controller and called the whole thing "very intuitive." That is one newcomer's verdict on an in-development build, and it is also the only public account of the feature so far, because Blizzard has not published a layout.

What makes a pad workable in this game is not the button map. It is the pace. Kris Zierhut, a principal game designer on Forever who owns combat, items, classes and talents, laid it out in the Deep Dive: "Combat pacing is a little slower. It takes you about 15 seconds to kill a creature on your own." Tanks can hold threat on "three or four targets at once," and dungeons are tactical, so crowd control matters. A fight that runs 15 seconds per creature is a fight a thumbstick can keep up with. Blizzard did not slow its combat for the pad, it slowed it for the feel of the original game, and the pad rides along.

What This Means for the Riot MMO

Riot has never named a platform for its MMO, but its newest design listing asks for twin-stick controls, and its catalogue already runs on thumbs.

Our read, and it is speculative. Riot Games, the studio behind League of Legends, the five-on-five battle game its whole catalogue grew from, has never named a platform for its MMO, the online role-playing game it confirmed in 2020, reset in 2024 and has not shown since. What it has done is post a job. On August 25, Riot's careers page listed a Principal Game Designer, Combat and Controls in Los Angeles under Riot Discovery Studio, the name on the MMO's job ads. The brief: "You will personally drive some of the team's hardest design problems across combat, controls, targeting, camera, and gameplay feel." Under desired qualifications, one line: "Expertise with designing for twin-stick controls."

Twin-stick means a pad's two thumbsticks, one to move and one to aim or steer the camera, and it is the vocabulary of console games, not of a keyboard MMO. Two more listings point the same way without saying it. Riot's services engineering lead for the same unannounced product asks for "game development experience working in various platforms (i.e. mobile, console, PC, etc.)," and the Senior UX Designer posted in Sydney on September 14 is told to "Consider platform and multiplatform needs when developing solutions" and to build "intuitive, accessible, and engaging experiences." These are hiring signals. Riot has announced nothing. Riot has not named a platform, but it has named the problem, and it put controls on the same line as combat.

Riot has not named a platform, but it has named the problem, and it put controls on the same line as combat.

Side by sideWoW: ForeverRiot's MMO
ControllerOfficial gamepad support, in development, playable at BlizzConUnrevealed. A controls lead listing asks for twin-stick expertise
PlatformPC and MacNot revealed
First screenA mode selector with presets you can change laterNot revealed
Reference layoutLike Final Fantasy 14's, per DestinNot revealed
Combat paceAbout 15 seconds to kill a creature solo, per ZierhutNot revealed
Who decides controlsThe Classic teamA Principal Game Designer, Combat and Controls, being hired in Los Angeles

Riot's own track record on inputs runs the other way from Blizzard's. Wild Rift is League of Legends rebuilt for a phone screen, played with a thumb where the PC game uses a mouse. Teamfight Tactics, Riot's auto-battler, runs on phones too. 2XKO, its fighting game, lives on a pad the way every fighting game does. The MMO is the first Riot game since League of Legends itself whose input nobody outside the building has seen, and RuneGrove has already read the ad for the one person who will decide how running feels in it. Controls got the same treatment three days later.

Runeterra, the world League of Legends is set in and the one confirmed fact about the MMO, was written for four buttons. Every champion in it is a kit of four abilities and a passive, which is the reason Wild Rift could fit Ahri, the nine-tailed fox spirit from Ionia, the island nation on the map that lives in balance with its spirits, under a thumb without redesigning her. RuneGrove has walked the Ionian grove where she sold her worst memory; the fiction is deep and the control scheme is four inputs wide. The hard part of a pad, and the reason the job ad lists camera next to controls, is that a five-on-five game looks down on its champions and an MMO looks over their shoulder.

The canon even has the two ends of the difficulty scale on record. Jayce, the inventor from Piltover, the city of progress on the map, carries the Mercury Hammer, "a transforming hextech weapon that shifts between a crushing hammer and an energy cannon": one input, two modes, which is exactly what a trigger does to a face button in Destin's description. Aphelios, the silent gunman of the moon-worshippers on Mount Targon, the mountain region where celestial powers choose mortal hosts, cycles through five guns and is the champion League players name when they mean too complex. A Runeterra MMO gets to choose which of those two it builds its inputs around, and a pad makes the choice for it.

Take this

  • Official pad support from the studio, not from an add-on. Own the layout, ship it, and put a player who finished the game on it on stage.
  • A first-login preset screen. One choice, a handful of settings, all reversible. It is how a game meets a newcomer and a veteran with the same door.
  • A reference layout players already know. Destin recognised Final Fantasy 14's scheme in seconds; a Riot player would recognise Wild Rift's.
  • A combat pace a thumbstick can hold. Zierhut's 15 seconds per creature is a design number a pad can live inside.

Leave this

  • Announcing a pad in an in-development state. Blizzard could afford one line on a slide because the keyboard game already exists. Riot has no keyboard game to fall back on.
  • Two decades of keyboard-first defaults. WoW's interface grew up around add-ons and a mouse, and the pad is a retrofit. The job ad puts controls on the same line as combat; keep it there.
  • Silence about the platform. A twin-stick listing is a signal, not an answer, and Riot's players will read every ad until there is one.
Runeterra, the world the Riot MMO is set in.
Runeterra, the world the Riot MMO is set in.
Ionia
Ionia
Piltover
Piltover
Mount Targon
Mount Targon

That map is the fiction Riot draws on, not a launch plan. Which regions the MMO opens with, how much of the map it covers, its era, its platform and its price are all unrevealed. Ionia, Piltover and Mount Targon are here because Ahri, Jayce and Aphelios come up above; the crests illustrate the world, not a starting area. For the traversal side of the same question, Riot handed world traversal to a WoW veteran in June.

Your Take

Reader poll

Should the Riot MMO launch with full controller support on day one?

What to Watch

Three dated Forever beats, then three more RuneGrove reads on who is building Riot's MMO and where.

Reported from Blizzard's BlizzCon 2026 videos on the World of Warcraft YouTube channel, Destin's hands-on, and Riot's public careers board, all linked or embedded above. The MMO read is ours and clearly speculative. Analysis by RuneGrove.

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