Source: Blizzard's BlizzCon 2026 videos on the World of Warcraft YouTube channel (the What's Next panel, the Deep Dive panel, the Go Again panel, the Found Photographs panel, the Evolving a Timeless World panel and the developer Q&A), Game Informer's interview with the Forever team and Destin's hands-on. Quotes are the captions, with the clock. The MMO read is ours.

Nine Decisions in Two Days
Blizzard put nine design calls on stage at BlizzCon, and RuneGrove read each one for the Riot MMO. Six to take, three to leave.
Blizzard just made nine design decisions in public that Riot has not made in private. Blizzard is the studio that makes World of Warcraft, the long-running online role-playing game its players call WoW, and for two days in September it put the team building the next version of that game on a stage and let them explain themselves.
The game is World of Warcraft: Forever, a permanent version of the 2004 original that Blizzard says it will keep running and adding to rather than replace. Its team shortens that to WoW Forever, the name it uses on stage. The beta opened on September 17 and the launch is November 4. The stage was BlizzCon, Blizzard's annual fan convention, held on September 12 and 13 in Anaheim.
Riot, the studio behind League of Legends, the five-on-five battle game its whole catalogue grew from, is building an MMO of its own. An MMO is an online role-playing game that thousands of players share at once, and Riot's is set in Runeterra, the fictional world its games share. Riot has said almost nothing about how that game plays. So every decision Blizzard explained on stage is a question Riot still has to answer, and this week RuneGrove read them one at a time.

Three of the pieces were about the player in front of the screen: the transmog switch, which lets a player turn off other people's cosmetic looks; the end of the realm list, which replaces named servers with rule sets; and the gamepad mode, official controller support after two decades.
Three were about the world: how Blizzard builds a zone from a flat map first, a level cap frozen at 60 with one sideways ladder, and a hardcore rule set that was measured before it was built.
And three were about time: a campfire that makes you sit for a minute, a ban on flying that keeps everyone on the ground, and a ban on gold-for-loot raids decided before the first raid. This piece is the tally. Six of the nine belong in Riot's MMO. Three should stay in Azeroth, the world of World of Warcraft, where they were made to solve Blizzard's problems and not Riot's.
Take: Everyone on the Ground
No flying, a run that stays long, and a campfire that makes you sit for a minute. Three decisions that treat the world as the main character.
The first three decisions worth taking are one decision told three ways: the world is the main character, and nothing is allowed to skip it. Tim Jones, the lead game designer on Forever, set the rule six minutes into the reveal, in a panel called What's Next, the 47-minute session Blizzard posted on September 13.
First, approachable and familiar. We believe the world should still feel like Classic. Every addition we make is measured against the spirit of the original game. Not whether it's new, not whether it's flashy, but whether it feels like it belongs. That's why you won't find flying mounts. You won't find level scaling.
— Tim Jones, lead game designer, the What's Next panel, BlizzCon 2026, 6:25, watch
No flying is the famous half of that sentence. The half that matters for Riot is the test in front of it. Every addition is measured against whether it belongs, and Jones gave the reason at the end of the same list, under the pillar that decides what counts as a convenience in this game.
And finally, protect and nurture social experiences. Many of our favorite memories from Classic happened because of other players, because someone helped us complete a quest, because a stranger joined our group, because a dungeon run turned into a friendship. We've had to be disciplined when adding convenience to the game, because every quality of life decision affects how players interact with one another.
— Tim Jones, lead game designer, the What's Next panel, BlizzCon 2026, 8:47, watch

The best account of what that discipline protects came from an engineer. Nora Mills, the lead software engineer on Forever, sat down with Jones for Game Informer, the American games magazine and site, and was asked about the long runs between places. She began with the case against them, and then rejected it.
If you look at it at face value and you're trying to think, oh well, but it takes time and the player's not making interesting choices or doing active problem solving or anything, they're not engaging with these systems during that time, they're just running. If you look at that at face value it can be tempting to want to do something about it. We'll add more flight paths, we'll make that run less, we'll reduce that friction.
— Nora Mills, lead software engineer, Game Informer's interview, BlizzCon 2026, 13:33, watch

We look at it as, those are key to providing you with opportunities to slow down a little bit, decide, do you want to engage with other players? If someone's bored and they're posting in local defense and they're just like, hey, this guy over here is flagged, does someone want to come help me go after him? Maybe I'm going to take a detour on my dungeon run and I'm going to go help that person out, and maybe we're going to strike up a friendship, or a rivalry with the guy I just ganked.
— Nora Mills, lead software engineer, Game Informer's interview, BlizzCon 2026, 14:10, watch
That is the whole argument for keeping the run, and it covers fast travel as well as flying. Both delete the stretch of time Mills is describing, and with it the chance that a trip turns into a friendship or a rivalry. Forever still adds speed, but only the kind that carries you through the world. Evan, the lead content designer who co-hosted the Found Photographs panel and gave only his first name on stage, explained the new ship routes.
In total, we've added three new ship routes, encouraging exploration, questing in new areas throughout the world, and really leaning into the opportunities for social play, which is an incredibly important pillar for this project.
— Evan, lead content designer, the Found Photographs panel, BlizzCon 2026, 9:36, watch


The third decision is the smallest and the most copyable. Forever adds a campfire that every crafting profession feeds, and the buffs it gives only land on a player who sits at it for a minute. Jones told Game Informer what the minute is for.
You have to sit down for a minute to get these buffs on you. And the hope is that in that interstitial space when people are waiting, you run into someone that might be on the same quest as you. And maybe that turns into a friendship. Maybe you join that person's guild. Maybe you're raiding together. Maybe you're going to BlizzCon together in a year.
— Tim Jones, lead game designer, Game Informer's interview, BlizzCon 2026, 12:43, watch
Take all three. No flying and no fast travel, written down before the first player logs in. A run kept long on purpose, judged by Mills's test and not by a stopwatch. And a minute you spend sitting where other people sit, because the buff is real and so is the crowd.
Take: Rules Set Before Launch
No realm list, a cap that never moves, a hardcore mode measured before it was built, a raid economy decided before the first raid, and a look that tells the truth.
The next three decisions are about what a player is told before they start, and Blizzard settled each one in public. The first is that there is no realm list. Ana Resendez, the lead software engineer on Forever's servers, showed the slide on the Deep Dive panel, Blizzard's hour-long design session from the same weekend, and gave the goal behind it in one sentence.
Over time, strangers become familiar faces, and familiar faces become part of your community.
— Ana Resendez, lead software engineer, the Deep Dive panel, BlizzCon 2026, 27:09, watch
A new player in Forever picks a rule set, not a server, and the game keeps the same strangers in front of them so a community can form without a named world to hold it. Riot should take that whole, because the first decision a new player makes should not be the one they cannot undo, and because the day-one count is the one number a launch never knows in advance.

The second rule is the cap. Forever's level cap stays at 60 and Blizzard said on stage that it will never move. Clay Stone, the associate production director on Forever, put the whole philosophy in seven words to Destin, a YouTube creator who filmed a hands-on at the show.
you get better at the game by playing the game
— Clay Stone, associate production director, Destin's interview, BlizzCon 2026, 10:45, watch
Past the cap there is one sideways ladder, called Legacy. Legacy is a bank of points earned across every character a player owns, spent on small permanent bonuses, and capped so the bank can never become a second grind. Resendez explained the cap.
We didn't want people to feel pressure to have to do absolutely all of the challenges or for new players to feel like they have a very long way to catch up.
— Ana Resendez, lead software engineer, the Deep Dive panel, BlizzCon 2026, 16:51, watch

Sixteen points to spend out of sixty-five to earn is a number worth stealing. It is small enough that a new player never has a long way to catch up, and it is the same rule Riot's other games have run on for years: everything past the cap is cosmetic or prestige, never power.
The third rule was measured before it was built. Josh Greenfield, a senior designer on the team, told the story of the hardcore rule set on the Go Again panel, Blizzard's session on the mode where a dead character stays dead. Players invented it with an add-on, and Blizzard counted them: the number of hardcore players online at once went from about 200 to 1,500 over one holiday break.
came back from the break, and it was like 1,500. It had jumped in a week that much. And it's like, this is real. We need to do something with this.
— Josh Greenfield, senior game designer, the Go Again hardcore panel, BlizzCon 2026, 7:48, watch

The prototype took two weeks and the fairness took the years after: a countdown before a disconnect kills you, and a way out that moves a dead character to another rule set instead of deleting two hundred hours. Kris Zierhut, a principal game designer on Forever, described the reward that outlives a lost run.
you earn a legacy point when you get to 25 on that class. So, your next run is just a little bit better.
— Kris Zierhut, principal game designer, the Go Again hardcore panel, BlizzCon 2026, 28:57, watch
Riot can take the method whole: measure the players who already play a rule before building it, own the fairness once you do, and let progress outlive the character. The one part to leave is the schedule. Blizzard can ship Forever without hardcore and call it soon, because its community already exists. Riot's first version is the only version its players will have met.
Two more rules were set before launch, and both belong on the take side. On September 17 Blizzard's developer Q&A, a 95-minute session with the Forever team, ruled that GDKP, the raid format where loot is auctioned for gold and the gold is split among the raiders, will not be allowed in Forever. Greenfield said the format swallows guilds and prices out new players, and that the team had been too lenient on gold buyers in the past, which is changing. A carry economy is the one thing you can only ban before it exists.
And the transmog rules. Transmog, short for transmogrification, lets a player wear the look of one piece of armor over the stats of another. Forever keeps it, with a rule that makes the look honest.
We want your silhouette to be relative to your level.
— Josh Greenfield, senior designer, the Deep Dive panel, BlizzCon 2026, 10:53, watch

A look that tells a stranger your level is information, and Runeterra's own gear already works that way. Take the rule. What Forever does with the switch is the first thing to leave.
Leave in Azeroth
The off switch for other players' looks, the two-faction wall, and gap-filling as the whole plan. Three decisions that solve Blizzard's problems and not Riot's.
Three of the nine decisions fit Blizzard's game and not Riot's, and each one is a good decision for the studio that made it. The first is the off switch. Forever lets every player turn off other people's transmog and see the world as if the system did not exist, and Greenfield said so plainly on the Deep Dive panel.
The goal here is to allow you to play the game as if transmog does not exist at all. And you should be able to do just that.
— Josh Greenfield, senior designer, the Deep Dive panel, BlizzCon 2026, 8:09, watch
Blizzard can give looks away and let players hide them because the subscription is the product. Riot sells looks for a living, in every game it runs, and nothing it has said supports a subscription for its MMO. A world-wide switch that hides what other players bought is a pricing decision in disguise. Take the first-login mode selector that ships beside it, one screen with a handful of presets you can change later, and leave the switch until the business model exists.

The second is the wall between the Horde, one of the game's two player sides, and the Alliance, the other. Forever deleted the realm list and still cannot let those two sides group together, so its world logic needs balance mechanisms to keep player-versus-player fights even. That is a 2004 problem, and Blizzard is solving it well. Runeterra's regions were never two teams. Demacia, the lawful kingdom on the map, and Noxus, the empire that keeps trying to conquer it, are enemies in the fiction, and a Demacian and a Noxian can still walk into the same tavern. Riot should build for that, not for a wall.
The third is the plan itself. Forever's new zones are gaps on a map Blizzard drew twenty-two years ago, filled in so the old world feels whole. Matt Heyman, the lead environment artist on Forever, explained, on a panel about the art of the remake, the standard every zone was checked against.
We took our original 1.12 vanilla debug client and used it as reference, as our ground truth. We stepped through every single time of day from midnight to 2 a.m. to noon to sunset to evening, everything, and tried to match and recreate the original vibes that every single zone had.
— Matt Heyman, lead environment artist, the Evolving a Timeless World panel, BlizzCon 2026, 27:20, watch


Take the ground truth. Riot's equivalent is its own splash art and its own codex, and the check should be as literal. Leave the strategy. Blizzard can fill gaps because the rest of the map exists, and Runeterra's famous cities are gaps too. Leave the fenced-off starting zone as well: Zephris, Forever's new starting zone, is cut off from the endgame on purpose, and a Runeterra region built as a tutorial and then abandoned would waste the scarcest thing Riot has, which is a place its players already care about.
What Riot should keep from that same panel is the storytelling. Greenfield, hosting the Found Photographs panel, told the room what kind of stories the new zones tell.
We will have big epic narratives, but we'll tell these stories at the ground level. And large campaigns that focus on major Warcraft characters aren't really our focus.
— Josh Greenfield, senior designer, the Found Photographs panel, BlizzCon 2026, 2:41, watch
Runeterra's short stories are already written at that scale. The MMO is where they get a floor to stand on.
What This Means for the Riot MMO
Our read, and it is speculative: six rules Riot can adopt today, three it should read as Blizzard's problems, and one map that is almost all gap.
Our read, and it is speculative. Riot has not named a platform, a price, an era or a launch window for its MMO, and it has not said a word about flying, servers, caps, hardcore or raid loot. Everything below is what Blizzard's decisions would mean if Riot made them too.
Blizzard needed twenty-two years to write these nine rules down. Riot gets to read them before it has a game. Six of the nine are rules Riot can adopt today, before a single system is public, because each one is a promise to the player rather than a feature: no flying and no fast travel, a run kept long on purpose, a minute at the fire, no realm list, a cap that never moves with a small sideways bank, a hardcore mode measured before it is built, and a carry economy banned before it exists.
Blizzard needed twenty-two years to write these nine rules down. Riot gets to read them before it has a game.
| Side by side | WoW: Forever | Riot's MMO |
|---|---|---|
| Flying and fast travel | No flying mounts, stated on the first pillar slide; three new ship routes instead | Not revealed |
| Servers | No realm list; rule sets, familiar faces, region-wide two-part names | Not revealed |
| Level cap | 60, never moving; Legacy points capped at 16 to spend of 65 to earn | Not revealed |
| Hardcore | Measured at 1,500 concurrent players before it was built; coming soon after launch | Not revealed |
| Raid economy | GDKP banned before the first raid | Not revealed |
| Looks | Free with the subscription; a world-wide off switch | Sold in every Riot game; no subscription announced |
| Controls | Official gamepad mode after two decades | A Riot job ad asked for twin-stick controls |
The three to leave are Blizzard's problems wearing Blizzard's answers. The off switch exists because looks are free. The faction wall exists because the 2004 game had two teams. The gap-filling exists because the map is old. Riot's map is almost all gap, its looks are its business, and its regions were never two teams.
Take this
- No flying and no fast travel, written down before the first player logs in. A mount or a ship makes the world faster; wings and waypoints make it smaller.
- The run, judged by Mills's test. At face value it is dead time. In practice it is where general chat, local defense and detours happen.
- The campfire minute. A buff that needs you seated is a reason to sit where other people sit. Copy the wait, not the fire.
- No realm list. Rule sets, familiar faces and region-wide names, so the first choice a new player makes is never the one they cannot undo.
- A cap that never moves, and a sideways bank capped at 16 of 65. Everything past the cap is cosmetic or prestige, the rule Riot already runs its catalogue on.
- Hardcore and GDKP, decided the same way: measure the players first, then own the fairness, and ban the carry economy while it is still cheap to ban.
Leave this
- The world-wide off switch for other players' looks. Keep the silhouette rule and the first-login presets; leave the toggle until the business model exists.
- The two-faction wall and the balancing it needs. Demacia and Noxus can hate each other in the fiction and still share a tavern.
- Gap-filling as the whole plan, and a starting zone you never return to. Take the ground truth; leave the strategy. Runeterra has no old map to complete.
Runeterra will tempt Riot on the first rule, because its canon already has a teleporter. Piltover, the city of inventors on the map, is home to the Hexgates, the magic-powered gateways that let ships cross the world in a single trip. Mount Targon, the tallest mountain in Runeterra, is the canon case for the opposite: a climb few survive and nobody skips. And the Freljord, the frozen north of the map, is where the game's own stories put the right kind of fast, a beast bred for mountain passes rather than a menu of destinations.




That map is the fiction Riot draws on, not a launch plan. Which regions the MMO opens with, how its world is laid out, its era, its platform and its price are all unrevealed. What Blizzard handed Riot this month is not a game to copy. It is a list of promises, each one explained by the person who made it, with the clock so anyone can check.
Your Take
Should Riot's MMO adopt Blizzard's six rules before it shows a single system?
What to Watch
Two dated Forever beats, then the three pieces in this series to read first.
World of Warcraft: Forever launches
The first full population on a world with no flying, no realm list and a cap that never moves.
The first new raids unlock
The first raids under the GDKP ban, and the first test of the enforcement promise.
Reported from Blizzard's BlizzCon 2026 videos, its developer Q&A, Game Informer's interview and Destin's hands-on on YouTube, embedded above with the clock. The MMO read is ours and clearly speculative. Analysis by RuneGrove.
