In terms of other aspects are concerned, the custom game community is so powerful and can do amazing things. We conducted a lot of study into the things they want and also looked into the inventive ways they've discovered throughout the years to address issues.
There are a lot of under-the-hood work that average players might not benefit directly from, but hopefully once the map maker has a hold of this information the ability to create a better map with better performance, or help more players. A lot of work has been put into the idea that the community itself is what gave this game its life and we'd like to revive them to run the next marathon If you're thinking of it that way.
What kind of work was needed for this? It's quite a large amount!
It was Blizzard's first 3D game in 3D. It's one thing we underestimated prior to this. StarCraft was Blizzard's final major 2D game, and they'd already been making it for a long time. They were familiar with the technology and they were extremely skilled at it.
World of Warcraft was the result of lots of testing. We have engineers such as Jay Patel and Colin Murray who contributed to WOW WoTLK Classic Gold the creation of the game in the first place. They come in to assist us with World of Warcraft: Reforged and then they go through their code and say: "Oh, what was my teen self thinking? We're better than that now."
Regarding the game's gameplay, have you made any adjustments compared to original?
The truth is that there's a solid distinction of game theory and rendering. Our efforts have been primarily into game rendering, and trying to cheap WoTLK Gold incorporate current 3D standards into the game as opposed to the game logic, which mostly remains unaffected. "Gameplay first," one of Blizzard's most important principles, is all about "How does it feel? Does it translate as World of Warcraft?"