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Distance stays real: Blizzard keeps Summoning Stones out of World of Warcraft: Forever

Blizzard frames instant travel as a threat to the game's foundations, arguing quick teleports 'shrink the world' and erode the core pillars the MMO stands on.

Convenience is the thing Blizzard has decided World of Warcraft: Forever can live without. The studio has confirmed the game will not include Summoning Stones — and it wants players to understand that the omission is a design verdict, not an oversight.

The explanation is blunt. Easy, quick access to teleports, in Blizzard's judgment, would 'shrink the world,' and such convenience, the studio says, 'easily erodes' its core design pillars. The phrasing matters: this is not a scheduling or resource question but a stated conviction that instant mobility and a world worth inhabiting sit in direct tension. When every destination is seconds away, distance stops meaning anything — and a world built to feel large collapses into a menu.

It is a stance that cuts against the grain of convenience-first game design.

The logic holds up downstream. Summoning erases the need to travel, and travel is one of the few mechanics that makes a persistent world feel physically real. Remove it, and the map risks becoming scenery between menu options rather than a place players actually move through. Blizzard's position, as stated, is that the trip itself is not dead weight but part of the experience — and that frictionless teleport access turns it into a convenience the game's structure cannot absorb without losing its shape.

For players, the practical effect is that gathering a group across distance will not be a button-press away in World of Warcraft: Forever. For Blizzard, the calculation is longer-term: a world that keeps its size, the studio contends, is worth the inconvenience — and defending those core design pillars starts by leaving the stones out entirely.


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