Forever has no plans for WoW Tokens or level boosts · the journey comes first
Reporting on Clay Stone’s interview puts leveling at the heart of Forever. That is a meaningful direction, but a current plan is not a permanent promise.
Forever’s current direction does not include buying a shortcut through leveling. In GamesRadar’s September 14 report, Clay Stone tells interviewer Destin Legarie that Blizzard has no plans for a WoW Token or purchasable boosts. The reasoning centres on the journey from 1 to 60 and the people players meet along the way.
A current plan, not a permanent promise
The most important qualification is the timeframe. We would not turn this statement into a claim that Tokens have been permanently ruled out. A development direction is different from a binding promise about the game’s entire future.
It is still useful information for players. If you want a world where the early journey matters, a paid shortcut could affect how you perceive that game’s identity. One person’s cherished adventure can be another person’s obstacle to catching up with friends. Declaring only one of those preferences legitimate does not solve the tension.
The journey must earn your time

For us, the real test of a game built around leveling is not the journey’s length but its substance. Can an hour-long session contain a worthwhile expedition? Can a slower friend remain part of the group without everyone else feeling that they are waiting? Is a new character’s first dungeon a memory, or merely another box to tick?
We would like the design to answer those questions with meaningful shared goals. Removing a shortcut does not automatically make the long road enjoyable. Time spent on a second character should offer discovery, not simply a requirement to repeat work already completed.
Our Deep Dive roundup covers Forever’s wider systems. For a separate look at continuity between attempts, see our Hardcore and Legacy article.
What are we not claiming?
We do not treat the statement as proof that every economic problem has been solved. It cannot tell us how an ordinary player’s purchasing power will feel months later, how appealing another fresh character will be, or how comfortably friends with different schedules will play together.
Nor would we infer the rules for player-provided services from the shop’s selection. Those need their own precise guidance. We will examine them separately rather than placing every activity described as boosting into one category.
The most interesting ambition, to us, is not the slowest possible game. It is a game whose journey you do not want to buy your way out of.
The original report on the interview
Anna Koselke’s GamesRadar report was published September 14, 2026 and checked September 15. Clay Stone’s statements are attributed to that report; we did not independently watch the original video. Images are illustrations.