
Game intel
World of Warcraft: Midnight
The second of three announced expansions of the Worldsoul Saga. Introducing Housing! Before you put down roots in your own cozy corner of Azeroth later this y…
As someone who’s lost entire evenings perfecting a cozy cottage in Final Fantasy XIV and still gets nostalgic about RuneScape’s Construction grind, I’ve been longing for real housing in World of Warcraft for years. Now, with the upcoming Midnight expansion in 2026, Blizzard insists they’ve held off until they could “do it right.” That promise caught my eye, because WoW already dabbled in player homes with Warlords of Draenor’s garrisons—and most of us abandoned those the moment the expansion waned. Why should this be different? If Blizzard really has built housing over “several expansions,” laying down the tech and assets quietly for almost a decade, it could finally stick. But only if they nail the social and long-term support players crave.
Associate Game Director Paul Kubit summed it up succinctly: “We wanted to do housing for so long, but we also wanted to do it right… allow players boundless self-expression, give them a deeply social experience, and build something that was going to be around for the long term.” According to Blizzard, the decision to work on housing dates back “several expansions” ago, meaning they’ve been quietly crafting the underlying systems since at least the Legion era. That tracks with what we know: you can’t roll out robust player homes without a solid placement engine, snapping and clipping tools, and a vast library of decorative assets that actually excite players.
The plan is to treat housing like an evergreen feature. Instead of shipping it once and moving on, Blizzard intends to drip new content—zones, décor sets, gameplay mechanics—across multiple patches and expansions. Early previews mention themed neighborhoods, rotating seasonal items, and crafting recipes for custom decorations that tie into professions. This model echoes what Final Fantasy XIV does with its housing wards: new districts open, fresh items arrive every patch, and the world feels alive around your front door.
Final Fantasy XIV is often held up as the gold standard for MMORPG housing, and for good reason. Launched in 2013, FFXIV has since built a three-tier housing system: private apartments, free-company houses, and personal estates. Players flock to housing wards like The Lavender Beds and Mist, where they can tour each other’s creations, host player-run shops or taverns, and even stage small role-play events. The neighborhood vibe is strong because visiting is seamless—cross-server visits are baked in, and finding a friend’s plot is as easy as typing their name. This social integration has kept FFXIV’s housing relevant for years, with communities rallying around decorating contests, vendor showcases, and even in-game weddings.
FFXIV’s approach teaches two lessons: first, housing should be easy to visit and share, removing faction or server barriers; second, consistent content drops—be it a new fish tank decoration tied to a fishing log reward or a snow-covered pine for Holiday events—keep decorators returning. Importantly, Square Enix has struck a delicate balance between paid items and earnable ones, ensuring that while some premium designs cost optional currency, core players never feel locked out of the fun.

On the flip side, Warlords of Draenor’s garrisons serve as a cautionary tale. When they debuted in 2014, garrisons were powerful hubs—your own fortress with resource missions, NPCs to recruit, and daily activities. But they also pulled players out of capital cities, isolated communities, and fun world-quest content. Within months, most of us were skipping garrison chores and headed back to Stormwind and Orgrimmar. Garrisons succeeded at giving you a “home base” but failed at keeping you connected. They felt disposable once the power curve flattened.
Garrisons also suffered from limited plot availability and a lack of social features. You couldn’t step into a guildmate’s garrison to admire their aesthetic choices or compare trophy rooms. That sense of isolation turned what could have been a cornerstone feature into a brief novelty. Blizzard knows this—comments from dev blogs promise that Midnight’s housing won’t repeat garrisons’ siloed approach. But talk is cheap until we see shared neighborhoods, public squares, and robust visit tools.
Blizzard says the housing system stands on three pillars:
Guild Wars 2’s Homesteads and FFXIV’s wards have shown that mixing social hubs with solo creativity can foster long-term engagement. WoW’s unique advantage is its sheer scale of lore assets and the Trading Post, which could seamlessly integrate crafted or earned housing decor with cosmetics from the store.

Two build modes stand out. Firstly, a guided “snap-to-grid” mode will let fresh players instantly place chairs, tables, and trophies in predefined slots. It’s a feature we’ve seen in WildStar’s housing UI: newcomers got up and decorating in minutes. Secondly, an advanced free-form mode should unlock full creative control—think rotating an axe 15 degrees on the X-axis or scaling a banner to three-quarters size. If Blizzard nails multi-object select, undo/redo steps, and object linking, decorators will craft scenes as elaborate as a scarlet ball in a Forsaken manor.
The economy side is equally intriguing. Will Engineering craft wooden beams for rustic cabins? Can Inscription scribe personalized welcome signs? Leatherworking might produce rugs and tapestries, Jewelcrafting could spawn ambient lanterns. Tying decor items to professions would breathe new life into crafting, creating demand for exotic materials. On the flip side, if premium designs drop only through the cash shop or tedious world–quest grinds, decorators will revolt. Blizzard’s Trading Post success hints at a hybrid approach—I’d expect seasonal bundles alongside earnable recipes—but the balance will be critical.
Despite the hype, several key questions remain unanswered:
These are the fine-print details that will decide if Midnight’s housing is a lasting social pillar or another abandoned feature. Blizzard’s talk of “long term” is promising, but only live testing will show if they’ve learned from garrison missteps and genre peers.
If done right, housing could become the community layer WoW sorely lacks. Imagine guild lounges for raid night, trophy rooms showcasing your Mythic+ and PvP conquests, and rotating visitor events—like a Halloween haunt competition or a fishing derby in your private pond. Role-players will carve out dedicated RP taverns or noble estates. Social guilds can host meet-and-greets without hijacking public cities. And the best part? Your “home” is with you across expansions, not a fleeting fortress of the week.

But if Blizzard stumbles—locking key items behind the cash shop, limiting plot availability, or making cross-realm visits clunky—it will feel like déjà vu with garrisons. Worse, a poorly balanced economy could leave casual players priced out of meaningful decor, while whales dominate neighborhood showcases. The choices Blizzard makes on instancing, access lists, and item distribution will shape goodwill for years to come.
After two decades of dungeons, raids, and world quests, WoW’s social fabric is begging for a personal, persistent gathering place. Midnight’s player housing—shaped by nearly a decade of behind-the-scenes work—could be that missing puzzle piece. But the true test begins in alpha and beta: can your Alliance main slip into a friend’s Horde manor without downtime? Can your guild gather in a shared courtyard to plan the next raid? Will decorators get the freedom and tools they need, and will newer players find a quick-build path that doesn’t scare them off?
We’ll be watching Blizzard’s public test realms closely, logging every detail on instancing, account access, and decorate mechanics. If those pillars hold firm, and Blizzard follows through on its multi-expansion roadmap, housing might finally become the evergreen social endgame WoW deserves. Until then, I’m cautiously optimistic—and relisting my mortgage application for that new house in Orgrimmar.
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