
Game intel
World of Warcraft
World of Warcraft is a massively multiplayer online roleplaying game (MMORPG) set in the Warcraft universe. Players assume the roles of Warcraft heroes as they…
World of Warcraft’s long-promised player housing arrives with patch 11.2.7 on December 2, and Blizzard isn’t hiding it behind some convoluted lottery system. If you preordered the Midnight expansion you’ll get a Housing 101 tutorial as soon as you log in – and even brand-new accounts can jump into housing after the Exile’s Reach intro. This caught my attention because housing is one of those features that changes how people play an MMO: it’s a social hub, a vanity treadmill, and a potential economy driver all in one.
The mechanic rollout is straightforward: players who preordered Midnight will automatically get a quest leading into a Housing 101 tutorial after 11.2.7 goes live. If you lose the quest, there’s a new housing icon in the micro menu to restart it. New accounts get a streamlined path — after a few Exile’s Reach quests you can opt into housing immediately instead of continuing the normal intro.
Plots are visible in neighborhoods and come in different biomes and densities — secluded cabins or row-houses with nosy neighbors. A typical plot costs 1,000 gold (small by WoW standards) and that fee is waived for brand-new players. You can move your whole home — interior and exterior decorations — to another plot or neighborhood for a fee. If you unsubscribe, your house is not deleted: it will be stored and eventually the plot you occupied is freed so others can claim it; return and you can place your saved home on a new plot.

Housing matters because it rewires player behavior. Compare this to Final Fantasy XIV’s elaborate housing raids and Elder Scrolls Online’s player-owned homes: both became major lifestyle choices for players. Blizzard’s approach here is deliberately low-friction — no lotteries, predictable pricing, simple tutorial — which is good for adoption. It makes housing accessible instead of a gated trophy for obsessive players who camp the market.
That said, there are red flags worth watching. First, gating the early tutorial behind preorders is a small but meaningful advantage that will irk players who don’t preorder Midnight. Second, the ability to move houses “for a fee” smells like Blizzard’s preferred gold-sink lever — will that fee be negligible or another recurring bite from the community’s wallets? Third, with decor coming from raids, vendors, professions and more, expect a new meta for cosmetic drops — and potentially an aftermarket economy for rare furnishings.

Blizzard also sweetens the carrot with cross-game rewards: finishing Housing 101 nets goodies in other Blizzard titles, including an Overwatch 2 skin. It’s a neat cross-promo, but it also signals that housing is partly a marketing tool — another reason to be mindful about how much of this is built for player joy versus ecosystem engagement.
If you’re into customization, roleplay, collecting, or social spaces, this is a meaningful new playground. If you’re a raider or hardcore PvPer, housing won’t replace your main loop but it gives you a place to show off achievements and gather friends. And for returning players, the fact your house is preserved while unsubscribed removes a major deterrent to trying housing without long-term commitment.

My final take: Blizzard struck a sensible, approachable balance. The feature avoids the worst MMO housing traps — lotteries and punitive upkeep — but leaves room for monetization via movement fees and rare decor. That’s fine if the fees stay reasonable and the community can access meaningful rewards without needing to spend more money.
Housing is live Dec. 2 with an easy tutorial, accessible plots, and cross-game rewards. It’s a player-friendly launch compared with other MMOs, but preorder gating and movement fees are the details to watch once the patch actually lands.
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