Repeat accidental interactions" are critical, meaning that ideally you will bump into people you know multiple times, and in WOTLK Gold different ways, and with a positive attitude. Essentially the game's social tools are going to be focused on making the game seem more like a village, and less like an airport.
Another key pillar is "Approachable and familiar" which boils down to keeping things running exactly the way they did while streamlining systems that are too complex. One example is WotLK's Emblem system "which was a mess and difficult to understand" even though it was loved by many.
The way in which loot from raids works is now basically simpler: "We're hoping a few tiny changes will make the system more accessible for everyone, and yet fill the cherished role it played in the first Wrath of the Lich King.
The third and final principle Blizzard defines is that "The The World Is the Main Character" The third and final principle Blizzard outlines is that "The World is the Main a cue to go off to talk about exploration by players and composing your own tales. This is fine, because it's a fact, but what the studio can provide about it is mostly fuzzy verbiage.
There are some concrete examples of the changes taking place: to itemisation in particular. Blizzard list its four goals as well as the principles they are serving in the following manner:
Help to create a vibrant and vibrant player ecosystem engaging throughout WotLK in-game content. Helps to Nurture and Protect Social Experiences
Maintain a healthy density of players who enjoy Heroic Dungeons during the entire expansion. Serves: Nurture and Protect social experiences and make them accessible and familiar
Preserve nostalgic itemization elements buy WOW WOTLK Classic Gold. It is a good choice for: Easily accessed and familiar with It is the World is the Main Character
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