Crafting the Community with WildStar

| 15 Oct 2013 16:00
WildStar Spellslinger

WildStar's story is something that the developers have also put a ton of effort into. In addition to the standard text-based story-telling methods, Carbine's writers have tried to ingrain the world story into the environments and mechanics of the game to drive the point home. While in lots of MMOs, the quest-to-quest story of the game can easily be passed over without missing anything of substance, the WildStar developers want to make players eager to see the story. Players will see the problems in the world around them, not just read about them in a dialogue box.

David Bass:
When players walk into a new town, the first question they ask should be 'What's going on here?', not 'Where are all the quest givers I need?' WildStar's story isn't just fodder to get players through leveling, either. One of the primary end game options for players is to continue the end game story at level fifty. The real story of WildStar begins at level fifty, so players who prefer to play solo will still have plenty of great content left to do at max level.

WildStar's content won't come to a screeching halt a month after release either. Though he admitted it was still a long way off, Bass assured me that the team has already focused on their production cycle once the game has gone live. WildStar is partnered with NCsoft, the producer that works with Guild Wars 2, and the GW2 developers have actually held workshops for the WildStar team to help train them on creating great content on a fast-paced schedule. Players can expect WildStar to feature content updates at least monthly, and for community events to be a regular occurrence within the game.

Near the end of the interview, David and I got down to the nitty-gritty of his focus in on WildStar, and one of the core elements of any MMORPG: the community. The developers at Carbine are acutely aware of the importance of a strong community in sustaining an MMO, and have included a number of mechanics to encourage players to work together and build that sense of community. By adding mechanics such as open tagging, shared path quests, and mentoring, WildStar will make working in groups a desirable and profitable experience. By rewarding unselfish behavior and adding shared benefits from working together, Carbine's developers have laid the foundation for building a strong and teamwork oriented community. In a world where people want to help n00bs, the sky is the limit.

David Bass:
The community is the front line of the MMO world. The community often sees the developers as some other entity, but we're over here, like, 'No, we're one of you! We want this game to be just as awesome and fun as you do!' We really want to be a part of the community and work together with everyone. It's not an 'us and them' situation from our perspective.

As a closing question, I couldn't resist but poke at the last two unrevealed classes in WildStar. Though David was able to keep a perfect poker face during my grilling, I am confident that the new classes will be announced shortly, and will offer a complete and very awesome addition to the WildStar roster. Though I am cringing to say more than this on the subject, I have been sworn to secrecy until more information is announced.

WildStar is scheduled to ship in spring of 2014, and promises to be a game-changer for MMOs (pardon the pun). The game's innovation with paths, combat mechanics, and even movement make it stand out from the sea of online games that have flooded the market over the last few years. If this is the first time you're hearing about WildStar, be sure to get yourself caught up with the WarCry guides on WildStar's classes and paths, as well as the game's history and races.


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