Ever since Pax Prime 2011, Carbine Studio’s MMO, WildStar has been quietly being developed. Aside from the WildStar Wenesdays and #Wsuplink on Twitter information has been pretty sparse over the year. At Gamescom 2012, they held private demonstrations showcasing combat, world design, philosophy, and teasing future content. What I came away with after watching all the videos and what really impressed was their mentality of “keeping the experience fresh.”
The world design is expressive and varied. As the developer flew around you can see the environment constantly changing along the way. The monsters found within have unique way of attacking and with the way combat being very movement heavy, the environment you fight said monster in can offer a different experience. There are places where you can interact with the world such as, blue crystals embedded into the ground that allows you to jump higher and reach new areas that may have hidden gems. You can set off a box of fireworks to destroy enemies in the vicinity if you’re a stealth class. I really like that type of interaction, it makes me feel more connected to the world because it break away from the “kill stuff, loot and repeat” mindset you develop as you play creating that dreaded laundry-list playstyle.
One thing that does worry me though is that they added tons and tons of content. I hope it is all meaningful and not just the same thing with a simple word swap. It’s inevitable but mask it a bit. Instead kill 17 this or collect 72 of that, I would like see a “research this node over here” objective and I just happen to kill 20 of tigerbear-magi pigs along the way. Perhaps something in the way of Guild Wars 2 and provided varied objectives for a given area or simply hide the number count and players fill up a progress bar instead. Hopefully they can mask the grind well with varied objectives, visual elements and gameplay.