Our own Jasmine Hrushcak snagged some time with Wander and its creator at PAX Prime 2013 and managed to ask a few questions in between acrophobic Oculus Rift-induced panic attacks.
The world of Wander
Wander is set in a fantasy universe consisting of wide-open spaces and floating islands in the sky. In this universe, different races collaborate with one another to better understand the world around them. The races are common fantasy fare -- elves, ents, etc. -- but placing them into a collaborative and cooperative world instead of one perennially at war is an interesting change of pace for the MMO niche.
The core concept of Wander is simple: It's a world that is opened to and designed for exploration. Instead of providing you with a list of things to do and a bunch of mobs to kill, the game gives you a massive universe to learn about through the investigation of its many nooks and crannies. According to Davison, the primary mode of progression in Wander is learning about its races via exploration.
Wander has no centralized lore. There is no main storyline. Instead, each of the game's races has concocted its own mythology about the universe; it is up to you to learn about each belief system and to decide for yourself which one you like best. Wander's species interact with one another and there is no superior race -- sea creatures, elves, and ents are all in the same social circle. The world and its lore are designed to be the main attractions, not the background noise to kill quests and node gathering.
"Davison wants to create a space where content is shared between players, not delivered by developers."
The Wander team is constantly looking for new ways for the game's inhabitants to interact, and the devs are working to add new race variations to further deepen the game's lore and universe. The game is meant to be a living world open to interpretation rather than a static universe. Davison wants to create a space where content is shared between players, not delivered by developers.
Wander runs on Linux, PC, and OS X, but the most notable feature is likely its support of the Oculus Rift VR device. Jasmine noted that playing Wander with the Rift was quite an experience, explaining, "It was my first time using the Oculus Rift and I came incredibly close to having a real-life panic attack when I walked near the edge of a cliff. I have a fear of heights, and wow, I felt all of that fear. It was horrifying but really, really cool."
The Wander team has designed the game to look and feel like one enormous world, so it is backing this design with a single-shard server that can hold thousands of people. Davison noted that the only real limitation on players in a given space would be your video card; otherwise, the server is designed to hold all of Wander's players at once. EVE Online, for example, uses a similar single-shard system to host its entire playerbase on one server.
Wander is still fairly rough beta, but it is a curious idea that dumps many common MMO mechanics in the hopes that players will collaborate and share. As for whether or not the idea works, well, that's something testers will have to decide as they soar through its mysterious skies.
Massively's on the ground in Seattle during the weekend of August 30th to September 2nd, bringing you all the best news from PAX Prime 2013. Whether you're dying to know more about WildStar, The Elder Scrolls Online, EverQuest Next, or any MMO in between, you can bet we'll have it covered!