wildstar-wednesday

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  • WildStar rocks out with the Granok

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.24.2012

    Stone is patient, stone is durable, and stone hurts a whole lot when applied to someone else's forehead. WildStar's Granok follow a philosophy they call the Way of Stone, and all of those principles apply to the race as a whole. The latest installment of WildStar Wednesday takes a look at the slate-skinned giants, explaining the race's culture and how they went from their isolated and primitive existence on the planet Gnox to being starfaring mercenaries. The Dominion originally approached the Granok hoping to use them as durable shock troops and laborers, but the Granok as a whole refused the offer, prompting a war with the superpower that the Granok quickly began losing. It was only when a leader emerged willing to fight dirty that the tide began to turn for the Granok, setting into motion their eventual exile from Gnox. Take a look at the full article for all the details on these stony soldiers of fortune and the war for their planet, one that ended with a victory almost as bad as defeat.

  • WildStar reveals the State of the Game in October

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.17.2012

    It's been anything but a quiet month for the development team behind WildStar. Sure, the game isn't out for you to play at the moment, but there's a lot that goes on behind the scenes. According to the latest WildStar Wednesday by executive producer Jeremy Gaffney, part of the trouble with an MMO is that you simultaneously have to deliver more content than a normal boxed game while being more flexible to player feedback. So what's been going on behind the scenes? The development team has been working on designing the game's mid-level zones, distinct from the low-level zones that have been previewed thus far. There's also more work being done on the game's second faction and the earliest implementations of raids, PvP matches, and instanced dungeons. If you're an avid fan of the game, you'll want to check out the latest dispatch for a few more teases of what you can expect from future Wednesday reveals and the game's eventual launch.

  • Looking at the wildlife of WildStar's Galeras region

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.10.2012

    If the pirates, bandits, ancient machines, and military forces in WildStar weren't bad enough, players are going to be contending with a lot of the native wildlife. Last week's WildStar Wednesday focused on the top-level overview of the Galeras region, but this week is focused on the local flora and fauna, which are just as dangerous as the invading armies with gunships. More so, in some ways, as a stemdragon doesn't care why you're on its land, just that you are. Stemdragons have been seen by fans before, having starred as the antagonist in the game's first trailer. Buzzbings and Scrabs are new, however -- the former is an insect the size of a small car that traps its enemies with honey, the latter is a cross between a beetle and a crab with thick armor and a propensity for burrowing. Read more on the tactics of these monsters and the lore surrounding them in the full article.

  • WildStar Wednesday introduces us to Galeras

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.03.2012

    Interested in setting up shop in the middle of a war zone? The latest zone preview from WildStar is all about Galeras, a set of windy plains that have become the focus of a military campaign by the Dominion's Crimson Legion. Led by Colonel Audras, the Crimson Legion is hard at work trying to cut off and annihilate Exile settlements all across the region, leaving players to turn the tide and prevent the valley from falling to the Dominion. Of course, there's more to the area than just fighting to save the settlements. There's also an Eldan ruin known as the Focus of Air tucked in a canyon surrounded by vicious whirlwinds. Scientists have moved into the area to try to study the ruins and the phenomena, but they've hit unpleasant resistance along the way. Take a gander at the full preview for more shots and details about the zone, which looks like a fine place to live if you like being shot at and bombed.

  • WildStar catalogues lore in its Galactic Archives

    by 
    Justin Olivetti
    Justin Olivetti
    09.26.2012

    Senior Narrative Designer Cory Herndon is all about the lore of WildStar, which is why he's equally excited about the methods to relay it to the player. In the most recent WildStar Wednesday, Herndon unveils the game's Galactic Archives, which will do just that. The Galactic Archives will seem familiar to codices in other MMOs and RPGs. Entries are categorized into locations, creatures, sentient species, notable individuals, plants, minerals, technology, lore, enemies, and allies. Players will naturally unlock Archive sections as they play, expanding each individual article as more is discovered in-game. Herndon points out that while the Galactic Archives aren't the only method of relaying story, they are a crucial tool in gathering everything the player's experienced into one handy location. He also says that players pursuing the scientist path will enjoy expanded and additional selections beyond what others experience.

  • WildStar Wednesday discusses the importance of items

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.15.2012

    WildStar's developer dispatches all have a theme: "Play the way you enjoy playing." That's borne out in the latest installment of WildStar Wednesday, in which Economy team leader Jeremy Wood discusses the ins and outs of the game's reward system. Wood explains that his team is responsible for making sure that players have the rewards needed to keep them playing, and in a game focused so heavily on differing player paths, that can be a tall order. WildStar will allow players a hefty amount of customization for items, including a dye system and modifications to existing equipment. Players can also expect to receive rewards of attractive and useful gear through every path rather than to be limited to one or two endgame pursuits. Even once you reach the top tier of items, there won't be a single "best" piece; the game will offer several different items for different playstyles. Take a look at the full article to get a broader picture of what the game will offer players to keep them invested to the endgame and beyond.

  • WildStar Wednesday sheds light on the game's social design

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.08.2012

    WildStar, like every other MMO, wants players to enjoy the company of other players. The team behind the game wants players invested in the community and in participating with one another. Victoria Dollbaum, the Social Systems Designer for the game and the writer of this week's WildStar Wednesday, explains that the team wants to create the sort of community feel of older games without including the same sort of brutal systems that made constant community involvement a necessity. Dollbaum explains that the main goal of social design is creating incentives for players to group up rather than punishing them for playing solo. Housing is a prime example, as the game's housing system rewards players of all types: raiders can collect raid trophies, crafters can grow and harvest resources, and roleplayers can run events in their houses along a set theme. Or players can completely ignore the system if they'd prefer. It's a design all about letting the players do what they want and offering the appropriate carrots, and housing is just the tip of a carrot-flavored iceberg.

  • WildStar Wednesday showcases group combat

    by 
    Elisabeth
    Elisabeth
    06.27.2012

    It's Wednesday, so you know what that means: another glimpse into the development and world of WildStar. In response to complaints that group combat hasn't been highlighted enough, this week's WildStar Wednesday features a video of a team of settlers working together to duke it out with robots and make their way to a dungeon entrance. Lead Combat Designer Chris Lynch narrates the video and talks about the way that freeform targeting, which was highlighted in last week's installment of WildStar Wednesday, comes into play for group dynamics and positioning. There's some serious laser action going on, so be sure to jump past the break to catch all the excitement.

  • WildStar shows off footage from friends and family testing

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.13.2012

    Has your enthusiasm wavered at all for WildStar? The game has been a no-show at the most recent conventions, and with not much new to see, it's easy to start wondering if anything's been happening with the game. Fear not; the newest installment of WildStar Wednesday produces quite a bit for fans to watch and speculate upon -- it's four minutes of a guided tour of the content and mechanics currently in friends and family testing. One of the bigger elements being shown off is the evolving action mechanics of the game. The video explains how the more freeform targeting system is working and how players can interact with the environment to change up the battlefield. The Scientist and Settler paths are also displayed in working order, adding on to the previously seen Soldier and Explorer paths. And there are new areas, new monsters, and hints of more footage to come. So by all means, jump on past the break and watch the game strut its stuff for a while.

  • WildStar Wednesday shows off Eldan technology

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.23.2012

    Players might be exploring the world of Nexus in WildStar, but it's not their world. It belonged to the Eldan, and while the race itself might not be present, its technology is still everywhere. The newest installment of WildStar Wednesday takes a look at some of the automated robots left behind by the Eldan. They're not directly malicious, but they're also not particularly friendly, pursuing ancient objectives and antiquated functions with single-minded devotion. While Probes are primarily meant for gathering information and surveillance, the floating eyes are equipped with shielding and directed-energy weapons to keep themselves safe. Protectors have a more direct combat function; the lumbering humanoid robots found gathered around important scientific sites. Last but not least, the Augmentors are rare but potent machines capable of injecting nanomachines into a subject to start a process of mechanical integration known as augmentation. Take a look at all of the machines on this week's installment of the preview column -- even if you don't necessarily want to blow these gadgets up, they don't have any such compunctions about you.

  • WildStar Thursday brings the Metal Maw action

    by 
    Elisabeth
    Elisabeth
    05.17.2012

    Metal Maw, the brain child of a live drawing session conceived at last year's Gamescom, is featured once again in this week's WildStar "Wednesday" -- and this time he's not just some concept art or a 3-D model but a fully animated death-bringer! Along with a test video featuring the big guy in action, this week's blog post has some information about the team's considerations in bringing him to life. This destructive blue hulk is designed for about 15 level 6 players to fight at once and should give them about a three-minute battle. His abilities are designed so that things get steadily more interesting as the fight progresses. Now that the team's happy with the way he fights, Metal Maw's been put in a crate and shipped on over to the animation and effects team to get his final beauty polish before being totally ready for players in-game. Skip below the cut to see the big guy in action!

  • WildStar Wednesday discusses quality of life

    by 
    Elisabeth
    Elisabeth
    05.10.2012

    Mobility is key when you're adventuring on an exciting frontier planet. Taking this to heart, WildStar developer Carbine Studios is building in some quality of life improvements to speed Settlers along their way. All players traveling on roads in WildStar will benefit from a speed boost, whether they're on a noble steed or going afoot. Executive Producer Jeremy Gaffney mentions that, more than just cutting down on travel time, this allows developers to plan on players running into each other as they travel through the world as well as aiding in the design of exploration-driven content and proper timing of encounters. If players are really gung-ho about speed and being (profitable) good Samaritans, they'll have opportunities to add new taxi points to remote areas, pitch a vendor stall to sell mounts to lowbies, and set up speed-boosting machines at outposts, among other player-driven additions. Hopefully, this means that the more folks are in an area, the more luxuries are available -- or you can be the pilgrim running out into the wilds to spur on the advance of civilization. Speaking of running out into the wilds, we know no one likes doing that only to get called in 15 minutes later to pick up a new quest. Players' communicators are a big part of the accessibility of the world in WildStar. Many quests can be picked up and turned in via comm call, freeing players from the drudgery of having to actually track people down. To sum up, Gaffney listed the goals of this design approach. "Focus on the fun parts of the game. Eliminate tedium. Keep the challenge in there for advanced gamers. Overall, let you play the way you want to play."

  • WildStar Wednesday showcases a rogue's gallery full of rogues

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.18.2012

    WildStar is shaping up to be a lot of things, but "peaceful" isn't one of them. Players watching the various previews already have an idea of what the more natural threats in the game world will look like. This week's installment of WildStar Wednesday focuses on a much more human element, however: three different criminal organizations that all have a decided interest in the region of Algoroc. As if the wildlife wasn't bad enough, you have to contend with all manner of criminals as well. Marauders are intergalactic pirates, the Darkspur Cartel is essentially an interstellar mafia, and the Crowe Gang is a group of smugglers and moonshine brewers. But all of them have an interest in Algoroc, and none of them are open to outsiders or anything law-abiding in the area. That means players are going to have to face off against all three, and from the looks of the preview, none of these groups will go down easily.

  • WildStar Wednesday tours Algoroc

    by 
    MJ Guthrie
    MJ Guthrie
    04.12.2012

    Who doesn't fancy a trip to the wild and lawless frontier to try to strike it rich? Blue crystal fever has spread in Carbine Studios' sci-fi title WildStar, and galactic prospectors will have the opportunity to stake their claims in the new land of Algoroc. Complete with boomtowns, murders, slave-traders, rampaging killer security bots, and ancient ruins, this place sounds perfect, right? Shake off those civilized shackles and prepare for a gritty adventure. Adventurous types can head toward Tremor Ridge, a small mining camp in the western part of the land. Though the area was dangerous before, recent attacks by space pirates make the stay there just that much more exciting. Fancy a trip to a boomtown? Head east to Gallow, where the the peace needs to be kept after the local lawman was brutally murdered. Or if you prefer ancient civilizations to current ones, an Eldan facility is being excavated in the western mountains -- just watch out for the security system that the archaeologists accidentally triggered!

  • WildStar Wednesday highlights the deadly denizens of planet Nexus

    by 
    Matt Daniel
    Matt Daniel
    03.22.2012

    WildStar's planet Nexus is a wild, untamed place full of various flora and fauna. It just so happens that a good chunk of said flora and fauna wants to eat your face. Thankfully, the fine folks over at Carbine Studios have decided to give players a leg-up on the competition by providing them with a bit of insight on some of the savage creatures they'll encounter in the dark corners of the planet. The spotlight today is on three species of things-you-don't-want-to-meet-in-a-dark-alley. First off, we have masses of sentient fungus known as rootbrutes, and if their name doesn't tell you everything you need to know about 'em, then we're not sure how to help you. If that's not enough to make you think twice about your next vacay to planet Nexus, maybe the Girrok will give you pause. These huge, stocky quadripeds are known to rip boulders from the earth for a rousing game of bowling, except players are their pins. To top it all off, we have the "barely sentient" Skeech. Despite their near complete lack of intellect, the Skeech are apparently accomplished cooks... of people. So if a Skeech says it wants to have you for dinner, it doesn't mean a dinner party.

  • WildStar Wednesday: Shiny hover bikes

    by 
    Elisabeth
    Elisabeth
    03.14.2012

    Everybody's favorite extraterrestrial bunnyfolk make an appearance in this week's WildStar Wednesday. While the blog is light on text, it makes up for that with some lovely shots of a female Aurin tooling around on the hover bike we've all come to know and envy from WildStar's first cinematic. A couple of the shots show off the game's lovely scenery while the Aurin performs what would be a wheelie if the bike ever had two wheels on the ground to begin with. Dreaming of the day that you, too, can nab a joyride on this beast of a hover bike? Hop on over to the blog page to check out all the shots, or browse our WildStar gallery to get an eyeful.%Gallery-130867%

  • WildStar Wednesday examines redundancies in quest text

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.29.2012

    Can you really produce a meaningful set of quests while keeping each snippet of text down to 140 characters? The team developing WildStar certainly thinks so. In a previous installment of the regular WildStar Wednesday feature, fans were introduced to the concept, but this week's developer diary is all about explaining how you keep all of the flavor of a quest while trimming it down to the bare minimum necessary. It's not about stripping out flavor -- it's about exactly the opposite. Senior narrative designer Cory Herndon explains by example that a lot of quest text winds up repeating unnecessary facts or stating something that should be immediately clear. Herndon starts with a longer example of quest text and steadily pares it down to the most important bits of information, keeping all of the flavor while posting each bit of communication in quick and comprehensible bursts. Combined with the discussion of adding further bits of quest dialogue after important objectives are completed, the diary shows just how you can get a lot of flavor into the quests without quite as many fancy words.

  • WildStar Wednesday talks about the game's narrative design

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.08.2012

    Unless you were at PAX Prime last year, about all you've seen of WildStar in action has been the game's cinematic trailer. While it didn't give much of an idea of how the game played, said video certainly had a lot of style. According to the latest WildStar Wednesday community blog post, that style was a big part of the game's narrative design, which is seen as one of the main points of development -- making a game that feels large, engrossing, and epic. As lead designer Chad Moore explains it, the narrative design team is responsible for outlining the world of Nexus, which was in part created to serve as a perfect locus for a variety of different adventures. While this design team isn't particularly concerned with mechanics, it is concerned with ensuring that every part of the game has the same degree of personality as the first cinematic trailer. If you're one of the many people anticipating the game heavily, take a look behind the scenes to see how it produces its feel.

  • WildStar discusses the exotic and alien human race

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.01.2012

    Humans are the standard basis for comparison in games that feature non-human races, almost as if said games were being made by humans for other humans. But there's still a distinct flavor to the human race depending on the setting. Case in point, the latest WildStar "interview" with one of the three lore characters from the cinematic trailer gives players a peek at a typical human, and he's a bit different than what you might have been expecting. While the other major characters identify a specific world as "home," humans are portrayed as being a bit more free-forming, having roamed out in space for so long that they're really not bound to a location. The entry also discusses some of the lore behind being an Explorer and some of the perils associated with intentionally venturing into the unknown (it involves lots of things that try to eat you, if you need the short version). If you've been enjoying the flavor of the world Carbine Studios is slowly building, you'll probably enjoy this latest look as well.

  • WildStar Wednesday tackles the sandbox vs. themepark debate

    by 
    Matt Daniel
    Matt Daniel
    11.03.2011

    Sandbox or themepark? It's a never-ending debate around these parts of the internet. Carbine Studios knows both sides of the argument all too well, and it shows. Which side of the argument does WildStar fall on, though? If today's WildStar Wednesday dev diary is to be believed, the game straddles the fence between the two. WildStar's Executive Producer Jeremy Gaffney points out that "developer-directed game play isn't always at odds with the player-directed experience" and notes that sometimes leaning too heavily in either direction can be detrimental to the overall gameplay. As such, the developers are attempting to hit the sweet spot between sandbox and themepark gameplay. If you're interested in finding out how they plan to do that, head on over to the dev diary at WildStar's official site.