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  • 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.

  • The Daily Grind: Do you like mobs telegraphing their moves?

    by 
    Justin Olivetti
    Justin Olivetti
    09.19.2012

    WildStar brought up an interesting topic last week with the revelation that the MMO would feature mobs telegraphing their moves so as to allow players the chance to dodge out of the way or otherwise react. This isn't a new concept, of course; both The Secret World and Guild Wars 2 feature both special attack warnings and the ability to dodge. So it makes me wonder if this is a growing trend in MMO combat. For so long, we've mostly stood in place when fighting an enemy without the need to move around or be aware of mobs telegraphing their most powerful attacks. For some, this shift to a more mobile and reactive combat experience might be a breath of fresh air, but for others, I can see it as being more annoying than engaging. What say you? Is this the type of combat you'd like to see a lot more often? Do these telegraphed moves give you an additional advantage in a fight or prove to be a liability? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • WildStar Wednesday shows off the telegraphs of combat

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.12.2012

    It makes sense that in the space western atmosphere of WildStar you'll have to worry about telegraphs. But these aren't the sort of telegraphs that communicate a message over long distances. No, these are combat telegraphs, the red areas that show up on the battlefield to let you know that something is about to happen. In this week's WildStar Wednesday, executive producer Jeremy Gaffney narrates a video showing off the telegraphs in the wild. While the telegraph system is universal in notifying players that something is about to happen, every warning requires a different response. Some are attacks that can be dodged by a quick sidestep, some require fast movement, and some require unorthodox movement by jumping behind the monster. Gaffney also shows off how environmental triggers can be used against enemies by luring them into one another's attacks or into unsafe areas, creating a dynamic combat environment. Take a look at the full video just past the break to see just how the telegraph system gets the message across to players in the game.

  • PAX Prime 2012: WildStar presentation and Q&A

    by 
    Matt Daniel
    Matt Daniel
    09.01.2012

    Carbine Studios' premiere foray into the MMO field, the deliciously sci-fi WildStar, has been high on my to-watch list since PAX Prime 2011 when I got my first look at the game (over Rubi's shoulder, admittedly). So I was delighted to have the opportunity to sit down with a few members of WildStar's development team for a short presentation and Q&A session at this year's PAX Prime. The developers, led by Lead Narrative Designer Chad Moore, set the tone of the presentation by leading off with the recently released housing preview video (which you should go watch if you haven't already), followed by a short explanation of the game's backstory. For the uninitiated: The game takes place on the planet Nexus. Nexus was once inhabited by a race of hyper-technological beings known as the Eldan before they mysteriously disappeared, causing the location of the planet to be lost to the annals of time. Until now, that is. Now everyone wants a piece of that sweet, technologically advanced pie, and players arrive from all over the universe to explore this mysterious planet and the secrets within. Admit it: You wanna know what those secrets are, right?%Gallery-130867%

  • WildStar Wednesday details crafting and economy

    by 
    Matt Daniel
    Matt Daniel
    08.22.2012

    Here we are at yet another hump day, but there's no need to moan and groan. Carbine Studios is here to relieve the midweek slump with a new WildStar Wednesday, this time focusing on the upcoming sci-fi title's economic and crafting systems. If you're the type of player who would rather be a trade magnate than a fierce warrior, then this WildStar Wednesday is for you. According to the devs, player crafting "will play an integral role" in WildStar because of the game's item modification system, and they stress that "modifying your gear [is] about choice and customization, rather than following a blueprint for the 'best' choices." The developers also reveal that dye and costume systems will be in the game, allowing players to perfect their outfits so they can explore the universe in style without sacrificing function. For the full interview, which includes a few more juicy tidbits on the costume and crafting systems, head on over to WildStar Central and check it out.

  • 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.

  • The Road to Mordor: Six smashing ideas for LotRO's player housing

    by 
    Justin Olivetti
    Justin Olivetti
    08.04.2012

    Some days I wonder whether Turbine truly regrets creating housing for Lord of the Rings Online. It's one of those game systems that you really can't do halfway; it's all or nothing, and once you begin, players are going to want more and better things for it. Except for the admittedly steady stream of housing items that enter the game and the occasional promise that a housing revamp (or whatever you call it) is on the team's radar, housing in the game has more or less been the same since it first came into being. It's not a system that all players use possibly because there isn't much use to it, which makes for a strange catch-22, and Turbine has to be constantly evaluating how to spend its limited resources to impact the greatest number of people. Still, a Hobbit can dream, can't he? After hearing the wonderful news this week that WildStar will ship with a robust housing system, I couldn't help but think back on LotRO's current setup. Ideas formed in my head, ideas to make housing in Middle-earth not only relevant but downright engaging. What could get us to go "home" a little more often? Just hear me out.

  • The Perfect Ten: Goosebump trailers

    by 
    Justin Olivetti
    Justin Olivetti
    08.02.2012

    I love trailers. Man, I love trailers. I'm almost embarrassed to admit it, but sometimes I'll spend a shameful hour just flipping through all of my favorite movie and game trailers. When the editing is tight and the music spot-on, my spine becomes infused with epicness and I feel a heady buzz that comes from seeing so much awesome crammed into such a short clip. Just as in the movie industry, MMO studios are hit or miss with their trailers. There have been so many generic, forgettable videos that I pad the lining of my imaginary dog's crate with them. They're very absorbent and release the fresh scent of pine. But once in a while, there comes along a trailer that acts like the Dark Crystal, sucking my soul right into it before shaking it around and then releasing it. Trailers like that give me goosebumps, and here are 10 of them, all in a row.

  • WildStar shows off its housing system

    by 
    Justin Olivetti
    Justin Olivetti
    08.02.2012

    Carbine Studios' WildStar has yet to leave the starting gate, but already this filly looks to have legs. The studio announced that not only will the sci-fi fantasy title have a housing system, but it will be a major component of a player's experience in the game. According to Carbine, WildStar's housing is "more than a house and a plot of land, it is a destination within the game that they can make their own and use to their advantage." Housing will be available for all classes and paths. We have both a video and a FAQ concerning this exciting system after the jump! [Source: NCsoft press release]

  • WildStar's holidays on display

    by 
    Justin Olivetti
    Justin Olivetti
    07.05.2012

    With real-world summer festivities like Canada Day and the 4th of July fresh on the minds of many gamers, it seems like the right time for the folks at Carbine Studios to talk about WildStar's celebrations. CM David Bass lays out two such holidays for our perusal: Starfall and Foundation Day. Starfall is an Exile holiday that remembers the day that the wandering fleet crossed the galaxy to discover the Eldan planet. For the Exiles, Starfall marks the end of their journey and the beginning of a new home. It's a weeklong celebration that includes plenty of games, including Kiss the Matria (chances are that's a lot less sexy than it sounds). The festival is capped by an enormous fireworks display put on by the Alchemist's Guild. Foundation Day, on the other hand, remembers both the foundation of the Dominion Empire and the establishment of Nexus as its new homeworld. Contrasted with the rough-and-tumble celebration of Starfall, Foundation Day is far more regal and official. After all, speeches are way better than kissing Matrias, right? Both Starfall and Foundation Day come around about the same time each year, and depending on a player's allegiance, she might find herself engaging in a different celebration than her friends.

  • 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's Senior Community Manager focuses on fun

    by 
    Larry Everett
    Larry Everett
    06.26.2012

    Hot on the heels of yesterday's interview with WildStar's Jeremy Gaffney, we sat down with another Carbine Studios rep: David Bass, the game's new Senior Community Manager. We stopped David from running around the studio like a madman for 15 minutes, forcing him to let us in on the secrets of why WildStar and Carbine Studios are worth watching. Granted, he couldn't tell us everything -- there has to be a bit of mystery, right? But David did reveal his in-depth plans for the WildStar community and what will set this community apart from any other MMO community you've seen.

  • Massively Exclusive: An interview with WildStar's Jeremy Gaffney

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.25.2012

    Big releases from the WildStar development team at Carbine Studios seem to be few and far between, which is why the recent footage from early testing was such a breath of fresh air. Aside from showing off some of the game's role-based content for Settlers and Scientists, it also displayed new environments, new combat elements, and the unique graphical flair that attracted fans even before anything had been said about gameplay. We gamers are a curious bunch, though, and seeing a bunch of cool new stuff doesn't stop us from asking questions. Executive producer and design director Jeremy Gaffney recently hosted an AMA session on Reddit, but he was also kind enough to answer a few more questions from us here at Massively about combat flow, racial differentiation, and the usual character roles in MMOs. Take a look past the break at what the game will offer players when it finally goes live... which most WildStar fans agree can't be soon enough.

  • The Perfect Ten: MMO Jukebox

    by 
    Justin Olivetti
    Justin Olivetti
    06.21.2012

    Earlier this year, I got to expose my musically nerdy side to you all in a one-two shot of MMO theme song countdowns. The truth is that I'm just a huge sucker for video game music, and as such, I've collected a wide range of MMO scores to bolster my MP3 player. I know that we players tend to be pretty vocal about turning off MMO music at some point, usually due to extreme repetition. Unfortunately, that seems to leave a bad association with this music in our minds, and I don't feel that reputation is deserved. MMO scores can be just as good -- if not better -- than their counterparts in film or other video games. So I've decided that every so often I'm going to devote a full Perfect Ten to sharing my favorite MMO music. I'm always open to suggestions, of course, so if you know of a track that you feel really should be in the next list, send me an email or leave it in the comments!

  • WildStar aims to be 'anything but WoW'

    by 
    Justin Olivetti
    Justin Olivetti
    06.15.2012

    Carbine Studios Executive Producer Jeremy Gaffney took the microphone at a recent Reddit AMA (ask me anything), where he addressed several burning questions that the community had about WildStar. Right off the bat, he was asked what sets this MMO apart from the pack. Gaffney had a laundry list in reply, saying that the largely ex-Blizzard team's motto is, "We just crunched for six years, we want to do anything but WoW." Layered content is a big buzz-phrase for WildStar, and Gaffney attempted to provide an example of the game's flexibility. "You're on a mission to kill alien jungle cats. You see one that's irradiated and start scanning it. Or it's too tough, so you scare some prey away from you into the cats, and they start attacking the prey, and then you jump in when everyone is weakened. They're tough, so you see a huntress and drag them to her to get her cheering on for rep -- you see a second huntress and now you're bouncing between them for double rep rewards." Other AMA topics included polish, microupdates, competing with World of Warcraft, bunny ears, the future of the MMO industry, and a hint at an unannounced race.

  • 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 welcomes us to Gallow, teases big reveal

    by 
    Justin Olivetti
    Justin Olivetti
    06.08.2012

    Carbine hosted a light WildStar Wednesday this week due to traveling to E3, and as such we've been given a slew of pictures to tide us over. The five screenshots are of Gallow, one of the towns in WildStar that is located in Algoroc. Gallow appears to be a frontier town with a handful of structures, including a rickety water tower. It sits nestled in a mountainous region marked by pine trees, lush grass, and jutting red buttes. If you feel a little robbed by this week's reveal, Carbine promises that next Wednesday will present a doozy: "Behind the scenes, the community team is working on a pretty major project that we'll unveil at next week's WildStar Wednesday, so stay tuned for an in-depth first look at something we've never shared about WildStar!"

  • Leaderboard: News dump vs. paced information

    by 
    Justin Olivetti
    Justin Olivetti
    06.04.2012

    This week's E3 is on all our minds, and I know that I can't wait to hear what big reveals or juicy tidbits developers have to drop on us. Conventions, expos, and trade shows are great platforms to back up a dump truck full of information to the microphones in an attempt to grab the spotlight and deny it to others. But that makes me think of how there's really two methods that studios use for delivering information about their games' futures. The first is to store it all up for a single mass press explosion that floods players and the media with loads of new information. While that can be fun and get the headlines, it also means that there tends to be a lot of silence and waiting between said infodumps. The other method is to spread out the love with regular but smaller updates. Some MMOs, like SWTOR and WildStar, even go so far as to schedule a weekly info day so that fans know when to expect something new. It may not always seem as impressive when paced like that, but some players really do appreciate knowing that there is news coming at regular intervals rather than having to wait. So what do you say? Vote with your mouse and then sound off in the comments: Is it better to have big news dumps or to pace that information out?

  • 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.