jeremy-gaffney

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  • Art director Matt Mocarski leaves WildStar

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.14.2014

    We'd heard about recent departures, but this one is new. Former art director Matt Mocarski has apparently left Carbine Studios to work at Amazon Game Studios; no specific date for the departure has been given beyond the fact that he has already started his new job. WildStar has already seen two high-profile names leave the game post-launch, president Jeremy Gaffney and design producer Stephan Frost. We wish Mocarski the best of luck in his new workspace. [Thanks to JesLyck for the tip!]

  • Carbine's Donatelli and Moore on WildStar's population and philosophy

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.14.2014

    Two weeks ago, Carbine Studios offered us the opportunity to interview product director Mike Donatelli and creative director Chad Moore regarding the state of WildStar and what future updates would bring to the game. We have their thorough answers in their entirety for you today; Carbine assures us that there was no animosity or conspiracy in the delay, and we thank the studio for that. So let's get to it: Read on as the duo discuss WildStar's current population, business model, development strategy, and plans for the near future.

  • WildStar's Jeremy Gaffney steps down as president of Carbine Studios

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.27.2014

    Jeremy Gaffney, President of Carbine Studios, has announced via the WildStar forums that he will be stepping down from his current role as president of the studio. He's staying on in a consulting and advisory role, but he'll no longer be steering the operation. Why the change? According to Gaffney's post, part of it is a result of both losing several family members to cancer last year and having to receive treatment for skin cancer himself. He's recovering without incident, but he put off the treatment for nine months to keep working through launch. Meanwhile, he also wants to allow the studio's creative team to keep working on improving the game rather than simply listening to his creative vision, something which is more easily accomplished if he steps away from an active role. Gaffney concludes his letter by thanking the fans as well as the studio for making a game that he's proud to have been a part of. [Thanks to Pete for the tip!]

  • WildStar bans thousands of botters

    by 
    Justin Olivetti
    Justin Olivetti
    07.02.2014

    Carbine Executive Producer Jeremy Gaffney informed the WildStar community last night that the team is waging a serious fight against botters, having suspended 7,300 accounts in the last few days. "Obviously 7,300 is a tiny fraction of the overall player base, but it's a noticeable chunk of the current bots," Gaffney wrote. He pointed out that over half of those accounts were regular players who had their accounts hijacked and urged players to use two-factor authentication as a preventative measure. To aid in the war against bots, the team will be improving the reporting process and tuning its automated bot detection. Gaffney said that the studio will be unrelenting in its prosecution of such accounts: "We're attacking this with a full-spectrum approach as a placeholder until we get to the better tools that should help in the short-medium term. We acknowledge it sucks when you see obvious cheaters, and we're working to eliminate it."

  • E3 2014: WildStar's Jeremy Gaffney introduces The Strain

    by 
    MJ Guthrie
    MJ Guthrie
    06.18.2014

    Although WildStar launched a mere week before E3 2014, that didn't mean the team didn't have exciting new things to talk about! In fact, Carbine President Jeremy Gaffney revealed the new content coming up at the end of the month. Fans, prepare yourself for the Strain! If you think the moniker implies some hideous malady that results in freakish mutations, you're right on the money. From ferocious multi-fanged rowsdowers and giant gastrointestinal pustules to an emote that makes a purple alien mouth erupt from your chest, this new content created by the "intelligent virus" shows a whole new side of the planet Nexus. And I got a sneak peek of the new land, new dungeons, strain-infected gear, and other mutated goodies that await players in the Strain Ultradrop. As a bonus, we've even got the official trailer for you.

  • WildStar launches with new trailer, patch, and free realm transfers

    by 
    Justin Olivetti
    Justin Olivetti
    06.03.2014

    It's the official launch day for WildStar, and Carbine's got a lot for you to digest this morning! We'll start off by pointing you to Executive Producer Jeremy Gaffney's speech to the community. "If we're going to play with the big boys, we have to earn the right to be one of the few MMOs that can not just draw gamers in, but can earn those gamers' loyalty over time," Gaffney vowed. There's a new patch for launch day that includes more optimization and the ability to roll both factions on a PvP server. Carbine's also allowing players to transfer to and from certain realms for free in order to alleviate population issues. Finally, the team posted a new launch trailer, which we've got for you after the jump!

  • WildStar's Gaffney: 'Achievement is the love of watching bars grow, that's our industry'

    by 
    Jef Reahard
    Jef Reahard
    06.02.2014

    Carbine executive producer Jeremy Gaffney is interviewed over at Gamasutra, and he has plenty of interesting things to say regarding the MMO industry and WildStar's place in it. Particularly illuminating is Gaffney's philosophy regarding progression and the journey versus the destination. If there is a fun thing to do that is inefficient and a horribly boring thing like smacking yourself in the face with a shovel next to it that gives more XP, players will do more XP. They'll try the fun thing once or twice but then go, 'No, I can't help it. I need to hit level 50. I want my end goal more than I want my journey.' So it's very easy to have the journey trivialized. Achievement is the love of watching bars grow -- that's our industry. I don't think there's a more fundamental human need that gets tapped into by these games than watching your bars advance, and that feeling of progression -- of being able to say, 'I am tougher than I was before.'

  • Compensation planned for WildStar's name reservation failures

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.14.2014

    WildStar players attempting to reserve their name yesterday ran into a bit of a problem -- namely, the fact that it didn't work. Maintenance took place, the page went up and down, and a lot of people trying to reserve important names ahead of time found themselves unable to do so. Needless to say, this kind of defeated the entire purpose of allowing people to reserve names ahead of time to ensure that they're available on launch. A recent forum post by Jeremy Gaffney apologizes for the issues and promises that compensation is planned for players affected by the issue: We'll compensate to the best of our ability in a fair fashion for folks who missed out on a name (or really folks affected in general) in as rational a fashion as tech and fairness allows. The details will need to be fleshed out before we communicate so we don't make a misstep on that; there are lots of moving parts. He went on to state that this was not a planned stress test as well as discussed the reasons behind gaps in communication. If you think your name got through but want to double-check, you can do so via the method outlined in this forum post.

  • WildStar's Jeremy Gaffney praises ESO's marketing

    by 
    Shawn Schuster
    Shawn Schuster
    05.14.2014

    In a recent thread on Reddit's Elder Scrolls Online subreddit, a user by the name of Nuclayer posted that he was curious about the approach ZeniMax and Bethesda are taking for the paid promotion of the newly launched fantasy MMO. "Maybe I just missed all the stuff about it," the user says, "but from my personal perspective [it] feels like they really didn't put that much into letting us know about this game." Because WildStar was mentioned in the post as a game that's doing marketing right, Carbine's Jeremy Gaffney jumped into the thread to offer his own opinion. "Elder Scrolls is redonculously huge as a franchise," the WildStar Exec Producer offers. "Skyrim sold, what, 16 million copies? So everyone knows about it in advance - check out the Facebook, TESO has literally 10x the likes. So Zen can be much more broad in their marketing." Gaffney goes on to explain quite candidly the marketing strategy for WildStar and how his studio is probably spending way less than ZeniMax did on ESO. He makes sure to give plenty of kudos to ZeniMax for what it's done so far with ESO. Check out the whole thread for more from the fans of both games. Spoiler alert: It's actually a friendly Reddit thread.

  • The Nexus Telegraph: In which no WildStar injuries happened

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.21.2014

    My performance on the dance floor during PAX East 2013's WildStar party is the stuff of dark legends (in my mind, anyway), but it was not replicated this year. Indeed, when I tried to get into this year's WildStar community party, the entranceway was inaccessible due to the sheer mass of people. As I naturally handle crowds about as well as a Mechari handles knock-knock jokes, I opted to turn around and go back to my hotel room. There was a Ghostbusters marathon on, so it was still kind of awesome. This did not, however, mean that the convention was devoid of interesting stories; it just was devoid of stories in which I sustained injuries greatly impacting my normal hiking routes. So let's talk about what things really stuck out in my mind through the whole con. For my money, that comes down to the focus on the endgame and a really stupid statement. Where to start?

  • PAX East 2014: Pre-launch words with WildStar's Jeremy Gaffney

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.14.2014

    WildStar is being released in about a month and a half. It feels as if it's been forever since the game first revealed its announcement trailer. Now we've finally got a release date in sight, and the last few features for the game are being revealed to the public. It's one of the last chances that we'll have to talk about the game before it releases. On the last day of this year's PAX East, I had a chance to sit down with executive producer Jeremy Gaffney to chat a little bit more about the game before it launches. While the game has gone gold and the discs are being manufactured, the team is still refining and improving the game and plans to do so up until the day of launch. That meant talking about the endgame, the development process, and the changes that have been made already in the most recent stages of beta.

  • Working As Intended: Endgame is the worst thing that ever happened to MMOs

    by 
    Bree Royce
    Bree Royce
    03.14.2014

    Endgame is the worst thing that ever happened to MMOs. I tweeted this last year, and it won't stop rattling around in my head. Every time a developer dodges concerns and leaps to his version of the "elder game," every time a reader claims a reviewer who doesn't get to endgame is irrelevant, and every time someone justifies a weak game mechanic because it doesn't matter at max level anyway, it rattles around some more. Endgame is the worst thing that ever happened to MMOs. Having an endgame, thinking you need one, and designing your game around it -- this is the core problem of the MMO genre. No matter how hard you spin it, when you create a game with an endgame, you create a game with an end... and not much else.

  • WildStar's Gaffney on why the game isn't free-to-play

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.23.2013

    It's not enough any longer to simply say that your game is launching with a subscription when one considers that the past several years have seen free-to-play rise like a rocket approaching escape velocity. WildStar's Jeremy Gaffney recently took the opportunity to explain a little more about why the upcoming game decided to go with a subscription-based model (with added wrinkles) by explaining that he doesn't see free-to-play as a "magic bullet" for all games. Gaffney explains that from the developer's standpoint, having a free-to-play model involves having a small number of players paying for most of the population, which makes the experience far more variable and unsteady. He also notes that free players have a very different experience from those who play, one that often removes the incentive to pay money in the first place. The game's stated business model requires a monthly subscription, which can be paid for via in-game money on an open marketplace.

  • WildStar business model reveal coming 'in the next month or so'

    by 
    Jef Reahard
    Jef Reahard
    07.14.2013

    WildStar's business model is still a mystery, and even though executive producer Jeremy Gaffney recently hosted a Develop panel on game monetization, he didn't provide any details relating to Carbine's upcoming sci-fi title. Develop interviewed Gaffney following the event, and while he avoided specifics, he did say that Carbine is gearing up for a "big reveal here in the next month or so about what we're doing that's really compelling." "We're trying to find our own sweet spot in this market where people aren't feeling like they're getting screwed over," Gaffney continued. You can watch the interview clip after the cut.

  • E3 2013: WildStar press briefing and Q&A with Jeremy Gaffney

    by 
    Andrew Ross
    Andrew Ross
    06.13.2013

    When I was told I'd get to attend a media briefing with Jeremy Gaffney, I ran to my closet and busted out my old "STFU University" shirt! Good old South Tenkarrdum Foundry University! For those who don't know (or have forgotten), Gaffney was a founder of Turbine and worked on both Asheron's Call and Asheron's Call 2, my first two MMOs. Oh, and there's that WildStar game he was talking about. That sounds pretty cool too. Sadly, about a week before E3, I was told that Carbine wouldn't be making any big announcement at the con. This would be a catch-up conference, and from what I saw, it was mainly aimed at Korean gamers who might not already be familar in the game. I love E3 because of its international setting, and truthfully, even from "old" news you can usually find some new information if you're careful... or a selfish reporter can snag the question-asking mic two times in one briefing. Don't worry; the second time was in a big batch of "raise your hand if you have a question" end-of-the-Q&A type deals. I'm not that selfish.

  • Massively surveys WildStar's Scientist and Settler paths, the Esper class, and the crazy things Jeremy Gaffney says

    by 
    Bree Royce
    Bree Royce
    05.22.2013

    So who wants to hear some cool stuff about WildStar? Thought so! Massively's Gavin Townsley recently attended a WildStar media event in San Francisco, at which he was treated to a hands-on look at the upcoming sci-fantasy MMORPG's Scientist path and Esper class. He also chatted with Carbine Studios executive producer Jeremy Gaffney, who pulls a Gaffney (I'm coining that) and can't resist leaking a bit of new info about tradeskills while filling Gavin in on how endgame will work, why we should play the Settler path, and whether talent trees are passé. If you think making 10 pairs of cotton space pants sounds boring, then yeah -- you're going to like what he's got to say. Enjoy all three articles plus the brand-new path videos we've embedded past the cut! Hands-on with WildStar's Scientist path and Esper class There is something exciting about taking your first steps into the mysteries of a new planet. I was anxious to mingle with the locals, analyze artifacts, and even pick a few plants -- that is, until I saw a flower burst from the ground as a giant vine-like beast. WildStar's Jeremy Gaffney on the Settler path WildStar's Settlers don't just build bonfires for sappy Explorers to sing around; these titans of construction will save you time in dungeons, establish bigger outposts, and open up new realms of quests for everyone. WildStar's Jeremy Gaffney on progression, tradeskills, and endgame Jeremy Gaffney divulges the beautiful details on essential parts of the game: character progression, tradeskills that don't suck, and life in the elder game.

  • Hands-on with WildStar's Scientist path and Esper class

    by 
    Gavin Townsley
    Gavin Townsley
    05.22.2013

    There is something exciting about taking your first steps into the mysteries of a new planet. I was anxious to mingle with the locals, analyze artifacts, and even pick a few plants -- that is, until I saw a flower burst from the ground as a giant vine-like beast. As it chewed up the slinky Aurin next to me, I decided to leave the flowers for the next Scientist. So began my hands-on experience with WildStar, the exciting and often comical new MMO from NCsoft and Carbine Studios. The half-day event gave me time to play the Esper class, build some structures on the Settler path, and hurtle myself through the air in the name of science. There is so much to talk about! Except plants. 'Cause allergies. *ahem*

  • WildStar's Jeremy Gaffney on the Settler path

    by 
    Gavin Townsley
    Gavin Townsley
    05.22.2013

    In a world full of potential and chaos, WildStar's factions will succeed on the planet Nexus on the backs of the Settlers. The Settlers don't just build bonfires for sappy Explorers to sing around; these titans of construction will save you time in dungeons, establish bigger outposts, and open up new realms of quests for everyone. At a recent media event, Carbine Studios executive producer Jeremy Gaffney was only too happy to explain how the Settler path opens up the world, intersects with housing, and even plays a part in PvP.

  • WildStar's Jeremy Gaffney on progression, tradeskills, and endgame

    by 
    Gavin Townsley
    Gavin Townsley
    05.22.2013

    In the first part of our interview with Carbine Studios executive producer Jeremy Gaffney, we discussed everything we could about the Settler path. In this followup interview, he divulges the beautiful details on essential parts of the game: progression, tradeskills, and the elder game. WildStar has been setting a fun tone with each new video that's released. As it turns out, that same philosophy extends to nearly every corner of the game.

  • Unicorn poop, beer cans, and housing dungeons: WildStar's Jeremy Gaffney preps us for closed beta 2

    by 
    Justin Olivetti
    Justin Olivetti
    05.15.2013

    "This is going to be the best game most of us have built in our lives," Carbine Studios Executive Producer Jeremy Gaffney said bluntly. The game in question, of course, is WildStar, and it represents Gaffney's 10th or so trip through the beta development chute on the way to release. There's an undeniable note of pride and calm confidence in his voice as he talks about the baby that's growing inside Carbine's womb right now, and he was definitely not shy in opening up about all of the decisions and work the team's made as WildStar heads into its second trimester... er, closed beta test. Before that, however, Gaffney provided a recap of the first closed beta test. He said that it was pretty limited, with only 2,000 players testing out the lowbie Exile zones. The team moved some of the elder game content down in level so that people could test it out, and developers spent some time doing impromptu Q&A sessions with players in the field. As a result, Carbine is ready to shift over to the Dominion side and greatly expand the beta in size and content. Read on for the full scoop on what the next step will entail.