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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 Stephan Frost calls it quits

    by 
    Justin Olivetti
    Justin Olivetti
    09.30.2014

    In a new WildStar Nexus Report livestream, Design Producer Stephan Frost stunned listeners by announcing that he would be leaving Carbine Studios. "It really pains me to say this, but this will be my last show and my last week at Carbine," he said on the show. "I'm off to a new adventure; I got an offer that I couldn't turn down and so I'm going to take it. This is super-hard for me. This is one of my proudest achievements. A lot of my heart and soul is in this game." Frost assured fans that it had nothing to do with the game and the community, and he promised that he would still be playing WildStar even after his departure.

  • WildStar's Stephan Frost on using the subscription model

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.07.2014

    Launching with a subscription fee in the current MMO market isn't a winning proposition; pretty much every newer title that has done so has moved over to free-to-play before long. A recent interview with WildStar's design producer Stephan Frost saw him liken the subscription fee to the extra fee for viewing cable stations such as HBO. People pay the extra money every month because the channel produces good content, and a subscription MMO has to do the same thing to justify that ticket price. Frost goes on to state that players should see new content in the game roughly every 28 days, with a vague mention that the team may do an expansion at some point but is mostly concerned with justifying the subscription price. It also ties into the CREDD system, which he states helps to cut down on gold-selling practices while also creating some parity between players with more real money and those with more real time. Time will see if the game justifies that subscription; you can try it out for yourself when the open beta goes live tomorrow.

  • WildStar devs need your help building an in-game weapon

    by 
    Jef Reahard
    Jef Reahard
    04.09.2014

    Carbine is partnering with PC Gamer to give players a chance to build one of WildStar's weapons. Actually, let me back up. You're not really building a weapon as much as you're voting for one of four pre-existing Carbine designs. The first is an Esper multitool, the second is some sort of toaster, the third one is a beer cannon, and the fourth one is a "mystical pointy uprooted tombstone with a handle," according to producer Stephan Frost. You can see all the choices in the video after the cut.

  • WildStar's Stephan Frost on creating content and keeping within deadlines

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.28.2014

    Developing an MMO is not an easy process. We know that intellectually, but most of us have not actually built a game ourselves, so we don't know exactly how or why it's not difficult. Design producer Stephan Frost recently penned an article taking a look at the process of design in WildStar, highlighting both common elements to MMO production and some of the ways that Carbine Studios does things a little bit differently. Frost explains that the key to producing an MMO is understanding that it's really more like producing several different games layered on top of one another. He goes on to explain how all content is designed according to a master roadmap, allowing space for individual designers to put their distinct touches on things while still working within an overall vision. If this sort of thing interests you, by all means, take a look at the full article for a deeper look at how these games come to life.

  • Learn more about WildStar's Engineer with this livestream replay

    by 
    Mike Foster
    Mike Foster
    12.16.2013

    Carbine Studios recently hosted an hour-long WildStar livestream dedicated to showing off the newly unveiled Engineer class. In the stream, developers Hugh Shelton and Stephan Frost answered a variety of questions about how the Engineer works both in and out of battle. The pair revealed that summoned bots will last until destroyed, that taunts from bots will affect players as well as NPCs, and that Engineers will have loose control over how bots move and react to targets. The full stream also includes a look at some PvP and dungeon content from the Engineer's perspective with commentary from the devs. Check it out after the break.

  • Watch live WildStar gameplay in pilot of new livestream series

    by 
    MJ Guthrie
    MJ Guthrie
    10.28.2013

    In this day and age, seeing is still believing, so the more game footage we can see, the better! And WildStar delivered just that, displaying live gameplay in a stealthy livestream yesterday. Without any advanced notice or advertisement, Carbine Studios aired the pilot episode of a new livestream series aimed at showing off the upcoming game. In this premiere, Game Design Producer Stephan Frost and Senior Community Manager David Bass took turns playing through some content, including demonstrating the combat system and environmental hazards, all while answering viewer questions in chat. Although there are no big reveals in this particular episode, the hosts hinted that those could be incoming as the livestreams continue. If you want to catch all the WildStar action and get plenty of gameplay hints, watch the full episode embedded below. [Thanks to Paul for the tip!]

  • PAX Prime 2013: WildStar dungeon preview

    by 
    Justin Olivetti
    Justin Olivetti
    08.31.2013

    WildStar's dungeons won't be for everyone. They're a bit tougher, a bit wilder, and a bit longer than the standard MMO crop today. If you're looking for a breezy PvE experience, you might not even want to consider running one. However, Carbine hopes that you'll look past the increased difficulty and run-time to be intrigued by some of the most unique encounters and locales in the game. This was the word from WildStar Design Producer Stephan Frost at PAX Prime. Frost ran us quickly through a pair of dungeons -- The Ruins of Kel Voreth and Stormtalon's Lair -- to give us the lay of the land and an idea of what we'll be in for when we timidly step over these thresholds. These dungeons might not be everyone's cup of tea, but those who appreciate a challenge will find it and the rewards to match.

  • Has Blizzard left an opening for the next generation of WoW killers?

    by 
    Elizabeth Harper
    Elizabeth Harper
    06.07.2013

    As Blizzard has faltered with its recent loss of WoW subscribers and the reset of its yet to be announced next MMO, other developers, hungry to make inroads in the MMO market, have looked on this as an opportunity. So, after countless games have tried to claim the title, are we really about to see a WoW killer come to market? Stephan Frost, Game Design Producer at NCsoft's Carbine Studios, thinks that it gives his game Wildstar a better chance to succeed. "We're coming out at a time when WoW is losing subscribers and we can fill the void for people who want an MMO that's deep, hardcore but also accessible to people." In the meanwhile, Take-Two Interactive has taken the opposing angle, saying that no one -- not even Blizzard -- can succeed because the North American market is a poor one for MMOs. Analysts agree that Blizzard's delay can only be an opportunity for others, though with WoW's current patch frenzy, it's clear that Blizzard isn't planning on relinquishing its title as top MMO any time soon. So is scifi MMO Wildstar going to be the next big thing? Or will Take-Two's Asian-market MMOs be a smashing success? Only time will tell.

  • WildStar will pull in the ex-WoW crowd, says dev

    by 
    Justin Olivetti
    Justin Olivetti
    06.07.2013

    Finding the sweet spot in an MMO that applies to both casual and hardcore players might be the holy grail of the industry, but Carbine is convinced that it can deliver with WildStar -- and do so in a way that World of Warcraft no longer can. Game Design Producer Stephan Frost was bold in his statements to MCV, saying that WildStar will be a true success story. "We're making something that's different," he said. "We're coming out at a time when WoW is losing subscribers, and we can fill the void for people who want an MMO that's deep, hardcore but also accessible to people. We've found through betas and trade shows that MMO players understand our game. They can see the improvements we've made and notice that this game is something pretty cool."