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  • 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.

  • PAX 2011: WildStar panel discusses playing with paths the Bartle way

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.27.2011

    Before Gamescom, WildStar was nothing more than a title without a hint of what the game would actually promise. But now that the game is being shown off, the combination of a unique aesthetic with a promise of uniquely focal gameplay has gotten a lot of people interested. The visuals, of course, have already been well-displayed by the trailers and preview shots, so this year's panel at PAX 2011 focused instead on the other half of the equation: the paths. The panel began with a brief viewing of the game's cinematic trailer to kick things off, followed by an explanation of the game's core design philosophy. As the team from Carbine Studios (Jeremy Gaffney, Eric DeMilt, and Mike Donatelli) put it, most games are built with a basic set of design assumptions that push players in a fixed direction determined by the designers. WildStar was built from the ground up to let players enjoy the game when they want to, with whomever they want, and most importantly however they want. The paths are the key to that system -- multiple overlaid playstyles that ensure you have your own play experience no matter what class or race you pick.

  • Ask Massively: You're missing the best part of the appearance tab news edition

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.25.2011

    I've made no secret of the fact that I've long since fallen out of love with World of Warcraft, but I think people are missing the best element of the whole addition of an appearance tab. Sure, it's something that players have been asking to get for years on end without receiving a response, but the best part is that its addition essentially invalidates every single answer we've received to date about why it can't be done. That amuses me to no end. This week's Ask Massively has nothing to do with that news, however; instead, it covers the excitement of upcoming games, the lack of upcoming games, and the relevance of functions within games. I'd promise a zebra as well, but he had places to go. As always, you can leave your questions for a future installment in the comment field or mail them along to ask@massively.com, whichever you prefer.

  • Gamescom wrapups for WildStar tease a few more nuggets of information

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.22.2011

    It remains to be seen what's going to come of it in the future, but WildStar certainly made an impressive showing during its debut at Gamescom 2011. Of course, outside of a trailer and some very early gameplay, potential players still know very little about the meat of how the game plays. But there are nuggets to be found in the wrap-up posts, a few interesting answers that should pique further interest in the upcoming title. The fact that the game will include PvP is almost a no-brainer, but the endgame has been stated to be diverse for all players. If you don't enjoy raiding, the game will still have a world story for players to explore and get engaged by. The world will feature both open areas and instances, as well, with a definite spread of different ways to ensure that players can experience the game with their friends. Last but not least, classes will be versatile and armor will be heavily customizable -- the game is being shaped to be something where each player can make his or her mark and have a unique look. If the game interests you, our own staffers will be getting a hands-on experience with WildStar on Friday.