WildStar Preview and Interview
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Donatelli described the look of WildStar as a (very big art style, very over-exaggerated) that was developed to encompass a large gaming world that not only kept the player interested, but looked like a world in need of heroes. This visual design allowed them to achieve things they would not have been able to with a more serious art style, and made sure they could capture both the danger and beauty in the worlds they were creating, as well as provide a way to deliver dramatic scenes. However, it was important that everything looked sleek, allowing the player to (kick back and get a chuckle every once in awhile while you're playing the game.) It has been mentioned before that Carbine wanted to create a style that appear to be aimed towards younger players, but appeals to all ages by finding the balance between fun and drama, and in my opinion so far they are heading down the right path.
To build an evocative setting, WildStar is based on a planet called Nexus; the former home to a long vanished but incredibly advanced race called the Eldan. Of course, as it has been abandoned by its former owners, the entire world has, as Donatelli put it, (gone to shit) with ancient experiments and advanced technologies gone awry, turning Nexus into a dangerous place (and whatever caused the Eldan to disappear is also (still out there), Donatelli mentioned.) That isn't stopping people from venturing there however, as the planet is ripe with unclaimed tech that could be put to good use, and those that survive it get the spoils. It's a good old fashioned .oldrush' with advanced technology, and the player is thrown into the middle of it all. While it will be possible to find clues about the history of Nexus as gamers progress through the main storyline, the answers will be found in the end game content, being referred to as the (Eldan Game.)
And a little something from the interview:
CP: Every time I've gone by your booth on the floor it has been filled with people wanting to have a look at the game, and you mentioned that you have been taking notes on the feedback you've received from those that have tried it. Have you had any feedback that has stood out so far?
MD: Well, I guess it's a personal observation really, but what I heard from someone who was watching [the public] play, it's the same kind of feeling I got when, and I think it's when it clicked, with us putting content in, and with me being a content designer there's that math involved like (how long is a player going to be in the zone?) and (how much time do you want them to spend there?) so there's those factors. We did this zone [the Northern Wilds] which is actually in our game, this is not some kind of special area [designed for Gamescom], it's from our 3 to 6 player experience, and I'm playing this, testing it, and I know it will be a 45 minute long experience.
But in the end I'm recalling it and looking down and it's been two hours, and I haven't finished all the content, and that's when you know it's right. You know, those games where you're playing '˜til three in the morning and then kick yourself in the ass because you've got to be at work in four hours! But it was so good that time flew by, because of the momentum system and being able to do as much as I wanted to get involved in.
In an MMO it doesn't usually work that way, it's very much (I have to kill ten monsters, oh this is going to take me forever.) [At the time of the interview] Only five people on the show floor have actually finished it, and there's so many people standing down there, and it's a 40 minute long demo. So I'll be watching as they get really close, and all of a sudden it'll switch off. They're all like (ARRGGH!) and they look around because they're angry, so [as feedback] it just speaks for itself!