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WildStar Is Bringing Individuality Back to the MMO

June 21, 2013 by Katy Goodman

WildStar promises to bring a witty personality back into the MMORPG genre for the long haul. Hands-on time at E3, as well as a chat with social systems designer Tiffany Chu.

wildstar

Paths are also a distinctive addition to character creation in WildStar. As of now, there are four paths offered in the game: explorer, solider, settler, and scientist. Each path helps to tailor to the player's style of game play and will eventually offer unique individual abilities.

"Paths are another layer of an attribute you pick for your character. You pick your race, your gender, your class, and then after that you pick your path," said Chu. "You're saying, 'I enjoy this type of content and I am this type of player and I would like to have content in the game that encourages me and rewards me for doing these things.'"

"So if your an explorer," she continued, "the game adapts to your style and encourages you to discover different parts of the land. If you're a soldier, you get more fighting missions and experimental weapons. You know… here is a rocket launcher, see what happens with it!"

Each path is designed to adhere to specific play styles. The scientist, for example, is what Chu called the "lore-hound." They have a customizable scan bot that can search the environment for background information. The settler, who Chu rightfully dubbed the “care bear,” can build and repair different items and create useful stat boosters such as buff stations that can be used by other players

This time around, I chose the path of soldier, as my style of play is heavily combat driven. Upon entering the world, I was accosted by a plethora of battle quests. Once I adjusted to the straight-forward controls, I began to search the small town for skulls that would later help me summon and defeat a spirit. For those who are directionally-impaired like me, there is a nifty compass that can guide you to your next goal, making it easy to explore even the most foreign of territories. 

In regard to the game's style, Chu explained, "We know that when you go realistic, it's very easy to look out-dated rather quickly; we want to go long-term. It also allows us to play up some of the humor. We don't really take ourselves that seriously. We are going for a certain vibe." And WildStar does give off a unique vibe. The art-style for the game is beautiful and vibrant, somewhat reminiscent of games like World of Warcraft. The starting area is coated with an intense autumn hue that stretches far into the background. Lively and vibrant colors cover the surrounding buildings, giving way to a playful environment that encompasses a mixture of fantasy and sci-fi, featuring Satyr-like creatures and ancient ritual altars alongside spaceships and laser guns.

After the unfortunate sacrifices of some War Pigs (which may serve as potential mounts later on) and some run-ins with adorable critters, I finally got to experience WildStar's combat system, and I was thoroughly impressed by it. The overall controls of the game are organic, and the addition of the sprint and double jump combo—though simplistic—are some of the best additions to an MMORPG that I have seen. While the double jump is amusing to use when exploring the world, it truly excels in combat.

During the mini-boss fight with the spirit, I was forced to plan attacks around potent AOE spells, which appeared in a glowing red color on the ground. At my level, this type of AOE attack had the potential to one-shot me.  However, with use of a well-timed double jump, I was able to clear the AOE, rush behind the boss, and land some critical hits. The double jump feature keeps fighting fresh and adds a level of strategy rarely felt in the MMO genre—I can't wait to experience it in PvP and end-game content.

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