In this day and age, seeing is still believing, so the more game footage we can

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.
More coverage: Official site

The Nexus Telegraph: Why WildStar’s housing matters

Building a house means asking you to invest in the game over the longer term. It means that the developers are encouraging you to take the time to show off your accomplishments, display what you have to offer, and really make a point of putting down roots. You can argue that in some cases this investment is lessened for whatever reason — in WildStar, you don’t get the storefronts of Star Wars Galaxies, for example — but you’re still taking a piece of the virtual space and claiming it for your own.
We all do it, in small doses. Writing your name on something makes it yours. It’s another step of character creation, something that’s important even for people who don’t roleplay. Even if you aren’t interested in portraying your character, you don’t want the name “HUMAN_WARRIOR_80725” with no distinguishing features.
Housing gives you a space to write whatever you want on a section of the virtual world. You can argue that it has only a minor effect on the game world as a whole, but it’s still a part of the world that is distinctly yours. No one else gets to walk into your space if you don’t want guests. It’s a segment of investment you don’t get without housing, and for some people that investment matters a whole lot in the long term.
Maybe that completely doesn’t matter to you, and that’s all right. Not every part of a game is going to appeal equally to all players. I can totally understand people who look at housing and don’t see the benefit to it, but it’s important to understand that for the people who do enjoy it, there’s no real substitute.
I would not and will not argue that games without housing are somehow inferior to games that have it. The prospect of housing isn’t what originally attracted me to WildStar, and I would still have my eye on the game even if it got cut. But it does make me a lot more interested in the game because I like being able to carve out my own little segment and mark it as my own. Even if it’s not your cup of tea, it adds more depth to the game as a whole, and you should be glad that the game will be coming out a little more well-rounded in the long run.
Read more : massively

Wildstar:Troy Hewitt announces departure from Carbine

While I’ve been in the community building business (more years than I care to admit), I’ve had the opportunity to work with some of the most innovative, creative, and talented people in the industry.
And while I’ve loved my prior jobs, and their resulting communities, I have to admit that what we’ve been able to build around WildStar is nothing short of incredible. Over the last five years, I’ve had one underlying philosophy that has defined everything we’ve done on the community front: Promote authenticity.
To me, that means honest dialogue without a spin. It means admitting when we’ve done something wrong, and clearly communicating what we are doing to address the issue. It’s meant engaging in forthright communications with the people that make up the WildStar community to identify the things that matter, and find ways for our team to discuss, understand, and adopt them without getting in the way of the conversation.
I’d like to believe that if you were to stack our developer interaction against any of the other game development companies out there, the Carbine team, from developer to artist to programmer, has connected with our community in a way that is unprecedented.
I’d like to say this was a difficult process, but when you work with a team that genuinely loves what they do, it’s pretty easy to coax them into connecting with our fans. In many cases, it’s more challenging to keep them from oversharing. I’m looking at you Jeremy Gaffney and Mike Donatelli. 🙂
I’ve also had the opportunity to hire some of the most talented professionals in the business of building community. Atreid and Scooter love doing this as much as I do, and their talents and abilities have allowed us to build a passionate core community that has experienced firsthand our commitment to  listening.
And wow, what a community we have built. We’ve got fansites with true passion, working and collaborating together to allow everyone to feel inclusive, and you have all done a fantastic job for us on so many levels, that it would take me another 500 words to describe how much it has meant to me to work alongside you. You’ve been true heroes, supporting us far beyond creating beautiful websites and writing new and exciting takes on the WildStar information we’ve shared. You’ve even gone so far as to help us manage the crowds on the show floor at gamescom, PAX, and Comic-Con, educating new fans about WildStar, and just generally being superlative human beings.
So it’s with no small amount of heartbreak that I announce that I’m leaving Carbine. Without going into too much detail, recent tragedies in my family require that I return home to be closer to my family. It was a decision I can only define as agonizing, but in the end, my family needs me.
Please understand: I love this team and I believe that WildStar is going to be blockbuster game. I’ve spent five amazing years learning more than I could have ever expected from all angles of the business of making games. It’s an experience I’ll remember and value forever, working with people that have become more than coworkers, but lifetime friends. I will miss them terribly.
The good news is that I leave you in capable hands, with Loic and David in North America, and Melanie, Mark, Jan and Akli holding down the fort for Europe, your community team will be working even harder to build a connected and engaged community like none other.
Add to that the talents of three forever friends of mine and industry leaders in their craft, and you have a powerhouse of a communications team that will make sure there isn’t a person on this earth (and beyond?) that hasn’t fallen in love with WildStar. I’m of course talking about our new VP of Brand, Mona Hamilton, our Director of Interactive Marketing, Christophe Bahamed (who will be stepping in to lead our global community team), and our new PR Manager Michael Shelling ( a man I’ve had the privilege of working with many times throughout my career).
So while this is goodbye for now, I guarantee you that we’ll be playing WildStar together on launch day.
Thank you for all the laughs, the unending support and the inspiration. I can’t wait to see what you do in the coming months.
Until then, take care of my peeps, and enjoy, won’t you?
Troy “Aether” Hewitt
Source: Wildstar official site

WildStar:Solo/Small Group Progression

Carbine Content Designer, CRB_J-Tal, has been spending quite a bit of time on the WildStar-Central forums lately. This week he talked about the three different progression paths players will be presented with in WildStar. And before you get stuck on the word “Path”, the types of progression paths being referred to here aren’t tied to the player-chosen Paths of Soldier, Settler, Explorer or Scientist that get selected at character creation. Instead he’s referring to ways players can expect to progress through the game, including once they’ve hit the level cap and have reached the “End Game”, commonly referred to by Carbine as “Elder Game”.
Let’s take a look at the Solo/Small Group forms of WildStar’s progression paths
Solo and small group progression is the third major form of progression in WildStar. This is for the group of players who commonly get neglected in a lot of MMOs, even though according to Executive Producer, Jeremy Gaffney, end up being around 60% of the MMO player base. And while the exact definition of a “solo” player could be defined as many different things, the truth is that there are many players who tend to fall into this “Solo/Small Group oriented” category at some point or another, no matter how frequent it may be. For players who enjoy this type of content the most in their MMO, they are often told that once they reach End Game, they either have to raid or do PvP in order to keep progressing. This doesn’t seem to be the case with WildStar.
We already know of several forms of small group content such as Housing Expeditions, Dungeons, Adventures and the recently announced Shiphands. Carbine also teased us with another form of instanced content that has yet to be revealed in the “Crossing The Streams” WildStar Wednesday post. However this new instanced type could potentially fall into the PvP side of things for all we know.
Despite this already substantial list of content, WildStar seems to really be keeping solo/small group players in mind Runescape Powerleveling by also giving them soloable instanced content that begins at max level. Apart from quests and Dungeons, these solo story instances will help unfold the main story of WildStar and will be expanded upon with content updates so players always have more solo content to look forward to. This isn’t including Path content, housing content or even crafting progression, for all of you hardcore crafters out there.

WildStar is an upcoming action MMORPG from popular developers, NCSoft.

WildStar is an upcoming action MMORPG from popular developers, NCSoft. Explore the mystical world of Nexus, the legendary home planet of the technologically advanced race of the Eldan. Despite the advancement in many areas of technology the Eldan race disappeared from the galaxy over a thousand years ago. Adventurers and treasure hunters have been searching for this mystical planet for decades, hoping to tap into the technology and magical attributes of the planet.
WildStar promises to deliver players an action based experience unlike anything they’ve seen in the free-to-play space before. The combat revolves around action and reaction, stepping away from the dull combat we see in so many RPG titles today. One of the Runescape Powerleveling combats most defining aspects is the Telegraph system. Every enemy monster in the game has an exciting variety of abilities at their disposal, but these abilities hold a different set of hazards for the players. Every time an enemy uses an extra powerful ability a Telegraph appears in the form of a red area on the battlefield. Every Telegraph gives players the opportunity to dodge enemy skills, adding a new element of skill into combat.
Skilled players are also rewarded depending on their actions. If players are able to kill a large amount of enemies in quick succession, dodge several attacks or chain to gather powerful abilities, they’re rewarded with extra buffs in combat, increased experience and more powerful abilities.
WildStar also boasts one of the most exciting housing systems available online. Players can purchase their own land, construct various buildings and defend it from invaders. Build massive Windmills, construct farms to help improve your quality of life and erect massive cannons to defend your territory against unwanted guests. It’s all possible with the WildStar housing system.

4 Things to spoil your game in the near future

Enlisted below you may find a hit parade of the most annoying irritants to threaten your joyful gaming experience in the upcoming year.
1. Skippable in-game video ads
What do you think of Youtube video commercials you can skip only after a few seconds of watching? Yes, these god damn commercials which prevent you from instantly getting to your intended video. Annoying as hell, isn’t it? Well, now keep calm and face the new Google’s initiative to allow online games developers putting skippable Youtube-style ads to their games. The Internet giant’s DoubleClick Ad Exchange platform already grants developers and advertisers an opportunity to ingrate so called TrueView video commercials into games. The question is when this option becomes essential for developers. Of course, it may not. But what if it does? You should already start practicing your skipping techniques then.
2. Play-to-pay
While free-to-play model is getting more and more popular among developers, gaming community is still quite controversial about it. Mostly it’s so due to the fact that only a few developers teams managed to bring out really seamless, user-friendly and yet effective monetization scheme. The most evil form free-to-play can possibly embody is called “pay-to-win” and avoiding it becomes a new frontier for developers. One of the recent discoveries on this field is “play-to-pay” model. It suggests that you pay for the time you spend within a game. You can pay FFXIV Gil either by micro-transactions or with special virtual currency. In the least case there is actually a significant danger that you will have to grind like a beast just to earn more money to secure another few weeks of playing. Sounds pretty bad but what would it look like exactly? We will find out with the release of NCsoft’s Wildstar.
 3. Public persecutions
Games have already managed to attract a considerable attention from public persons looking for an easy way to increase their political weight. Virtual violence is the main point these hypocrites take aim to. Have you ever heard the name Greg Smith? This prosecutor is undoubtedly the most popular government official among Australian gamers. Well actually his popularity has quite a negative hue. For several years already he keeps attacking games. The upcoming GTA 5 is his new-found vic

4.Crazy scientists

Popular science gave birth to a whole new genre of infotainment you may call “ridiculous research”.Just take a look at the headlines like “British scientists prepare to cook first in-vitro hamburger” to get what I mean. Games provide rich soil for this kind of scientist to carry out their unverifiable speculative researches of human behavior and specifically aggression. And soon you find out that Anders Breivik and Sandy Hook actually came to what they had done because Call of Duty and World of Warcraft made them like this, killers and psychopaths. Idiocy, you may say. But this idiocy is capable of shaping public opinion against games. This way all the aforementioned politicians gain an additional argument in favor of their populist cause.

Recognizing a problem is the first step towards solution. Let our short list be a contribution to this first step. Who knows, perhaps the following steps will lead us to a world a bit closer to the one described at the beginning of this article. The world where games are made with pure inspiration and developers know how to monetize without getting their hands in gamers’ pockets. Where gamers understand that there is nothing wrong about paying for the fun they enjoy. And maybe there is still some chance of seeing bucks sprouting trees in bloom…

Top Five Tips for Using the Neverwinter Foundry

Content is one of the most important factors in mmorpg games, in my opinion. I love exploring an online game’s world and gaining knowledge of its lore by undergoing quests. The more quests that a game has, the happier I am. I’m one of those gamers who hate getting to end-game in an mmo because, to me, that means there’s nothing left to do. I hate grinding out the same old dungeons over and over again just to get marginally better gear to make the grind a little bit easier. I’m not a fan of alts as you usually end up doing the exact same quests all over again once you leave a different starting zone. All of these reasons are why I love player-created content and the best game companies take advantage of this untapped pool or talent. Neverwinter has an amazing content creator called the Foundry that all players can use to craft new adventures and share them with other players. However, the sheer number of options available within the Foundry and lack of experience with the system can lead to the creation of some truly awful adventures. In an effort to help players take their first few player-created quests, we offer these top five tips for using the Neverwinter Foundry.
 Neverwinter Foundry quests
Check out Highly Rated Quests
The first quick tip for using the Neverwinter Foundry system is to examine player-created quests that are highly rated. You can quickly access Foundry missions by hitting “L” when you’re in the game. Players have the option to rate the adventure that they’ve played and the quest’s overall average is clearly visible. Pick out a few of the most highly rated adventures and play them. See how the creators of those quests laid the adventure out, how they placed monsters, and how they use dialogue to help set the mood. Just get a feel of what makes a good quest. If some aspect of a mission appeals to you, don’t be afraid to swipe it and use it in one of your own.
Plan Ahead
In an effort to keep your frustration level down, make sure you plan ahead when creating a Foundry mission for Neverwinter. While you’re playing an mmo, the same criteria applies as if you’re creating an adventure for a pen-and-paper rpg. Sit down and consider what you want your quest to encompass. Come up with a plot, decide on what creatures you wish to use, how many npcs Runescape Gold will be needed, and the layout of the terrain. The Foundry features pre-made maps for indoor and outdoor environments that I recommend you use when you first begin. Later on, you can create a custom layout to properly show your vision. A solid plan that details where you want to place encounters, traps, and the dialogue needed removes the guesswork when you start fiddling with the Foundry.
Start Small
When you create your first few Foundry quests, start small so you don’t overwhelm yourself with a massive project. When you become more familiar with Neverwinter’s Foundry system, you can create more elaborate adventures and campaigns. Imagine your creation of quests as akin to writing a book. When you first start out, you want to practice by writing short stories, not epic tomes such as The Lord of the Rings or The Game of Thrones. Keep it simple and compact so you can easily keep a handle on the creation process.
Save Often
I can’t emphasize this enough: save your progress often. Just  like any other work you do on a computer, you don’t want to go through the agony of having hours of your work wasted just because the power went our or you lost connection to the internet. Saving your work often keeps you from raging if something goes wrong and then punching your monitor in frustration.
Play Through It
Once you’ve created your adventure using the Foundry system, play through it. This allows you to check for any bugs you might have missed and to see if the quest plays like you envisioned it.  I would recommend playing it through with a number of different classes to get a feel for  how difficult the quest is depending upon the player’s class. Keep a notebook handy to jot down anything that needs to be fixed. To make sure that your overall design is strong, intentionally do things wrong such as going the wrong way or not interacting with certain objects to see if anything is broken.
There’s a lot you can create using the Foundry system in Neverwinter. I hope that these top five tips help make your first forays into quest design more pain-free. The main limits in creating epic adventures for this free mmorpg is your own imagination and familiarity with the Foundry tools. Now get going and create some more tavern brawl adventures for my rogue to take part in!

To say that Final Fantasy 14: A Realm Reborn is absent this classic MMO

To say that Final Fantasy 14: A Realm Reborn is absent this classic MMO trait would be stretching the truth, but given the updated game’s refreshing variety of content, much of the friction of grinding has been smoothed out. However, there are still plenty of players who are comfortable buying their way to the top, and a growing market of gold farmers to provide them with just that service.
MMOs historically feature a staggering amount of content. Getting through it all can be a prolonged affair, and in some games brings new meaning to the term ‘grinding.’ For players who get sucked in, becoming a powerful character often takes long
hours, and these hours—at least, after a while — can start to feel a lot like hard work.
As someone who played in Final Fantasy 14‘s beta and early access period, I distinctly remember firing up the game on its first official day of release and watching as the chat window began to fill with spam from mule accounts for websites selling in-game currency. Months later, I still take FFXIV Gil the time to blacklist each character filling the chat with promises of cheap Gil. When these messages do crop up, they come so quickly that the chat text is constantly moving, making it simultaneously difficult to get a bead on the character in need of blacklisting, and impossible to hold a text conversation with in-game friends. On rare occasions, I’ll even get private messages to buy Gil.It’s amazing how quickly these sites popped up, but as time has gone on and more people reach the highest points of the game, I’ve seen the market for these services really develop.

A Realm Reborn :Some useful tips for newer

The flip side of such complexity leaves us with a game that may be a little impenetrable for newcomers, thanks to a confusing user interface and poorly implemented map markers. The situation isn’t always much better for experienced MMO players either. Unfortunately for them, A Realm Reborn smuggles in many negative genre tropes which revel in repetition or needlessly sluggish progression.
Still, you don’t always have to look far in order to find something worthy of your attention. Metaphorical digging for gold is definitely required if you wish to get the most out of this Final Fantasy, but a surprisingly layered character creation process (allowing you to choose vocals to suit every emotion, for instance) provides a crosssection of what’s brilliant about A Realm Reborn: attention to detail. Feeling more alive than other MMOs, local adventures build an illusion of community as apposed to a nation comprised of faceless non-player characters.
It’s characterful in every way that counts, too. With thoroughly Japanese Cheap FFXIV Gil sensibilities providing a break from Western fantasy tropes, bizarre creatures and dreamlike environments make this a world worth visiting. An overreliance on text-based dialogue is disappointing, yet the writing itself is incredibly distinct (if occasionally bloated). Besides A Realm Reborn’s unhealthy passion for info-dumping, those who enjoy losing themselves in their fiction have a lot to soak up here.
It’s a shame that the rest can be so old-fashioned. Combat keeps things simple with traditional hotbars – not to mention awkward targeting – whilst the frequent necessity of returning to quest givers seems archaic. There may be hints of modern advances to be found (namely FATES, a version of Guild Wars 2’s ever-changing Dynamic Events), yet this is like stepping back in time for the most part. Why can’t we revive players without a specific spell, for example?
When thrown in with a near comical level of exposition, some utterly pointless starter quests, and far too many tutorials to take in, A Realm Reborn can be too much effort at times. Read: rather than getting right into the epic journeys you no doubt paid for, you’ll actually be delivering vegetables or hitting squirrels over the head for the first few hours. Go team.
At least that initial grind is made more bearable with the presence of friends every step of the way. Because PlayStation 3 and PC players share servers you can party up with others no matter what they’re gaming on. The latter version will look far better doing it, of course (and my console edition had frame rate problems despite a connection it labelled as ‘excellent’), but both offer the makings of a great co-op experience. Until you realise that 25% of the player-population runs about in their underwear, that is. No, I’m not joking.
Bizarre clothing aside, it’s worth asking yourself how long you want to spend in A Realm Reborn before taking the plunge. If you’re not willing to invest time in working out how all of its systems fit together or grinding for better missions this Final Fantasy probably isn’t worth the £8 it costs each month to keep going. If you prefer the long haul, on the other hand? This looks to be the kind of world that’ll reward your investment, and then some.

WildStar:You can only equip your actual armor type on your character but can equip any armor type cosmetically

Fans of MMORPGs know that character customization is a big part of the genre, which is why most current generation games have adopted some sort of “costume” or similar cosmetic type systems that allow players to further customize their characters appearance. However, these systems tend to have restrictions placed on them, such as not allowing a cloth wearing class to make their armor look like full plate mail.
WildStar is taking a bit of a different approach to this system and allowing players to make their armor look like that of any other type (Heavy, Medium, Light).
    “The Plan™ is that you can only equip your actual armor type on your character but can equip any armor type cosmetically.”
If you’re like me and full into customizing your character just the way you want Buy Runescape Gold then this feature might sound pretty amazing. Looking back at how MMOs have done these types of cosmetic systems in the past, there are usually reasons for restricting what armor a character can show. The most common reason is so that each class has an easily identifiable “silhouette” so other players can quickly figure out what classes they have in a group or are going toe-to-toe against in a PvP situation.
In the case of WildStar, with each class already having a single exclusive weapon type, the weapons themselves act as the silhouette making it so you can wear what you want to wear. No matter which activity you choose to partake in, you’ll be able to dress up that Spellslinger in heavy armor, without getting confused for the tank.
Keep in mind though that when it comes to the gear you will be getting actual stats from you will still be restricted to your classes armor type.