The takeaway here is that WildStar really is a combat-centered game. I know it’s not a shock to many people, but I also know there are prospective players dreaming about being a pure Settler and maintaining a town, so hopefully this helps those people understand that Carbine isn’t building that sort of game.
Still, there are lots of different ways to do combat. When I asked what precisely about the game’s combat is meant to attract MMO players as opposed to a console player, Carbine’s devs explained that the game’s combat is supposed to feel like the “next step in MMO combat.” They want people to be engaged, move around, “not sipping a coke.” While the game’s combat borrows from “action, consoley type games,” it’s “made for the MMO market, so it’s not quite as complex as other console games but [instead] adds something to the MMO space that hasn’t been seen before.”
The closed beta NDA is still in effect, but I asked whether the team could relate some stories about player creations in beta. We’ve heard about space for creation in housing, but unfortunately, Carbine isn’t quite ready to show off player-designed homes just yet. I was told that players are, however, enjoying the dungeons, which the team says feel like high-level dungeons in other games. In fact, the player testers have already found interesting ways to break these dungeons, but for obvious reasons, Carbine wasn’t spilling the beans on how.
One last highlight for those of you interested in guilds and warplots: When I asked whether PvP guilds can undertake warplots without raiding and whether the game will include guild levels, I was told that “although guilds and warplots work together well, they aren’t exclusive to one another; there will be guild stuff that has nothing to do with warplots, and there will be warplot stuff that has nothing to do with guild stuff.”
There’ll be a big reveal about these one day, but that day just isn’t today. Maybe you’ll get lucky at PAX!