Is it me, or Hewitt doesn't give a single clear answer ?
What's worse, think about their supposed mantra "play how you want, when you want, with whom you want". ...
... could be applied to just about every other solo-friendly themepark currently on the market. Hewitt hails the ability of players to essentially divest themselves from the world. How is that different from the games that are already out there? Answer: it's not.
... Carbine has also failed to grasp what meaningful social interaction in a virtual world actually means. It's not as simplilstic as guild tools or the ability to group only if a player wants to. At its core, Wildstar sounds like yet another vapid themepark in which the value of the "virtual world" will mean little more than players having the ability to stand near one another (and, likely, the ability to grind instances for loot).
I was thinking the same thing reading this interview. Wildstar just seems like another generic themepark MMO game. I'm prepared to be surprised by this title, but so far nothing I have seen makes me want to play this game, even a little.
+1: When I saw their "mantra" I knew this was a game I wasn't interested in. When you try to please everyone, you please no one. It will just be another shallow themepark.
Is it me, or Hewitt doesn't give a single clear answer ?
What's worse, think about their supposed mantra "play how you want, when you want, with whom you want". ...
... could be applied to just about every other solo-friendly themepark currently on the market. Hewitt hails the ability of players to essentially divest themselves from the world. How is that different from the games that are already out there? Answer: it's not.
... Carbine has also failed to grasp what meaningful social interaction in a virtual world actually means. It's not as simplilstic as guild tools or the ability to group only if a player wants to. At its core, Wildstar sounds like yet another vapid themepark in which the value of the "virtual world" will mean little more than players having the ability to stand near one another (and, likely, the ability to grind instances for loot).
I was thinking the same thing reading this interview. Wildstar just seems like another generic themepark MMO game. I'm prepared to be surprised by this title, but so far nothing I have seen makes me want to play this game, even a little.
+1: When I saw their "mantra" I knew this was a game I wasn't interested in. When you try to please everyone, you please no one. It will just be another shallow themepark.
I agree completely. Their mantra is meaningless wordplay right now, and could be used to describe any game currently available.
It does seem to insinuate that a player can separate themselves completely from the world if they so choose (as happens in most current games). If that's the case, then it will likely mean that, just like in most other games, the game world will be devoid of meaning. As far as I'm concerned, that's a cardinal sin in MMORPG design, and is one that is continually repeated in these games.
What will the point of the persistent world be in Wildstar? The large concurrent population? How will Wildstar take advantage of either?
Perhaps in the next interview, MMORPG.com could ask Hewitt, "What meaninful impact will a player or group of players be able to have on the world in Wildstar?"
Is it me, or Hewitt doesn't give a single clear answer ?
What's worse, think about their supposed mantra "play how you want, when you want, with whom you want". ...
... could be applied to just about every other solo-friendly themepark currently on the market. Hewitt hails the ability of players to essentially divest themselves from the world. How is that different from the games that are already out there? Answer: it's not.
... Carbine has also failed to grasp what meaningful social interaction in a virtual world actually means. It's not as simplilstic as guild tools or the ability to group only if a player wants to. At its core, Wildstar sounds like yet another vapid themepark in which the value of the "virtual world" will mean little more than players having the ability to stand near one another (and, likely, the ability to grind instances for loot).
I was thinking the same thing reading this interview. Wildstar just seems like another generic themepark MMO game. I'm prepared to be surprised by this title, but so far nothing I have seen makes me want to play this game, even a little.
+1: When I saw their "mantra" I knew this was a game I wasn't interested in. When you try to please everyone, you please no one. It will just be another shallow themepark.
I don't think we really know that or can say that. There have been discussions about the settler path and some information about the settlers being able to create buildings and repair broken ones. So, there is some sandbox elements to this game. We just do not know how much yet.
I've been waiting and watching for this game too, though while it may be very wishful thinking I hope they eventually release it for Mac as well. (Please don't hate on me, it's all I've got and it's been good to me for many many years. <.<) WoW's just old, Stargate Worlds never got past beta and CoH has been interesting so far given the short time I've been playing it, but someone has to step in and give us Mac folk a good new MMO and not just an iteration of mahjong or puzzler hidden picture games. Yes, there's parallels and bootcamp, but something native would be nice. And if it's to compete with the aging goliath that is WoW, I'd think they'd want to widen the potential market and playerbase as much as possible.
Comments
+1: When I saw their "mantra" I knew this was a game I wasn't interested in. When you try to please everyone, you please no one. It will just be another shallow themepark.
I agree completely. Their mantra is meaningless wordplay right now, and could be used to describe any game currently available.
It does seem to insinuate that a player can separate themselves completely from the world if they so choose (as happens in most current games). If that's the case, then it will likely mean that, just like in most other games, the game world will be devoid of meaning. As far as I'm concerned, that's a cardinal sin in MMORPG design, and is one that is continually repeated in these games.
What will the point of the persistent world be in Wildstar? The large concurrent population? How will Wildstar take advantage of either?
Perhaps in the next interview, MMORPG.com could ask Hewitt, "What meaninful impact will a player or group of players be able to have on the world in Wildstar?"
Hell hath no fury like an MMORPG player scorned.
This is THE game I am looking forward to and I hope they do a good job with it as I only play one MMO at a time and would want this one to be my game.
There is so much opportunity in this game and it looks exciting.
AKA - Bruxail
I don't think we really know that or can say that. There have been discussions about the settler path and some information about the settlers being able to create buildings and repair broken ones. So, there is some sandbox elements to this game. We just do not know how much yet.
AKA - Bruxail
I've been waiting and watching for this game too, though while it may be very wishful thinking I hope they eventually release it for Mac as well. (Please don't hate on me, it's all I've got and it's been good to me for many many years. <.<) WoW's just old, Stargate Worlds never got past beta and CoH has been interesting so far given the short time I've been playing it, but someone has to step in and give us Mac folk a good new MMO and not just an iteration of mahjong or puzzler hidden picture games. Yes, there's parallels and bootcamp, but something native would be nice. And if it's to compete with the aging goliath that is WoW, I'd think they'd want to widen the potential market and playerbase as much as possible.