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This week's WildStar Wednesday features a behind the scenes look at the social systems that will ship with the game. Designer Victoria Dollbaum gives her unique perspective on the hows and whys the team utilized when considering how to create the systems that encourage player interaction.
Read the full article on the WildStar site. Associate Editor: MMORPG.com |
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Reizla
Elite Member
Joined: 12/09/08
MMORPGs are no longer about the mass multi-user anymore *sadly* |
8/09/12 10:11:40 AM#2
No fun movie? *is sad* Will read full article after dinner. Love to learn how they'd 'opt-in' a social system... Demigoth's RPG adventures ~ My blog ASUS M4N72-E |
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8/09/12 10:19:48 AM#3
While I do like the incentives described in that article I still can't help wishing for some more informations before being excited in any way. There are people that seriously claim GW2 would encourage being social with what I strongly disagree. So before I will read more about those other systems beside the housing I'll consider that article as hollow claims that have yet to be proven with substantial data. Still I personally am glad that a woman is in charge of that stuff and I wish her the best of luck with it. |
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Vesavius
Old School
Joined: 3/08/04
Players come for the game, but they stay for the people- Most Devs have forgotten this. |
8/09/12 10:21:23 AM#4
Wildstar is a sleeper hit I think. I mean, it won't be a *** killer or anything, but it will do well by all looks, on a Rift kind of level.
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SteamRanger
Apprentice Member
Joined: 10/24/03
I don''t have to know how to make a better game, I only need to know where the "CANCEL" button is! |
8/09/12 10:29:01 AM#5
I guess I've never understood the drive to grant incentives for being social. Players either are social or they aren't. Some people just want to do their own thing within the framework of a persistant world while others feel the need to chat with everyone and won't take two steps without some form of group. Dangling juicy rewards for socializing feels to me like your mom making you play with the neighbor kids. In the end, the developer that does this risks alienating the person who is doesn't want to be part of a herd. I've been interested in Wildstar since it was announced, but the fact that they have someone who describes themselves as "an avid MMO player and guild master" leaves me a little cold. At my age, I don't want or need someone encouraging me to "make new friends". We're not all middle-schoolers. To my mind, relationships should be organic, not something that has to be encouraged and incentivized. Yes, I know they're claiming that you can play solo if you want, but the undertext seems to suggest that being in a guild is SO much better! Ugh! "Soloists and those who prefer small groups should never have to feel like they''re the ones getting the proverbial table scraps, as it were." - Scott Hartsman, Senior Producer, Everquest II |
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8/09/12 10:29:10 AM#6
Wildstar moves up another notch on my watchlist...
Nice to see a game being built with socialization as one of the integral parts of the game. MMO's have neglected this greatly in recent years, with guild functionality often being added "sometime after launch", and in many cases that "sometime" was after 50% of the initial players had already left.
However, I think one of the major reasons why socialization has all but vanished from recent MMO's is that most people don't expect to play the game for very long, so why bother to make friends ? Either those new friends or you will probably be gone in 4 to 6 weeks. In a modern MMO, you only really "need" a guild if you want to raid. Virtually everything else can be done solo all the way to level-cap, and level-cap is only a month or so of gameplay on average.
It would be nice if Wildstar can keep players engaged for longer than the "standard 2 months", else all those socialization incentives will largely be ignored. |
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8/09/12 10:31:05 AM#7
social realms are extremely important. however, it's all worthless if it doesn't bring any type of muscle or benefit to the core game. Having a Player House is fine. Having a Player House that you and a few friends can turn into a popular shopping mall for adventures is fantastic. |
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8/09/12 10:40:21 AM#8
Lots of fluffy words that sound nice. Would like to hear about what systems they plan to add to make this all happen.
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8/09/12 10:42:05 AM#9
My husband wants us to try this game but I have to say the housing really is the first thing about this game that makes me want to try it. I really miss EQ2.
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8/09/12 11:05:39 AM#10
im looking forward to playing this mmo next year
EQNext press http://EQ3Wire.com EQ2: Freeport server |
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8/09/12 11:16:56 AM#11
Originally posted by Nanfoodle This. i didnt see any "Social Systems Detailed".
I dont like the art style of this game, but i can live with that if i like some "key" features of the game like "social system". |
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8/09/12 11:29:16 AM#12
I am starting to develope some interest in this game.
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Reizla
Elite Member
Joined: 12/09/08
MMORPGs are no longer about the mass multi-user anymore *sadly* |
8/09/12 11:35:10 AM#13
This part does sound promising. One thing though... I thought WildStar would be a fixed-faction MMO, but reading this it almost feels like a FFA PvP MMO like L2 and EVE...
And this is such a contradiction on the earlier social system statement... Though I do get the drift what place housing will take in WildStar. I'm really starting to become extremely curious about how WildStar will look when it's released... Demigoth's RPG adventures ~ My blog ASUS M4N72-E |
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Foomerang
Advanced Member
Joined: 11/10/05
A man convinced against his will is of the same opinion still |
8/09/12 11:37:49 AM#14
"Social Systems Detailed"??? All she said was that it is important to her and she cant wait to tell us about it in the future...... Themepark is not a sub genre, its an excuse. |
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Alders
Hard Core Member
Joined: 1/28/10
I cannot fiddle but I can make a great state of a small city. |
8/09/12 11:43:29 AM#15
I'm interested simply for the fact that she was a former FFXI Linkshell leader. That in of itself was a full time job. |
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8/09/12 11:45:56 AM#16
I have to admit, I had exactly zero interest in this game until reading this article and finding out they have a designer dedicated to social features. That changed the whole ball game for me. This is getting very close to that "hybrid" (theme park / sandbox) game we've all been talking about.
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8/09/12 12:37:32 PM#17
Yeah not much really detailed in the article. Just a marketing thing I guess.
I agree though that with proper attention, you can foster more socialization in a game by design. Drawing from my own real life experience, I tend to be goal driven and rather quiet generally, until you put me in a situation like work where socializing is extremely integral to my job. Then I'm very social. |
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8/09/12 6:46:16 PM#18
LOVE THE GRAPHICS SO MUCH.
Guild Wars 2's 50 minutes game play video: |
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