WildStar Articles
INVASION: Nexus is primed to bring some fun and useful things to WildStar players. Chief among them are the new Customization features including a boatload of vanity pets and a new Wardrobe function. We chatted with Lead Systems Designer Joe Piepiora to find out more.
Carbine recently announced contracts as part of the next WildStar update. We had the chance to talk to Lead Systems Designer Joe Piepiora about contracts to find out more.
Carbine Studios has been giving players and fans a treat with the recently started WildStar Loremageddon series that will span eleven episodes and lays the groundwork for future installments and much more. We caught up with Carbine's Chad More to talk about this and other topics. Read on!
This is the third and final entry in a series of articles detailing a visit to Carbine Studios, home of WildStar. In this segment, we’ll cover my discussions with team members who handle Operations and Crafting, with a bonus side visit to the game’s composer. The two previous entries in this series are available here and here.
Today’s segment of a Visit to Carbine details the interviews I conducted with developers who focus on Itemization, Housing, and the in-game economy. We went over some basics of the systems and discussed new ideas coming down the pike for improvements. The first part of this series is available here.
It's not every day that a reporter gets permission to visit a game studio and conduct multiple interviews of various developers, but Carbine Studios granted said permission, and we're here to discuss the results of this visit with the folks who make WildStar. This is the first in a series of three articles so keep an eye out for parts two and three in the next little while.
WildStar has come under a lot of fire, but it’s criticism that developer Carbine is eager to address. In a deep interview, Product Director Mike Donatelli and Creative Director Chad Moore reveal their plans to turn the MMO around.
Where crafting fits in the grand scope of WildStar has been unclear for some time. While we have seen numerous outflows of information about itemization, we haven’t seen much specific to crafting. There is a prevalent feeling of dissatisfaction within the crafting community with regards to specialization, craftings place in the economic footprint and the burden of the RNG monster always affecting the output of items more than the skill of the craftsman.
WildStar’s story is changing. Everything that we’ve played up till now has been a prologue to the Nexus Saga, a multi-chapter epic adventure involving iconic heroes. Chapter 1 begins with Journey to Omnicore 1, and Creative Director Chad Moore was on hand to tell columnist Gareth Harmer all about it.
Did you know that Nexus, the focal planet of WildStar, used to be called Meridia? Or that a player-created addon is now pivotal to Carbine’s debugging process? During Gamescom, I got the chance to sit down with three of the studio’s development supremos: Lead Client Engineer Jon Wiesman, Lead Content Designer Megan Starks, and Technical Design Lead Nick Roth.
Did you know that Nexus, the focal planet of WildStar, used to be called Meridia? Or that a player-created addon is now pivotal to Carbine’s debugging process? During Gamescom, I got the chance to sit down with three of the studio’s development supremos: Lead Client Engineer Jon Wiesman, Lead Content Designer Megan Starks, and Technical Design Lead Nick Roth.
Are you up to speed with WildStar’s story? If not, what better way to hear it than from the man responsible? Gareth Harmer recently sat down with Creative Director Chad “Pappy” Moore to get a sold primer on the lore of Nexus.
How do you build a lore-filled world like Nexus? A week before WildStar’s launch, we interviewed Creative Director Chad Moore on everything from the genesis of this epic story, to where he’d like to take us in the future.
How do you build a lore-filled world like Nexus? A week before WildStar’s launch, we interviewed Creative Director Chad Moore on everything from the genesis of this epic story, to where he’d like to take us in the future.
It's a beautiful Thursday on San Francisco's legendary Embarcadero. The sun's shining, the breeze is blowing in off the Bay, and how are Carbine's President Jeremy Gaffney and I spending this glorious afternoon? Inside of course, talking about games. Well, one game—Wildstar.