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Making Games with Jeremy Gaffney

Posted by Suzie Ford on Nov 03, 2011  | Comments

Making Games with Jeremy Gaffney -

In the latest WildStar Wednesdays blog column, Carbine's Jeremy Gaffney has penned a new article about the way the team plans to make their inaugural title. It's a fascinating look at why the studio has chosen to let players take on an early alpha stage of WildStar and what that means to its development.

Here is a quick summary of elements we combine to hunt down the "sweet spot" between sandbox and directed gaming:

Sandbox gameplay:
  • Layered content mechanics: The more layers that interact together, the more opportunity for you to combine them. Find a minefield that's part of a found quest in the world, and lead nearby monsters into it to get extra damage.
  • Dynamic elements: The more of these that interact well with creatures and other content, the more you as a player get to look for opportunities to combine things like creature encounters and environmental challenges cleverly. Randomly find an ancient Eldan rocket-launching weapon and it can come with a mission to blow up creatures as fast as possible...and you can knock monsters back (say, into the nearest minefield).
  • Ecology layer: Creature AI can add a lot of interesting outcomes. Learn that beasts get hungry or thirsty and wander off, and a tough pack of mobs can be broken up to be made easier.

It's a wonderful read so be sure to head over to the WildStar site to check it out!

Suzie Ford / Suzie is the Associate Editor and News Manager at Follow her on Twitter @MMORPGMom