For the science-fiction MMORPG WildStar, the hot phase begins, with the head start on May 31. In an interview, one of the leading staff clarified the ambitions of the game. They are targeting former players of the genre leader World of Warcraft.
In an interview with the American site mmorpg.com, Carbine’s president Jeremy Gaffney commented on the target audience of the MMO. He admitted that WildStar has few sandbox elements at first glance. These would only appear later in the game. At the beginning, the game is rather “theme-parky”. Some people may be a bit exhausted by that. However, it is much easier to guide newcomers into an MMO if they are taken by the hand a bit at the beginning.
The players who are currently playing World of Warcraft are not necessarily the focus of WildStar. Those who have been playing the game for 10 years cannot be lured away. “For every player who is currently playing WoW, there are ten others who have played it once. We want those ten,” Gaffney said in the interview.
500 Mods and Creative Housing Projects
As a weak point and a construction site, Gaffney currently sees the questing in small groups. Those who are out with two people today sometimes have to find twice as many quest items as when alone. They are currently working on that.
Gaffney considers housing a pleasant surprise. Players have embraced it fantastically and let their creativity run free. Some built mazes or jump puzzles on their houses. Gaffney is also pleased that the modding community is embracing WildStar so well. There are already over 500 add-ons available on Curse.

Two to Three Days After Release, the Test Server Should Go Live
Every month, WildStar aims to bring new content. To make that work, the test server must constantly be updated with the latest patch, the so-called drop. Just two or three days after WildStar launches, they want to try out the next patch on the test server. This will continue on a regular basis. The roadmap for the next 16 monthly drops is already set.
According to Gaffney, there is no other way. After all, a raid needs a good eight months of lead time in design; anyone who wants to pull something like that off from scratch is bound to fail.
Evolution Instead of Revolution
When asked the frequent question of what WildStar brings new to the MMO genre, Gaffney replies that while there have been games relying on an action combat system, none have applied that system to a sophisticated raid system. Even hardcore raiders from other games are impressed, and normally, nothing impresses them.
Gaffney finds the level of housing equally important, seeing its depth as unmatched. The fact that an MMO can present such a deep housing system right at launch is unique so far.
He also mentions the warplots and the path system. In the warplots, players can capture raid bosses from PvE and bring them into PvP to use against enemies. This has never happened before.
With the path system, players can delve deeper into their preferred play style: The mercenary path, which leads to more combat missions, is the most popular. “Despite the players who always shout No, no, not more combat missions, 26% of our player base is asking for ‘Give me more fights!’,” Gaffney says. Overall, WildStar is focusing more on evolution than revolution.
20% of your tasks will consist of path quests: So choose wisely!
More relevant reading material on WildStar can be found here:
- WildStar: World of Warcraft 2.0
- WildStar embraces old values: combat, war, and capitalism
- The big 100-hour housing preview
- 10 reasons for WildStar
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