Posted Wed, Nov 16, 2011 by Martuk
Gaffney provided some insightful information about how the developer is approaching WildStar’s game design to influence cooperation between players by intertwining their character paths in ways that will provide benefits to working together with other players. One class can do things the other can’t such as the explorer’s ability to discover hidden paths or the scientist’s ability to scan rare objects. By working together, the two can enter areas that the scientist would not be able to find and then discover objects that the explorer would be unable to scan.
Usually what we do is we take content that’s for the other Paths, like the scientist can scan rare rocks, make it hard to find out here but there’s a ton of them in the area that the Explorer can unlock. So if you help the Explorer out, he’s giving you access so you can do your own thing easier. If you’re playing together, that’s more natural. Because what we don’t want is this guy runs that way, that guy runs off in the opposite direction, and they never see each other again.
Gaffney also took some time to discuss Richard Bartle’s theory of who suit MUDs and what Carbine Studios has planned for the elder game content of WildStar for solo, groups and raids.