WildStar is still a ways off from release, but along with releasing a new Dev Speak video
yesterday, Hugh Shelton, the lead class designer and Chris Lynch, lead combat systems designer took some time out of their day to speak with me about the
aiming system and how its currently progressing.
So before we begin, lets get one thing straight. Everything that was discussed is essentially written in Jello. The game is still a way off, which
means things can change. That said, the system should only see minor changes as testing continues. If, however, something in the video or this article does
not work exactly as advertised, dont come back here complaining. Youd think this wouldnt need to be said and would be understood, but I can testify from
my time with BioWare and ArenaNet that anything a developer utters, no matter what qualifying statements proceeded it, is considered written in stone and
referred to a billion times by upset players in the future.
If you havent taken a few minutes to watch the video yet, you certainly should. Itll clearly illustrate what the team is going for. In case you dont
watch it though, let me give you a brief breakdown of the contents here before getting to my chat with Hugh and Chris.
MMORPG combat today involves targeting a mob, then hitting hotkeys to unleash the corresponding ability. As long as the target is within the needed range,
its automatically hit. Whether it resists the damage is another topic, but nonetheless, this is how MMORPG combat has worked in most games forever? Well
hang onto your britches boys and girls, because thats about to change.
Just like mobs have telegraphing shapes to designate their really big attacks, players will also have telegraphs highlighting the size, shape, and or path
their impending attack is about to strike. On top of this, players will have the ability to aim those telegraphs. Sound confusing? Maybe, but if you watch
the video (I do remember having advised you do that previously, didnt I?) or check out the images here in the article, it should become clearer.
Great. So now players can aim. Big deal. Actually, it is a big deal for a number of reasons. The first and most obvious is that in the heat of
combat youd better be able to keep your cool and aim your abilities well otherwise that plan to drop a massive AoE on that group of mobs thats been
beating the hell out of you is going to need to be revised. For the first time I can really think of, player skill is going to play a very real role in who
is a good tank and who isnt. What do I mean by a good tank? Oh, Im sorry. Did I forget to tell you that aiming is also going to be crucial to pulling,
taunting, keeping agro, etc.? Well, it is, so get ready.
Thats not really a big deal, is it? At least the healer will be able to just stand there and get some good heals off. Oh contraire, Mon Capitan! Healers
will have to remain just as mobile as their less healing counterparts. Theyre going to need to aim their heals as well. Now youve got an aiming tank,
aiming DPS support personnel, and you add needing to aim heals on top of the mix thats going to take some work. The good news is that by all accounts,
this system of combat doesnt take new players a very long time to adjust too. Theyre used to needing to avoid the big red circles of doom, so this is
adding just one more level of gameplay on top of it. Personally, I think the system has the potential to keep players much more engaged during combat than
with current systems.
I had taken the time to watch the video before talking with Hugh and Chris, so most of my questions were already answered, but as a person that tends to
seriously suck at twitch-style games, I had to voice my concerns. I asked if the team had any type of guidance or safety net feature if the monitoring
systems of the game realized a player was just not getting it and was continually getting bowled over or missing constantly.
According to them both, there are some assistance systems currently in place and others have been tried in the past. Its still not certain whether any
such system will make it to the live game. They were very clear to stress that these systems were just things they were testing and
there is NO GUARANTEE we will see them in the final game. What theyve discovered time and time again is that the assistance systems quickly hold players
back once they finally get the grasp of how to aim and get used to performing that action. So yes, theyre aware some people suck at these types of combat
systems (ME! ME! ME!) but the team is still on the fence as to whether to add an assistance system in to the live game at launch or not.
Even though I do suck at twitch gameplay systems (seriously, you have no freakin idea), Ill admit that Im intrigued by the combat system of WildStar.
Even if in the end it doesnt work out for me, Im genuinely pleased that someone is taking a risk and doing something different. More developers need to
take a page out of WildStars design book in this regard. WE WANT NEW IDEAS AND GAME SYSTEMS! Weve played the same games for years now with minor
variations. Thats simply not going to work anymore so its time to step up to the plate and swing for the fences. And thats just what WildStar is doing.
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