So here we are - finally about to launch WildStar. In many ways, it's already launched. I wanted to take a moment here to reflect at a high level.
I’m really proud to be one of the team here, and I'm proud to launch WildStar.
- Fun combat has to be the core. Something simple and different to start, with variety while you level, and supporting deep gameplay at the top end.
- We wanted to take questing forward - with overlapping layers of content in an area and letting you opt into a playstyle with Paths.
- Conversely, we wanted multiple levelling options (Battlegrounds at level 6 onwards, Adventures at 15 onwards, Dungeons at 20 onwards) for those who would rather stick a fork in their face than do more questing in another MMO, regardless of how many psychopathic hamsters are running around.
- In particular we wanted group gameplay to feel fun and tough and fresh again.
- We wanted to double down on all that combat and group gameplay up to the insanity level with raiding
- We added a freeform, anything-goes deep housing system
- But that was part of an evil plot to that raiding insanity into custom-built epic Warplots by using the same technology set to eleventy-one.
And to execute on that vision, our guys did some great stuff. Any of the housing dungeons (expeditions) you play? That all happened from a weekend while all us exec types were off at a show doing press. The team still here at home organized themselves to come in on the weekend and add them because, dammit, they didn’t want us to cut them.
Our props team crunched to get ahead of theirschedule so that they could THEN crunch to help out other teams that were behind schedule.
Every team, when the chips were down, put in the extra effort and sweat and tears to get the basic game in and then take the time to tune, to iterate, to listen to feedback, and to make it the best we know how to make. A true labor of love.
How’d we do? Time will tell. But we’re damn proud of it.
Of course, that’s got to just be the start. How many MMOs have you seen that launch kinda well and then fade off because users don’t stick around? If we’re going to play with the big boys, we have to earn the right to be one of the few MMOs that can not just draw gamers in, but can earn those gamers’ loyalty over time. It’ll be hard; it’s a tough market out there and there are giants launching on either side of us.
That’s part of why we’ve been training for this fight, by doing ginormous monthly updates over the last eight months of beta. So that now we can see just how much we can improve, how much we can add, how much we can tune each month while we’re busy playing the game alongside our new found WildStar gamers.
We’ll launch with multiple level 50 areas, with elder advancement, with raids, and we’ll double down on that while advancing the world story with drop after drop coming up. We’re excited by it!
I’m sure things won’t be perfect in all ways- here’s a list of the issues we’re tracking and working on because those of you affected will (and should) care more about that then what works well (link).
But I’m truly proud of what we’ve done, and want to take a moment to thank the team who helped get us here as well as our fans who worked with us through our betas to make WildStar what it is today. Thank you SO much.
We’ll work to continue to earn that trust.