I will confess – I’ve never been to a convention. Or an expo. Or any sort of geek/entertainment/video game Mecca event thing. It’s all secondhand to me, mostly because I’ve never been able to make time for anything more involved than watching a YouTube video of Nathan Fillion being awesome. Be that as it may, I’m not totally broken up about it, because other people can judge me all they want to and I don’t care.
But the people that make the videos and put them on YouTube so that I can enjoy them later are demigods to me. Otherwise, I wouldn’t be able to share things like WildStar Dev Panels with YOU.
Random highlights for me:
- The Halon Ring is the first zone we see, and there seems to be a nice mixup of epic adventure elements with goofy random aspects. WildStar loves variety. They don’t want it to be a grind and they don’t want the gameplay to get stagnant.
- Paths get benefits from questing together in WildStar. Explorers let the rest of the group get easier access to zone areas, while Scientists might unlock features of the ecology to give allies a strategic advantage.
- Protostar is once again confirmed as a largely unethical, opportunistic, blithely greedy megacorps. Fun!
- Housing development is not only decorative, but as functional as possible. I fully intend to have a ridiculously, excessively fortified home for at least one of my WildStar characters. Weapons platforms everywhere. Still hoping it’s nothing like Farmville, though.
- The placement/scaling tool looks GREAT. Very intuitive for positioning/orientation/sizing, and giving full control on the housing interior arrangement.
- Crafters will be able to make something called ‘fabrication kits’ which are apparently self-contained installations for your housing plot exterior. They can also accelerate the construction of certain features.
- Taxi stations (WildStar’s answer to WoW’s Flight Paths, I assume.) can be built at your house.
- Most of the stuff you get doesn’t come from vendors – either you earn it yourself or you can get it from a crafter. To me, this reinforces the point that the player is the point of the game, and it won’t be a farming/turn-in focused experience.
- Doing random crap and poking around at the interactivity unlocks new things that may not be apparent on first scan.
- Exploding sheep.
- The Esper has this spinning sawblade of death thing, but it looks to be a static placement on a delay, which makes me giddy with tactical anticipation. Check around 34:44.
That’s my brief cross-section of the content. What about you – did you spy anything I didn’t?