Every Wednesday the guys over at Carbine Studios update us on the progress of WildStar or give us some new info, images or videos to oggle at. This Wednesday was a special post as Executive Producer, Jeremy Gaffney, talked about where WildStar falls in as a MMORPG. Is it a sandbox or theme park game?
Well as it turn out it’s a hybrid of the two. Gaffney writes that players will be able to choose how they want to play.
As a player, you get to choose what’s important to you…
If you want to play without a ton of direction and choose your focus, rock on. If you want clear goals and some guideposts to give some rewards and meaning to the variety of content we make, we’re cool with that too. Play how you want.
Now that might all sound all good and dandy, but I’m sorry to say MMOs do not work on choice, they work on incentives. If the story-line/questing system provides more money or XP than playing on your own, players are going to complete the quests whether they’re sandbox players or not. The incentive is what drives players choice.
Through experience we all know questing is by far the fastest way to gain XP in most of today’s MMORPG and I don’t see WildStar being any different. So to say your game is a hybrid, seems more like a marketing strategy than actuality.
In my mind the only way to have a true hybrid is if the quests offered little to no XP or rewards, with the only incentive being the store-line itself. This way there’s zero incentive for sandbox players and it still provides direction and a story for rail players, where eventually they’ll be assimilated into the sandbox gameplay and won’t need the stories to keep them going.