http://www.zam.com/story.html?story=32961
Jeremy Gaffney talks about Combat Mounts, the Million Idiot March and more.
There are two sides to Gamescom. On the public side there are bright and colorful stands with big screens, loud music and precious stations demoing the latest games. When the expo gets going, there’s nothing that compares to the throng of people, all congregating in the Kolnmesse to celebrate the games. This is where you’d find people playing WildStar, either diving into the Chua lowbie experience, or beating each other to a pulp in Whitevale’s open-world PvP.
On the other side there’s the business center; a sanctuary away from the dull roar of the show floor. It’s here that Olivia Grace and I caught up with executive producer Jeremy Gaffney to talk about all things WildStar, from the business model announcement to the release window shift. That said, other incredible things also emerged in the conversation: Combat Mounts, the Million Idiot March and remote control raid bosses. Even though we’d covered a laundry list of topics over lunch last month, there was still plenty of new stuff to astound me.
The PvP Experiment
WildStar was brought to Gamescom with an experiment in mind – offer a choice between the low level experience, and open-world PvP in Whitevale. A few days into the show, I asked Gaffney how it had worked out. “There’s a queue of players going around our booth, so it seems to be working well.”
“Whitevale’s a cool zone because there’s a zombie invasion going on right now, where little squids are running around and attaching themselves to people’s heads, creating this big sort of zombie invasion. There’re giant robots stalking around that are not just interesting in their own right, but they’re actual mobile PvP bases. They’ll defend players nearby; they’ll attack other players that come near. And so on the show floor you just opt in for PvP, and start running around beating the crap out of the other faction.
“A lot of people are hugging the robots and helping them out, and a lot of people are trying to beat up others as they’re exiting the town hubs and fighting in the area around. Every zone after level 20 is shared and so, if you’re on a PvP server, there’s open world PvP. And rather than having PvP objectives like flags, we tend to put elements in the world that are interesting for PvP, like those giant robot bases.”
Gaffney’s plan is for WildStar to provide us with a whole planet-load of things for us to do, even after we’ve hit level cap and entered what Carbine call ‘Elder Game’. To recap, some of it includes 40v40 Warplot PvP, battleground PvP and arena PvP in the standard team sizes of 2v2, 3v3 and 5v5. With all this focus on PvP systems, is Carbine hoping to attract eSports players to WildStar?
“To an extent, yes. We have the elo [named after its creator Arpad Elo] system already balancing our arenas, and we’ll probably do tournaments. Over time we’ll probably add a spectator mode, but I’m not sure if we’ll do that for launch.
“I’m eerie about hyping eSports, because it’s very easy to go ‘eSports! eSports! eSports!’ The game needs to be really compelling and easy to get into, to truly develop as an eSports title. And so, I don’t swear that we’ll hop on the eSports bandwagon, other than if players like it, awesome, we’ll give them the tools to do it. I think a game has to earn its eSport cred on its own, rather than it being a marketing point.”
Back in February, content director Mike Donatelli let me in on a little secret – we’d be able to capture raid bosses and haul them back to our Warplots. I was curious to know how the idea was developing, and asked Gaffney how this actually works. Apparently, we can also look forward to a big Warplot reveal toward the end of the year.
“You can capture bosses from either veteran dungeons or raids. You capture them either by doing a special challenge, like a skill challenge to bring them down, or they’re rare drops depending on what the boss is. If you do it enough, hopefully you get lucky and get a copy of some of the toughest raid bosses in the game.
“Once you’ve captured them, you can bring them back and put them on your Warplot. They usually give you some sort of an action bar so that you can control them when somebody in your group yells ‘go over and attack this area’, or it just wanders around your base and destroys anything that comes near it.
“I was not expecting this but, in our most recent Warplot test, the veteran version of Stormtalon was stomping around and doing electricity attacks and all that kind of stuff. It really adds an element to those fights. We changed the version of it for PvP—it uses a lot of the same attacks, but we rebalance the monster so it’s a fun PvP fight, as opposed to trying to do a raid boss while 40 people are trying to kill you. But they’re pretty damn cool. It depends on the raid boss as to how they’ve hooked it up to be semi-autonomous or not.”
Dungeon Choices
Gaffney’s quite adamant that WildStar won’t include a Looking-for-Raid feature for top-tier content, describing it as “tough as hell.” For 5-player instances we’ll have a dungeon-finder tool but, with dungeon layouts changing regularly, what’s to stop players gaming the system? Gaffney explained that there are actually two mechanisms in play to stop this from happening.
“For instance, in Skullcano, you kill a boss and a different path opens up depending on when you’re in there. If you use dungeon finder, it’ll give you a different objective each time in the multi-area dungeon, so this time there’s a bigger reward heaped on this boss and then this boss.
“The problem with dungeon finder in a linear dungeon is it’s always the same damn thing, there’s no variation. And if it’s just ‘kill the end boss in a big sprawling dungeon’ nobody wants to do the secondary objectives. And so dungeon finder for our game basically encourages you to do a different path each time.
“If you opt out and are like ‘screw this, I quit!’ trying to bob for the best rewards, you get a debuff on you as a deserter, urging people not to drop out if they don’t like the playthrough. So we’re trying to do the right thing socially, to set up how the group does a different thing each time. And that applies to half of our group levelling.”
That’s not all. Gaffney also provided hints on what sounded like a ‘Choose Your Own Adventure’-style method for navigating dungeons. “We actually have a whole different system for group levelling that we haven’t revealed yet, which is all based on voting. The group as a whole votes on which path they want to take through the dungeon, and the conditions change so that it’s not always one optimal path of choosing the shortest one or the fewest bosses. We’ll reveal more about that over time. That’s actually quite a cool system as well.”
And then, as if to prove WildStar hasn’t run short of crazy ideas, Gaffney told me about his madcap scheme to allow more players to get a glimpse of their ultra-tough raids.
“What we’re considering doing is having weekends where we’ll open up the cap on the raid, so that larger groups can do it. 200 people can pour in and try to do it. Now, this actually gets interesting because, if you think it makes it easier, in some ways it does. But trying to coordinate that many people presents its own challenge. We actually call it ‘The Million Idiot March’, where we’re letting everybody in, and people flail around making horrible deaths, and Chua drop from the sky, and everything will go horribly, horribly wrong.
“But if people manage to flail away and kill a boss, cool items drop. If you’re never going to raid, you’ve got a shot at getting some of this cool loot and seeing some of these bosses that you might never be able to do. And so, when I play a game as a noob, I actually appreciate that. But the elitists amongst us are like ‘No, leave them out of our raid’. So we’ll debate it back and forth, and maybe experiment with it in beta.”
During a video presentation, we also caught a quick glimpse of the Datascape. Formed from mysterious Eldan technology, this raid is built around an artificial intelligence gone haywire. Eager to see more, I asked when we’d get a full raid reveal. The answer? Soon.
“The team demoed the state of Datascape to me a couple of days ago, and I was actually blown away by it. There’s some really frikkin’ cool elements in that stuff I have not seen before, and so if it’s knocking my socks off it’s getting ready and we should probably start revealing it. “
PAGE 2
Jeremy Gaffney talks about Combat Mounts, the Million Idiot March and more.
Mounted Economy
With everything being packed into WildStar’s elder game, I asked if players will be able to earn enough coin to pay for their subscription every month, purely through buying CREDD? After describing some of the various gold sinks in WildStar (incidentally, Warplot elements will have a gold coin cost and Warcoin cost to help with matchmaking), Gaffney went on to explain the flow of gold in the game.
“What we try to do is make the best entrances for gold be solo play, and the best exits be group play. If you’re in a guild, you have a lot of solo players out there harvesting materials, gathering gold, and then funnelling that over into the other things your guild spends money on. We think we balance that well for having lots of stuff to do.”
Another thing that we’ll be tempted to spend coin on is mounts. In WildStar, these aren’t just vanity items that look pretty in some virtual stable - they actually have special abilities that we can use when riding them into combat, as Gaffney explained.
“When you hop on a mount inside of WildStar, you don’t get knocked off it by random damage. For us, your mount has a shield bar. When you work the shield bar down to zero you get knocked off the mount, and you can’t hop back on it for a period of time. The mounts have abilities that you can use in combat so, depending on the mount, depending on how you customized it, you can get ones that are buffer, that are harder for you to get knocked off, or ones that have more useful powers for you to use in combat. It usually has temporary powers such as super-jump, or super-speed or something that you can use infrequently.
“The goal is to make a kind of mount economy, where you don’t want just one mount that’s the best at your level, but there’s actually some utility to having multiple mounts. It’s still kind of a baby system for the ones we’ve already added into the game, and we also intent to add more variety and ability to the mounts over time too.”
Does this mean that we’d start to see jousting battles in WildStar? “When we do our Warplot tests right now, a lot of people ride their mounts into battle and then start kicking butt, which is actually amusing to see. Even in our tests last week a lot of folks have started doing it. I’m sure that more of that will be added over time too.”
Alongside the business model announcement were details on how much WildStar will cost to buy. Paying $60 for the box is what we’d expect, but there wasn’t any mention of a Deluxe or Collector’s Edition. I asked Gaffney if there’d be any way we’d be able to throw more money at our computer screens.
“We know players like to get extra stuff in the game for a couple of extra bucks, and so we’re definitely looking at options to make sure players can get that. Will that be a true Collector’s Edition with big items and stuff? Maybe. We’re sort of debating a couple of options about that. Players will tell us if they want us to do it or not.
“It’s tricky if you’re a new IP because nobody’s heard of you before. You need to earn players’ money before they’ve even maybe tried the game. Is it fair to demand extra money for a Collector’s Edition of a game that’s brand new to you? There’s an argument to say we should add that stuff in after the game ships, or give extra benefits to people who sign up for long subscriptions and stuff. Doing more veteran reward type things might be a better way of rewarding the hardcore players than forcing them to pay extra money up front. But we’ll see. I’m sure we’ll toss round a couple of options.”
Beta and Beyond
Earlier this month, Mike Donatelli provided a comprehensive ‘State of the Beta’ update, describing how some of the game systems will be updated. We now know that those updates are likely to land in the next beta phase, starting in October this year. With the team now seeming to shift focus, I asked Gaffney about the current state of development.
“We’ve developed a crap-ton of content. There’re 20-odd different zones in the game, and each zone ranges from moderate size to frikkin’ ginormous. Each one has multiple tracks with different biomes in it. And, as we’ve been measuring players game through, we’re expecting it to be about 150-175 hours to work their way through the game the first time.
“Beta feedback as we roll the data looks more like 250 hours, so we’ll probably speed up some levelling curves and things to get that down a bit. But really it’s making the variety feel right so that you’re not getting bored with an area. You’re excited to do an area; you feel like you’ve done an area, it’s time to move on.
“We see our major mission now as polishing the crap out of things. We’ve got a few new systems to put in. We have a really big overhaul coming up in October, where we take all the feedback from CBT1, 2 and 3. We’re making some pretty substantial changes to everything from levelling progression to how we handle quest credit, to itemization, all that based on player feedback. Once we do that, we’ll test it in front of the players. If they love it then we launch, and if not we do it till it’s awesome.”
Although Carbine was considering a 2013 release, the team has always kept a ‘when it’s done’ attitude. Following the recent shift to a spring 2014 release window, I asked if this was due to all that beta feedback. Gaffney disagreed, explaining that it’s a number of things, including that all-important polish.
“There’re these little things called consoles that are launching at the end of this year, and so there’s lots of attention on those things, and we’d like a nice little open PC window to do it in, if I can get an open and honest answer. Also, it’s a matter of polish. We want to make sure we polish the living crap out of things, and make sure that our elder game stuff in particular has time not just to be put in the game—it’s cool that it blows away the boss [Gaffney], but it’s got to blow away the hardcore raiders who go in there and tune it, and say ‘Aw, this is too easy, this thing is impossible.’ We need to do multiple iterations of that to make sure that it’s truly great by the time we launch.
“I’ve said before and I’ll say it again, there’s no better way to set fire to a big pile of dollar bills, than make an MMO and not do your elder game well. And it takes time to test that stuff. This is the trickiness of the business: how do you test your elder game? You can’t just grab fifty dudes off the street, stick them in a raid in their first level whatever character, and expect them to do well. You can’t even really grab the best raiders in the world, stick them in characters that they haven’t levelled up on their own, or understand, and then pretend that’s going to be a real experience.
“No, you need to let them level up legitimately, which takes a long time. You need to have them do it multiple times, with multiple series of gear, ranging from barely adequate gear to the best gear in the game. It takes time to do all that stuff right, so we want to make sure we take that time.”
Finally, I asked Gaffney about an idea that had been kicking around—releasing a character creator so that players can prototype their persona before WildStar Launches. It’s an idea that seems to have grown, with UI supremo Jon Wiesman liking the concept. But even with the Black Rowsdower’s encouragement, is this something we might eventually see?
“We’ve tossed it about because we let you customize all kinds of cool stuff with your character. It’s quite fun going through all the options and stuff – all the ears and fur options and all that kind of thing. So we may. But it’s really a matter of the folks working on it, if there’s polish for them to do in game instead, they’ll do that. So I don’t think we’ll commit to it one way or the other. If someone can sneak it in, that’d be good. And Jon is the master of our UI. If anyone can do it, he’s one of the guys who could.”
We hope to catch up with Carbine again at PAX Prime this weekend to bring you even more WildStar news. After clinching ZAM’s Gamescom award for Best in Show, we can’t wait to hear what they have planned next.
Gareth “Gazimoff” Harmer, Senior Contributing Editor Follow me on Twitter @Gazimoff
Jeremy Gaffney talks about Combat Mounts, the Million Idiot March and more.

On the other side there’s the business center; a sanctuary away from the dull roar of the show floor. It’s here that Olivia Grace and I caught up with executive producer Jeremy Gaffney to talk about all things WildStar, from the business model announcement to the release window shift. That said, other incredible things also emerged in the conversation: Combat Mounts, the Million Idiot March and remote control raid bosses. Even though we’d covered a laundry list of topics over lunch last month, there was still plenty of new stuff to astound me.

WildStar was brought to Gamescom with an experiment in mind – offer a choice between the low level experience, and open-world PvP in Whitevale. A few days into the show, I asked Gaffney how it had worked out. “There’s a queue of players going around our booth, so it seems to be working well.”
“Whitevale’s a cool zone because there’s a zombie invasion going on right now, where little squids are running around and attaching themselves to people’s heads, creating this big sort of zombie invasion. There’re giant robots stalking around that are not just interesting in their own right, but they’re actual mobile PvP bases. They’ll defend players nearby; they’ll attack other players that come near. And so on the show floor you just opt in for PvP, and start running around beating the crap out of the other faction.
“A lot of people are hugging the robots and helping them out, and a lot of people are trying to beat up others as they’re exiting the town hubs and fighting in the area around. Every zone after level 20 is shared and so, if you’re on a PvP server, there’s open world PvP. And rather than having PvP objectives like flags, we tend to put elements in the world that are interesting for PvP, like those giant robot bases.”
Gaffney’s plan is for WildStar to provide us with a whole planet-load of things for us to do, even after we’ve hit level cap and entered what Carbine call ‘Elder Game’. To recap, some of it includes 40v40 Warplot PvP, battleground PvP and arena PvP in the standard team sizes of 2v2, 3v3 and 5v5. With all this focus on PvP systems, is Carbine hoping to attract eSports players to WildStar?

“I’m eerie about hyping eSports, because it’s very easy to go ‘eSports! eSports! eSports!’ The game needs to be really compelling and easy to get into, to truly develop as an eSports title. And so, I don’t swear that we’ll hop on the eSports bandwagon, other than if players like it, awesome, we’ll give them the tools to do it. I think a game has to earn its eSport cred on its own, rather than it being a marketing point.”
Back in February, content director Mike Donatelli let me in on a little secret – we’d be able to capture raid bosses and haul them back to our Warplots. I was curious to know how the idea was developing, and asked Gaffney how this actually works. Apparently, we can also look forward to a big Warplot reveal toward the end of the year.
“You can capture bosses from either veteran dungeons or raids. You capture them either by doing a special challenge, like a skill challenge to bring them down, or they’re rare drops depending on what the boss is. If you do it enough, hopefully you get lucky and get a copy of some of the toughest raid bosses in the game.
“Once you’ve captured them, you can bring them back and put them on your Warplot. They usually give you some sort of an action bar so that you can control them when somebody in your group yells ‘go over and attack this area’, or it just wanders around your base and destroys anything that comes near it.
“I was not expecting this but, in our most recent Warplot test, the veteran version of Stormtalon was stomping around and doing electricity attacks and all that kind of stuff. It really adds an element to those fights. We changed the version of it for PvP—it uses a lot of the same attacks, but we rebalance the monster so it’s a fun PvP fight, as opposed to trying to do a raid boss while 40 people are trying to kill you. But they’re pretty damn cool. It depends on the raid boss as to how they’ve hooked it up to be semi-autonomous or not.”

Gaffney’s quite adamant that WildStar won’t include a Looking-for-Raid feature for top-tier content, describing it as “tough as hell.” For 5-player instances we’ll have a dungeon-finder tool but, with dungeon layouts changing regularly, what’s to stop players gaming the system? Gaffney explained that there are actually two mechanisms in play to stop this from happening.
“For instance, in Skullcano, you kill a boss and a different path opens up depending on when you’re in there. If you use dungeon finder, it’ll give you a different objective each time in the multi-area dungeon, so this time there’s a bigger reward heaped on this boss and then this boss.
“The problem with dungeon finder in a linear dungeon is it’s always the same damn thing, there’s no variation. And if it’s just ‘kill the end boss in a big sprawling dungeon’ nobody wants to do the secondary objectives. And so dungeon finder for our game basically encourages you to do a different path each time.
“If you opt out and are like ‘screw this, I quit!’ trying to bob for the best rewards, you get a debuff on you as a deserter, urging people not to drop out if they don’t like the playthrough. So we’re trying to do the right thing socially, to set up how the group does a different thing each time. And that applies to half of our group levelling.”
That’s not all. Gaffney also provided hints on what sounded like a ‘Choose Your Own Adventure’-style method for navigating dungeons. “We actually have a whole different system for group levelling that we haven’t revealed yet, which is all based on voting. The group as a whole votes on which path they want to take through the dungeon, and the conditions change so that it’s not always one optimal path of choosing the shortest one or the fewest bosses. We’ll reveal more about that over time. That’s actually quite a cool system as well.”

“What we’re considering doing is having weekends where we’ll open up the cap on the raid, so that larger groups can do it. 200 people can pour in and try to do it. Now, this actually gets interesting because, if you think it makes it easier, in some ways it does. But trying to coordinate that many people presents its own challenge. We actually call it ‘The Million Idiot March’, where we’re letting everybody in, and people flail around making horrible deaths, and Chua drop from the sky, and everything will go horribly, horribly wrong.
“But if people manage to flail away and kill a boss, cool items drop. If you’re never going to raid, you’ve got a shot at getting some of this cool loot and seeing some of these bosses that you might never be able to do. And so, when I play a game as a noob, I actually appreciate that. But the elitists amongst us are like ‘No, leave them out of our raid’. So we’ll debate it back and forth, and maybe experiment with it in beta.”
During a video presentation, we also caught a quick glimpse of the Datascape. Formed from mysterious Eldan technology, this raid is built around an artificial intelligence gone haywire. Eager to see more, I asked when we’d get a full raid reveal. The answer? Soon.
“The team demoed the state of Datascape to me a couple of days ago, and I was actually blown away by it. There’s some really frikkin’ cool elements in that stuff I have not seen before, and so if it’s knocking my socks off it’s getting ready and we should probably start revealing it. “
PAGE 2
Jeremy Gaffney talks about Combat Mounts, the Million Idiot March and more.

With everything being packed into WildStar’s elder game, I asked if players will be able to earn enough coin to pay for their subscription every month, purely through buying CREDD? After describing some of the various gold sinks in WildStar (incidentally, Warplot elements will have a gold coin cost and Warcoin cost to help with matchmaking), Gaffney went on to explain the flow of gold in the game.
“What we try to do is make the best entrances for gold be solo play, and the best exits be group play. If you’re in a guild, you have a lot of solo players out there harvesting materials, gathering gold, and then funnelling that over into the other things your guild spends money on. We think we balance that well for having lots of stuff to do.”
Another thing that we’ll be tempted to spend coin on is mounts. In WildStar, these aren’t just vanity items that look pretty in some virtual stable - they actually have special abilities that we can use when riding them into combat, as Gaffney explained.
“When you hop on a mount inside of WildStar, you don’t get knocked off it by random damage. For us, your mount has a shield bar. When you work the shield bar down to zero you get knocked off the mount, and you can’t hop back on it for a period of time. The mounts have abilities that you can use in combat so, depending on the mount, depending on how you customized it, you can get ones that are buffer, that are harder for you to get knocked off, or ones that have more useful powers for you to use in combat. It usually has temporary powers such as super-jump, or super-speed or something that you can use infrequently.
“The goal is to make a kind of mount economy, where you don’t want just one mount that’s the best at your level, but there’s actually some utility to having multiple mounts. It’s still kind of a baby system for the ones we’ve already added into the game, and we also intent to add more variety and ability to the mounts over time too.”

Alongside the business model announcement were details on how much WildStar will cost to buy. Paying $60 for the box is what we’d expect, but there wasn’t any mention of a Deluxe or Collector’s Edition. I asked Gaffney if there’d be any way we’d be able to throw more money at our computer screens.
“We know players like to get extra stuff in the game for a couple of extra bucks, and so we’re definitely looking at options to make sure players can get that. Will that be a true Collector’s Edition with big items and stuff? Maybe. We’re sort of debating a couple of options about that. Players will tell us if they want us to do it or not.
“It’s tricky if you’re a new IP because nobody’s heard of you before. You need to earn players’ money before they’ve even maybe tried the game. Is it fair to demand extra money for a Collector’s Edition of a game that’s brand new to you? There’s an argument to say we should add that stuff in after the game ships, or give extra benefits to people who sign up for long subscriptions and stuff. Doing more veteran reward type things might be a better way of rewarding the hardcore players than forcing them to pay extra money up front. But we’ll see. I’m sure we’ll toss round a couple of options.”

Earlier this month, Mike Donatelli provided a comprehensive ‘State of the Beta’ update, describing how some of the game systems will be updated. We now know that those updates are likely to land in the next beta phase, starting in October this year. With the team now seeming to shift focus, I asked Gaffney about the current state of development.
“We’ve developed a crap-ton of content. There’re 20-odd different zones in the game, and each zone ranges from moderate size to frikkin’ ginormous. Each one has multiple tracks with different biomes in it. And, as we’ve been measuring players game through, we’re expecting it to be about 150-175 hours to work their way through the game the first time.
“Beta feedback as we roll the data looks more like 250 hours, so we’ll probably speed up some levelling curves and things to get that down a bit. But really it’s making the variety feel right so that you’re not getting bored with an area. You’re excited to do an area; you feel like you’ve done an area, it’s time to move on.
“We see our major mission now as polishing the crap out of things. We’ve got a few new systems to put in. We have a really big overhaul coming up in October, where we take all the feedback from CBT1, 2 and 3. We’re making some pretty substantial changes to everything from levelling progression to how we handle quest credit, to itemization, all that based on player feedback. Once we do that, we’ll test it in front of the players. If they love it then we launch, and if not we do it till it’s awesome.”
Although Carbine was considering a 2013 release, the team has always kept a ‘when it’s done’ attitude. Following the recent shift to a spring 2014 release window, I asked if this was due to all that beta feedback. Gaffney disagreed, explaining that it’s a number of things, including that all-important polish.

“I’ve said before and I’ll say it again, there’s no better way to set fire to a big pile of dollar bills, than make an MMO and not do your elder game well. And it takes time to test that stuff. This is the trickiness of the business: how do you test your elder game? You can’t just grab fifty dudes off the street, stick them in a raid in their first level whatever character, and expect them to do well. You can’t even really grab the best raiders in the world, stick them in characters that they haven’t levelled up on their own, or understand, and then pretend that’s going to be a real experience.
“No, you need to let them level up legitimately, which takes a long time. You need to have them do it multiple times, with multiple series of gear, ranging from barely adequate gear to the best gear in the game. It takes time to do all that stuff right, so we want to make sure we take that time.”
Finally, I asked Gaffney about an idea that had been kicking around—releasing a character creator so that players can prototype their persona before WildStar Launches. It’s an idea that seems to have grown, with UI supremo Jon Wiesman liking the concept. But even with the Black Rowsdower’s encouragement, is this something we might eventually see?
“We’ve tossed it about because we let you customize all kinds of cool stuff with your character. It’s quite fun going through all the options and stuff – all the ears and fur options and all that kind of thing. So we may. But it’s really a matter of the folks working on it, if there’s polish for them to do in game instead, they’ll do that. So I don’t think we’ll commit to it one way or the other. If someone can sneak it in, that’d be good. And Jon is the master of our UI. If anyone can do it, he’s one of the guys who could.”
We hope to catch up with Carbine again at PAX Prime this weekend to bring you even more WildStar news. After clinching ZAM’s Gamescom award for Best in Show, we can’t wait to hear what they have planned next.
Gareth “Gazimoff” Harmer, Senior Contributing Editor Follow me on Twitter @Gazimoff