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Thursday, July 25, 2019

The Nexus Blues

The other day, Lewis Burnell published an article on Ten Ton Hammer entitled I Miss Wildstar.

It's been 9 months since Wildstar shut down, and Lewis makes the argument that the MMO should have been allowed to live, particularly when he believes that the game was --in his opinion-- "one or two patches away from greatness."

I can't disagree with the need for a couple of patches to fix some persistent gameplay issues in Wildstar, but I'm not convinced that Wildstar would have survived even then.

Sure, Wildstar did a lot of things right, such as the storyline and even the overall gameplay. People who played around with the in-game housing loved it*, and the cartoony graphics evoked a classic WoW-esque feel that more "realistic" graphics designs in other MMOs don't.

But Wildstar had... issues.

The game released at the tail end of the big MMO boom, when the massive herd of MMO players would try a new release out, invoke the WoW mantra "the game begins at max level", and proceed to rush through the leveling content only to find the end game content locked behind some truly Old School raid attunement. This led to the bizarre combination of "there's nothing to do" and "it's too hard" from different parts of the player base.

Wildstar also promised updates at a pace that proved too good to be true, which meant that people who were promised an everflowing font of "stuff to do" never saw that happen.

Therefore many of those same players, who played Wildstar in the Summer of 2014, were more than happy to put aside their dalliance with Wildstar and return to WoW when Warlords of Draenor was released in November.

The "return to WoW after trying something out" was pretty much a theme of the MMO era up through Legion's release, but was most telling in the reactions to the original releases of Age of Conan, SWTOR, ESO, and of course, Wildstar.** All of those had issues in addition to a fickle initial player base, but only Wildstar lingered far too long in the strict subscription model before switching to F2P in an attempt to save the game.

Finally, Wildstar had the misfortune of being run by Carbine, which if the comment in the Kotaku article I linked to above is true, was very poorly run. When you piss off your parent company, that's one thing, but when you piss off NCSoft as your parent company, you're kind of screwed.

To answer Lewis Burnell's article, I miss Wildstar too. And yes, I think it could have hung in there longer, fixed several issues, and had a much longer run than it did. Hell, Age of Conan is still going on and I have absolutely NO idea how they're managing that, given how few people I ever see when I'm logged in. But I also realize that Wildstar's demise didn't have as much to do with Wildstar itself as the MMO market circa 2014 and how Carbine Studios was run.

I realize that Wildstar as an MMO is probably dead, but I don't necessarily think it's the end of the intellectual property. But we'll see, I suppose.




*I never took advantage of it, so I'll never know.

**Rift was an odd duck out, because the people who populated the original Rift release were those who didn't like the direction Blizz went with WoW in the removal of skill trees and whatnot, so Rift went on their merry way for quite a while with a devoted fan base.

2 comments:

  1. Interesting article, thanks for the link! I left a comment on it directly. Basically I think Wildstar did a lot of weird niche stuff that combined into making it a product that was only ever going to appeal to a niche audience in the long run, and that was definitely not something they could have fixed easily.

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    1. I can agree with that.

      Additionally, as time as gone on, I can safely say that Blizzard caught lightning in a bottle with the release of WoW, and that's something that has never been duplicated in the MMO genre. I presume someone is going to chime in with a comment about Final Fantasy XIV, but FF14 is never going to be the game changer that WoW was in its heyday.

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