The more tangential information I read on Wildstar the more I think it might be trying to approach a different audience and supply a different game.
A few things sound interesting, like having playstyle pathways where you pick the style of challenge you want, and the game as aspects built especially for that style. If you like combat, you kill monsters. Prefer discovery, then be challenged to find nooks and special areas.
I also like the art style of the game. Having an overtly cartoon world means the rendering could be sympathetic to longevity in graphics, and also potentially avoids the problems of the uncanny valley which most “real-looking” games face. The tech and resources needed to render out a human face which looks “right” are crazy complex and high. A styled cartoon looks right as we fill in the detail mentally. Our minds are the sketchpad and resources which gives the game appeal.
A non-real style also means that emotional, special, and blood/damage effects can also be skewed toward imparting the meaning without a special particle engine. Take the presentation of a spaceship for example. I have no idea what a Devastator class warship might look like in a space game, but I can tell you without a second of thinking that rendering of water in Farcry was incredible and still looked like cgi. I accept the spaceship as real, but I call bullshit on the water’s repeating pattern at max camera distance.
I have no intention of playing Wildstar, especially as my old pc will not be up to the challenge; but I am interested. That is more that I can say about many of the other games being published and in Beta at the moment.
Interesting times. I’m going to keep watching it. TyphoonAndrew