Posted in WildStar

I want WildStar back

A decade or so ago, I still labored under the impression that there should be one be-all, end-all MMORPG for me, and if I could just find it, I’d stay in it forever and that would be everything I needed. The lesson disabusing me of that notion took a long time to come about, but eventually I realized that — as with non-MMOs, books, movies, TV shows, and all forms of entertainment — it’s not healthy to stick with just one thing forever. There’s burnout and boredom lurking at the corners, and when I fully embraced diversifying my time in online games, I became a more content and well-rounded gamer.

So my fondest wish of a be-all, end-all MMO changed into a different wish as I grew older: That the many MMOs I enjoyed would stick around for a good long while so that I could cycle in and out of them as my interest dictated. I wanted games to still be there so that I could rediscover them after breaks when my interest became revitalized. I’d say right now that there are a good dozen or so MMORPGs that fall in this category and that are still running, but several others that are no longer accessible  that I had hoped would be around for years to come.

Out of all of these MMORPGs missing in action, WildStar is perhaps the one that grates the most. It wasn’t perfect, and it wasn’t handled by a studio that had it all together, but it was pretty dang awesome. I loved its style, its scifi setting, its housing system, its fluid animations (double-jumping FTW), its colorful alien races, its wardrobe system, its abundant amount of possible activities, its overarching narrative, its pets, its rewards, its art design, its amazing soundtrack, and… so many other things that I could name.

When it died, I did my best to stay occupied with other games and just not think about its loss. That’s another benefit of diversifying your online game portfolio, you can take these hits and keep on going instead of coming to a hard stop. But that doesn’t mean that you don’t pine and you aren’t reminded of what you used to have.

So yeah, this might be a long-winded way of saying this, but I want WildStar back. I really do. Even if it never got another day of development and existed in a maintenance mode forever, I’d take it in a heartbeat. This definitely would be a game that I’d want to return to time and again, as I did when it was running, and enjoy the wide buffet that it had to offer.

11 thoughts on “I want WildStar back

  1. I have been oddly lucky in that almost all of the old MMOs I would want back I can play for free now unauthorized servers. Probably the one exception is Tabula Rasa. I didn’t really have the hardware for it at launch, and so I never got to see what it was like when I wasn’t running around in pea soup with terrible frame-rates. It seemed like it would have been fun if I had been able to run it on higher settings.

  2. I clicked “like” before I even read the article! 😉 But I absolutely agree. I regret not having spent more time in the game because I feel that I only get a very superficial glimpse on what the game had to offer. But at least, I did start with a housing project.

  3. The funny thing is if it released now it would have been a lot more successful in my opinion. Mainly down to WoWs dwindling player base and a large portion of mmo players clamouring for a polished game to plug some time into.

    The game was far from perfect but I do have some very fond memories. If they had casualified it before launch or even tested the late game pvp they might have had a better run at it.

    I made a small area of my plot dedicated to Rivs when he passed away so I was sad when the game shut down.

  4. I agree, and miss it, even though I don’t think I ever got as far as you did. I still listen to Kurtenacker’s soundtrack regularly, even forced it on my carpool last week.

  5. I wanted to like Wildstar. But a couple of hours in the open beta before it officially launched made me realize that I wouldn’t like it, so I didn’t buy it.

    Until they announced it was going F2P and if you were subscribed at the switchover, then you got some perks. I found a box for $10, then held on to it until 2 weeks before the switchover date. The 1st “free month” counted as being subbed, after all.

    So I tried playing it daily, but…. it never “clicked” with me. I tried all the classes to see if any had that “feel” that I liked. The spellslinger and the medic got kinda close, but neither was quite “there.” I don’t think I got a character muhc past level 10 or maybe 12.

    I can’t say I didn’t like it… it was fine. I just didn’t care. And so I stopped logging in. And after a while realized I didn’t intend to log in ever again, so I uninstalled it. Then the sunset was announced, and I shrugged.

    I’m glad you liked it so much — your blog posts about it were always entertaining to read. It just wasn’t the game for me.

  6. For grins, I just went back and searched for my own blog posts about Wildstar, and even they include phrases like ” Dunno why I want to like this game so much, even though so far I just don’t actually care” and “I planned to do a post about making 6 on the… um.. Imperium(?) side but I must have lost interest quickly again. And obviously I still don’t care enough to even remember the names of the factions, so we’ll see where this goes.”

  7. When I first tested Wildstar out in the open Beta I couldn’t decide if it knew what it wanted to be: Space Western, good v. evil game, WoW clone, etc. Once it went F2P, however, I tried it out again and got about three zones into the story. That was the point where it clicked, and I discovered that Wildstar could be all of those things and it wasn’t necessarily a bad thing.

    Of course by then Wildstar was bleeding players, and F2P merely delayed the inevitable ending.

    Still, I felt that there was a lot there that was lost when Wildstar shut its doors. The soundtrack alone was worth the game sticking around, and I felt that there were plenty of opportunities for the future if Wildstar was better managed.

    If Wildstar were converted to a single player game, I’d still be on board.

  8. I’m very much with PKUDUDE99 here.

    When the game was announced, i was very interested. The videos were fun, what they presented looked nice. Then the release date came close, more info on the actual game was released and i was all like “why did i want to ever play this?”

    I didn’t buy it. I rather tried it some time later during a free trial week. My wife and me spent two evenings there. And at every corner the game told us that it was not for us. No information was freely given. Everything you actually wanted to know you had to dig out from a sub-window of a sub-window. At the same time, the game was constantly screaming “faster, faster!”

    And all of that, while the actual combat mechanics were not even that good. Sure, there were piles of red and green fields, stuff you should stand in and other stuff you had to stay outside of. As well as the rest of the game, all bright, all flashy. But it at the same time failed failed to deliver actually useful information. I actually at some time stopped and watched the animations. But at least those which i was watching were just animated for the purpose of them looking even more dangerous, while having no indication of a timer.

    Now think back of old TSW. Each and any animation of old TSW was a shape on the ground, with another thing growing to be that shape. Be it a long rectangle with one bar running along it, be it a circle with a smaller circle growing from its center. That’s information quality: the game actually tells you things with the animation. (Mind you, i have to refer to old TSW here. The “new and improved” SWL also has a few new enemies. With a few new attacks. Even in the tutorial there is a new enemy. And unlike the old enemies, the new ones don’t have the same kind of animation. Or at least didn’t have that at launch. )

    So yea, for me Wildstar was just like every machine in an arcade at the same time flashing all the lights and going to maximum volume. Some may enjoy that for a while. I personally want to be able to choose when i like more active and demanding gameplay (which would feel stressful on another day) and when to go at a more relaxed pace. And within the experience of two evenings, the game just permanently was on maximum volume, maximum pressure. Which provides no constantly enjoyable experience and thus clearly is no MMO to settle in.

    And I do believe that many people felt the same way. A busy action title is fine on the right evening. But it’s not where you want to spend all of your time. Not understanding that might very well be the core of the games downfall.

    I sure feel sorry for all the developers who lost their jobs when the game failed that badly. But MMOs usually are not places where people migrate from one to another every few days. And permanently settling in a high-noise area is what few people like to do.

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