Feeling Wild About WIldstar Online

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If you know me, MMO’s aren’t quite my bag.  I did some City of Heroes back in the day, tried Dungeon Fighter and liked it but lost tracked, and was rather charmed by Dragon’s Nest and it’s anime-esque style for some time.  I just don’t really get into them, and with the way they suck time, they better be worth it.

I think one of the next-Gen MMO’s may not also get my attention, but it looks like it’s going to try some interesting mechanics and design ideas.  Welcome to WildStar Online.  Let’s take a look at why I’m paying attention.

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Gaming Needs Experimentation!

There’s a wonderful little game called Dungeon Hearts by Cube Roots that I picked up recently.  One guides for adventurers through a series of battles to meet the Dark One (who graduated from the school of unoriginal names), relying on special skills and a puzzle-like interface to fight enemies.  The core of the game is the ever-advancing line of symbols called “The Fatestream” where you move symbols around to create attacks, destroy enemy symbols that can harm you, and achieve other goals.  It’s a classic rythm/buzzle/motion game in the vein of Klax or guitar hero and the like.

The game stands out for a colorful aesthetic, little touches of blackstory, and a well-crafted interface.  But The Fatestream at the core really makes it work because it takes a common game interface of the moving-puzzle pieces, and uses it as a metaphor for the game and the weaving of fate you do to guide the heroes.  It’s one interface used, rather cleverly, to symbolize something else.

Now I’m not going to pretend this was necessarily some great insight – maybe it was, maybe someone said “hey I want a moving puzzle adventure how could I explain it?”  But either way the idea of The Fatestream works and is rather cleverly.

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Channel A: The Life of a Card Game

(A guest post by Ewen Cluney)

494bb2c8ce284dcb939e61f3f268ce41_largeI hit on the idea for Channel A during the ridiculous rush of inspiration that came from discovering Cards Against Humanity. I’d had tremendous fun playing CAH with my friends, and being that rare creature, a tabletop RPG fan who isn’t much into board games, I desperately wanted to explore this new design space of card games that are more about words and social interactions. I also wanted to make something that was less Cards Against Humanity (“A clandestine butt scratch.”) and more in keeping with my own shiny anime-inspired aesthetic.

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