WildStar allows you to tailor your own experience with its Paths system
WildStar development started in 2005, after 17 former members of Blizzard Entertainment founded Carbine Studios. At the time, the seventeen former members of Blizzard Entertainment had a desire to "do anything but WoW",[28] "In fact, most were excited and overjoyed to try and start over, this time, not making the same mistakes that might have been made before." When confronted with the decision of a game engine, the company first looked at off-the-shelf options. Although multiple engines were available for use, the team found that none of them suited their needs, to be able to scale well five years into the future. Eventually, the team decided it would be best for them to create their own, allowing them complete freedom.

WildStar does not care about your genre-centric whining. You know the stuff. “Oh, massively multiplayer role-playing games are just so poorly designed. They’re all about grinding and raiding and I can’t just sit down and play them for 20 minutes a week.” That whining. For a decade since the explosively popular release of World Of Warcraft, MMORPGs have acted like all these complaints are valid. It’s been a nearly straight line from there. Every rigid class distinction has been blurred, every tough raid has been made easier for smaller groups of people, every group quest can now be done solo.

Decisions made during the character creation process will determine many aspects of your destiny on Nexus. While classes are limited to specific races, WildStar allows you to tailor your own experience with its Paths system.

"Playing how you want to play is fundamental to WildStar, and we give you that in a bunch of ways," executive producer Jeremy Gaffney told Digital Spy.

"For instance, you choose a Path depending on how you like to play games. If you're a socialiser you choose a settler, who gets benefits for helping other players in the world, you build up quest hubs, collect resources and spend them on stations, buildings, quest hubs and outposts.