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WildStar seems to take some add-in a lot of the new hotness that the current generation of MMOs have evolved recently
WildStar has long hyped itself as an MMORPG that will shake up this landscape, although, so far, it falls short on this front. It highlighted action gameplay, a settlement system, class and path variances, and a unique PvP structure to make gameplay continuously fun and exciting. I was excited to see how different WildStar would be.

If you enjoy riding the hype train of new MMOs, 2014 has been a fun year. We’ve seen two major AAA launches in the past couple of months, and we’re only half-way through the year. Though two different games, ESO and WildStar have been developed and released side-by-side in the eyes of players over the past few years, and it makes for an exciting time for MMO fans.



WildStar is unique in the fact that it seems to take some old-school philosophies, and add-in a lot of the new hotness that the current generation of MMOs have evolved recently. The fact that there are former World of Warcraft devs  present on the Carbine team really shows in the core ideas of the game, but the studio has done more with those elements than create just another “WoW clone”.

In general, I find recent MMORPGs boring, repetitive, and samey. You name it, it’s the same thing: a massive game with a narrative that fails to make a player care, with gameplay that consists of mashing the same couple keys over and over again until the numbers become larger numbers so I can mash keys against other things to get better numbers and sometimes a neat sword. Mashing keys is great, but these games typically fail to incentivize a player beyond becoming stronger.

Every game that claims to have action gameplay doesn’t. Every game that claims an immersive story doesn’t. With the notable exception of Vindictus (which is built on the Source engine and plays like Devil May Cry or Bayonetta), action gameplay in MMORPGs doesn’t really exist.