INTERVIEW
Stephan: Don’t be a dick in
could be and so if we added this it
at the game. I think one way they
would have been another thing that
dungeons - that would be my
can do that and improve on that
we would have had to do, which
number one point. We have some
kind of thing is, when you are in a
might have lowered the quality of
pretty difficult dungeons and I don’t
dungeon, sometimes people have
other stuff. So, it’s a fun mechanic in
think they’re difficult from our
never played in a dungeon so they
theory and I think it’s one that we’re
perspective of “we like to be jerks
don’t know what to deal with and
working on getting out to players so
and make people die and laugh”,
so if you’ve done it multiple times,
you’ll see it in the future, it’s just as
although we do to a degree. I think
talking with them and telling them
to when, that is the question. We just
that the difficulty is something that
your strategy I think really does
want to make sure it’s fun, we don’t
you can look at and understand it, it
help. I’ve done it myself numerous
want to put anything in that’s not fun.
is communicated well I think. So if a
times and people have given me
telegraph said “Oh oh, I’d better get
guild invites at the end of it . It’s like
out of that red or I’ll die” and usually
you’re going to war and you survive
developments, now that WildStar
you can see when those things are
some crazy attack and you’re like
has been released, what plans are
going to happen. So when people
“That was amazing g uys, we’re
there that you can talk about to help
are in there sometimes they just
going to be friends for life”. That’s
the game grow and develop more
give up and then quit and then tell
kind of what the dungeons are like
from the average player’s angle?
everybody else that they’re terrible
so it’s just a matter of being patient
GameOn: Speaking of future
24 // WildStar Community Magazine
The GameOn Magazine