Wildstar Community Magazine Issue 2 | Page 24

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