nears its ambiguous-but-soon release date, questions have to be asked, aside from "when is
this game releasing, anyway?" Like crafting-related questions. Why haven't we heard more about crafting yet? What are the mechanics? Is this another example of a game wherein crafting is just a matter of assembling a pile of materials and clicking a button?
The answer to that last one is a pretty firm no. As it happens, there's a lot going on under the hood of WildStar
's crafting mechanics, enough to intrigue dedicated crafters of many styles.
We had a chance recently to sit down with system designer Phillip Chan
to talk in-depth about the game's crafting mechanics and how the team is working to keep crafting relevant through the whole game, from start to finish. The goals were to create crafting mechanics that rewarded players for taking part, gave room for custom creations and specialized crafters, and to make the whole thing feel fun. The net result? Not just clicking a button and going off to make a sandwich.