Wildstar
For the 3 years, I worked on Wildstar at Carbine Studios in Orange County. I worked on quests for over 8 zones, helped design 3 live events, and was the feature lead for an unannounced live event. The amount of content that I worked on for any zone or event could vary based on the complexity of the quests I had to script. One of the biggest challenges I faced, was scripting content to be personal to players. Normally in an MMO, you can't have players see changes in the world, unless you use a lot of phasing. However,phasing can cause issues with players not being able to see and group with each other, so we had ways of altering what players see without putting them in different phases. For example, if you go and rescue a bunch of trapped miners you will no longer see them after you complete the quest, but players that still haven't done the quest will still see them. Keeping things personal to the player let them feel like they changed something in the world and is a great payoff for completing quests. I really had to keep in mind exactly how all the different systems worked together and really plan exactly what I wanted players to see and when. While I worked on content for many zones, one of my favorite contributions was the Maintenance Bot section of the "Deep Space Disappearance" mission. In this mission, players get abducted by aliens and have to escape. However, after returning to your ship, you find all the gravity and life support has been disabled, and the ship has tilted almost vertically as a result. You then have to fly a small bot through the nearly lifeless ship while avoiding floating debris to restore gravity and life support. My favorite live event was our Hoverboard Appreciation races. Since this is a race that can be done daily, I tried to set up alternate paths and shortcuts for players to find. The hardest part of making this race, was making it possible for players with different mount speeds to complete it.
Listed below is what I would have to do on any given quest that I worked on.
-
Plan out the narrative, quest flow, and gameplay to take place in a quest or episode of content .
-
Create and spawn all the NPCs and other quest related items. This includes quest givers, enemy mobs, quest targets, and visual payoffs.
-
Write quest and character dialog, like gossip. Script any quest related events. This includes things like ambushes, escorts, objective locations, NPC vignettes, quest tracking, NPC idle animations, and the quest itself.
-
Communicate to other departments what is needed for a quest. Many times I would need to talk to programming, art, lore, or the combat team if I needed something special for a quest.
-
Fix any bugs that might come up for the quest.









































