PAX East Articles RSS Feed | PAX East RSS Feed on en Launch Media Network Highlights of Psychology and Gaming in 2016 [Pax East Coverage] Tue, 26 Apr 2016 06:26:35 -0400 | Narz |

The hosts of PsychTech, Josué Cardona and PsyD Kelli Dunlap, held an amazing panel to discuss this year's achievements in the hybrid industry of video games and psychology. To get an understanding of the magnitude of significant developments in video game psychology, let's look at some amazing stats reported this year.

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Dr. Philip Zimbardo's New Book The Demise of Guys

This year, Dr. Philip Zimbardo published a book titled The Demise of Guys: Why Boys Are Struggling and What We Can Do About It. In the book, Zimbardo asks the question, "Is the rampant overuse of video games and online porn causing the demise of guys?" The book sparked debates on whether the topic was overplaying a thesis with less data driven facts and more convincing hypothesis or cited anecdotal evidence. Panelist Cardona and Dunlap criticize the book as failing to asses the connection from an unbiased perspective. It also goes without saying that though Dr Zimbardo is well known in his research studies, his viewpoint of video games has always been publicly negative. His book states that boys failing academically and their rejection of women is due to games. Whether that is true or not is up to speculation.

Riot Games Player Behavior Initiative

In the past year, Riot Games has devoted a tremendous amount of resources to player behavior. One particular experiment brought up by our panelist is a survey given by Riot Games to previously banned players who deliberately made prohibited and crude summoner names. The survey was to analyze why players purposefully created summoner names that go against the guidelines established. The survey, if completed honestly, would allow summoners the opportunity to change their summoner name and unlock it without being charged a fee. Though, according to Dunlap, the survey was not properly configured to avoid the ethical violations, it still nonetheless brought to light the mindset of players' intentional trolling.

Anti-Social Behavior from Game Design?

Riot Games has become a staple at GDC talks and has sparked the conversation on understanding how game design evokes player behavior. One particular speaker, PhD player researcher Ben Lewis-Evans, discussed how game design can help anti-social behavior. [Video] Panelist Dunlap articulates that because the topic of how players behave is being researched, we are beginning to see a shift in responsibility attributed to game designers. Researchers are understanding that game designers can evoke certain positive and negative behaviors which can help or hurt the community as a whole.

Academics are battling the idea that anti-social behavior in games is a problem. Since behavior is motivated by interactions within a complex system, game systems sometimes reward negative behaviors. Game designers have the power to reduce anti-social behaviors in games. Though it is also important to mention that sometimes designers will evoke negative behaviors even if the game is not designed to. A major takeaway is interactions within game have a reliable predictor of someone leaving a game or acting negatively if a player's interaction with other players was toxic. 

Gamer Personality Traits Correlates to Player Motivation

During GDC 2016, co-founder of Quantic Foundry Nick Yee showcased models and findings of game motivation profiles. Yee believes gamers are not monolithic groups which means their tastes are not all the same. With varying motivations, Yee's team conducted a data survey of over 140,000 gamers world wide. The data revealed significance between gamer personality and game genre preference/behavior in addition to how they relate to each other in gender, age, and personality traits.

Games are an identity management tool. Games help us become more of who we really are.

Nick Yee

Can Video Games Really Become An Addiction?

During the QA section of the panel, one attendee questioned if video games truly can be an addiction. Kelli Dunlap perfectly articulated that an addiction is typically chemical, meaning that a substance enters the body causing a chemical reaction to become hooked on said substance. With gaming, it is more an impulsive behavior where a person acts without thinking about the consequences of their actions. Impulsivity is linked to poor self control and severe urges that can be either serious or pervasive. By using healthy coping mechanisms such as mindfulness, we can encourage players to reflect on their options and empower them to make more rational decisions on how to respond to events around them.

Playing Violent Games Uses More Brain Power

Finally, panelist discussed the amazing findings of Daphne Bavelier, a brain scientist who looked into what our brains look like when playing action video games. The findings showed that players who played action video games have a higher mental awareness capacity than non-action playing gamers. Using brain imaging, we can view the impacts of games on our brain to find changes to main networks that change brain attention in the frontal lobe, parietal lobe, and anterior cingulate.

Video game psychology is changing the way we see and use games. To many, games now represent more than a means of entertainment. What one can take away from Josué Cardona and PsyD Kelli Dunlap is that we are living in a revolutionary era of video games that foretells a great awakening for gamers and non-gamers alike. 

PAX East: Building Inclusive eSports Communities Mon, 25 Apr 2016 05:10:20 -0400 | Narz |

The life source of eSports is the community. Key elements that make these communities so dynamic are their lively competition and inclusive participation, which promote and cultivate a vigorous, healthy ecology. With such holistic communities, most organizers face a number of challenges when trying to establish a space for positive camaraderie. Of these potential challenges, the key topic discussion at this PAX East panel was creating safe places for women in eSports. 

Called Competition for All: Building Inclusive E-Sport Communities, the panel was lead by T.L.Taylor -- MIT professor and Director of Research for Any Key. We also heard from women veterans of eSports discussing initiatives to grow female community participation.

Communities help nurture comradeship and support diversity in eSports, but the question that seems to always linger is: why are there not more women in eSports communities and competition? 

How to make change

Developing campaigns to evolve environments so women want to participate can starts with tiny solutions that will later grow to induce change. Anna Prosser Robinson, Programming Manager at Twitch and Co-Founder of Misscliks, says that we as community leaders must take ownership and conduct small individual actions to see change. Sometimes creating the atmosphere for women means simply reaching out to key figures and brands for support, resources, and advice.

The importance of data in understanding change

Former manager for Frag Dolls and Director of Initiatives for Any Key, Morgan Romine, discussed initiatives to create diversity in eSports. Understanding the effectiveness of these initiatives requires more data from the community.  Audiences can be very hard to measure accurately, and sometimes doing so can be as simple as counting how many people attend an event or creating surveys.

Since most industry data is kept secret, community leaders need to think of ways to analyze fan involvement data (i.e. demographics). Because eSports is also extremely new, open source research and data analysis of the eSports industry is scarce. And on top of that, most eSports brands don't have any incentive to invest in analyzing their data yet.

Creating safe spaces

Interaction Designer at YouTube and former competitive Smash Bros Melee player Lilian "MilkTea" Chen demonstrated a great initiative with the program Smash Sisters. In a blog post, MilkTea opened a conversation about whether women-only tournaments would help or hurt developing and established eSport communities. The simple answer is that nobody knows.

So with that, MilkTea created Smash Sisters to look into what would happen if a safe space for women Smash players was created. Smash Sisters is a series of women-only matches for Super Smash Bros. The turnout was remarkable and the feedback seemed to articulate that safe spaces, while not meant to be permanent, offered a stepping stone for veteran and new women to immerse themselves in eSports.

Safe spaces online

On the matter of safe eSports spaces online, ESL Project Manager Kelly Kline pointed out that oftentimes due to anonymity, viewers find creative and repulsive ways to insult women in Twitch chat. Her team will often ban those who make such comments, effectively curtailing the behavior. The hope is to evoke a healthy and diverse online presence which will transfer to offline events.

A great incentive I believe could work well is establishing a ranking system over the Twitch platform to reward/punish certain chat behavior. Twitch could create an online currency, let's say Twitch Coins, which can be rewarded by moderators for creative and positive interactions. This could eventually be traded in for cool icons, access to Twitch events, dollars at TwitchCon, or access to favorite Twitch Streamers.

As a community leader, event planner, and marketing representative for many communities in NYC, I cannot express enough how important it is to have open discussions on how to make sure eSports communities are holistic, healthy, and always expanding. eSports are nothing without their communities, and so community leaders and brands are obligated to rethink, reach out, and cultivate dynamic diverse eSports atmospheres offline and online.

Geek cultural Identity and the Myth of the Fake Geek, PAX East 2016 Panel Sun, 24 Apr 2016 06:13:52 -0400 Cresta Starr

Being a geek/nerd is awesome. It helps strangers become friends and common fandoms bring people together. So why are we as a group so worried about what other people think and the possibility of "them taking it [nerd culture] away". The Myth of the Fake Geek panel at PAX East, Moderated by Nika Harper,  explored these questions as well as why we love the things we love.

  • Jimmy Rielly (Presenter/ Writer/ Comic, Player Attack)
  • Bob Chipman (Critic/ Author, Freelance)
  • Susan Arendt (Managing Editor/Founder, GamesRadar/
  • Nika Harper (Author, Freelance)

The panel was broken down in to 3 main categories of "Why you want to be a geek?"

  1. Play
  2. Communication 
  3. Mastery

Geekdoms allow people to experience the joy of maintaining a child-like nature without being childish by participating in different fandoms. Having that kind of connection with something means there is no need for a geek cultural representative when so much of nerd culture is now main stream and readily accessible for all. From t-shirts to ring tones, geek culture is exploding everywhere and what tends to happen is that we, as fans, get wrapped up in what it means to be a "real geek". This mainly happens when others draw an imaginary line because it makes them feel comfortable. In reality, all we want to do is be accepted for the things we love. Susan Arendt suggested that we need more "geek translators" so we can share our geekdom with other non geeks. This brings us to the next topic: communication.


One of the biggest reasons why we have this mythical fake geek is because of lack of respectful communication. A lot of geeks feel the need to be first in their fandom creating this pseudo nerd hipster.  It can lead to feelings of isolation and exclusion because it makes the others in the same geekdom feel less special. Understanding that you can't change the minds of others about your geekdom is important. Learning to agree to disagree is key. The more you try to force your favorite thing on someone, the higher the chance you end up ruining it for them. That said, just because you disagree doesn't mean that you can't have a friendly debate. You might find out things you never knew if you take the time to listen.


Lastly is Mastery. Geeks love to be a master of what we love but sometimes we tend to over do it when explaining to others. We just want to claim our space in a positive light and tell every one about our geekdom. Geeks are a lot harder on adult nerds for being new to a fandom. Yet we give a pass to kids for just learning about a geek culture. In all actuality we are just big kids at heart. We want to discusss everything we love from a in a way that shows our expertise. This is partially for validation from other geeks who maybe masters themselves.

What we can take away from this panel is that there is no such thing as a fake geek. It is just a mental construct that we thought up so that we as geeks don't feel so insignificant. Because geeks feel marginalized it's easy for us to develop a chip on our shoulder that we feel we need to have. Geekdom is for everyone who wants to enjoy any sort of fandom and it's our job to play with others and non-nerds. Communicate effectively with others without diminishing people's opinions and lastly teach everyone (respectfully) about your geekdom!

[Interview] Jesse Sosa on Dinosaur Games, MechKnight, and Office Cats Thu, 25 Apr 2013 20:29:13 -0400 Amy White

Jesse was kind enough to re-record an interview with us after audio gremlins ate our interview with the Dinosaur games team at PAX East.

The up side to that audio snafu is that since PAX, MechKnight Chronicles has been put up for Green Light on Steam, so now we can chat about that experience too. 


  • 00:35 Jesse tells the Dinosaur Games origin story
  • 3:10 Office Cat Interrupts Serious Business
  • 4:00 Discussing visual style of Mechknight with game footage overlay
  • 6:37 Combat design in Mechknight
  • 8:50 Jesse makes me feel better about being a button masher
  • 9:55 Jesse talks release dates for Mechknight
PAX East 2013 Cosplay Special Wed, 24 Apr 2013 20:17:12 -0400 Christina Virginia

Cosplay: fun to do and fun to see.  It's a way for fans to show their love for their favorite characters and games, and has the added bonus of being a good excuse to look snazzy.  PAX East attendees this year didn't disappoint, many showing off fabulous ensembles from title such as Final Fantasy, Street Fighter, Bioshock (original and Infinite), Journey, Team Fortress 2, League of Legends, and tons more!  I managed to grab a pretty big batch of photos over the weekend, and a gallery of selections is available on Flickr.  Enjoy!

PAX Prime Ticket Limits Enforced This Year Wed, 24 Apr 2013 19:58:42 -0400 Wokendreamer

PAX Prime is one of the biggest events in video gaming.  The Penny Arcade Expo regularly brings thousands of people and ideas together, with product revealing and demo showcasing as far as the eye can see.  This year the tickets for the Seattle event sold out in record time, taking only six hours to be completely sold out.

The event has always had a rule on the number of tickets an individual person is allowed to purchase.  Preventing people from buying tickets in bulk to sell at exorbitant prices later, scalping, is the main reason for this practice, but it is not a restriction the people behind PAX have done much to actively enforce.

This year Robert Khoo, Penny Arcade business manager, personally went through the ticket sales to try and isolate cases where people were using multiple accounts to purchase more than the limit of tickets.  Once he had isolated the most blatant cases, the worst of which was one person who was able to order 300 tickets, he issued a refund on those worst cases.  The tickets in question will go back on sale at an unspecified future date.

Khoo confirmed that less than one percent of the ticket orders were affected by the refunds.  For those of you who missed your chance to pick up tickets, keep your eyes open for the upcoming sale of them.  They are likely to go almost instantly, as fast as the total number of tickets went.

Dungeon of Elements: How Frogdice Created a Gateway Game for Casual RPG Players Wed, 10 Apr 2013 16:27:24 -0400 Amy White

Pang and Michael joined us on the floor at PAX East to chat about their new game: Dungeon of Elements. They designed the game to appeal to casual and hardcore players alike, with a slow, manageable introduction to concepts like inventory, combat and more.

A Few Highlights from the Video

Frogdice Threshold players are about 50% female, higher than average for a text RPG. Pang and Michael believe this is due to a strong focus on storytelling and complex relationship building in their persistent universe that spans all the games from their studio. Pang also designs the games, which lends them a subtle but effective feminine perspective.

Frogdice players are highly engaged. The persistent nature of the story that Frogdice Studios weaves with each consecutive game has built a longstanding, loyal, and engaged group of players - sometimes literally engaged! Apart from in-game interactions and an annual get together, a number of players have met spouses through the game, and the team credits their games with having lead to approximately 20 children (including Pang and Michael's 2 daughters)!

Want more?

You can find out more about Threshhold, Dungeon of Elements and all the great games avaialble from this talented team at the Frogdice Site.

'You're a rat in a maze' - Zombie Studios' Jared Gerritzen Talks About New Horror Game, Daylight Wed, 10 Apr 2013 10:03:54 -0400 Mat Westhorpe

Zombie Studios head Jared Gerritzen talks exclusively to about his new psychological horror title, Daylight.

First announced at the DICE Summit in February, Daylight aims to shake up the video game horror genre. Powered by Unreal Engine 4,  Gerritzen has previously stated Daylight will be a high fidelity and atmospheric experience in a procedurally-generated haunted asylum.

Written by games industry host and presenter Jessica Chobot, Daylight's plot will be centred around an unnamed woman armed with only a smartphone to aid her in escaping a psychologically harrowing environment.

In his GamerHub interview, Gerritzen discusses the elements and experiences which combine to give Daylight its unique approach to horror gaming, citing his experience as a developer on F.E.A.R. as a key trigger point of what he suggests was an evolutionary misstep of the genre. Gerritzen sees importance in moving away from the widespread use of heavy weaponry, which he says undermines the principles of survival horror. 

On the replayability provided by the procedurally generated game experience, Gerritzen explains how it is even YouTube-proof, with every walkthrough showing different events.

"When I demo'd [Daylight] at PAX, even I got startled because it wasn't the same room that has the dogs jumping through the window. It's completely out of our control. It's both a gift and a curse - 'cause if we [have] a bug, it's really tough to find it. But with that, everytime a dev plays they instantly start getting scared."

"It's a really interesting thing and I think that as the success of Minecraft or Day Z [has shown], when people play, my experience will be completely different from yours. That will allow people to talk about it more."

"But the really big thing is what we did is we made kind of a YouTube game, where YouTube has become such a phenomenon, so many people are playing and recording their experiences that it's become an entertainment and the idea of I can show my playthrough and someone can show a different playthrough will really be kind of cool and socially interesting... all the sharing of information, but also their experiences."

Daylight will be available for PC via Steam in Q3 of 2013.


PAX East 2013: How To Be An Assassin. The #gameskinny of Assassin's Ball. Wed, 10 Apr 2013 20:02:18 -0400 Jamie K

When you're an assassin, you can never be too sure who your friends are. That is a lesson I learned all too well at PAX. All too well.

Assassin's Ball is a role playing game created by Phillip Brady, and funded using Kickstarter. It was played by people attending PAX 2013 in Boston - this year with the most people signed up so far. To play it costs a measly $5 minimum with the option of adding additional things such as extra lives. It's only for PAX goers and is only played in the event area.

How One Becomes an Assassin

When you join this league of only a little over two hundred members, you are initiated into a Faction. The factions you may choose to chance your fate with are as follows:

Once you have accepted your new brotherhood, when the time comes close you will be sent an envelope containing your missions and necessary equipment. Make sure to take particular care of your Assassin's Manual; it will teach you all you need to know. Your main mission will be to assassinate a figure of importance at the upcoming event - although there will be others you can target should you find this task too arduous. These secondary targets are easier to find. All the targets are skilled assassins themselves. Our numbers are small, and the location is not in our favor. Crowds make it easy to hide and attack in, but also test your abilities. Can you observe your surroundings and find your mark?

Your mission card gives you the details of who you must find and eliminate. What you know about your target is very little. You are given a colored symbol that identifies this fellow assassin, and a possible faction. You must at least find the symbol; the faction might get you more glory but is not necessary. It is your risk to take if you choose to match all categories.

If you should succeed, then you receive your victim's mission card in return and continue the hunt. Our path is difficult, and there is no rest for those few initiated. All your kills will grant you points; these are the true marks for the elite of our kind.

Be warned, my friend.

If you are not careful you could become one of the hunted yourself and perish under the skill of another assassin. Just as you blend into the thralls of game fanatics, so too are your enemies just a stranger's face away. It could be the young girl innocently smiling at you. It could be the father tugging along a toddler as he prepares to strike. It could be that small group lurking by the Square Enix exhibit - perhaps the assassin has brought friends along to help distract you. In this swirl of people, sounds, and sights you have little help in your battle amongst killers.

Your one token among unrecognizable faces is the symbols all assassins are required by honor and code to wear - just above their heart. A fitting spot for those whose life could end so silently and so quickly.

As for my own tale?

That is the reason behind my guidance. To warn you so that you may not fail as I did. I signed my soul to the faction Cowboy 'Verse, but I was overconfident. I entered into the halls of PAX alert and sure that I would see any attack coming. I made sure to note right away all safe spots - those sacred places that all must honor as kill free zones. My eyes would scan just above your heart before they would look into your eyes, and if you saw darkness in my own then you were probably already dead.

No matter how well I thought I had planned, nothing could have prepared me for what eventually occurred. After walking a while in the crowd I finally made my way to my friends, my comrades. I approached them smiling with my countenance becoming soft. My guard went down. Surely amongst those I knew so well and have trusted for so long, I need not worry?

That's when he hit me, out of nowhere.

He was in the Varsity Dead faction, and we were both friends yet also sworn enemies. It took him only a second to kill me, and by the time I realized what was happening it was too late. 

So take heed from my words. In this sort of life, you can trust no one.

Pixels and Polygons: An Indie Game Developer Story Kickstarter LIVE! Tue, 09 Apr 2013 03:44:00 -0400 GSA_GamingCulture

Editor's Note: Please welcome Richard Cook from AdaptivElite - he's working on a documentary about indie game development and has some cool news to share. 

The forthcoming documentary on independent games development, entitled "Pixels and Polygons: An Indie Game Developer Story" is a personal journey of an indie game dev and his team on the way to their big game debut at the PAX East 2013 expo in Boston, MA.

An Honest Look at Indie Dev Life

Richard Cook, the producer and subject of the film, began filming the documentary 4 months prior to PAX, in his attempt to capture the life of a "starving artist" game developer struggling through everyday life and making a game that could be his ticket to a successful career. Through balancing 2 day jobs, his declining health, and the politics of working with a team not always on the same page, the documentary explores the many emotions that aspiring developers and creative individuals go through everyday.

Shot entirely from his webcam and phone camera, it offers a very up close and personal look of a life often perceived as fun and careless, but one that is truly full of obstacles and setbacks.

Coming Soon to an Internet Near You

The edited version of the documentary will release for free on YouTube in late June.

The Kickstarter for the documentary and game is live now and seeking support and contributions.

"Organic Panic" - Equal Parts Level Builder, Physics Engine & Produce Wed, 03 Apr 2013 11:24:10 -0400 Amy White

Imagine a world where meats and cheeses are oppressing fruits and veggies. Things aren't looking good for our fibrous heroes, until suddenly, they discover magic and begin to fight back.

It's not as cheesey as it sounds (forgive me, I can't resist a good pun); I took a look at the trailers when the team from Last Limb studios stopped by our booth at PAX East. There are hundreds of levels that will be available at release, but the real fun will start when players start building their own.

Check out the trailer!

The game is suitable for kids and adults alike, and though Last Limb is very clear that they weren't trying to serve up a message about healthy eating, I suspect that it will prove to be a big selling point. After all, what game could be better for kids than one that teaches carrots are cool and physics are fun?

Not just for kids (but man, do kids like it!)

"It's funny, because we didn't really go for any age group... (but) the kids were lining up to play it, they would not let it go."

Parents will not only appreciate the message and the creative gameplay, but Organic Panic looks like it will also strike that magical balance of being challenging and fun for everyone in the family. Like finding that one song that everyone loves to sing along to, or the movie that you don't mind watching for the 300th time, finding games that can provide common ground and hours of enjoyment for everyone can be a challenge. It looks like this one will deliver.

Keep an eye out on Xbox Live Arcade and Steam Greenlight - those are the two places that Last Limb is targeting for release.


"The Golden Arrow" an Endless Runner on iOS Wed, 03 Apr 2013 10:00:38 -0400 Amy White

Jenna from Monster and Glitch stopped by our booth at PAX East to share some cool twists they've brought to endless runner games in The Golden Arrow. The game features a monster cursed to run forever as the protagonist, and a determined princess hunting him down as the antagonist.

Children and adults alike will love the endless runner gameplay style, adults and older kids are likely to better grasp the complex story of love and loss that is revealed as players progress throughout the game.

Available now on iOS for $0.99

Adaptive Elite Talks about Upcoming "Pro Janitor Police" [Interview] Tue, 02 Apr 2013 14:46:10 -0400 Amy White

Adaptive Elite admits freely that the name "Pro Janitor Police" was born by a particularly gifted random name generator, but they've used that nugget of inspiration to seize on a concept that will warm the hearts of gamers (and germaphobes) the world over.

In Pro Janitor Police, players take on the role of a janitor determined to save his school from a viral outbreak. This side-scrolling scrubber offers the chance to wreak vengeance on germy bad guys.

Check out the Gameplay in the Official Trailer

Ready to break out your Mop?

Pro Janitor Police can be preordered now at the Adaptive Elite website

GameSkinny Exclusive: Anomaly 2 at Pax East 2013 Tue, 02 Apr 2013 13:02:17 -0400 Rothalack

Interview by Mark Taylor (AKA Lord Hammer from Guild UMBRA)
Filmed and Edited by Brian Schaaf (AKA Rothalack from GameSkinny)

GameSkinny Exclusive: Logitech G-Series at Pax East 2013 Mon, 01 Apr 2013 15:10:58 -0400 Rothalack

Interview by Mark Taylor (AKA Lord Hammer from Guild UMBRA)
Filmed and Edited by Brian Schaaf (AKA Rothalack from GameSkinny)

GameSkinny Exclusive: WildStar Central Creator Mon, 01 Apr 2013 13:41:31 -0400 Rothalack

We got a few minutes to talk to Andy AKA Zap Robo from WildStar Central, the biggest WildStar Fan Site.

Interview by Mark Taylor (AKA Lord Hammer from Guild UMBRA)
Filmed and Edited by Brian Schaaf (AKA Rothalack from GameSkinny)


EVE: Odyssey announcement from PAX East 2013 Sun, 31 Mar 2013 17:04:58 -0400 MMO Reporter

Harry chats with Jon Landers, Senior Producer on EVE Online, about the game's 19th free expansion: Odyssey. They also talk about the EVE/Dust 514 integration, and how things are working with the one universe/two games.

Neverwinter interview with Jack Emmert from PAX East 2013 Sun, 31 Mar 2013 17:04:00 -0400 MMO Reporter

Continuing our PAX East 2013, Chris talk to Jack Emmert, CEO of Neverwinter, about the currently in beta Neverwinter. They discuss recent class updates, the event system, dungeons, and PvP.

Hawken interview from PAX East 2013 Sun, 31 Mar 2013 17:02:52 -0400 MMO Reporter

Chris talks to Paul Loynd about the upcoming healing mech, the Technician, the new map, and the PhysX intergration.

Wildstar interview with Chad Moore at PAX East 2013 Sun, 31 Mar 2013 16:58:09 -0400 MMO Reporter

Chris and Chad Moore (Lead Narrative Designer) of Carbine Studios discuss WildStar and how it's evolving.