Dustin Browder and Jason Chayes, two luminaries in the gaming industry, have joined forces to create something truly unique. With Browder’s impressive resume as the director of Heroes of the Storm and lead gameplay designer for Starcraft 2, alongside Chayes’ experience as a lead producer on Starcraft 2 and his work on Hearthstone, their collaboration has given rise to Moonshot Games, a venture under the umbrella of ex-Blizzard CEO Mike Morhaime’s Dreamhaven. Their inaugural project, Wildgate, has been intriguingly described as “purple.”
Exploring the Chaos of Wildgate
For those unfamiliar with Wildgate, it presents a vibrant amalgamation of extraction shooters, ship management, and elements reminiscent of classic space games. On paper, such a blend might seem improbable, yet after experiencing it firsthand during a recent Discord AMA, it becomes clear that the game adeptly weaves its diverse components into a cohesive first-person shooter that invites players back for more.
With so many elements at play, the question arises: how does the team maintain balance in a game that Browder admits lacks a definitive “template”? As we celebrated the release of the game’s new Emergence update, I posed this question to the duo.
“We drew inspiration from a variety of sources,” Chayes explained. “Many of us enjoyed playing Sea of Thieves, which significantly influenced our approach. The joy of upgrading your ship resonated with us, and we explored numerous sci-fi games and films that we hold dear.” He continued, “We also placed a strong emphasis on competitive play, examining existing battle royales to inform our design.”
Browder highlighted the importance of creating a dynamic experience, stating, “We aim for a game that offers high variability. While randomness can introduce unpredictability, effective game balance enhances the experience for all players. A well-tuned game translates to a more enjoyable experience.” He acknowledged the risks associated with randomness, noting that “The Reach” can be both a formidable adversary and an unexpected ally, but emphasized the importance of ensuring that player choices feel rewarding.
As Browder pointed out, “There has never been a game quite like Wildgate,” which necessitates a development process rooted in experimentation and community feedback. Reflecting on his past experiences, he remarked, “During my time on Starcraft 2, we could rely heavily on Starcraft 1 for balance insights. Similarly, while developing Heroes of the Storm, we drew lessons from Dota 2 and League of Legends. However, with Wildgate, we are navigating uncharted territory.” He added, “Everything here is new. Much of our balancing relies on educated guesses, but ultimately, we must engage with the community to discern what works and what doesn’t.”
My initial experience with Wildgate during the AMA was exhilarating, albeit challenging. The combination of looting, shooting, repairing, and piloting creates a thrilling atmosphere, especially as players scramble to locate the Artifact while contending with enemy ships. Although I initially feared the game might be overwhelming, it strikes a satisfying balance, with a core gameplay loop that is both engaging and, at times, exhilaratingly stressful.
As the game evolves, shifting from purple to orange to green, I find myself eager to witness its progression. If you’re curious about Wildgate, it’s currently available at half price on Steam (.99 / £12.49) until Thursday, December 4. You can explore The Reach for yourself by picking it up here.