In a statement provided to Polygon by NCSoft, the layoffs were described as part of “a restructuring of key operations with [NCSoft] West.” The publisher says it is devoted to its core massively multiplayer franchises — Aion, Wildstar, Lineage, and Guild Wars — but it also plans to expand into mobile and tablet products.
According to the statement, there were “staff reductions” across all of NCSoft’s western branches except for Guild Wars developer ArenaNet.
A source speaking to Polygon who wished to remain unnamed said that Carbine was especially hard-hit by the layoffs. The studio reportedly lost over 60 members of its team of a few hundred. Our source says the layoffs included Carbine employees across all levels, not just entry level or less senior staff.
Although I let my Wildstar subscription lapse after the first month (I had one extra free month via in-game gold), I left /r/Wildstar subscription active on Reddit just to keep an eye on things. For the last few months I thought it might be good to track down just how many developers were leaving Carbine, but it didn’t seem especially pertinent considering I did not know their relative “value” or impact to the game. Given the news of this heavy cut, I decided to go ahead and post what I could find:
- Jeremy Gaffney (President of Carbine | Aug 26)
- Hugh Shelton (Class Lead | Sept 23)
- Stephan Frost (Design Producer | Sept 30)
- Matt Mocarski (Art Director | Oct 14)
- Bitwise (Lead Client Engineer | Oct 23)
- Rob Hess (Dungeon and Raid designer | Oct 23)
- Ryan Moore (Senior World Artist | Oct 23)
Some of these people left for personal reasons, some got better offers, some were hit with layoffs. To an extent, this is pretty “normal” in the game industry anyway. No doubt some of those people have been working on Wildstar for 5+ years.
At the same time… yikes.
I have not been playing Wildstar for months, but I try and keep abreast of its various developments. The most recent was a disabling of the free realm transfers ahead of the incoming megaserver merge. It was later clarified on Reddit that the free realm transfers would be coming back once everything is stabilized… but only for PvP –> PvE transfers. Some player, clearly new to the MMO scene [Edit: or used to WoW] , asked the bright-eyed question of “Why?” InRustTrust helpfully explained the hitherto ironclad logic:
The restriction is, and always has been, purely because the people on PvP servers don’t want you to just level up your character in complete peace, obtain all the gear they competed over and free of the ganking they had to endure, and merely transfer past all that. I don’t know why this is ever shocking to anyone. It’s like this in practically every MMO and the reason is always the same.
I say “hitherto” because A) I like fancy words, and B) does that explanation strike anyone else as increasingly asinine?
It is certainly true that such a rule strikes a chord of fairness. But what are we really saying here? What are the developers committing to? There are precisely two megaservers in North America, with a one-way funnel between them; any server transfer is basically a permanent loss for the PvP megaserver. So anyone who originally joined their friends on a PvE server only to lose them, now has to sate their frustrated bloodthirst in battleground queues. Or anyone who wasn’t sure whether they could stand it, or anyone who didn’t originally know the difference, or anyone looking for a change in scenery, or for any number of reasons. Including, I’m sure, X amount who wanted to level in peace but are itching to gank lowbies.
Would it be unfair? I ask… who cares?
No, seriously, just think about it. Are we really regarding leveling up on a PvP server as some kind of rite of passage? That you cannot gank lowbies unless you yourself were a lowbie to be ganked? It spawns all sorts of interesting questions. For example, I leveled up on the PvP no-pop server of Auchindoun in WoW. There were a few ganks along the way, sure, but my experience had to be night-and-day different from someone who leveled up on a High-pop PvP server. Am I “worthy” of the same “respect” as those who had it worse?
I mean, principles are great and all, and I recommend everyone having a few. But on occasion I also recommend examining them and seeing if they are still relevant to your interests. Having a PvE –> PvP server restriction is 100% arbitrary and I can’t see what real benefit it brings, especially when PvP servers are historically the most empty to begin with. Can Wildstar really afford to turn away geared endgame players from possibly generating endgame shenanigans on PvP servers? “It’s not fair!” So add an achievement: Leveled On A PvP Server [+10].
It’s a PvP server, people, everyone should be falling over themselves getting more (carebear) targets to transfer. Right? The sanctity of the hazing ritual that is leveling on these servers is not sacrosanct. The PvP person who would quit over this clearly was not interested in a world PvP endgame. The only people you have to watch out for would be the lowbies who might see an increase in getting ganked… but then again that is precisely what they signed up for in the first place. Arguably those masochists would like it even more.
So come on, Carbine, be the
first (?) next to put this sacred cow out to pasture.