
| System: PC | ![]() |
| Dev: Ankama | |
| Pub: Square Enix | |
| Release: February 29, 2012 | |
| Players: 1 | |
| Screen Resolution: 480p-1080p |
But once that content runs out, you have to subscribe—which, in my view, is a fair system that keeps many of the advantages of free-to-play without bringing annoying microtransactions into the mix. Subscribers gain access to all of the game's worlds and dungeons, as well as its fast-travel transportation system, full range of professions, and ecosystem. And at $6 a month, with discounts for longer subscriptions, Wakfu won't exactly break the bank.

Perhaps the biggest problem with all this innovation is that it could prove remarkably difficult for the developers to control if players get out of hand. When the various classes are so dramatically different, it becomes likely they'll become unbalanced as players learn all the tricks. (Hopefully the beta testing helped head off this problem.) Also, while the developers say they didn't have many ecosystem issues during the beta—and while free players can't change the balance of life—it's only a matter of time before a few players decide to embark on an extinction campaign, or to create so many of one type of animal that the world is coated in them. The economy poses challenges as well; everyone can mint their own currency, raising the possibility of inflation. The true test of Wakfu (and Stasis!) will be whether the legitimate players and governments within the game can handle such a situation, and whether the developers step in to fix things if worst comes to worst.
But that's a bridge we can cross when we come to it. For the time being, Wakfu holds great promise, and it's like nothing I've ever seen before. Fans of anime, MMOs, nature management, and even sociology will want to give Wakfu a try, if for no other reason than to see what happens when you let gamers run the world.
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By Robert Verbruggen Contributing Writer @RAVerBruggenDate: March 2, 2012 |
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