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6/02/12 3:41:46 PM#561
Originally posted by Axehilt One way is discovered over time by the community, the other, developers reward themepark gameplay more heavily than sandbox. Is that true? |
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6/02/12 4:10:58 PM#562
Originally posted by Axehilt There is a right way to play Skyrim There is a right way to play EVE
What you described was not the "right" way, only the most efficient way to reach a particular goal. The reasons why and how people play games can be vastly different. For instance, I've logged over 600 hours in Skyrim, and I've STILL not seen all the content ! That's just because of the way I play, not because there's an epic amount of content...
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6/02/12 4:37:31 PM#563
Originally posted by Quirhid
Wrong. Only true MMO nerds, that would be us, even know the meaning of 'themepark' and 'sandbox', the rest (90%) just follow trends, marketing and whatever Blizzard happens to release. FFA PvP is the only real thing that alienates most themepark tards from sandboxes. Sandbox games just are harder to make, it really is that simple. |
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6/02/12 4:37:40 PM#564
Originally posted by Axehilt Except for the fact that sandbox was used in reference to games before themepark was, so the term is not defined by comparison with themepark. If you are suggesting that the "SPRPG" concept of sandbox is completely different than the "MMORPG" concept of sandbox, then that's ummm...stupid and confusing. They are both games, and honestly, they both have a lot in common. Trying to give the SAME jargon adjective two different meanings in two slightly different contexts in just a recipe for confusion. Especially since some SPRPGs come out with an MMORPG based on the IP. Would Skyrim lose its sandbox card if they were to make an actual MMORPG version of it? In addition, even if we do accept your "player made content" definition of sandbox, it still doesn't really accurately describe even MMORPG games that we know to be sandboxes. For instance, in UO, you could build houses and place vendors. Other players could then go to your house and buy crap on hang out. But to be honest, you really didn't spend most of your time in UO building houses or hanging out in other players' houses. You may have had meetings there or whatever, but for the VAST MAJORITY of my time in UO I was doing things like exploring dungeons, farming monsters, PvP, etc. And all of this was DEVELOPER CREATED content. UO has a housing system, but I hardly think that it defines the game. Also, how the heck do you define "player created content?" Because really, all that stuff you use for a house was made by the developer. You're just putting it somewhere...you didn't actually make anything. And on the other side of the coin, you could really consider anything that the players do which was not explicitily designed by the developers to be player made content. LIke if the developers put a chessboard in the game that has no actual rules, but where you can move around the pieces. If two players use this board to play an actual game of chess...is this player created content? The devs didn't explicitly code the rules into the game, so the players are basically "creating" a game within the game. And then what about games with persistent keep possession and sieges like DAoC or WAR. When players take a keep from other players, they possess it until it is taken back. Thus they have permenantly affected the world. Wouldn't this be player created content? And yet DAoC and WAR are definitely themeparks. Finally what about crafting in WoW, and the auction house? That could be considered player made content... No...player made content is not what defines a sandbox game. This should be fairly easy to see because if you removed player housing from UO...it would have still been UO, and still been a sandbox. Player housing was NOT what defined that game. If anything, the open world and the sheer amount of freedom it gave you was what defined that games, and that's what made it a sandbox. Are you team Azeroth, team Tyria, or team Jacob? |
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Originally posted by busdriver "Themeparks tards", eh? Well, do you have any explanation to support your argument there? Never argue with a fool, onlookers may not be able to tell the difference. -Author unknown, attributed to Mark Twain |
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Originally posted by SpottyGekko You can play any game like that by standing around picking your nose, catching butterflies and smelling the all the flowers. In every single game out there you can do that. Nothing stops you. Never argue with a fool, onlookers may not be able to tell the difference. -Author unknown, attributed to Mark Twain |
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6/02/12 5:27:23 PM#567
Originally posted by Creslin321 I suggest you go and post that on rpgcodex :-) |
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6/02/12 5:42:47 PM#568
I find it amusing that people are so derailed on the definition of 'sandbox'. The original poster's statement was confirmed from a market point of view. It isn't that hard really. If a company is going to invest time/$$$ into an MMO, they'd like to see some evidence that there is a 'large' (1M+) market for it. When the largest is EVE with 400-500k subs, it is perfectly normal for companies to conclude 'there is not massive sandbox mmo crowd'. Wonder why there seems to be more haters on the internet? Read this by an actual marketing guy to find out why. |
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Moaky07
Advanced Member
Joined: 2/24/07
MMO sandbox games are as exciting as watching paint dry. |
6/02/12 5:54:26 PM#569
Originally posted by jpnz I havent seen anything to indicate EVE has broken the 400k barrier. It still lags behind EQ at its height, and that was 8 yrs ago. Without selling Plex to get in on the gold seller market, I doubt EVE would sport more than 250k. All that bullshit aside, I am surprised PVE/Owen sandboxers dont rail about getting rid of FFA PVP as an accepted norm in sandboxes.
When you give folks the ability to grief others into quitting, you are fighting a losing cause. UO figured this out over a decade ago. Asking Devs to make AAA sandbox titles is like trying to get fine dining on a McDonalds dollar menu budget. |
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6/02/12 6:00:07 PM#570
Originally posted by Amaranthar You are right, adding Housing to WoW will not make it a Sandbox game even if adding the Housing will add the Quality/feature of player created Content. This is why, Player Created Content is not a defining Factor of a Sandbox MMO. The basis of a Sandbox game is non-directed experience, or Freedom or non linear gameplay, all the terms are interchangeable. The the rest of the features which as player we have come to expect from Sandbox MMO's are sinply following Logically as one is garnishing the Design with more variety and things to do for the players, since they have that freedom. The same process applies to Themeparks, it is a Directed Experience, or no Freedom, or Linear Gameplay. The rest of the features that we have come to expect from such a design are following logically as the game is being garnished. if you want to direct the player down a certain path of progression from point A to Point D, then you will create an Area for progressing from Point A to be and another for progressing from B to C and then from C to D, you can add some crafting for Variety, an Auction House so that players interact duringthis progresion, you can add a couple of instances in key points such as for the transition from B to C and another for C to D. At D you may further the experience by adding a Raid and in anticipation of E. How does Housing fit in all that? Well, it is low priority it would distract the player from the Directed path, while nothing prevents one from adding it as a feature, it is not required by the design. Furthermore, your time and effort as a designer and develloper would be spent better in making the priority elements more enjoyable, adding instance raids and quests rather than develloping a housing system that is rather disconnected and on the side of the direction you want players to gfollow in your game. Converselly, if you follow the same Design process now for a Sandbox game, Housing becomes a priority as a feature, while not necesarilly required it is better to have it than not having it since you let the player Free and to set their own goals in the world and not directing them. So a given day the player may just decide to gather berries to make some colors in order to use as Dye for the new Furniture they built a couple of days ago and further decorate their house. While the next day this player may simply decide to spend the Game session adventuring with friends in a Dungeon. Player has the freedom to decide. Housing is a Good feature to have in a Sandbox game. But it is not necessary in order to make that game a Sandbox per se. It doe snot define your game, what defines it is whether you want to direct players or whether you want to let them undirected. Lastly prioritizing may not seem as important to the players but in devellopment where you have to meet milestones and have a budget to manage time spent on the right places can make or break your project. Cheers!
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6/02/12 6:13:50 PM#571
Originally posted by Amaranthar I don't understand internet people. Because they can type something it must be true. EVE fucntions in exactly the way that you state would turn Skyrim into a themepark. Zones that have mobs of set "levels". EVE is a sandbox. CCP, the deveopers, guys who are responcible for actually making a game, promote it as a sandbox and are dedicated to sandbox gameplay. One of the reason World of Darkness is taking so long, aside from not being a very large development team, is that they're literally converting the EVE system over to a vampire game. They're dedicated to creating another sandbox, to the point that it's the primary design goal for the game. It's even going to be a single shard game.
"How a game playes" is 100% a reflection of what kind of game it is. If it's a simulation you would expect it to play like a simulation. Gran Tourismo isn't billed as a racing simulatro, but plays like an arcade racer is it? A themepark isn't going to play like a sandbox MMO because it's not. Just because you have choice in WoW doesn't change what the game is. Sure, I don't have to do quests I could just grind mobs, and poeple do do that. I don't have to leave a zone I can just stay in one place, I can turn off XP, but none of that matters. The game is designed around linear progression and revolving content. You level from 1 to the cap, you move from zone to zone, you do one dungeon to get gear that allows you to do the next dungeon. Whether or not you have to adhear to these things isn't really relevant because ignoring them inevitably means you're not playing the game. Sim city isn't a sandbox, not even the sims is a sandbox. You can effectively "do whatever you want" in both of those games, but the one thing you can't do that prevents them from being a sandbox is ignore the objectives. Gary mod is a sandbox, because it has no objective, not because you can build stuff. Minecraft is considered a sandbox, not that I entirely agree with that, because like garys mod it has no objective in creative mode, not because you build stuff. UO is a sandbox becuase there is no objective. The developers didn't say, "make a character, level it, then run dungeons." They gave players a world and said go play in it. EVE, there is no objective in EVE, just a bunch of stuff you can choose to do. The ONLY player created content that a sandbox needs to be a sandbox is the ability for players to create their own objectives. The moment a developer puts in objectives that the player has to achieve to progress the game, it stops being a sandbox. You don't even have to train skills in EVE if you don't want to. Building, world interaction, player created content, those are all just divergent gameplay. Divergent gameplay is kind of the backbone of a GOOD sandbox. Sandbox comes from way back in the day, before even daggerfall, when single player RPG's would come with a gameplay mode called sandbox, or poeple would mod it into the game. Sandbox mode turned off all the objectives in the game, and usually allowed you to use any item without restriction. It's the internet age that's destroyed the word. You guys are trying to turn it into something it never meant. Sandbox games existed long before any game ever allowed you to build anything, or change anything in the game world. Now we have a generation of gamers who've never actually played an RPG that had a game mode called sandbox, and instead they're introduced through games like minecraft.
Like someone else said. It's all about the ease of development. It's a development nightmare to create a game that puts thousands of people into the same virtual space without structure. A themepark is a lot easier to make and balance; everything is structured by the developers and gives them more controll over the content.
And like I said in my earlier posts. Everything you find in a themepark game you should find in a GOOD sandbox game. The playerbase is as large as you're willing to make it based on the quality and setting of the game. As long as it provides the freedom to do what I want, when I want, with no develper defined objectives, it's a sandbox. A good sandbox MMO has the potential to be as succesfull as any themepark mmo. Afterall, it should be providing you the exact same content, and then some. |
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6/02/12 6:19:10 PM#572
Originally posted by Elikal Wooo there pal,,,, MANY people on this forum said just that. Especially when Skyrim came out on 11/11/11. This forum was flooded with Sandbox talk in regards to the Skyrim Sells.
But most people on this forum fail to realize is that Skyrim/Oblivion are Open World Themepark RPG. Nothing Sandbox about them. They are themepark like Themepark MMORPG. They just happen to be Open World RPGs unlike other console RPGs. this is something most people seem to confuse the terms. Open World != Sandbox.
WoW as a Open World, GW2 has a Open World, Rift has a Open World. Doesnt mean its a Sandbox....
GTA and TES been known to be called Sandboxes due to them being Open World. But they arent.
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6/02/12 6:27:40 PM#573
Originally posted by MMOExposed Wooo there pall,,,, YOU'RE as wrong as the guy you quoted. You like a lot of other people around here have taken to confusing a feature that is found in both sandbox and nonsandbox games as being anything other then a FEATURE= open world. Kind of like housing= sandbox and it has nothing to do with sandbox, it's just a FEATURE that people have come to expect in a sandbox, but one that can be found in a nonsandbox game. I suppose next you'll say that UO isn't a sandbox, even though it fudimentally functions the same as any TES game. |
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6/02/12 6:32:11 PM#574
Originally posted by MMOExposed Everyone else would beg to differ... Source: http://en.wikipedia.org/wiki/Grand_Theft_Auto_(series) The Grand Theft Auto series belongs to a genre of free-roaming video games called sandbox games
A sandbox style game is any game were you can choose to not further the main storyline at will. Most popular of this topic would be the Grand Theft Auto series, but games such as SaGa, Legend of Mana, Shenmue, Monster Hunter, Fallout 3, The Elder Scrolls,Assassin's Creed, Xenoblade, Dark Souls, and even technically Burnout Paradise, are examples of this concept as well.
Source: http://www.giantbomb.com/sandbox/92-453/games/ Several sandbox games listed...if you want to get an idea of what sandbox actually means, check this out. Are you team Azeroth, team Tyria, or team Jacob? |
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6/02/12 6:32:29 PM#575
Originally posted by Uhwop no offense taken, but please show me where I was wrong.
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6/02/12 6:37:57 PM#576
Originally posted by MMOExposed My responce was pretty clear why. Or you could read a few posts up to the other one I wrote explaining that sandbox gameplay means no objetives, and only means no objectives. Nothing more, nothing less. No objectives. It's what it meant 20 years ago before there was ever an MMO, before garys mod, before minecraft. It's exactly what it meant when developers included a game mode called sandbox in singleplayer RPG's that simply allowed you to play the game without any objectives. It is what it mean, and always has meant. Just because some of you guys decide to spout on about how it has to have this or has to have this doesn't change what has always mean, it only means your all wrong. PS: That's why the TES games are sandbox. You can IGNORE THE OBJECTIVES. It's was the design principles that Chris Weaver set out to achieve when he created Arena. An RPG that allowed people to simply play without adhearing to the objectives available in the game. (corection, arena, not daggerfall.) |
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6/02/12 6:43:32 PM#577
So in Rift, since its Themepark MMO after all, I cant play the game without following main storyline?
yeah ok..... (sarcasm)
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6/02/12 6:48:16 PM#578
Originally posted by MMOExposed No, because you further it by the shear fact of playing. YOUR CHARACTER is tied to the storyline, you can't get around it. The storyline is an objective. By playig you are taking part in the storylie and therefore taking part in the objective. You can't get around the structure gameplay of Rift. Just like your sarcasm clearly shows, you know that. If you played Skyrim, or any other TES game, you know that you are not bound to any storyline outside of "you were a prisoner, now your free, do what you want". You should know, if you played any TES game, that you never have to adhere to any objective in the game. You're not required, or forced to do anything.
PS: You may not enjoy a game that doesn't put goals in front of you, but that doesn't change the facts. |
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6/02/12 6:58:34 PM#579
Originally posted by MMOExposed The minute you create a character and start doing quests in the tutorial the only way to get past it is following the linear story. How to post links. Check it Archeage |
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6/02/12 7:00:19 PM#580
Originally posted by Uhwop using your logic, how is it that you can PLAY SKYRIM and not get involved in the story?
come on, I am waiting for a answer pal.
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