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8/05/09 1:56:21 AM#101
Originally posted by Diross
In my opinion people want to be entertained rather then work for things themself. Look at WoW, WAR, AoC etc. All the themepark MMO's have one thing in common and that is that players don't need to really put a lot of effort into being entertained. They can start a character and just follow the story, there is raid content pvp content etc. All players have to do is gather some friends and go do them. and usually to have fun you have to do some of the content that is created as people seem unable to actually create their own fun. A sandbox MMO on the other hand is the opposite, players are thrown out in a world and pretty much left to themself. The beauty of SWG Pre NGE was just this. You started a character and there was no one to hold your hand and tell you where to go and what to do. My first steps in the game was done by walking around and looking at Bestine. Finding the mission terminal and choosing a mission. Later on when my characters skills was maxed it was time to start experience the world and you would start looking for resources for the guild crafter, build a house and decorate it. It was up to you as a palyer to create your own fun, no one held your hand and forced you to raid dungeons to have fun. You could sit in the cantina, roleplay, talk, or just chill having a great time with friends ingame, If you wanted to try something new you simply retrained your character. In the end you built up a reputation for your character which pretty much followed you throughout your career. PvP was fun as there was always some fighting going on, and alliances and politics actually did matter in the big fights. Damn I miss Good old SWG :( |
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8/12/09 7:14:50 PM#102
Originally posted by Crashloop
In my opinion people want to be entertained rather then work for things themself. Look at WoW, WAR, AoC etc. All the themepark MMO's have one thing in common and that is that players don't need to really put a lot of effort into being entertained. They can start a character and just follow the story, there is raid content pvp content etc. All players have to do is gather some friends and go do them. and usually to have fun you have to do some of the content that is created as people seem unable to actually create their own fun. A sandbox MMO on the other hand is the opposite, players are thrown out in a world and pretty much left to themself. The beauty of SWG Pre NGE was just this. You started a character and there was no one to hold your hand and tell you where to go and what to do. My first steps in the game was done by walking around and looking at Bestine. Finding the mission terminal and choosing a mission. Later on when my characters skills was maxed it was time to start experience the world and you would start looking for resources for the guild crafter, build a house and decorate it. It was up to you as a palyer to create your own fun, no one held your hand and forced you to raid dungeons to have fun. You could sit in the cantina, roleplay, talk, or just chill having a great time with friends ingame, If you wanted to try something new you simply retrained your character. In the end you built up a reputation for your character which pretty much followed you throughout your career. PvP was fun as there was always some fighting going on, and alliances and politics actually did matter in the big fights. Damn I miss Good old SWG :(
Agreed. I think sandboxes are a niche and although still a potentially profitable niche they're trickier to make than a linear themepark so it's not surprising which way the dev money goes. I think the way to do a sandbox is to combine it with another niche e.g sandbox plus ultra-PvP or sandbox plus ultra-crafting and then gradually add more and more elements to it, including small themeparks scattered around inside the open-ended box or, as others have said, model it on the Fallout, elder scrolls way of doing things minus the main quest e.g i modded Morrowind so that the main quest didn't start until you were either a guild leader or head of a house. If you do something like that then those games are very like mmorpgs where you just wander around bumping into quest mini-themeparks rather than being led by the nose. |
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8/13/09 10:32:27 AM#103
Originally posted by tupodawg999
Why would you combine something niche with something extra niche, shutting out more players? The beauty of the sandbox is that it provides options and rewards all courses. You CAN do a themepark mission trail, or you can just farm beets and rp with your 'wife' and 'kids' Or you can chart new maps and areas, or write books and run a library for other characters/players. "Love not only bears with others' faults, but cheerfully submits to whatever suffering or inconvenience that such forbearance makes necessary." |
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8/14/09 3:51:21 AM#104
Originally posted by Hype The one thing that interest me with sandbox is simply the idea to become who you want, rather then become who the developers planned for you to be. I loved SWG pre-NGE for this. It had all the tools needed to become either the most feared player in PvP or known as the best crafter on the server. And it wasn't just because of the classes you choosed but your ability to use the tools provided by the game. Smugglers were selling information about bases vunereblities on their faction side to be able to sell more themself. There was a lot of things that made that game really good. The worst thing a sandbox MMO can do is try to cater just one part of the population. |
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8/15/09 11:41:42 PM#105
A true sand-box MMORPG will never be created until a company has the balls and the genius to release the source code and allow players to build their own quests and dungeons. If they can figure out how to do this, build an interface that non-programmers could build things into the world, prevent hackers and exploiters from ruining the world, then....
then we will all throw our T.V.s out the window, cancel our WoW subscriptions, and get divorces because this will be the MMORPG that destroys modern civilization. |
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8/16/09 1:32:41 AM#106
Originally posted by Crashloop
That makes sense. I misunderstood what you meant by "ultra PvP"
"Love not only bears with others' faults, but cheerfully submits to whatever suffering or inconvenience that such forbearance makes necessary." |
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2/14/10 1:22:52 PM#107
IMO SWG had the greatest feel of an open, sandbox game. The ONLY loading screens were between planets, going into space, and between instances like HK-47, Tusken King, etc. It even made it viable for player housing that didnt rely on instancing. It was pretty cool being able to stumble across your enemies house or pvp anywhere you wanted. Sandbox games FTW |
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tryklon
Advanced Member
Joined: 7/17/06
"The flow of time is cruel...its speed seems different for each person, but no one can change it..." |
2/14/10 1:27:38 PM#108
Why would more and bigger companies do sandbox rpgs? Even the good and recent ones like darkfall or fallen earth have an extremelly small comunity. You think thats profittable? The only one with a decent comunity (even if its smaller than many theme park mainstream mmo's) is EvE and even that took many years to achieve. Sandbox brings no profit to the big companies, and its a rather big risk for small and indie companies. |
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5/04/10 11:08:53 AM#109
Originally posted by boognish75 While you may have a point, certainly people are less interested in roleplaying.. I don't think roleplaying has anything to do with what a sandbox game is. You can have a sandbox game and not roleplay. Lack of roleplaying doesn't break a game. It's lack of a good game that pushes everyone away. The last good sandbox was UO. Thirteen years ago. |
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5/04/10 11:28:49 AM#110
simple reason why not many are being made, they suck and are not as profitable.
all of them have a very short shelf life in which they really good because there is nothing to do, once you have explored the world then you get bored. pvp will only take it so far. most people dont like ffa full loot pvp and that is generally what most people want in a sandbox and that type of gameplay doesnt encourage new people to join considering when they log in some asshat at max level are with way more experience than them kill them over and over for fun like angry children in a real sandbox. sandbox gamers can only blame themselves for the lack of sandbox games, they acted like asshats and were mean to the other kids so the other kids left and went to a themepark game so they wouldnt have to deal with the little brat kid in the sandbox.
Besides, why do you need more sandbox games being developed, go play one of the many games that are out right now. Lets see we have ultima online still around, asherons call, darkfall, eve, mortal online, xsyon and im probably still missing a few, go play one of those, personally i think that is way more than enough boring games for people that want to be jerks.
as to the comment about how innovative sandbox games are, i think you need to brush up on that definition, there is nothing innovative about a sandbox, they create a world, populate it with some monsters and maybe some dungeons, and the players go out into the world and explore it. that is not innovative, that is boring, the developers didnt do anything there but create basically a blank canvas. world of warcraft was innovative because it did something different at the time and it made a ton of money doing it. If sandbox games want to compete they are going to have to become a hybrid of the two games which is to make themepark content but keep the game with the freedom to explore and do what you want also like a sandbox game of old. Personally i think that is what swtor is shooting for and i hope they do it very well but a ultima online type game will never make it nowadays, the players have seen what more can be done and they wont play a game by lazy developers that dont wanna entertain the players. |
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5/04/10 11:55:37 AM#111
Originally posted by LackeyZero I don't think anyone ever mentioned maps and how they are displayed to you in the post that you're responding to. Back to the point. There is a difference because in a sandbox game, people can do whatever they want. You say that WoW is the same, except that it isn't and here is why. In WoW, you are forced to fight in order to level up your crafting profession. In order to make gear and in order to continue gaining more skill, you must continue to level up by fighting. In a sandbox, you don't have to fight. You can be a miner and blacksmith and still be successful. WoW forces you to do something, while a sandbox doesn't. |
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5/04/10 11:57:42 AM#112
Originally posted by DAS1337 And this is why sandbox games aren't being made. They most often suck.
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5/04/10 12:02:32 PM#113
Originally posted by Plasuma!!! I disagree with the second part, since most of the content in the game is player driven, you just have to give them the tools and let them run with them. You're basically creating a huge empty world. Adding some points of interest, like cities, caves, dungeons, and so forth. Creating craftable items, which I admit can be daunting.. if everything is made by players. But, you don't have to create scripted battles, entire detialed dugeons, thousands and thousands of quests and lore. It's the developers job to make all of these parts come together seamlessly. Most of the sandboxes have made very poor choices, so they've failed.
The first and third points a agree with. |
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5/04/10 12:09:16 PM#114
Originally posted by VPellen Can someone please win the lottery and pay a big company to make a good sandbox? lol |
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5/04/10 12:10:30 PM#115
Originally posted by Hyanmen Explain why they suck. It's the indie companies with no MMO knowledge that create these crappy games. It's not the game mechanics that made the bad game. |
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5/04/10 12:14:31 PM#116
Originally posted by DAS1337 The answer is within the sentence I quoted. When people can do whatever they want, the quality of content drops. The more they can do within the game, the worse content will be, overall. People expect some amount of polish from a game they play- and sandboxes can't offer that kind of polish, without at least taking away some the sandbox elements.
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5/04/10 12:23:05 PM#117
Originally posted by elvenangel I guess you and I had vastly different game experiences then. I played UO for 5 years. Loved nearly every second of it. Not once did I have a 7x GM. Had a 5x GM mage, 4x GM warrior and a 5x GM crafter. I played before Trammel and did not encounter many problems with PK's. You learned to stay away from the high traffic areas such as crossroads and moongates. You hated it.
I tried going to EQ1 and lasted about a month before I quit. I felt there was a greater community in UO. There were people in that world that were known server wide for their exploits. Good or bad. You didn't have to keep up, there was a skill cap. You would eventually get there. I don't think play time matters in either game. I quit WoW because I had to grind 4-6 hours daily to be ready for raids and have all my gear. I felt like it was a second job. In UO, I never felt like that. I could play for 1 hour or 10 hours and still enjoy it.
We all have our opinions. |
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5/04/10 12:26:43 PM#118
This might be far fetched, however, a good model to look at would be that of Grand Theft Auto 4. You have a base storyline progression, but can deviate from that story to do side missions. It's not a full open sandbox, but I think this could work for MMO's. A full sandbox game just doesn't work. SWG is a perfect example. They tried, it failed. Believe it or not, people want direction, even the naysayers. Robots will kill you! |
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5/04/10 12:37:40 PM#119
Originally posted by elvenangel I think you may have had some bad days in UO lol. Wasn't that the beauty of skill progression as well? If you didn't want to go hunt, you could sit in your house and practice a skill without being in any danger. It gives the player options. In linear level based games, you typically can't go to high end areas and survive the run to the flightpath.. or wherever you were going. It's level based. You have no way to kill a creature because the number over it's head is 4 or 5 levels above yours. In a skill based game, maybe you can kill something at range that you couldn't kill in melee. it may take a long time.. but it was possible. but yeah, both games you have to grind. It's just the meaning to grind in a sandbox made it less of a grind for me personally. |
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5/04/10 12:39:08 PM#120
Originally posted by TheTooke GTA4 is as themepark as it gets!
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