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11/25/11 7:53:54 AM#41
It is 100% down to the development teams. There are plenty of good ideas, but it requires a development team capable of taking a sandbox concept to reality on a shoestring budget. Join the League For Gamers. |
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11/25/11 8:01:19 AM#42
Originally posted by lizardbones It is true, but sandbox designs are harder to make than themeparks. In a themepark you really focus on making soloquests and group quests, you don't need to think on any more people than the one in the group so everything is rather simple. In a sandbox you need to give players freedom without making the game boring for other players at the same time. That might sound easy but it ain't, every small thing you add will affect other mechanics and other players, often in ways that are hard to imagine. For one thing it takes a lot more alfa testing than any themepark which means that it will cost more money. You can make great sandbox games of course, but a multiplayer sandbox is harder than a single player one like Skyrim. A good sandbox game needs a great team and a good budget to work. |
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11/25/11 8:03:26 AM#43
Well, they aren't going to get a great budget. So a fantastic or even phenomenal development team may be required. Join the League For Gamers. |
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11/25/11 8:24:05 AM#44
Originally posted by Sepulcher Lots of games had more than 400k subs at one point or another. They didn't hold on to them. That, in itself, is the most telling sign of failure. Lame facebook games can gain millions of people's attention simply because they have hundreds of millions of people looking at their banners daily. It doesn't mean they are good games that will last against opposition with the same ad space. EVE is a success because it has maintained that large base for a long time. Time is a factor here. If we multiplied all the subscriber numbers by the fraction of a year that the company held on to that number, you would see the difference between the two real successes and the others. World of Warcraft was a colossal success for a variety of reasons. It entered the market at just the right time. It already had a huge following from the Warcraft series of games, which games were superb. It used cartoonish graphics that made the game seem appealing to young kids and old fogies alike (the old fogies being comforted by the cartoonish look, as opposed to the Doom, Quake, or Grand Theft Auto graphic styles). Yet it is now losing subscribers. The world population is not shrinking. This isn't a natural effect for online social games, especially those that have the 3D graphics capabilities that WoW has (and they can upgrade their engine at will). WoW is failing, just like the rest. LotRO was perhaps a mild success. Since it went F2P the business numbers from cash shop scamming will hide whether the game is really doing well or not. Remember, MMO subscribers are primarily concerned with subscription numbers because of the quality of gameplay they bring, and not just because of the quality of development the subscription money might bring. I could spout off a long list of themepark MMOs that have gone completely under. Belly up. Darkfall is still running and supposedly there might be a 2.0 released at some point. Other sandboxes are similar. The chief metric for success is longevity, and themepark MMOs are and always have been way behind in that category. |
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11/25/11 8:31:39 AM#45
That is unrelated. The only sandbox MMO on the market is growing since release in 2003 - it's EVE Online. Everything else is mostly just mislabeled as sandbox - ie. Darkfall is FFA PVP game, not a sandbox. |
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Yamota
Hard Core Member
Joined: 10/05/03
There's a beast within every man that stirs when you put a sword in his hand |
11/25/11 8:34:23 AM#46
Sandbox MMOs do work, this has been proven by Asherons Call 1, UO, Eve, etc. But Themepark MMOs are far more popular because they are much easier to get into and max out your character as most content is on rails. In sandbox MMORPGs the content has to be discovered/created and it seems most MMO players cannot be bothered to do that. Add on top of this that most sandbox MMORPGs have FFA PvP which further scares away people. |
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11/25/11 8:36:02 AM#47
Look we understand ffa pvp doesnt have to a pre requisite of sandbox. The issue is its usually a big part of the sandbox games that release. Its not that players think it has to be there its that devs seems to think that and as such most sandbox games are ffa pvp and as such most people out there wont event ry them. Im not into sandbox games but it has nothing to do with pvp i just perfer themeparks but i bet there are millions of gamers who would love sandbox games if theyd just take the ffa pvp out of it or have servers where pvp was turned off. That way ffa pvp could do what they wanted on pvp servers and the rest of the playerbase could go about there buisness without having other players ruin there day. U just need a dev with the guts to do that and not give in the the vocal minority that wines its not a sandbox if it doesnt ahve ffa pvp and they will never play it. |
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Loktofeit
Elite Member
Joined: 1/13/10
EVE in 2013 - DUST 514, CSM8, Fanfest, 10th Anniversary, Uprising, Odyssey. Gonna be a good year :) |
11/25/11 8:38:25 AM#48
Originally posted by Wharg0ul That's really been bothering me about some of the recent releases that have called themselves a sandbox MMO or, worse, try to equate themselves to games like UO. I have no problem with FFA full loot environemnts, but to have some depth the game needs more for players to do than just rampant murder. It needs not only to offewr other avenues of gameplay but to allow the players of that other content to engage in what they find fun with reasonable insulation from the worldwide slaughterfest around them. filmoret: One thing I have never figured out is why the game devs hardly ever fix simple problems that arise. It is like they don't care about the pvp community. Nitth: What makes you so sure its a simple fix? filmoret: Because most of them are. Sometimes its just changing a number in a code string other times its creating a few variables. However none of them should take over a few hours of coding. |
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11/25/11 9:47:39 AM#49
A non-linear enviroment such as TES has always been popular, however the model as you describe is enjoyable right now because it's a single player game, add hundreds of players with their own agendas and you can quickly be devoured from the "sandbox aspects". Imagine UO (pre-trammel) on steroids...... Very few casual players could handle that notion.
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11/25/11 10:00:23 AM#50
Originally posted by lizardbones This Also, as said before, it's because we use to see sandbox games tied up to hardcore gameplay (fool loot, long skill grind, etc) or/and to not-so-popular genres (internet spaceships). |
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11/25/11 12:53:11 PM#51
Originally posted by Wharg0ul
You said it all. The arguments against limiting what players can do to each other and where because limitations of any kind make the game 'not a sandbox' fire up the minute a game is announced. Then people act surprised when a handful of dedicated asshats stomp all over the population and drive everyone out. |
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11/25/11 1:01:21 PM#52
Um...there's a really good sandbox MMO out there bros. Maybe the big 'ol banner ad on the front page of MMORPG.com wasn't obvious enough.
EVE Online.
Try it. It's kinda like the first time I watched The Matrix I was like: "Wtf? I don't get this." Then the 2nd or 3rd time it makes sense and becomes one of the best things that ever happened to you.
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11/25/11 1:12:36 PM#53
Originally posted by Talint nah, I think you are thinking about it in the wrong way. It doesn't matter whether you can explore everything NOW but that at some point you are able to explore it. having content that is above the player at any given time is a good thing. Sandbox mmo's do work. they aren't popular because many people who play mmo's want a more guided experience. Especially those who are in love with a more themepark way of doing things. Heck, I recall a player recently in Lord of the Rings Online who was confused because he wasn't directly sent to the next quest hub. Now, LOTRO guides people to other quest hubs but it's not always as pronounced as say Rift. The suggestion that he just follow the road was accepted but he didn't like it that he was left in confusion. And that's Lord of the Rings! What's the average plaeyr going to do when they are just plopped in a world? Of course, the rebuttal to that is "look at all the people who love the elder scrolls games, that's proof that people want a sandbox". To this I say "did one ever consider that the same demographic that plays sandbox single player games isn't interested in mmo's? Especially because mmo's are, for the most part, about something else? |
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11/25/11 1:12:48 PM#54
True sandboxes are incredible hard to make. It's almost impossible to design a sandbox MMO where one's freedom finishes when it limits someone else's freedom.
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Robokapp
Elite Member
Joined: 11/15/09
The only luck I had today was to have you as my opponent. |
11/25/11 1:21:58 PM#55
Originally posted by Rivalen city guards.
FIXED.
TEAM SUBSCRIPTION. P2P > P2W. |
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11/25/11 1:25:53 PM#56
Originally posted by Robokapp Even you don't believe that, hehe. It just incredible hard, specially if you take in to consideration the ability to destroy propriety and persistant worlds. A true sandbox (with ffa pvp and all that) is incredibly hard to envision, maybe a Co-Op Sandbox but then again most of the sandbox fans would hate co-op. |
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11/25/11 1:32:33 PM#57
Sandbox MMO can work. But in these days a sandbox MMO will need themepark content in addition to it(quests or content like that) to sell well. FFA PVP is not a great seller, because in most incarnations its not popular. So thats best left out if the devs want to make it a popular game. But the most difficult problem is that a sandbox MMO has usually way more features then a themepark MMO. No matter how you envision a sandbox MMO for yourself. More features to get right and test and polish, means it takes more time to produce. And we all have seen so far that devs rarely get the time. Its just a lot more work to create a sandbox MMO with all the promised features polished and relatively bugfree. The reason why they dont sell well atm, is because they are released with just a few of the promised features completed and loads of bugs. Players dont sub anymore for promises that might be kept in the future. |
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11/25/11 1:35:00 PM#58
Originally posted by Madimorga LOL....So very true |
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11/25/11 1:36:12 PM#59
Originally posted by Xthos UO became popular because it had no competition other than Meridian 59 at the time. There was an untapped market and UO hit that spot. Nothing less. It's not a good measurement of how sandbox games with FFA PvP is the biggest draw. The only thing holding sandbox games back are the niche group of players that insist on having full loot pvp in every sandbox game that comes out. They are a niche group within a gamestyle that has the potential to grow exponentially big. They are the only ones holding this genre back
Sandbox features are very sought after. FFA PvP not so much |
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11/25/11 1:36:35 PM#60
Originally posted by Zeal77 Disagree...I've tried it several times...just not my cup of tea |
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