| 45 posts found | |
|---|---|
|
In a sandbox MMO that doesn't have the building of custom content, where does the conflict come from? In Themeparks it's easy. The conflict is already there, go do the PvE. Explore it all, max out, do it all, then do it again til you don't want to anymore. In no-building-sandbox, what's the conflict? Fight over wealth, power? In MMOs $$$ just lets you do things, makes them easier, or it gives you more power through better gear/whatever. What's the point in getting the power? Like having the most powerful character or biggest, most powerful guild? What do you do with it? Try to keep it, hoard it away, and see how long you can be #1? See how big you can make your pile of $$$? Make mischief and PK everybody? Do the opposite, stop troublemakers? Govern the world? Make up your own stuff to do? Like player-made-quests?
It's like... how can that sandbox endgame be expanded on? So you don't get stuck with, "OK, What now?" In real life, we work hard and play hard to make our lives better. But in an MMO world, your character can sit in one spot for 100 years it makes no difference to them. They can't TRULY enjoy partying, getting a massage, or eating expensive, fancy foods. So being rich doesn't mean anything except for power. In Entropia Universe, you can legally exchange in game currency for US dollars. So wealth in that MMO means real life $$$. Then the game becomes something like an online casino. Is that a good thing? Does that expand on the endgame? Because then your progress translates into a reward you can take with you away from the computer. YOU can go get a massage with all the gold you looted off those mobs.
So is there anyway to expand/elaborate on sandbox endgame without introducing player-made-content or turning it into a casino with real life $ rewards? (Btw, I know I've ignored social aspects of MMORPGing in this post. That's because, for this question, I'm only interested in something quantifiable. I want to explore possibilities of sandboxing without saying "Oh, just socialize, chill out, have fun, roleplay, use your imagination.") |
|
|
4/24/12 5:57:05 PM#2
Originally posted by LEmmopeasant
My favorite part of your thread was the part of your thread where you answered the question you posed in your thread. /Thread. |
|
|
4/24/12 5:58:46 PM#3
I hate the word endgame. Its either game over or continue. If it's not broken, you are not innovating. |
|
Originally posted by Shaydryn
You'd make a great designer. :) |
|
|
4/24/12 6:01:31 PM#5
Isn't a sandbox endgame an oxymoron?
"i don't waste my time building relationship in games" - nariusseldon |
|
Originally posted by Torgrim I guess I used "endgame" for familiarity. So.... How could you make it continue? Make the game over come later, at least. |
|
|
4/24/12 6:10:33 PM#7
surely sandbox endgame is the point you grow bored of doing whatever it is you are doing. Or maybe another game catches your eye that you think you might enjoy even more so you change games. There that's endgame for you for the sandbox you are playing currently. Never really THOUGHT about endgame in a sandbox, what's the point? There is no win or lose. |
|
Originally posted by RefMinor Sort of. I'm using the term as the point where you can no longer advance your character, and any further increase of your wealth, guild size would just be obscene. Or if you don't care about accumulating wealth, the point where you've met your character advancement goals. Something like that. |
|
Originally posted by Emwyn I always think about endgame in a sandbox. But anyway.... I guess I'm really asking... how can you create conflict in a sandbox that isn't based on fighting-over-wealth or mischief-for-mischief's-sake? Without turning it into a themepark. Without player made content. |
|
|
4/24/12 6:28:55 PM#10
Originally posted by LEmmopeasant a pvp centric sandbox? Fight over resources? Fight to maintain your player built villages? If you lose, you have to found another and the victor gets the spoils of war. For victories sake I suppose or for the spoils or maybe the area they just aquired is very useful for other aspects of some game element. I don't know, kind of a blank slate to go on here. No idea what's available in this sandbox :D I give the above examples because these can be ever changing, ever evolving situations that affect the game world or an area of the game world. |
|
|
4/24/12 8:13:43 PM#11
Originally posted by LEmmopeasant I'll take that as a compliment. You basically asked a question about "things to do" in a sandbox after you'd progressed your character to a point of diminishing returns on their effectiveness, then proceeded to answer your own question with a laundry list of things to do. Am I missing something? |
|
|
4/24/12 10:35:47 PM#12
Doesn't seem like you grasp the idea of a sandbox. It's never been about maxing out your character, it's about the overlooming narative of the game. This is written by the actions other people in the game are making. That's the point of a sandbox, the interactions between players. It's not about maxing out your character. |
|
|
4/24/12 10:49:57 PM#13
Is there an endgame to RL? Likewise there is no endgame in a Sandbox game, it is open ended gameplay. The best way to understand it is to experience it.
|
|
|
Loktofeit
Elite Member
Joined: 1/13/10
EVE in 2013 - DUST 514, CSM8, Fanfest, 10th Anniversary, Uprising, Odyssey. Gonna be a good year :) |
4/24/12 10:59:03 PM#14
Shaydryn and Helthros pretty much covered it.
Since you dismiss the value of the creative content of a sandbox MMO - player generated content and social interaction - and focus primarily on what to do after you've levelled, I'm inclined to say that sandbox gameplay is neither what you are describing nor what you are interested in.
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. |
Originally posted by Emwyn Those are good examples of sandbox play, but still all of them are based around fighting over wealth/power. Is there any other way to create conflict?
Originally posted by Shaydryn Well, the "laundry list" of things to do are either the same as playermade quests. Like you do them just to do them because there's nothing else to do. Or it's only more fighting over wealth/power. I want to know if after you've become the richest, best player, there's anything else you could do that you didn't come up with yourself. Besides defend your riches.
Originally posted by helthros I grasp the idea of a sandbox. Of course it's not strictly about advancing your character. I'm posing a question to explore new possibilities. Maybe the answser is: No, there's no source of conflict other than struggle for power, and beyond that, people have to make up their own activities. I understand that what I highlighted is why it's called a sandbox. I'm just wondering if there can be more to it as well. I couldn't come up with anything myself, so I posted it.
Originally posted by Suraknar I'm almost regretting using the term endgame... I suppose I used it because I don't want any answers related to character/guild progression. For this thread, I have no interest in hearing about grand schemes of character development, gear, experience, or anything like that. And btw, I have experienced it.
Originally posted by Loktofeit Why do you say I dismiss the value of player generated content and social interaction? I dismissed them as answers to my question, yes, but I did that because we all already know about them. I'm wondering if there's anything more. |
|
|
4/25/12 1:31:00 AM#16
Well...for me it was eve and darkfall...mostly eve , over 5 years
And...how should i put it..watching game of thrones? That was the "feel" of eve for me . Corporations (clans) , alliances (great houses) , and a neverending struggle for domination and power between alliances
It`s hardly ever about how maxed up your character is , it`s a lot more about very large groups having very large conflicts both in numbers and over a very long time . There have been 3000 players in a fight , and alliances fought wars for months , even years
throw in a copious ammount of politics , treason , and so on...and in my oppinion you have an overwhelmingly engrosing game where the lore is actual lore generated ingame by players , and the "end bosses" are not 1 creature vs your 10 players , but rather alliances of thousands
tl;dr : your ussual themepark raid boss is in ve (sandbox) a corporation or an entire alliance , and conflicts are not 30 minutes 10 man battlegrounds (or 100, whatever) with no effect on anything at all in game , but rather months long affairs involving everything from industry to "programs" to bolster your alliance`s morale
|
|
Originally posted by Xeronn What could be added to EVE that doesn't involve the neverending struggle for domination and power between alliances that would make it an even greater MMO? That's the question I'm asking. |
|
|
4/25/12 2:19:23 AM#18
Originally posted by LEmmopeasant If I were playing a "sandbox" MMORPG, I'd want it to have multiple options for highly skilled users. Random Generated Raids by NPC Hordes:
High-Difficulty Zones with Lairs and Random "Elite" Creature Packs:
Remote Zones for Gathering Rare/Precious Resources for Various Crafting Professions:
Advanced Player-Made/Tamed Transportation:
Advanced Personal Housing Options:
Community-Developed Townships/Cities:
Game Master/Developer-Generated Seasonal (real-life and in-game season) Events:
These are just a few ideas. Almost none of them are new, but some of them are fondly remembered features from other MMORPGs, some "sandbox", some not. I think there are a lot of ideas that a good "sandbox" MMORPG could borrow from other games, and still be highly favored by the gaming community. |
|
|
4/25/12 2:25:00 AM#19
well...i`m not sure how to answer that...you want me to talk about the PvE part? they are allways upgrading this and that , that mission(quest), that loot , that ...whatever i never really payd much attention to that sort of stuff...NPC`s are NPC`s and that`s the end of it, imho building better npc`s and quests and "bosses" in eve is a waste of time . Killing NPC`s is for single player games , in mmo`s (for me) it`s just a tool to spawn cash
what is there left then? building structures? that`s all about pvp too...industry(crafting)? that`s all about pvp too....
what could be added? on a conceptual level , i dont really know . I like it the way it is and i dont care at all about anything that has me interacting with a NPC in a mmo game
on a tehnical level? i`d need a week to list all the stuff like "that weapon does 5% more damage then it should and breaks ballance!"..and lag |
|
|
4/25/12 2:30:13 AM#20
Then the game becomes something like an online casino. Is that a good thing? Does that expand on the endgame? Because then your progress translates into a reward you can take with you away from the computer. |
|