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6/02/12 8:41:51 AM#541
Originally posted by 5thofFikus I'm just skimming through this topic at this point, but I wanted to point out something here. I don't have the inclination to read all the posts these days, since MMORPGs are pretty much dead to me. If you took Skyrim and made it multiplayer, and IF you could scale the game for all the players, it would still PLAY LIKE a Sandbox. But if you couldn't scale the game for all the players, then it starts NOT ACTING like a Sandbox. Then you'd have to start zoning the content to character levels, and that's Themepark. And the more numbers of players, the harder it gets to scale the content without instances, which again is not Sandbox. That's the big issue. How to make a game with levels, or even skills, to play like the single player Skyrim, to play like a single world (per "shard"). And that's why I've always held that a good Sandbox needs to reduce the power gaps between levels to something somewhat more realistic. But you don't have to lose the excitement of advancement. You can have what many call "sideways advancement", new abilities and powers, just don;t go wild on the power boosts with them. So Skyrim, as it is, made Massively Multiplayer, would almost certainly turn into a Themepark game and require zones, or heavy instancing. It's all in how a game plays. Once upon a time.... |
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6/02/12 8:55:11 AM#542
Sandbox vs theme park is like;
free climbing vs hiking, hunting vs shopping, off-road vs highway, champagne vs lager, Janis Joplin vs Lady Gaga, and so on.... ;)
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6/02/12 9:03:06 AM#543
What if I don't like neither Gaga nor Joplin? =P Is Sarah McLachlan more sandbox or theme park? |
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6/02/12 9:09:34 AM#544
Originally posted by Creslin321 Nobody's arguing that "sandbox" is used interchangably with open world. But nothing about that quote implies themeparks can't also be open world. (A being Y doesn't mean B can't be Y.) Skyrim struggles to fit this rough wikipedia definition. The avenues the player can "play creatively" are very limited (the progression system and housing are the only two features which involve much creativity. The rest of the world is largely static.) It certainly fits the "no right way" part of the definition, but that applies to plenty of games (notably: WOW.) My definition of themepark vs. sandbox isn't "super narrow".
Using sandbox interchangably with open world makes little sense because
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6/02/12 9:11:33 AM#545
Originally posted by Suraknar Ahh, a voice of reason from the other side. But let me kick your can a little bit. WE coined the phrase, and we know what we meant. But you guys, developers, have changed the meaning, and now are insisting on using your meaning. That brings up 2 issues....
If you add "player created content" to WoW, such as building houses anywhere they'd fit, or clearing out an instance (already there!), does that make it a Sandbox? Hell no. Period. And that makes me bluud boil, because it's just another deception to continue this lunatic Themepark craze. Once upon a time.... |
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6/02/12 9:29:33 AM#546
Lots of people enjoy sandbox games. I run a Minecraft server, and the people who play on it do so because they can play with their friends, without having to worry about all the other people that would show up on an MMORPG server. Enjoying sandbox games does not necessarily translate into enjoying sandbox MMORPG. Join the League For Gamers. |
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6/02/12 9:34:08 AM#547
Originally posted by Axehilt I question whether you have even played Skyrim... |
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6/02/12 10:25:04 AM#548
Originally posted by Amaranthar Maybe. Depends on the vision. |
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6/02/12 10:31:02 AM#549
You did not discribe what "massive" means to you in numbers.
I disagree with your opinion. Why? because no one can tell if such a crowd is there or not right now. For once there has not been a AAA quality sandbox mmorpg yet.
Example world of warcraft. I bet that before developement of WOW those calling the shots what games get made had the same stance as you. No way this would attract so many people and make so much money. If there would be such a crowd for that it would already exist right?
If project TITAN turns out to be a well made sandbox like mmorpg, then according to you only a small niche crowd would play it? |
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6/02/12 10:38:43 AM#550
Originally posted by The_Korrigan As long as she is singer-songwriter, so, I suppose yes. ;) --- |
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TruthXHurts
Apprentice Member
Joined: 6/20/10
I am here to chew bubblegum and to kick ass... and I'm all out of bubblegum! |
6/02/12 10:40:45 AM#551
Originally posted by Amaranthar I thnk you could handle scaling by making the mosnter spawns dependent on who is in the area. If it's a bunch of noobs then the goblin spawns would spit out goblin scouts and grunts, but if a tougher opponent came into the area then it could spawn harder creatures like a Goblin Warlord, or Goblin Mage. Something like that (Sorry for Darkfall goblin references). "I am not in a server with Gankers...THEY ARE IN A SERVER WITH ME!!!" |
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6/02/12 10:44:03 AM#552
Originally posted by Axehilt Really I could care less what you want to define "themepark" as. My only concern here is your attempt to redefine "sandbox" to be something that it didn't mean when people started using the terms to define video game. Specifically, to be a sandbox DOES NOT require that the game have player-created content. All it requires is that the game is a non-linear open world. That's it. As for Skyrim...ummm, I'm sorry but you're wrong. Skyrim very easily fits into the Wikipedia definition of sandbox. If you don't think you can play Skyrim creatively, then well...you must not be a very creative person :). As for your bulleted points, hey they make a lot of sense. Unfortunately, they don't matter at all because the term sandbox is already well-defined and has been for some time. So nit-picking its actual accepted definition as compared to your interpretation of its etmyology is pointless. It would be like if I said: "RPG stands for role playing game, therefore any game where you play the role of someone else should be considered an RPG. As such, I consider Halo an RPG because you play the role of the Master Chief." When you read this, you were probably thinking "that's stupid." And you know what? It is. Everyone knows what RPG means. Everyone knows that the accepted definition doesn't exactly adhere to the literal meaning of the words in the acronym. No one cares. Don't try to confuse things by redefining words that everyone already has an accepted definition for. Finally, the funny thing is that it seems like the only folks here that are insisting that games like Skyrim and GTA are not sandboxes is the anti-sandbox crowd! So it almost seems like you guys are just trying to prove that sandboxes are not commercially viable by shifting your definition so that any successful "sandbox" game is no longer defined as a sandbox. Are you team Azeroth, team Tyria, or team Jacob? |
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6/02/12 10:46:12 AM#553
Originally posted by Axehilt There is a right way to play WOW. The way that gives the most reward for the effort. That is the "best" way to play, and why everyone does it. It gives 100x's the reward.
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6/02/12 11:01:15 AM#554
Originally posted by 5thofFikus Also, the "right" way to play WoW is to get level up and then eventually grind gear at max level. Yes, you have choices in how you do this, it's not 100% linear. But it still is fairly linear because your level dictates what you can do in the game. A level 1 cannot do the same things a level 30 can do. Level 30 zones will be impossible for a level 1. And a level 30 cannot do the same things a level 1 can do because the level 1 zones will not reward them at all. So the "linearness" of the game is created by segmenting content off the certain levels. Yes, you do have some choices of how you level (dungeons, questing, battlegrounds), but it doesn't change the fact that the game is very specifically designed to give you a quasi-linear progression from level 1 to max level. Contrast this with Skyrim where you can go almost everywhere in the game world from the moment you are plopped down in it. I think the point that Axe is missing is that, while Themepark MMORPGs typically do have an "open world" in the sense that you can theoretically adventure everywhere from the start. The world is not open in a practical sense because having any success in a specific place really requires that you are within a certain level range. So basically, the level segmentation of zones and gameplay modes is the mechanism through which a themepark MMO accomplishes its linearity. Are you team Azeroth, team Tyria, or team Jacob? |
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6/02/12 11:31:41 AM#555
Originally posted by lizardbones Yeah, I guess that's why "MMORPG like" Minecraft servers are the most popular ones, at the top of every chart. Or could it be because many people crave for a GOOD sandbox MMORPG and just play MC MMO servers because there's nothing better for now on the market? |
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6/02/12 11:40:38 AM#556
Originally posted by Creslin321 My point was themepark gameplay (instanced dungeons, questing, battlegrounds) are the main ways to advance in WOW because the rewards are 100x's that of their counterparts which are usually considered sandbox play. Mob grinding, open dungeons, open pvp, crafting and economy. If one were to look at the data, one may think themepark gameplay is obviously what people want, not the massive rewards used to bribe people to partake.
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6/02/12 12:17:10 PM#557
Check that again. RPG servers have the most slots. The PvP servers are the ones that are always full. Those are the ones that are more like lobby based shooters. The "Hunger Games" servers. ** edit ** In any event, there's not that many people playing the public servers. Oh sure, there's a 'lot' of people, but not from the perspective of an investor...someone looking to see how many people are interested in what. It's a much smaller market that Eve. Bigger than Darkfall and Mortal Online probably, but it's a very distant second to Eve. Add to that the mish-mash of server rule sets and mods and you basically have a mess. There is no one large crowd. It's dozens of small crowds. Minecraft is popular because of what it is, not because of what it isn't. It is a sandbox. It also gives the players 100% control over how large a group of people they are playing with. If anything, it's an example that a sandbox multi-player game could sell millions of copies. Oh wait, it's already done that on XBox Live. Because it's a sandbox multi-player game where you get to pick the people you play with. Minecraft is not as popular as it is because it might be a good example of how to do an MMORPG. It would be impossible to do an MMORPG like Minecraft. The whole game is based around not playing with a bunch of people you don't feel like playing with. Minecraft is a bad example to use to try and prove that there is a large Sandbox MMORPG crowd just hanging around. Skyrim is just as bad an example, for some of the same reasons. Join the League For Gamers. |
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6/02/12 12:54:28 PM#558
Originally posted by Amaranthar "We" the developers haven't changed the meaning. I'm one dude. I don't change shit. If a thousand players use the less logical bizarro definition then that's the agreed-upon meaning. Doesn't stop me from pointing out that (a) a better term exists for what they're trying to communicate and (b) what they're trying to communicate doesn't have anything to do with the word they're using to communicate it. A game's core experience makes it sandbox or themepark. If WOW added sandbox feature(s) and for 51%+ of players that was the #1 thing they engaged with most, then WOW would be considered a sandbox. Even if the definition was changed by developers, it's not like it'd matter to players. Nothing would change in regards to what types of games that get made. Big devs would continue creating stuff which appeals to the masses and small/indie devs would continue experimenting with innovative (non-MMO) titles and filling niches. |
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6/02/12 12:58:39 PM#559
Originally posted by 5thofFikus There is a right way to play Skyrim. The way that lets players consume all the content at the fastest possible rate. There is a right way to play EVE. The way which generates the most money, advances to the most useful skills quickest, loads out a ship the most powerful with the least cost with the least skill required to fly, and conquers the most territories the fastest (and also the safest.) But generally speaking, if someone has fun pickpocketing in Skyrim or mining in EVE or PVPing or crafting or exploring in WOW, they are not considered "wrong" and are free to play however they want. ...otherwise we have to concede that there are no sandboxes on the market at all because there's always a fastest path to any given goal (and in WOW's case you've made an assumption that one goal is "the right goal".) |
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6/02/12 1:14:16 PM#560
Originally posted by Creslin321 It seems intrinsically obvious that, given the terms used, my version's actually what it started out as. Otherwise they wouldn't have used the terms. A sandbox without sand (player manipulation) isn't a sandbox. It's a large cement area for the player to freely wander around in. It contains rides for players to play. Players can't change the rides. Sound familiar? Of course I think creativity is involved in Skyrim! I applied creavitity even to WOW! But that doesn't mean that either game is like Minecraft or Terraria. In those games nearly all the gameplay is about creating or manipulating inside a game world. As for your tinfoil-hatting, that's utter nonsense because singleplayer sandboxes (the real ones like Terrarria and Minecraft) are successful. They're successful specifically because they're singleplayer. But GTA and Skyrim's successes are obviously themepark-style success (with rides the player can't change.) The only difference between them and WOW is their focus on open world gameplay (which you should call "open world" gameplay, because (a) calling it themepark makes no damn sense and (b) you will never have a 15-page thread discussing the meaning of open world gameplay because it's obvious.) |
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