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Originally posted by Zindaihas I've got no idea what you mean. |
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Originally posted by Bladin
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Originally posted by Bladin
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Originally posted by Bladin 100% totally wrong. Sandbox to YOU means that. But that's not what a sandbox is. For example, gta games are generally regarded as a sandbox, but you don't develop yourself at all. Also UO, it is(was) a sandbox game, and guess what? you are restricted in character development, you can only have so many skills and stats. You proved my OP thank you very much. Everyone look at this post, it's a big example of what i meant by sandbox being corrupted. and just p.s. I wasn't saying don't say sandbox, just don't assume everything what you want in a mmo is called a sandbox. 23% somewhat wrong? You're making the assumption when you say that [the definition for] sandbox has been corrupted that there ever was a clear (or universally accepted) definition. You're also making the assertion that others are using the term sandbox to mean "everything you want in a mmo", and I disagree with that. I like what I consider to be sandbox games such as the Grand Theft Auto series, and I enjoy aspects of sandbox gameplay in some mmorpgs (for example, I'm playing Ryzom again since it has been resurrected). But while I consider a game like EVE Online to have many sandbox elements, I personally don't like some of the mmorpg mechanics and I don't find it fun to play. I acknowledge that it is very sandboxy and that it is a mmorpg, but it certainly is not what I want in a mmorpg. I believe there is inherent tension between the "sandbox" and "mmorpg" components in sandbox mmorpgs - and I would suggest that a sandbox mmorpg cannot be solely defined by whether there are restrictions on character advancement (classes and levels or skills, etc.) as every rpg will likely have some mechanics that restrict character development for the sake of gameplay. It seems odd (hypocritical) that you are criticizing others for using a term that you have not defined yourself but still have used (in your assertion that UO is (was) a sandbox game. In doing so, you support my reply (that the term is not well defined), thank you very much (I guess, it isn't that important to me that you support my reply to be honest). It seems to me that if you want to be helpful you could help to build a consensus definition through discussion rather than simply complaining that others aren't using the word "sandbox" correctly (or to your liking). |
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Originally posted by Bladin I'm not sure it solves the problem to simply ask people not to use the term sandbox. I do agree with you that I think people's definitions vary, as I've mentioned on other threads. But I also think it is a valuable concept. To borrow from another thread, I believe that the problem with definitions of "sandbox" has to do with... The term "sandbox" as it applies to mmorpgs is not clearly defined But...I think there are a constellation of features that could be seen as being prototypical of a "sandbox" mmorpg and I believe there are a handful of concepts that could be seen as being the motivating factors for developing / playing a "sandbox" mmorpg such as "freedom of choice" "Sandbox" mmorpgs do not have a list of necessary and / or sufficient features I do not believe that they have a list of necessary and / or sufficient features because there is not a rule-based definition. Some may put forth a series of "necessary" features, and some would argue that they are missing a necessary feature, or others would argue that one of the features was not "truly necessary". I believe arriving at a consensus about features that would be "sufficient" would likely be hopeless. "Sandbox" mmorpg is not a concrete concept, but is an aspirational concept I think that there are a set of features of a prototypical sandbox mmorpg that serve an aspirational purpose. I am skeptical about how much of a broad appeal it has as an aspirational concept (not everyone agrees that "sandbox" is "better" than linear / themepark. I am skeptical about how much of a mass market appeal a "sandbox" mmorpg would have given competition from more "linear" mmorpgs. "Sandbox" is a matter of degree - not a "type" or "kind" of game or mmorpg I believe that "sandbox" lies on a continuum - it is a matter of degree. I see a mmorpg such as EVE Online as being more sandbox than a mmorpg like WoW - but I wouldn't say that EVE is the epitome of sandbox and WoW is the antithesis of sandbox. Rather I would think there is a continuum where neither of these mmorpgs would be at the "end points".
But that being said, I do think there is a "constellation of features" that can be used to describe an "sandbox" exemplar. Reaching a consensus on which of these features should be included may be difficult, but I believe such a set of features the exemplar would contain some of the following: A playing environment that:
Character design and advancement that:
Gameplay that:
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Maybe on GD a sticky topic difference between sandbox and themepark?
Site Suggestions « General Discussion 8/25/08 5:50:54 AM
I think it would be great to see a consensus definition here. I've seen the term "sandbox" thrown around with different explicit and implied definitions many, many times.
To pull from a previous thread, I believe it may be difficult to reach a consensus opinion because... I believe the term "sandbox" as it applies to mmorpgs is not clearly defined But...I think there are a constellation of features that could be seen as being prototypical of a "sandbox" mmorpg and I believe there are a handful of concepts that could be seen as being the motivating factors for developing / playing a "sandbox" mmorpg such as "freedom of choice" I believe "sandbox" mmorpgs do not have a list of necessary and / or sufficient features I do not believe that they have a list of necessary and / or sufficient features because there is not a rule-based definition. Some may put forth a series of "necessary" features, and some would argue that they are missing a necessary feature, or others would argue that one of the features was not "truly necessary". I believe arriving at a consensus about features that would be "sufficient" would likely be hopeless. I believe "sandbox" mmorpg is not a concrete concept, but is an aspirational concept I think that there are a set of features of a prototypical sandbox mmorpg that serve an aspirational purpose. I am skeptical about how much of a broad appeal it has as an aspirational concept (not everyone agrees that "sandbox" is "better" than linear / themepark. I am skeptical about how much of a mass market appeal a "sandbox" mmorpg would have given competition from more "linear" mmorpgs. I believe "sandbox" is a matter of degree - not a "type" or "kind" of game or mmorpg I believe that "sandbox" lies on a continuum - it is a matter of degree. I see a mmorpg such as EVE Online as being more sandbox than a mmorpg like WoW - but I wouldn't say that EVE is the epitome of sandbox and WoW is the antithesis of sandbox. Rather I would think there is a continuum where neither of these mmorpgs would be at the "end points".
But I think if we list the "constellation of features" I referred to, the following could be included: A playing environment that:
Character design and advancement that:
Gameplay that:
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Originally posted by tuppe99
Aren't the Battlegrounds in Blizzard's World of Warcraft instanced? Am I missing something there? |
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Originally posted by Evasia
Totally agree that Ryzom is not difficult to learn. I hear you re: the starter area in Ryzom. I do think that there are expectations that have emerged about mmorpgs - expectations of ease of learning / play ( the ? and ! markers above quest givers), of ease of character advancement (no need for excessive grinding or repetitive play), of lack of permanent consequence for failure (no harsh death penalty or permanent death), of quick access to appropriate content (mostly linear design of the world, directing the player from lower level content to higher level content) - and I have no doubt in my mind that some of these expectations are due in large part to the commercial success of WoW. In Ryzom you'll often hear new players asking why you can't jump - even though there is no need to in the game (it serves no purpose in terms of game mechanics) - but it's obvious there is the expectation that one should be able to jump (and that expectation is so strong that players feel that the game is not "immersive" if they can't see their avatar and every other avatar bunny-hopping across the world). I'm not saying mmorpgs should meet these expectations to make a better game, or a game that is truly "easy to learn and play" - I think you could make a great game that violates these expectations and would be fun to play. But I do think that developers realize that meeting these expectations = more mass appeal. For better or worse. |
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Originally posted by Camisado
Yes but does it cover the fact that all MMos of 2008 failed ...because of a nonpersistent world.
No it does not - I was just pointing out there was another thread with a similar topic. Thought it might have been educational for you to read since you've seemed to imply that WoW was a sandbox mmorpg, and I anticipated that if you continued to promote that argument, you'd be met with a similar amount of scorn and ridicule. But now you seem to be claiming that
The first three of these points are mentioned in the thread that I linked - as well as many more comparisons of "sandbox" criteria to WoW's design (whether hidden zoning really = open world, whether multiple servers versus single shard [EVE Online] has an effect on persistence, etc.). If you truly are interested in whether others feel that WoW is a sandbox game, I would think you would have been interested in the thread. But when you claim that:
It seems you are pushing some other kind of agenda. It's hard for me to imagine that you are really lamenting a lack of sandbox games in 2008 because you offer WoW as an exemplar of the type of game you'd liked to have seen (instead of something along the lines of EVE Online, Saga of Ryzom, etc). You also seem to be pushing the "persistence" button a lot, and the thread I linked to also contains a debate about whether WoW has any persistent sandbox elements (or whether everything is essentially reset at intervals other than a few minor highly scripted events) compared with a game like EVE (where players can build structures that are persistent until acted upon by other players). That being said, it seems part of your argument is that: A sandbox game in 2008 would have performed better than mmorpgs that were released in 2008 You've offered no rationale behind that at all. I like sandbox games (and am playing Ryzom right now since it has been resurrected) but I'm skeptical that they would be more commercially viable than a easy to learn and play, highly linear mmorpg (ala WoW) that would have broad appeal and perhaps leverage an existing IP(Conan, Warhammer) or come from respected developers (ex-Diablo, ex-Ultima). I attribute the failures of mmorpgs of 2008 to other factors (not enough development time / cash, early release) and I have no idea how Warhammer will fare at this point. |
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FYI: There is already a 27 page thread lamenting about the lack of sandbox mmorpgs, what is the definition of a sandbox mmorpg, and starting on the second page, whether or not WoW is a sandbox game. |
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----------->What ever happaned to Sandbox MMO's?
The Pub at MMORPG.COM « General Discussion 6/18/08 11:54:18 PM
Originally posted by Forcan
Hmm, still feeling like we didn't get very far with that exchange, but I don't mind leaving it at that. Your list of core systems lines up nicely with my own beliefs, but I'm having a hard time seeing them as being a set of objective measures that any group could apply to definitively categorize a game as being "sandbox". I see it as being a continuum, where you see it being a dichotomy based on core features. We can agree to disagree. I enjoyed the conversation very much regardless of the disagreement. Oof, what do I do for a living... I've got a doctorate in Cognitive Psychology with a specialty in Quantitative Psychology from NYU. My focus was on dual-process theories of memory, attention, and categorization for the most part. I studied a lot of stats, and did a fair amount of programming to build computer simulations of cognitive processes (in Pascal - hardly anyone uses that nowadays, huh?). I taught a few undergrad and graduate courses in cognition, statistics, and human-computer interaction. I've worked as a usability engineer, a programmer for a project for Microsoft, a researcher, then as a statistical analyst and researcher helping companies make marketing decisions. Nowadays, I mostly connect to databases and make sense of data. I've used the same program for doing statistical analyses that I've used for the last 15 years - a great program called SPSS. |
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----------->What ever happaned to Sandbox MMO's?
The Pub at MMORPG.COM « General Discussion 6/18/08 6:15:01 PM
Originally posted by Forcan
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----------->What ever happaned to Sandbox MMO's?
The Pub at MMORPG.COM « General Discussion 6/18/08 1:42:51 PM
Originally posted by vajuras
Forgive me I wanted to really examine the points individually this was interesting post.
No apologies necessary - I appreciate you took the time to read and respond! You got the point of my post - trying to discuss "pure" sandbox gameplay and whether there is any game that would meet a set of rules for a "sandbox" mmorpg. As I've stated before, I think it's a sandbox continuum not a set of conditions that a game has met. And I do think EVE does a great job of incorporating a LOT of sandbox elements that are appropriate for a mmorpg. It's not a "sandboxy" as Second Life - but Second Life isn't a mmorpg, either. So it feels to me that there has to be some give and take on 1) the definition and 2) what features of "sandboxes" and RPGs can be merged (particularly related to character advancement). You raised good points against my extreme argument, and I enjoyed reading your post. |
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----------->What ever happaned to Sandbox MMO's?
The Pub at MMORPG.COM « General Discussion 6/18/08 12:42:04 PM
Originally posted by vajuras -snip- I hear you re: PVE content being optional - my argument is mostly a semantic one about what the definition of "sandbox" means in mmorpgs and whether its concrete, universally accepted, whether it is a rule based categorization or whether "sandboxihood" is a continuum, etc. I agree that EVE has a lot of sandbox features in it. |
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----------->What ever happaned to Sandbox MMO's?
The Pub at MMORPG.COM « General Discussion 6/18/08 12:38:19 PM
Originally posted by vajuras -snip- It's just a theory, more of a thought experiment. I personally like my games as sandboxy as I can get them. And even though I'm suggesting the definition of "sandbox" is not concrete, not universally accepted when it comes to mmorpgs, etc., I also think that EVE has more sandbox features than any most other mmorpg I can think of (Ryzom also is way up there - and I thought what they did with the Ring of Ryzom player-created content was a novel and brilliant idea). |
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----------->What ever happaned to Sandbox MMO's?
The Pub at MMORPG.COM « General Discussion 6/18/08 12:33:17 PM
Originally posted by vajuras
Traditional Level based games are too linear. Levels presents extremely gated content making games progress like a Linear Level based game whereas gamer goes from Level 1 to the End. Take WoW. Character development is a huge part of that game. Players are firmly directed from area to area. If a vet tries to stay in say- the newbie area he will get no XP. He is virtually pushed out Open ended games allow you yto choose any area you enjoy and stay there Nothing prevents a vet in EVE from doing a Level 1 mission. I do it all the time with friends and I can dynamicall adjust my power scale to make myself completely even with my newbie pals. That way we all enjoy the challenge.
Does anything prevent a noob in EVE from talking to the highest level agents / contacts? |
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----------->What ever happaned to Sandbox MMO's?
The Pub at MMORPG.COM « General Discussion 6/18/08 12:29:48 PM
Originally posted by vajuras Also, you may want to re-read the wikipedia article you quoted. It's about level design (where levels = traditional game levels like World 1 in Mario) not character levels. It's about linear progression through game levels (areas), not at all about powerleveling to reach a higher character level. |
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----------->What ever happaned to Sandbox MMO's?
The Pub at MMORPG.COM « General Discussion 6/18/08 12:25:48 PM
Originally posted by Flyte27 I agree, which is why I feel like there is some tension between a prototypical "sandbox" game (non-linear level design) and the "rpg" in mmorpgs. I agree that RPGs have always had some form of character advancement (either with classes/levels or other schemes in games such as GURPS or the like). Which is why I feel like "sandboxiness" is a continuum with its most extreme point not obtainable in a mmorpg without bending or breaking a core aspect of RPGs (character advancement / progression). |
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----------->What ever happaned to Sandbox MMO's?
The Pub at MMORPG.COM « General Discussion 6/18/08 12:14:05 PM
Originally posted by vajuras The wikipedia definition is solely about non-linear level design in video, but you assert that you are discussing the widely accepted definition of what a sandbox mmorpg is? If some people aren't even willing to enter in to an in-depth discussion of what a sandbox "is" around here, do they deserve to get anything but EQ clones left and right? Can we really not have a civil discussion about what "sandbox" means in relation to mmorpgs? One of the things I'm interested in is if there is a tension between "sandbox" (open-ended, freedom) and the RPG part of mmorpg (traditional rpgs with classes, levels)? Is there an inherent tension between sandbox freedom and RPG character progression? |
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----------->What ever happaned to Sandbox MMO's?
The Pub at MMORPG.COM « General Discussion 6/18/08 11:23:17 AM
Originally posted by Forcan
1.) Yes, the "sandbox" design is clearly defined (although implemented differently) in different genre of video game. 2.) As I've stated before, there are core elements of sandbox design, and elements associated and/or derived from these core elements. The core are as follow:
And the rest are derived from and/or associate to one or more core elements. 3.) Yes, it is a concrete concept with many examples existing already. When you compare games to see if they are sandbox or not, you do not just look at what the system offers, but rather if the system stays true to the core elements of sandbox. Some may want to re-invent the whole idea of sandbox, or different ways of implementation, but most would keep the core elements as the basis of their sandbox design. 4.) Yes, you could say it is a type of MMORPG, just like you can say there are linear MMORPG. And based on the how the core systems are designed, you can clearly categorize if a game is sandbox or not.
5.) EVE is a sandbox, if using the core elements listed as above:
If I'm reading you correctly, you are saying that the following are jointly sufficient and necessary to classify something as a sandbox (mmorpg):
Saying that the "rest" are derived from and / or associate with these "core" elements just keeps the feature list abstract enough that additional necessary and / or sufficient features can be added. You are making the strong claim that sandboxes are clearly defined, but your feature set uses words like "limited" restriction on how dynamic the world is, "how much" freedom there is in character design, and a "lot of [different] ways to implement" community-based gameplay. These qualifiers make the classification subjective, not objective at all. I could see where someone might think that a game like WoW features a dynamic world (with limited restrictions), freedom in character design through choice of classes, tradeskills, and talents, and has implemented community-based gameplay through guilds and an economic system. Probably a bit too much wiggle room in those definitions. If the qualifiers make the categorization subjective, isn't is difficult to claim that the definition is concrete? Moreover, don't the qualifiers demonstrate a continuum - a world can have more or less restrictions placed on it (from limited to unlimited), more or less freedom in character design (how much), and more or less community-based gameplay (since there are a lot of different ways to implement it)? And if the "rest" of sandbox related features derive from these three core features, couldn't a game have more or less of these derived features (even if they are neither necessary or sufficient)? Wouldn't that affect *how* sandboxy a game is - meaning a matter of degree and not one of type or kind? Lastly, you've pointed out in other posts that others aren't being objective enough, but you present subjective definitions. You've pointed out that in WoW you "cannot wipe anything out without it being reset" - isn't that ALSO true for NPCs in EVE, which you claim is a sandbox mmorpg? You've scolded others for not answering your questions, but you've ignored my reasons why I believe that EVE violates the same core features that you've listed. I'll repeat them below, classifed by your core features:
Do these violate your core features of a "sandbox" mmorpg? Are you making a completely objective decision? "Sandbox" categorization is really a yes / no decision, and not a matter of degree? |
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