Network Sites: FPSguru.com RTSguru.com UnboundGamer.com
Login:  Password:   Remember?  
Show Quick Gamelist Jump to Random Game
Games:607  Guilds:3,081
Members:1,598,228  Online:0
Guests:0  Posts:4,851,771
EA Mythic | Official Site
MMORPG | Genre:Fantasy | Status:Final  (rel 09/30/97)  | Pub:Electronic Arts
PVP:Yes | Distribution:Retail | Retail Price:$09.99 | Pay Type:Subscription
Desktop Client | System Req: PC | ESRB:TOut of date info? Let us know!

Ultima Online Dev Journals: Derek Brinkmann: Why Love the Sandbox?

Ultima Online's Lead Engineer Derek Brinkmann answers the question: Sandbox games have proven that they stand the test of time. Why do you think the sandbox model appeals to players even after all these years?

By Guest Writer on December 18, 2009

Every so often, we ask a series of MMO developers to answer a single question about game design and / or design theory. This week, we ask about the sandbox design model and why it has remained popular.

Sandbox games have proven that they stand the test of time. Why do you think the sandbox model appeals to players even after all these years?

Sandbox games lend themselves very well to the traditional MMO business model. The MMO monthly fee business model relies on players not only purchasing the game but continuing to play it for years. The basic idea behind sandbox games is to provide players with a virtual world (one that is more exciting than the real world) and the tools to enjoy living in that world. There are many aspects of these games that keep players paying, but three core concepts immediately come to mind.

Ownership

An important aspect of sandbox type games is that players can actually own a piece of the game world. In Ultima Online, the areas where players can place houses are spread throughout the actual game world instead of instanced or placed in special zones. Houses closer to moongates or in other high traffic areas are worth a fortune to merchants. There are also factions the player can join that have the ability to take over cities in the Player vs. Player lands. By allowing the player to own a piece of land, it gives the player a home and makes them feel personally invested in the world.

Persistent World

Our server doesn't just save out player character data. It stores the location and properties of every object in the world. Most items decay after a period of time, however players can lock items down in their house to avoid this. Players spend hours decorating and redecorating their home with rare items which are both crafted and found throughout the world of Sosaria. I've seen some truly unique and amazing custom player houses during my time on UO.

Over the years different event moderators and GMs have placed items that can only be found on a specific shard. The Atlantic Mage Tower is a good example. It was created by a GM years ago and only existed on the Atlantic shard. Unfortunately, the original Atlantic Mage Tower is no longer standing. However, a player has since placed a house in its former location and tried to recreate it to the best of his ability.

Open Ended Character Development

In Ultima Online, we provide open ended character development through the skills system. This gives our players more freedom to build their character's to suit their specific play style. In a level based game, character development often stops when a character reaches max level. In Ultima Online, players are constantly tweaking their build and adding new skills to their repertoire. We have objects in the game called soulstones that allow players to store off skills, leaving room in their template to train new skills.

When these concepts come together, they create a truly immersive experience. Our players feel they are living in a virtual world instead of just playing a game. While newer MMOs have become increasingly linear in both character development and overall game flow, sandbox games like Ultima Online remain open ended and provide players with an unparalleled sense of freedom. This is why we have players that have been paying for their subscription for over 12 years.

Check out Monday's response from Fallen Earth's Wes Platt, here.

Tuesday's answer came from Nathan Richardson of EVE Online here.

Wednesday's answer came from Earthrise's Atanas Atanasov here.

More Ultima Online Features:

Ultima Online - Wayback Wednesday with UO Devs Interview added on Wednesday May 23
Ultima Online - The Making of a Classic Part 2 General Article added on Thursday February 16
Ultima Online - The Making of a Classic Part 1 General Article added on Wednesday February 15

More Dev Journals:

Divina - Unique Guild Domain System Dev Journal added on Saturday May 12
TERA - Final Thoughts Before Launch Dev Journal added on Thursday April 26
TERA - The Labyrinth of Terror Dev Journal added on Wednesday April 25

More Features:

Pandora Saga - Our Official Pandora Saga Review Review added on Wednesday May 30
 
 
 
Leave this field empty
Post Your Comment:
Our Rating
7.8
User Rating: 8.1
Popular Features:
Warhammer Online: Wrath of Heroes : Amenadresh Returns! Interview added on Friday May 25
Warhammer: Wrath of Heroes has been steadily gaining momentum over the past several months. We... Read More
Rift : Conquest - Open World, Three Faction PvP Interview added on Thursday May 24
Trion Worlds and the Rift team introduced a brand new way of playing the game... Read More
The Secret World : Hell Hurts Preview added on Thursday May 24
One of the most anticipated features in Funcom's The Secret World is running through dungeons... Read More
The List : 5 Ways MMOs Will Survive Column added on Monday May 28
MMOs these days are having a hard time...some of them anyway. Studios are closing. Developers... Read More
Diablo 3 : Review-in-Progress Part Two General Article added on Friday May 25
After 12 years was Diablo III worth it? That's far too loaded a question to... Read More
Latest News:
Ultima Online : Wayback Wednesday with UO Devs Reported on May 23, 2012
In this edition of Wayback Wednesday, we jump into the game for some quality time... Read More
Ultima Online : The Making of a Classic Part 2 Reported on Feb 15, 2012
Yesterday our readers were treated to the first of a two part history of the... Read More
Ultima Online : The Making of a Classic Part 1 Reported on Feb 14, 2012
Ultima Online is considered one of the grand old dames of the MMO genre and... Read More
Ultima Online : Fifteen Years & Counting Reported on Jan 08, 2012
It's hard to believe that the Grandaddy of Them All, Ultima Online, is fast approaching... Read More
Ultima Online : UO is Getting Old Reported on Jul 08, 2011
Adam Tingle is taking the plunge into some of the genre's most venerable titles available,... Read More

Advertisement