Mark Jacobs has posted the latest Foundational Principle article for Camelot Unchained. In this post, Jacobs speaks of the fun that can be had in a true sandbox game.
One of my goals with CU’s design was to look at the concept of sandboxing in terms of all relevant systems and determine where to best apply it. In doing so, I looked at all aspects of this game including character skills, classes, magic system, crafting, building, etc. to determine where we would be best served by utilizing a more building block approach to the system(s) or much more rigid approach. In terms of the physical world, I looked at applying the concept of a truly open world to CU’s RvR system, since the terms open world and sandbox are not necessarily synonymous. However, you cannot spell sandbox without the word box (well, you can try but don’t enter a “spelling bee” and hope to win it) and as such, there will be multiple boxes in this game to help ensure that things can’t get too far out of balance. In some cases, it will be a very large box (such as RvR); in other cases, it may be a very small box (such as the class/skill systems) as needed for balance, overall gameplay enjoyment, and, of course, practicality.
Read the full post on the Camelot Unchained.