Number one reason the Sandbox MMO will ALWAYS fail....
Because the bigger the loser you are in the real world is a direct correlation to how successful you are in the sandbox.
Since time is the 'currency" in an MMO, the biggest basement dwelling, dope smoking, 40 year old never left home momma's boy crowd, will be the one with the most time to waste building their online evil empire.
Followed closely by the pimply faced, 12-14 year old geek boy, never have nor will have a date crowd.
Followed closely by the stay at home, neglect their four screaming kids all day long, stay at home mom; but strangely enough is everyone's mother in the game crowd.
Oh lets not forget the hyper college kids doped up on caffeine about to fail out of college next semester crowd.
Yeah these will be the leaders in the sandbox MMO. What a crowd.
The thing that bothers me about sandboxes is that the fans of these games really like to believe they are better than someone who enjoys other type of games....
You bet your butt. I make fun of my brother for playing "Guild Wars". I say, "What's the point? So you can do emotes in front of people with your uber gear?" HAHA!
Actually my brother and I use to play SWG together, then the holocron grind hit and my brother disappeared into the grind, so I unsubbed I knew the game was going downhill from there, somewhere deep inside I knew it.
Me and my brother are also looking foward to play Diablo 3 together, we use to play Diablo 2 together. How can I want a sandbox, like Diablo 2, and bash WOW simultaneously? It would take allot of paragraphs to do, it's a matter of taste. WOW's a braindead grind, Diablo 2 was fun, and sandboxes are the future of MMO's.
Ah good ol sanbox games. I got problems with pure sandbox games. 1. No goal. ... 2. Large division of rich and poor. ... 3. No direction. ... 4. Deadzones everywhere. ... Meridon explains the rest best.
1) Correction: no goal spoonfeeding.
2) Happens in the United States in real life, it definitely could happen in a game.
3) Well, to be fair, you probably can't go in the straight down direction, so at least they are helping you with that.
4) There need to be deadzones in a sandbox game or there is nowhere to expand or find refuge.
I got major problems with MMORPGs that don't have sandbox game structures. One of us isn't going to get what we want out of the next game being developed that they want to call an MMO. How about it be you, for once?
A little spoon feeding never hurt anyone. It only helps to guide. My only gola should not be to gain money and exp. I don't like sitting around grinding skill mobs and crafting for skill points.
The purpose of a game is to provide fun for people. Many companies want to provide fun for anyone who picks up the game. Sandbox and FFA PvP MMO games don't provide fun for everyone because someone is always victim or sacrifice for the elite players. In the game world, extreme divisions of poor and rich is not a good thing.
If your game has 75% of the land as deadzones, there is something wrong. It's an absolute waste of the artist and designers time when no one goes to these zones. an evenly populated wold can have safe havens just as much as a world with only 2 popular spots. safe havens aren't the problem, its wasted zone space and a lack for anyone to even want to venture into these areas because it's too hard, or the loot doesn't fit that specific hardcore build. These are usually the reason people don't play certain areas. If the game had significant quest or storyline to enter these zones, then they would no longer be dead zones. This is why nearly every zone in WoW has a decent number of people exploring them.
I look back at Phantasy Star Online for the game cube. The game had an awesome expansion pack scenerio but no one played it online. Why? Because it was actually a challenge to play. People prefered to grind the boring ass original zones instead of grinding the new zones. It was a sad waste of artistic talent.
A perfect MMORPG game would be one that setup an awesome sandbox structure but also contained content and direction for players. Morrwind series comes to mind when I think of the perfect Sandbox RPG games. These games allowed players to go anywhere, join many different guilds, align themselves to good or evil, and it still provided direction through a storyline that promoted exploration of new zones.
Comments
Well don't you have some anger "issues."
You bet your butt. I make fun of my brother for playing "Guild Wars". I say, "What's the point? So you can do emotes in front of people with your uber gear?" HAHA!
Actually my brother and I use to play SWG together, then the holocron grind hit and my brother disappeared into the grind, so I unsubbed I knew the game was going downhill from there, somewhere deep inside I knew it.
Me and my brother are also looking foward to play Diablo 3 together, we use to play Diablo 2 together. How can I want a sandbox, like Diablo 2, and bash WOW simultaneously? It would take allot of paragraphs to do, it's a matter of taste. WOW's a braindead grind, Diablo 2 was fun, and sandboxes are the future of MMO's.
1) Correction: no goal spoonfeeding.
2) Happens in the United States in real life, it definitely could happen in a game.
3) Well, to be fair, you probably can't go in the straight down direction, so at least they are helping you with that.
4) There need to be deadzones in a sandbox game or there is nowhere to expand or find refuge.
I got major problems with MMORPGs that don't have sandbox game structures. One of us isn't going to get what we want out of the next game being developed that they want to call an MMO. How about it be you, for once?
A little spoon feeding never hurt anyone. It only helps to guide. My only gola should not be to gain money and exp. I don't like sitting around grinding skill mobs and crafting for skill points.
The purpose of a game is to provide fun for people. Many companies want to provide fun for anyone who picks up the game. Sandbox and FFA PvP MMO games don't provide fun for everyone because someone is always victim or sacrifice for the elite players. In the game world, extreme divisions of poor and rich is not a good thing.
If your game has 75% of the land as deadzones, there is something wrong. It's an absolute waste of the artist and designers time when no one goes to these zones. an evenly populated wold can have safe havens just as much as a world with only 2 popular spots. safe havens aren't the problem, its wasted zone space and a lack for anyone to even want to venture into these areas because it's too hard, or the loot doesn't fit that specific hardcore build. These are usually the reason people don't play certain areas. If the game had significant quest or storyline to enter these zones, then they would no longer be dead zones. This is why nearly every zone in WoW has a decent number of people exploring them.
I look back at Phantasy Star Online for the game cube. The game had an awesome expansion pack scenerio but no one played it online. Why? Because it was actually a challenge to play. People prefered to grind the boring ass original zones instead of grinding the new zones. It was a sad waste of artistic talent.
A perfect MMORPG game would be one that setup an awesome sandbox structure but also contained content and direction for players. Morrwind series comes to mind when I think of the perfect Sandbox RPG games. These games allowed players to go anywhere, join many different guilds, align themselves to good or evil, and it still provided direction through a storyline that promoted exploration of new zones.