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No sandbox for you!

Frankly a sandbox will never work because MMO gamers are not smart enough to manage an open ended content environment.

Supporting evidence, most serious gamer realize MMOing is about time spent, not skill. I think of all those debates in various MMOs with so called 'skilled' players when I tell them their 'skill' comes from their level and gear. Level and gear come with time. So skill in an MMO equates to time spent in the MMO.

This time spent equation is true in every MMO, I've ever played. Exception to this would be Guild Wars up until the first expansion. Planetside was also skill based, although not a true MMO.

Those wanting a sandbox, really are not wanting a sandbox. They are wanting an evolving, guided dungeon, like the AD&D of old with a skilled Dungeon Master.

You want a game where you can adventure and its different each time. You want to walk along a dark road one night and see nothing but the moon hanging in the sky. The next time you walk down this dark road, you want to get jumped by four goblins and have to fight for your life. You want to fight epic bosses who don't follow the same script each time. You want adventures to the bottom a a dungeon, no one else except your party has visited before.

This is the sandbox you want. Well unfortunately technology is a LONG LONG LONG way from creating functional virtual world with chance encounters and intelligent AI.   (I actually think this is proof of God)

Since technology can't create the world you want, you have to rely upon other players to create this virtual world. Well guess what, they can't.

What if we created virtual dungeon masters.   Say volunteers who ran this online MMO content and gave it intelligence.   These DM's could be trusted players who understand the game.     Guess what would happen, greed, favroritism, and dishonosty.   How long before these trusted DM's start giving out extra items or easier quests to their friends, alts, family? 

 

Therefore a true sandbox MMO is still many decades away (if ever).

 

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Comments

  • imbantimbant Member Posts: 1,291

    I think people view the idea of a sandbox differently.  For instance pre-nge SWG was considered a sandbox, and i think the devs even stated that they are leaving the content of the game up to the players.  In the sense where they allowed us to effect the world with houses and player cities (we even were able to build shuttleports, respawn points, etc) and had a decent faction warfare system that allowed us to build bases etc.

    I think of a sandbox as a game whose content is player driven.  I think EVE is a sandbox for that matter.  Just because if i want to make a fortune selling a specific item, i can do that.  If i want to own my own space station and declare my corportation in control of a solar system, i can etc.

    Darkfall is a sandbox game that has its beta comming in the next few months with plans to release in 2008, and it has those same elements.  It isnt designed to have a boss fight differently, or have mobs attack you on the same road that was pieceful last night....but it does offer the chance for players to set up a trap on that road, or have a guild block the enterance to a dungeon while their friends clear it (meaning you would have to fight through them if you wanted to do something about it).  Guild cities where you can fight on its walls and mount weapons to it while defending other attacking players with mobile siege engines etc. 

    I dont agree that we dont have any sandboxes comming out soon, as DF is not the only one.  But again it has to do with how you define a sandbox.

    ~~
    Darkfall Releases on: February 25th, 2009

    Darkfall Recap of everything that has happened the last 3 months: http://www.mmorpg.com/discussion2.cfm/thread/213296

    "The monsters are tough. I was looking for a challenge, but these things are just too damn smart." -DF Beta Tester

    "If people were dismissing it, then they wouldn't be talking about it. The well-meaning gamers root for efforts that try to raise the bar. So who's left? It's so easy being a skeptic." -Tasos

  • BlixaBBlixaB Member Posts: 57
    Originally posted by imbant


    I think people view the idea of a sandbox differently.  For instance pre-nge SWG was considered a sandbox, and i think the devs even stated that they are leaving the content of the game up to the players.  In the sense where they allowed us to effect the world with houses and player cities (we even were able to build shuttleports, respawn points, etc) and had a decent faction warfare system that allowed us to build bases etc.
    I think of a sandbox as a game whose content is player driven.  I think EVE is a sandbox for that matter.  Just because if i want to make a fortune selling a specific item, i can do that.  If i want to own my own space station and declare my corportation in control of a solar system, i can etc.
    Darkfall is a sandbox game that has its beta comming in the next few months with plans to release in 2008, and it has those same elements.  It isnt designed to have a boss fight differently, or have mobs attack you on the same road that was pieceful last night....but it does offer the chance for players to set up a trap on that road, or have a guild block the enterance to a dungeon while their friends clear it (meaning you would have to fight through them if you wanted to do something about it).  Guild cities where you can fight on its walls and mount weapons to it while defending other attacking players with mobile siege engines etc. 
    I dont agree that we dont have any sandboxes comming out soon, as DF is not the only one.  But again it has to do with how you define a sandbox.

     

    I agree with nearly everything you say. EVE is for instance not what he's talking about since your skill is soley designed on how many time you/your clan spent on the game. And the underlined part isn't true as well. Some powerful Darkfall bosses are played not by the AI but by real players (GMs, DEVs).

    And groups of mobs are meant to attack cities and roads if they feel secure enough to do so in numbers and equipment. Also, a "type" of mobs searches a different spawn area each time too many of it get killed.

  • ZekiahZekiah Member UncommonPosts: 2,483

    Not only that but the mobs in Darkfall will grow in strength over time including spawning champions and creating structures.

    If Darkfall isn't considered a sandbox game, I don't want to play games anymore.

    "Censorship is never over for those who have experienced it. It is a brand on the imagination that affects the individual who has suffered it, forever." - Noam Chomsky

  • DracusDracus Member Posts: 1,449
    Originally posted by tfox2k1 

     

    Frankly a sandbox will never work because MMO gamers are not smart enough to manage an open ended content environment.

    This is stereotyping.  A better way to phrase this would be to say that the mass market for MMO's prefers simplification.

    Supporting evidence, most serious gamer realize MMOing is about time spent, not skill. I think of all those debates in various MMOs with so called 'skilled' players when I tell them their 'skill' comes from their level and gear. Level and gear come with time. So skill in an MMO equates to time spent in the MMO.

    A simple way to say this would be of the Learning Curve.  Any investment by time provides for better education and skill.  But this is off topic, back to sandboxes...

    Those wanting a sandbox, really are not wanting a sandbox. They are wanting an evolving, guided dungeon, like the AD&D of old with a skilled Dungeon Master.

    Again this is stereotyping.  There is a difference between Sandbox and Regulated systems, and even hybrids.

    You want a game where you can adventure and its different each time. You want to walk along a dark road one night and see nothing but the moon hanging in the sky. The next time you walk down this dark road, you want to get jumped by four goblins and have to fight for your life. You want to fight epic bosses who don't follow the same script each time. You want adventures to the bottom a a dungeon, no one else except your party has visited before.

    This is the sandbox you want. Well unfortunately technology is a LONG LONG LONG way from creating functional virtual world with chance encounters and intelligent AI. (I actually think this is proof of God)

    Actually the technology is available.  The reason for the lack of sandbox systems is due to business decisions.  Sandbox systems are not the big cash-cows as compared to regulated systems, or so that is the belief.  Sandbox systems also require more effort and resources to develop than do regulated systems, and thus have a lower return on investment.

    Since technology can't create the world you want, you have to rely upon other players to create this virtual world. Well guess what, they can't.

    Actually players can, Second Life is an example of this.

    What if we created virtual dungeon masters. Say volunteers who ran this online MMO content and gave it intelligence. These DM's could be trusted players who understand the game. Guess what would happen, greed, favroritism, and dishonosty. How long before these trusted DM's start giving out extra items or easier quests to their friends, alts, family?

    May want to try out Rysom with the Player Created Mission system.

     

    Therefore a true sandbox MMO is still many decades away (if ever).

    No, true sandboxes exist today.  Give Starquest Online a try.  I could name some others as well. 

    Sandbox MMO's are and will be provided by Indies and not by large publishers.

    And that is why...

    Conservatives' pessimism is conducive to their happiness in three ways. First, they are rarely surprised -- they are right more often than not about the course of events. Second, when they are wrong they are happy to be so. Third, because pessimistic conservatives put not their faith in princes -- government -- they accept that happiness is a function of fending for oneself. They believe that happiness is an activity -- it is inseparable from the pursuit of happiness.

  • MuffinStumpMuffinStump Member UncommonPosts: 474

    I would also suggest a form of Neverwinter Nights wherein various worlds (with their own rulesets) might be connected through a central hub with a shared set of values.

    Player and developer made adventures connected to a central seamless world for greater character/guild interaction. People may play in the world of their choosing with high or low magic, extreme or minimal item/loot but when connected to the 'living' world they are held to an adherence to the general ruleset. Perhaps even the viability of the various worlds is controlled through interaction in the main.

    The developers could bring elements of any world into the main or bleed them in for effect.

  • SioBabbleSioBabble Member Posts: 2,803

    I think a sandbox CAN work, but WON'T be offered, because the OP is right about one thing.

    MOST MMO gamers can't handle a sandbox.  We saw this with early SWG, as players whined that no one was telling them what to do...there was no "content" served up to them on a platter, therefore they were totally lost.

    Mind you, there were also players who relished the virtual world they'd been handed and jumped right in and started creating content on their own, with minimal tools.  We had some absoultely gripping RP on Ahazi, led by the legendary Riis bal-Tannis, who came into the game with a back story and deftly used that as a means of creating content for players who were willing to RP.  It was a vibrant, exciting time on Ahazi.

    The catch is, those who love the sandbox and can deal with amusing themselves are in the minority.

    Unfortunately, there are a lot of players, I dare say the majority, for sure now that the MMO market was expanded by WoW, who can't handle amusing themselves...they're consumers, creation is beyond them.  A sandbox needs creative players in it.

    Because there's a limited audience for sandbox games, the industry trend, looking for the mass market (and the massive profit that they bring) is more WoW style directed content that doesn't tax the imaginations of many players too much, who want content delivered to them in as direct a fashion as possible.

    So, we've got the WoW model out there, highly successful, and every venture capitialist sees WoW as the gold standard of MMOs.  Sandboxes, not so much.

    CH, Jedi, Commando, Smuggler, BH, Scout, Doctor, Chef, BE...yeah, lots of SWG time invested.

    Once a denizen of Ahazi

  • ZekiahZekiah Member UncommonPosts: 2,483

    That's like saying "well, it seems like everyone wants an SUV so we're not going to make trucks anymore."

    There IS a market for sandbox games and games like Darfkall are going to prove it. There are thousands upon thousands of old UO and SWG fans just itching to get their hands on another one.

    Darkfall is going to prove a lot of people wrong. Sure it might not do as well as WoW and the market for those types of games might be bigger but so what? If there's a market, exploit it.

    "Censorship is never over for those who have experienced it. It is a brand on the imagination that affects the individual who has suffered it, forever." - Noam Chomsky

  • appelappel Member Posts: 53

    I tried second life just for the heck of it and wow, I really really didn't get the point.

    My longest lasting gate is Wurm Online, which I still get on a play occasionally. It's certainly not the most professional game out there, and still needs a lot of work, but it  is quite a nice sandbox.

    Coming from an DnD point of view, yeah the game is weak in that sense, But here's hoping Darkfall will combine the both of these worlds. If they do pull it off, I think it's going to have a MAJOR impact on the multiplayer market; it will be evolutionary step in what game may ultimately be.

     

     

  • grimbojgrimboj Member Posts: 2,102

    I always find the 'sandbox' to be a myth that no one can quantify properly. Basically people want content faster than developers can produce it. If we all united to buy and subscribe to one single game then the money would be there to offer the 'sandbox' but the free market economy actually stops this idea from becoming a reality.

    I'd be happy if developers could properly finish one major title. I get bored of subscribing to different mmos just because I want a blast of crafting or I want some good dungeons for a bit.

    You're definitely right about skill vs. time. People want something to show for their time and games where good skill reduces the time actually flop. However take a look at the two biggest titles:

    WoW - Follow guide.

    EVE - Literally time = skill points.

    LOTRO & EQ2s subscription numbers really surprise me because they require minimal skill but offer few ways to optimise time - they are essentially a raw quest grind.

    Guild wars uses a lot of skill but has about 7 days of content :P DDO, AOC & HgL tried but just became a quest to hold down buttons.

    <pause>

    I was just thinking about how RPers make their own content, why don't we just hire amateur actors to make up random quests? Especially if they're blonde, female and 20-something.

    --
    Note: PlayNC will refuse to allow you access to your account if you forget your password and can't provide a scanned image of the product key for the first product you purchased..... LOL

  • Rebn77Rebn77 Member Posts: 321
    Originally posted by Zekiah
    There IS a market for sandbox games and games like Darfkall are going to prove it. There are thousands upon thousands of old UO and SWG fans just itching to get their hands on another one.



    Could you imagine the uproar from thousands of the newer generation of MMOers if you dropped them into Britannia (Pre-Ren of course)?

    But you're right. ... there are a lot of us old UO'ers waiting for a game that can fill the void .

  • protorocprotoroc Member Posts: 1,042

    I love how if someone doesnt enjoy a sandbox, they are somehow less of a player. Some people have enough of a real life they dont need a second life in a non-permanent world. Who's really the sad one? Get over yourself.

  • doobsterdoobster Member Posts: 736
    Originally posted by protoroc


    I love how if someone doesnt enjoy a sandbox, they are somehow less of a player. Some people have enough of a real life they dont need a second life in a non-permanent world. Who's really the sad one? Get over yourself.



     

    I really like how you pointed out how bad the argument is, and then used it at the end of your post as your own argument.

  • ZekiahZekiah Member UncommonPosts: 2,483
    Originally posted by Rebn77

    Originally posted by Zekiah
    There IS a market for sandbox games and games like Darfkall are going to prove it. There are thousands upon thousands of old UO and SWG fans just itching to get their hands on another one.



    Could you imagine the uproar from thousands of the newer generation of MMOers if you dropped them into Britannia (Pre-Ren of course)?

    But you're right. ... there are a lot of us old UO'ers waiting for a game that can fill the void .

    Rofl, yeah that would be ugly.

    The way I see it is, they can have their WoW/WAR/AoC and we can have Darkfall.

    I actually will probably play some WAR but it won't hold my interest past a few months...that's assuming I'm not in Darkfall beta by then.

    "Censorship is never over for those who have experienced it. It is a brand on the imagination that affects the individual who has suffered it, forever." - Noam Chomsky

  • RAWRGRAWRG Member Posts: 105

    K, this is an idea that only came up as I was reading things, so it's by no means thought through, but I (think I) feel the pain of the OP in wanting a complicated game, but not having the community for it. If there was some way to have both kinds of worlds in one game, with easy transitions between the two. It may not work so well with a skill system, but a world in general, where in a certain bubble, everything is decided, finite and traditional. Leave the bubble and you enter a world of undefined maximums, few predefined quests, and lots to explore/manipulate.

    Of course this is like saying I want my room cold and hot at the same time, but if the gaming community really puts thought behind it, I'm sure we can come up with something the developers will be glad to "borrow."

  • Foxman13Foxman13 Member Posts: 22

    Why does a game have to pure sandbox or pure "guide the players along" type game? In theory, a developer could create a system in which content is easily added to a game by staff and players alike, while providing a pre-determined path for players not interested in directly affecting the game world and who just want to experience pre-made content and/or content made by other players. Would a game like this satisfy players?

     

  • WolfenprideWolfenpride Member, Newbie CommonPosts: 3,988

    sandbox games do work,

    look at eve online

  • ImpacatusImpacatus Member Posts: 436
    Originally posted by Foxman13


    Why does a game have to pure sandbox or pure "guide the players along" type game? In theory, a developer could create a system in which content is easily added to a game by staff and players alike, while providing a pre-determined path for players not interested in directly affecting the game world and who just want to experience pre-made content and/or content made by other players. Would a game like this satisfy players?
     



     

    When I think of sandbox and player-made content, I'm not thinking so much of players taking the role of developers and designing and scripting quests and so on.  Rather, I'd like to see a game where the world is sculpted by the player's actions within the game.

    In order for this to work, there has to be a coherent "virtual community" for players to interact in vie economics, politics, etc.  The problem is, if players are interacting with the world, they're not interacting with each other.  The two models of game are fundamentally opposed.

    An example is loot vs. crafting.  If loot is availible that serves the same purpose as crafted goods and does it better, no one will want to buy from the crafters.  The sandbox player economy and the linear loot table cannot coexist in the same sphere.

    I think it is possible to make a game that has both types of content if the two don't overlap, but then what's the point?  Why not make two seperate games instead?

    If you're building an mmorpg, or if you'd like to share ideas or talk about this industry, visit Multiplayer Worlds.

  • WarcriminalWarcriminal Member Posts: 244

    Let me recommend my newest love:

    Saga Of Ryzom

     

    Best sandbox out there, and guess what

     

    ITS FREE ATM!! :D

  • BlixaBBlixaB Member Posts: 57
    Originally posted by Impacatus

    Originally posted by Foxman13


    Why does a game have to pure sandbox or pure "guide the players along" type game? In theory, a developer could create a system in which content is easily added to a game by staff and players alike, while providing a pre-determined path for players not interested in directly affecting the game world and who just want to experience pre-made content and/or content made by other players. Would a game like this satisfy players?
     



     

    When I think of sandbox and player-made content, I'm not thinking so much of players taking the role of developers and designing and scripting quests and so on.  Rather, I'd like to see a game where the world is sculpted by the player's actions within the game.

    In order for this to work, there has to be a coherent "virtual community" for players to interact in vie economics, politics, etc.  The problem is, if players are interacting with the world, they're not interacting with each other.  The two models of game are fundamentally opposed.

    An example is loot vs. crafting.  If loot is availible that serves the same purpose as crafted goods and does it better, no one will want to buy from the crafters.  The sandbox player economy and the linear loot table cannot coexist in the same sphere.

    I think it is possible to make a game that has both types of content if the two don't overlap, but then what's the point?  Why not make two seperate games instead?

     

    Come on, be creative.

    It isn't loot vs crafting, they can work together perfectly fine. Two thoughts of mine:

    1) best items created by crafters who use looted recipes

    2) best items are looted ones but they can be studdied any copied by crafters. Need valueable mats to create and break at some point (both, looted and crafted items should turn out to be exactly as good as the other one). They should also be very limited so for example there a different bosses who are dead for good when they're dead. So if you want to keep a certain item "alive", you have to recraft it due possible breaking.

  • ImpacatusImpacatus Member Posts: 436
    Originally posted by BlixaB

    Originally posted by Impacatus

    Originally posted by Foxman13


    Why does a game have to pure sandbox or pure "guide the players along" type game? In theory, a developer could create a system in which content is easily added to a game by staff and players alike, while providing a pre-determined path for players not interested in directly affecting the game world and who just want to experience pre-made content and/or content made by other players. Would a game like this satisfy players?
     



     

    When I think of sandbox and player-made content, I'm not thinking so much of players taking the role of developers and designing and scripting quests and so on.  Rather, I'd like to see a game where the world is sculpted by the player's actions within the game.

    In order for this to work, there has to be a coherent "virtual community" for players to interact in vie economics, politics, etc.  The problem is, if players are interacting with the world, they're not interacting with each other.  The two models of game are fundamentally opposed.

    An example is loot vs. crafting.  If loot is availible that serves the same purpose as crafted goods and does it better, no one will want to buy from the crafters.  The sandbox player economy and the linear loot table cannot coexist in the same sphere.

    I think it is possible to make a game that has both types of content if the two don't overlap, but then what's the point?  Why not make two seperate games instead?

     

    Come on, be creative.

    It isn't loot vs crafting, they can work together perfectly fine. Two thoughts of mine:

    1) best items created by crafters who use looted recipes

    2) best items are looted ones but they can be studdied any copied by crafters. Need valueable mats to create and break at some point (both, looted and crafted items should turn out to be exactly as good as the other one). They should also be very limited so for example there a different bosses who are dead for good when they're dead. So if you want to keep a certain item "alive", you have to recraft it due possible breaking.



     

    Notice how I said they can't coexist, "in the same sphere".  What you're saying is to give them each seperate, distinct functions.

    This doesn't help players who want to solo all the time and never interact with any crafters, which is what I was talking about.  It therefore would not appear to the linear players.

    If you're building an mmorpg, or if you'd like to share ideas or talk about this industry, visit Multiplayer Worlds.

  • TdogSkalTdogSkal Member UncommonPosts: 1,244
    Originally posted by protoroc


    I love how if someone doesnt enjoy a sandbox, they are somehow less of a player. Some people have enough of a real life they dont need a second life in a non-permanent world. Who's really the sad one? Get over yourself.

    Using your own arguement. 

     

    Who has a "Real" Life?  Name me one person who has a "real" life.  I love how some people think that just because I spend my time playing video games I don't have a "real" life.  What the hell is a "real" life?  Explain it to me.

    Last time I checked, the only thing you or anyone else on this planet "has" to do is die.  Everything else is personal choice. Some people choose to work 80+ hours a week, others choose to have a family, others choose to be single and do the whole club scene, others choose to play video games, others choose to have a family and play video games, others choose to become a professional sports player and the list goes on and on.   The point is which one is living a "real" life?

    So lets say we have Guy A, Guy B and Guy C.  Just for shits and giggles.

    Guy A, B and C are best friends, they have known each other since brith.

    Guy A becomes a Doctor, has 2 kids and a great wife, they have a nice house, 2 brand new cars, 2 dogs, the whole 9 yards.

    Guy B becomes a garbage man, he has no wife or kids, lives in an apartment, has a used car .

    Guy C becomes a manager at some office, has a wife and 2 kids, a nice house, 2 cars.

    Which one has this so called "real" life?

    This whole "real" life crap is just another way for people to put others down and feel good about themselfs.  How YOU choose to spend YOUR time on this planet is YOUR choice.  It is not up to anyone else to choose for you.

    I choose to play video games because I love problme solving, I love challenging myself to over come puzzles that others make, its no different then someone that spends all their time playing chess or sports or any other hobby.  Everyone can choose to spend their time anyway they choose.

    So Please explain to me how playing a game means you dont have a "real" life?  Explain to me what having a "real" life means?

    Its funny, I love how you think that someone that doesn't have a "real" life is less of a person then someone that has a "real" life.

    Sooner or Later

  • OzmodanOzmodan Member EpicPosts: 9,726

    Sorry to break your bubble, but Sandbox games have done quite well.  UO was a sand box game, AC1 was a sandbox game, Eve is a sandbox game. 

    So much for your argument.  Now of course they did not have everything some people want in such games, but enough to give the the label.

  • AbrahmmAbrahmm Member Posts: 2,448
    Originally posted by tfox2k1


    Frankly a sandbox will never work because MMO gamers are not smart enough to manage an open ended content environment.
    They have and do work, examples of course are Eve, UO, and old SWG.
    Supporting evidence, most serious gamer realize MMOing is about time spent, not skill. I think of all those debates in various MMOs with so called 'skilled' players when I tell them their 'skill' comes from their level and gear. Level and gear come with time. So skill in an MMO equates to time spent in the MMO.
    This has nothing to do with a sandbox, but ok.
    This time spent equation is true in every MMO, I've ever played. Exception to this would be Guild Wars up until the first expansion. Planetside was also skill based, although not a true MMO.
    Those wanting a sandbox, really are not wanting a sandbox. They are wanting an evolving, guided dungeon, like the AD&D of old with a skilled Dungeon Master.
    No I don't.
    You want a game where you can adventure and its different each time. You want to walk along a dark road one night and see nothing but the moon hanging in the sky. The next time you walk down this dark road, you want to get jumped by four goblins and have to fight for your life. You want to fight epic bosses who don't follow the same script each time. You want adventures to the bottom a a dungeon, no one else except your party has visited before.
    Again, no I don't.
    This is the sandbox you want. Well unfortunately technology is a LONG LONG LONG way from creating functional virtual world with chance encounters and intelligent AI.   (I actually think this is proof of God)
    No I don't, and no it's not.
    Since technology can't create the world you want, you have to rely upon other players to create this virtual world. Well guess what, they can't.
    Yes it can and has been created.
    What if we created virtual dungeon masters.   Say volunteers who ran this online MMO content and gave it intelligence.   These DM's could be trusted players who understand the game.     Guess what would happen, greed, favroritism, and dishonosty.   How long before these trusted DM's start giving out extra items or easier quests to their friends, alts, family? 
     WHAT?
    Therefore a true sandbox MMO is still many decades away (if ever).

     
    Wrong again.

     

    I've seen you spout a lot of anti-sandbox stuff in previous posts, and now I understand why. You are completely out of touch with  what us "sandboxers" actually want. You are sitting here telling us all exactly what we want(like you have any way of knowing) and you couldn't be more wrong. An evolving guided dungeon? Different events happening every time I go somewhere? Not at all. While the different events would be cool, why would I want a guided evolving dungeon. The very guided part makes it not a sandbox.

    I want a world that is manipulated and changed by the players. I want a game where the players drive the economy with crafted goods. None of that has to do with a "Guided dungeon" and technology is very capable and already accomplished sandbox style worlds.

    I find it really funny that you are always spouting anti-sandbox stuff yet have absolutely no clue what you are talking about.

    Tried: LotR, CoH, AoC, WAR, Jumpgate Classic
    Played: SWG, Guild Wars, WoW
    Playing: Eve Online, Counter-strike
    Loved: Star Wars Galaxies
    Waiting for: Earthrise, Guild Wars 2, anything sandbox.

  • xaussxauss Member, Newbie CommonPosts: 384
    Originally posted by tfox2k1


    Frankly a sandbox will never work because MMO gamers are not smart enough to manage an open ended content environment.
    speak for yourself
    Supporting evidence, most serious gamer realize MMOing is about time spent, not skill. I think of all those debates in various MMOs with so called 'skilled' players when I tell them their 'skill' comes from their level and gear. Level and gear come with time. So skill in an MMO equates to time spent in the MMO...
    most agree with that sentiment (and the following equasions)... although it bears no relevance to the sandbox discussion

    time spent ingame = levels & gear
    levels & gear > skill

    ... Those wanting a sandbox, really are not wanting a sandbox. They are wanting an evolving, guided dungeon, like the AD&D of old with a skilled Dungeon Master...
    no i'm after a sandbox, with lots of player-driven content, and the feeling of freedom to make my own choices. So linear, predertimed quest-in-order gameplay is way-out.
    Well unfortunately technology is a LONG LONG LONG way from creating functional virtual world with chance encounters and intelligent AI.   (I actually think this is proof of God)
    no it isnt (*insert 'Intelligent Design' joke here*)
    Since technology can't create the world you want, you have to rely upon other players to create this virtual world. Well guess what, they can't.
    the technology exists so whats you on about?
    What if we created virtual dungeon masters.   Say volunteers who ran this online MMO content and gave it intelligence.   These DM's could be trusted players who understand the game.     Guess what would happen, greed, favroritism, and dishonosty.   How long before these trusted DM's start giving out extra items or easier quests to their friends, alts, family?
    what has this to do with sandboxes? as with all games, should your DMs (GMs) have powers to spawn certain items / quests / mobs... the company hosting the game would need to provide checks to prevent favouritism, and be very transparant about it to the playerbase to engender trust 
     Therefore a true sandbox MMO is still many decades away (if ever).
    nope, theyve been up and running for years

     



     

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  • omni40omni40 Member Posts: 22
    Originally posted by BlixaB

    Originally posted by Impacatus

    Originally posted by Foxman13


    Why does a game have to pure sandbox or pure "guide the players along" type game? In theory, a developer could create a system in which content is easily added to a game by staff and players alike, while providing a pre-determined path for players not interested in directly affecting the game world and who just want to experience pre-made content and/or content made by other players. Would a game like this satisfy players?
     



     

    When I think of sandbox and player-made content, I'm not thinking so much of players taking the role of developers and designing and scripting quests and so on.  Rather, I'd like to see a game where the world is sculpted by the player's actions within the game.

    In order for this to work, there has to be a coherent "virtual community" for players to interact in vie economics, politics, etc.  The problem is, if players are interacting with the world, they're not interacting with each other.  The two models of game are fundamentally opposed.

    An example is loot vs. crafting.  If loot is availible that serves the same purpose as crafted goods and does it better, no one will want to buy from the crafters.  The sandbox player economy and the linear loot table cannot coexist in the same sphere.

    I think it is possible to make a game that has both types of content if the two don't overlap, but then what's the point?  Why not make two seperate games instead?

     

    Come on, be creative.

    It isn't loot vs crafting, they can work together perfectly fine. Two thoughts of mine:

    1) best items created by crafters who use looted recipes

    2) best items are looted ones but they can be studdied any copied by crafters. Need valueable mats to create and break at some point (both, looted and crafted items should turn out to be exactly as good as the other one). They should also be very limited so for example there a different bosses who are dead for good when they're dead. So if you want to keep a certain item "alive", you have to recraft it due possible breaking.

    SWG did this.  thats why i loved the game crafters, hunters , builders, statemen,  it had it all

     

     

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