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Fallen Earth: Wes Platt - Why Love the Sandbox?

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  • MrbloodworthMrbloodworth Member Posts: 5,615

    I am quite surprised (No i am not) that so many people think games can only be one thing or the other, and can't see the sandbox part of fallen earth.

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  • OthorOthor Member Posts: 14

    Hate to tell you, but FE is not even remotely a sandbox.  And before you say I haven't played it, I have 2 45s and still subscribe to the game.  Like the game for what it is, somewhat unique atmosphere, lots of potential.  But to call it a sandbox is just being a misguided fanboi.

  • OzmodanOzmodan Member EpicPosts: 9,726
    Originally posted by Othor


    Hate to tell you, but FE is not even remotely a sandbox.  And before you say I haven't played it, I have 2 45s and still subscribe to the game.  Like the game for what it is, somewhat unique atmosphere, lots of potential.  But to call it a sandbox is just being a misguided fanboi.

    ERROR, complete misunderstanding of what a sandbox game is.  Is Fallen Earth a true sandbox, probably not, but it has a lot of the elements of a sandbox.  Hence it can be called a sandbox game.  Any game that does not assign classes at some point can essentially be called a sandbox of some sort.  You have the freedom to develop your avatar any way you want. 

    UO was pretty close to a true sandbox and you had limitations at high level, having endless character development is not a requirement for a sandbox.

    Eve is not a perfect sandbox itself.

    People who attempt to assign black and white to everything are in a state of denial as the world is mostly the grey in between.

     

  • GTwanderGTwander Member UncommonPosts: 6,035

    The only themepark elements are the quest-methods and tiered zones, but that's pretty heavy of a themepark element, admittedly. On the other hand, your starting location and choice of where to quest means jack and is left up to personal devices, much like a sandbox. I dunno, if I had to throw an obligatory number I'd say it's 60% TP and 40% SB. There's far more goal structure than there is tools to give reason to explore on your own and make personal goals... except when it comes to crafting, as that's good ol' fashioned resource scavving - even if the quests basically line you up with the recipes instead of the player searching on his own for those as well.

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  • threeshrubsthreeshrubs Member Posts: 8

    lol, FE a sandbox!! I don't think so!!!

    This game had so much promise and it failed big time!

  • tharkthark Member UncommonPosts: 1,188

    To have access to quests and questlines has nothing to do with Fallen Earth beiing a sandbox or not..

    IMO a "sandbox" is a simulation of a world ..

    and in a simulation of a world there can be people living in this world both players and NPC's alike, and if there is going to be people, there is also going to people that wishes you to do things for them AKA "quests or errands"..
    And In Fallen Earth it's completly up to you if you like to help these people out or NOT...


    The only thing that talks against FE beiing a sandbox game is "linearity", ea that you have to go to a certain zone then the next etc, an example of such a game is "LOTRO" or "WoW" even thou nowadays you have alot more options in these games..And maybe a skill system that actually tries to simmulate how you learn skills in the real world, AKA you learn the skills that you currently work on.

    But even in a world where you "can" go everywhere technically this doesnt have to mean that you actually "can go there" for diffrent reasons, like radiation or very tough envirioments..

    A perfect example would be a third world country where there is a war raging, you woudn't be allowed to go there unless you have a reason or the right skills to do so, a doctor or a soldier or If you happen to actually live there..

  • AlienovrlordAlienovrlord Member Posts: 1,525

    Interesting how the article's example of successful sandbox games are all SINGLE player games.   And the examples of mechanics that help make these games work (save points, flexible playtime) are impossible to implement in MMORPGs. 

    I doubt the writer meant this but the arguments in his article only point out why sandbox mechanics *don't* work in MMORPGs.  

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