Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Combinations of features that make a sandbox game?

IhmoteppIhmotepp Member Posts: 14,495

This is an effort to make a list of features that you think should or must be included in a sandbox game.

Then, the idea is to mix and match those features, to see how many combination there are that would make a different game, but one that would still be considered a "sandbox".

The point is to explore some of the possiblities in creating a "sandbox". Which features are a "must" and which are optional? Which combinations make a sandbox, which combinations don't?

1. FFA PvP

2. Player crafted items (only, some, none?)

3. Classes

4. Skills

5. RvR style PvP

6. Player housing

7. abilithy to change the game world for all players (i.e. not phasing). Examples would be taking over territory in EVE, or gaining access to the dungeon Darkness Falls in DAoC, and taking away access to that Dungeon from other Factions (Realms).

8. Player made factions (like corps on EVE).

9. Factions coded into the game, ( like Rebels and Empire in SWG).

 

What can you ad to the list, or what shouldn't be on the list?

What MUST be included? What is optional to make a sandbox?

For example, is FFA PvP a must? Optional? Could you have a sandbox with no RvR or FFA PvP?

image

Comments

  • NightAngellNightAngell Member Posts: 566

    Really!

  • DisdenaDisdena Member UncommonPosts: 1,093

    Originally posted by Ihmotepp

    This is an effort to make a list of features that you think should or must be included in a sandbox game.

    Then, the idea is to mix and match those features, to see how many combination there are that would make a different game, but one that would still be considered a "sandbox".

    The point is to explore some of the possiblities in creating a "sandbox". Which features are a "must" and which are optional? Which combinations make a sandbox, which combinations don't?

    1. FFA PvP

    2. Player crafted items (only, some, none?)

    3. Classes

    4. Skills

    5. RvR style PvP

    6. Player housing

    7. abilithy to change the game world for all players (i.e. not phasing). Examples would be taking over territory in EVE, or gaining access to the dungeon Darkness Falls in DAoC, and taking away access to that Dungeon from other Factions (Realms).

    8. Player made factions (like corps on EVE).

    9. Factions coded into the game, ( like Rebels and Empire in SWG).

     

    What can you ad to the list, or what shouldn't be on the list?

    What MUST be included? What is optional to make a sandbox?

    For example, is FFA PvP a must? Optional? Could you have a sandbox with no RvR or FFA PvP?

    I see none of those as necessary for a sandbox game. The only one that strikes me as somewhat necessary is player crafted items. Way too much of your list is based around PvP.

    image
  • negilumnegilum Member UncommonPosts: 27

    The ability to alter the environment and create content.

  • kado2kado2 Member Posts: 80

    I have to agree with an above poster, too much of this list seems to be centered around PvP, which does not necessarily make for a good sandbox. That said I do not thik FFA PvP is necessary at all and is in fact detrimental to a Sandbox, however I do think consentual PvP is essential to keep the game interesting from time to time. Also a good sandbox has to have player housing/cities, guilds, and a player driven economy. A wide variety of classes doesn't hurt either especially if you can mix and match them, that way you can be somewhat unique if you want to be.

    Retired: EVE, SWG, STO, EQ2, Ryzom, AO, LotRO, FFXI
    Currently Awaiting: SWTOR, TSW, ArcheAge

  • NightAngellNightAngell Member Posts: 566

    Originally posted by Disdena

    Originally posted by Ihmotepp

    This is an effort to make a list of features that you think should or must be included in a sandbox game.

    Then, the idea is to mix and match those features, to see how many combination there are that would make a different game, but one that would still be considered a "sandbox".

    The point is to explore some of the possiblities in creating a "sandbox". Which features are a "must" and which are optional? Which combinations make a sandbox, which combinations don't?

    1. FFA PvP

    2. Player crafted items (only, some, none?)

    3. Classes

    4. Skills

    5. RvR style PvP

    6. Player housing

    7. abilithy to change the game world for all players (i.e. not phasing). Examples would be taking over territory in EVE, or gaining access to the dungeon Darkness Falls in DAoC, and taking away access to that Dungeon from other Factions (Realms).

    8. Player made factions (like corps on EVE).

    9. Factions coded into the game, ( like Rebels and Empire in SWG).

     

    What can you ad to the list, or what shouldn't be on the list?

    What MUST be included? What is optional to make a sandbox?

    For example, is FFA PvP a must? Optional? Could you have a sandbox with no RvR or FFA PvP?

    I see none of those as necessary for a sandbox game. The only one that strikes me as somewhat necessary is player crafted items. Way too much of your list is based around PvP.

    Thought the same,pretty pointless thread that hasn't been thought out.

  • KenFisherKenFisher Member UncommonPosts: 5,035

    #1. Freedom

    #2. See rule # 1.


    Ken Fisher - Semi retired old fart Network Administrator, now working in Network Security.  I don't Forum PVP.  If you feel I've attacked you, it was probably by accident.  When I don't understand, I ask.  Such is not intended as criticism.
  • anemoanemo Member RarePosts: 1,903

    The simplest way is to offer alternative forms of advancement.   If you can "level" without being forced to do X thing it'll usually fall into the sandbox category(X is usually combat, but not always).  and leveling just being a blanket term for "tier advancement".  

    Nice things in a sandbox are ways to: "force your will" on others(in the simplest/dumbest games this is just outright killing the player, in other cases it ends up being politics, forcing shifts(IE: market), or advancement benefits),  custimization through several areas(crafting/gear, leveling, and side bonuses), indepth guilding/communication mechanics, the ability to drift away from dev mechanics(IE RvR).

    Practice doesn't make perfect, practice makes permanent.

    "At one point technology meant making tech that could get to the moon, now it means making tech that could get you a taxi."

  • LoktofeitLoktofeit Member RarePosts: 14,247

    Originally posted by negilum

    The ability to alter the environment and create content.

    Agreed. Sandbox gameplay is offered through the tools and mechanics that allow players to control or alter their virtual world. Some examples :


    • Writable books and paper in UO

    • The Council fo Stellar Management in EVE Online

    • Law Making in ATITD

    • Terraforming in Xsyon

    • Island/Town management and cotnrol in Puzzle Pirates

    There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein
    "Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre

Sign In or Register to comment.