Hello out there, I know it has been a while since I’ve
written anything and for all the readers I might have, I do apologize. Had
mostly family things come up, namely dealing with the fact my father getting
sick and passing away, which I think many could understand would have an impact
on anything I could write about. It’s been tough the past few weeks, and I miss
him terribly, but I should at least look at things to try and keep my mind
busy.
Anyways, not trying to bring anyone down and certainly don’t
want to make this some sort of depressing rag about my life, so I decided to
work on a topic I touch on a lot but I guess I never really describe at heart;
what defines a sandbox game. This is something I feel that has been lost in the
past few years, as the lines, for whatever reason, have become murky and ill
defined, mostly because of preconceived notions created thanks mostly in part
to World of Warcraft pretty much becoming the definitive MMO in the mindset of
everyone out there. For an insight into where I am aiming at in this blog, I
suggest watching MrBtongue’s YouTube episode (
Un-Ruining the MMO) on this very subject.
It’s definitely entertaining but hits all the right notes on exactly what I am
discussing.
Needless to say, what defines a sandbox game, something MMOs
were before, as MrBtongue would say, WoW ruined everything, is actually fairly
easy to define. The problem is that people believe, falsely, that these
elements exist in the modern MMO, but they don’t. The parlor trick of the
modern MMO is cleverly, or not so cleverly, designed to forcefully direct
players on a set path. Some developers go that extra mile by providing a
secondary path towards to disguise the convergence, but the end result is the
same. You are destined to go from point A to point B along this road and
deviation from this path is not only frowned upon, it is highly discouraged,
and in some instances, illegal to the point attempting to change your course
could even result in penalties against your account.
Now, let me try and define what makes a sandbox game;
Number One: Freedom. This doesn’t just relate to freedom to
create the character you want, though in reality, people have actually been
tricked into believing that the carefully structured character classes in the
modern MMO is freedom to build the character they want. This is both a lie and
false advertising on many levels. But more on that later. Freedom implies that
once I log in, get my bearings and figure out what in the hell is going on in
this game world, I can sod off and do whatever I want. The modern MMO frowns upon
this heavily doing everything it can from allowing us this freedom, such as,
but not limited to, level gating content, restricting access to areas, and
dead-ending experience gain from critters and other objectives so much that we
are almost forcefully compelled to do the quests that the developers have
created for us.
While people will make up excuses that this isn’t true, and
pointing out outlying instances of people doing such and such to reach max
level in a game (namely WoW) this is again, an outlying instance and proves the
point excrutiatingly well. It was possible, but the player in question not only
was inefficient about level gaining, but the time it took them to reach max
level was many times longer than anyone just doing the set path. In past MMOs,
a player was not required to do the quests, they were fun little activities as
an aside and even gave a micro goal into the normal set of grinding, but
players were free to choose whether they wanted that goal to kill wolves, or if
they just wanted to kill wolves on their own without some NPC telling them to
do it.
However, now the attempt to kill wolves without a quest is
so highly frowned upon that the experience to advance your character required
is dramatically lower. Developers do everything in their power to make sure
that players follow the set path, even putting artificial barriers that the
player doesn’t perceive consciously, but their subconscious can see. This
gating even extends to exploring, though people may not realize it as the
terrain is carefully constructed to guide players on the set path. In fact, it’s
well known that if players find ways off the path, though developers will
jokingly claim they love it when players do that, many actually do not and such
methods tend to get fixed or altered so it’s not possible to do anymore. In
short, if developers loved when players find things like these, they would not
be so quick to alter them so players could not do them anymore.
Of course, this freedom also extends to how you want to play
to. The current MMO thinking is everyone wants to be some heroic knight, or
flame wielding wizard type to get anywhere. The truth of the matter is, no,
they don’t. Now, I won’t disagree that the heroic knight is probably the first
thing many people think of when they start playing this game, but as time goes
on, people start gravitating towards what they really like to do. You can’t
achieve this is a structured class system, of course. For instance, in my case,
I want to craft. I want to make things and be useful that way to the game as a
whole. But I can’t do that because most of the modern MMOs not only make
crafting fundamentally useless because a crafters gear can’t keep up with loot
off of critters, but because I can’t level my crafting unless I become an
adventurer anyways, defeating the whole purpose of a crafting system to begin
with.
For other people the freedom to explore is what they are
after. But like I stated previously, MMOs are being “cleverly” designed (I am
using the term loosely) to funnel people in a specific direction. Exploration
itself is actually frowned upon by developers if you go outside of their
defined parameters. While people, again, will claim this isn’t true you don’t
have to look far to see that this isn’t the case. Areas are specifically level
gated, you need prerequisite gear and items to compete, and any attempt to jump
over that cliff is often met with an invisible barrier that doesn’t allow such
things and glitching the terrain to do so can actually get you in trouble.
Even the quests now are being designed that way. While
people believe The Old Republic gives you RP freedom, it robs you of that. No
matter your choice or desire, the outcome is always the same at the end. There
is no real deviation from that course other than a few differences in dialog.
This is the furthest from freedom, and this cinematic experience actually kills
the whole world within a world aspect of the game. RP itself has been
hopelessly destroyed because the very identity of the characters we wanted to
create was completely removed and taken out of our hands. You have to follow
the set path, by design, and any deviation from that not only penalizes your
character, it may even restrict you from unlocking your characters full
potential. And nowhere else can you see swift changes to a game because players
attempted to deviate from that norm.
Take in stark contrast Skyrim. Now I know for some people
that loved their Morrowind, this game is an abomination, for some reason, but
let’s be factual; Skyrim is a sandbox game, only one step short of being an
MMO. While at the beginning of the game we are given an objective that says go
do this, we can basically say sod off and do anything else we feel like from
that point onward. In stark contrast, TESO will not allow for this, as it is
very purposely being linearly designed. A leveling treadmill is in place and
players are expected to follow a set path. Yea, I’ve seen the leaked beta
footage, and while graphics and such may get cleaned up, the core gameplay won’t
change much from this, and since the emphasis, much like TOR, was on that
personal story, you can bet your last dollar TESO is going to be yet another
Theme Park in a long list of Theme Parks.
Number Two: Bigger is not Better: Another thing that makes
the sandbox different from the theme park MMO is the inherent balance that is
already within the system and the fact that people can equalize themselves to
match the others within the system. Skill is actually the name of the game, not
the gear worn. While gear is useful, and helpful in cases, it is not the end
all be all of the gaming experience. This is not true in a theme park game,
especially one following the WoW formula, whereas levels get higher, the gear
has to progressively get better. The idea is that bigger numbers and bigger
stats are always better. The skill of the player, while it can be a factor, is
often only a small portion of that result. A very skilled player will more
often than not, be beaten by a below average player who is better geared and
equipped than they are.
This is also the case based on the class system these games
often force down specific paths to. Like it or not, while some people will
claim otherwise, there is always going to be a class that is easy mode in these
systems for a specific thing. They tend to pump out tons of damage, and
strangely enough have tons of defensive measures to boot to make sure they
continue to deliver that damage. Nothing about this requires any actual skill
to deliver, contrary to what many WoW rogues or TOR snipers might claim,
because it is the easiest thing to do and a subpar player can do it without
worry or consequence. If it actually required a lot of skill to do, players
would not gravitate towards it so much, especially in the PvP environment. This
is not to say that a person skilled in the class wouldn’t be deadly, they would
be, but the application of skill required is less than that of another class.
In a sandbox game, gear is not a major factor and in fact
player skill is the deciding factor in a long run. A player who just mashes
buttons will find them increasingly outclassed by people who actually know when
the best time to use their moves is and planning accordingly, instead of just
blowing their entire wad in the first few seconds of combat. Timing is key, and
gear is only a distant second fiddle to this. The same stun locking, button
smashing rogue trying that in a game based on skill and tactics would find they
are severely outclassed by players that actually understand timing and the
fundamental rules of the game, and would turn the tide quickly on the rogue.
But in the end, in this type of system, dungeon loot is
de-emphasized and crafted loot becomes the big prize. Though there will be
things that dungeons would be required for, they would not be the end all be
all of the game, left in the hands of those daring enough to traverse them for
the materials for crafters, or explorers who think the risk is worth the
reward. In basic, a player economy, and thus a community, is born because of
this, and player loyalty is actually rewarded instead of punished.
Number Three: An Open World: This is similar to number one,
but basically in a sandbox game, the world is open. It’s explorable, there is
no corner you can’t go to to see what is In that nook or cranny, no invisible
barrier blocking your progress, no level gating, the only thing determining
your fate is your skill and your own wits to survive. Your death is determined
either by your own hubris or stupidity. But this open world is not limited to
just exploration, nope it also includes PvP.
The modern MMO has done a lot to try and push PvP out of the
public eye of players, forcing the PvPers into carefully controlled arenas for
their matches or shoving them into specific lake areas. Of course, the reason
for this is because player killers (aka PKs) never really had a punishment that
fit their crime before in games. But then again, many of the early attempts
made the mistake of giving them too much freedom without any reprisals to be
had. The worst that would happen is a PK couldn’t get into a town, but that was
easily countered by alts or friends.
While it’s been instilled into the head of modern gamers
that PvP is somehow evil, the truth of the matter is that it’s not. The same
PvP jerks that talk smack are still talking smack in PvE. The difference now is
that you’ve given them the power to do so and no one can reprise against them.
What’s even funnier, most of the people that claim they hate smack talking in
PvP are the people that do the smack talking, and generally acting like an ass
most of the time. In short, hypocrites.
All in all, the world of an MMO needs to be open. It needs
to be open to exploration, it needs to be open to conflict, because that is
what drives RP and story (sorry bar people, it’s true) and it needs to be open
to the fact players don’t want to follow your set path.
These are my basic points of a sandbox MMO. Now I know this
is only a small list, there is a lot more I know, but this article is already
getting long and I feel it’s time to stop padding and start letting people
read. I don’t know when I will put up a new blog, as I said I am currently
still dealing with my father passing away, but hopefully it won’t be two months
again before I do. Until then, take care and I hope people start inspiring
developers to make sandbox games.
Please leave a comment below.