| I had the pleasure of talking with my distinguished podcasting colleagues over at Massively Online Gamer for a few hours last night. We talked about a number of things (which you'll hear in the future I'm sure), but one topic stood out as a sticking point among us. The sandbox. This is a term that gamers toss around plenty when discussing game features. I have never been particularly satisfied with its usage when applied to Massive Multiplayer games, but had never had the opportunity to discuss it in depth with anyone who would really care to hammer it out. We hammered that sucker pretty hard last night. Wikipedia excerpt regarding the sandbox. A sandbox-style video game (or a video game with an optional sandbox mode) is a video game with an open-ended and non-linear style of game-play, or a mode of game-play within a game that is more often played in a goal-directed manner. Just as a real-world sandbox can be smoothed out and resculpted again and again, so the sandbox game or game mode can be played and explored repeatedly without a linear "plot" or a particular set of expectations, nor any lasting game-play consequences.Urban Dictionary defines sandboxing as: In video games, the act of abandoning/putting off your tasks or quests in order to just screw around with an immersive and in-depth game world. Examples of "sandbox" games are Oblivion, the Grand Theft Auto series, and pretty much every single RPG or MMORPG out there. The opposite of a sandbox game would be a "linear" game.The MMO community has taken it upon themselves to draw a distinction between MMORPGs that are a sandbox and those that are not. I'll come right out and say that any such distinction is misguided, at least in terms of the classic definition of what a sandbox game is. The term sandbox wasn't meant to distinguish one MMO from another, it was created to separate the concept of linear game play (everything from Donkey Kong to Half Life) from games that let you act with a considerable amount of free will within the boundaries of the game world (everything from Sim City to Oblivion). Using the definitions given above, there are a few games that tread on the line between them, not clearly falling into either category. The Final Fantasy titles (excluding FFXI) are a prime example of a game that gives the player perceived free will while constantly forcing you down a predestined path. Optional content and meta-games tip the scale toward a sandbox definition, while the overarching story and funneled game-play leans toward a traditional linear classification. Many RPGs walk this line extremely well, gaining the benefits of both sandbox and linear design. Knights of the Old Republic is a good examples of a game hanging in the balance between the two design theories. Ultimately, these examples are not sandboxes, but they are on the border. Meanwhile, the MMORPG community has wrongly decided to subclassify the MMORPG genre within this structure. It should be cleared up, all MUDs and MMORPGs fall into the sandbox classification. The flawed theory tends to argue that Eve Online, Ultima Online and Saga of Ryzom are sandbox games while World of Warcraft, EverQuest and City of Heroes are not. The support given to this argument frequently centers around an inclination for the former list to leave you sans direction, but with an abundance of play options. Flexible PvP rules, factional territory control, advanced economy systems and player driven content are the items frequently called out as critical to a sandbox MMORPG. This is simply a matter of degree. The classic sandbox definition means you don't need to finish game levels to proceed. It means there are no clear victory conditions. It means there are many play-style options within the game. It means your game is driven by goals set by the player rather than obstacles presented by the game designers. The news flash is: All MMORPGs fall into this category. The distinctions called out by the "Eve/UO/etc is a sandbox" harbingers ultimately come down to a perceived inequity in player freewill. Both WoW and Eve have an economy based on looting, crafting and trading. There is no doubt that Eve's is far more complicated, but complexity is not the measure of a sandbox. Both Ultima Online and EverQuest have a large world and quests. Does EverQuest fall out of the sandbox model because there are solid hints pointing toward content you might want to enjoy? In fact, by the argument given, the original EverQuest is a sandbox MMO and EverQuest II is not. What argument would the sandbox-crew give to support this? Hint: EQ2 has a quest journal. Sandbox Harbinger says, "Your game play is now directed by that quest journal and any MMO with a quest journal is a theme park instead of a sandbox." This is simply not the case. Why should WoW, EQ2 and CoH be classified as linear games simply because they chose to design stronger task tracking systems? There are vast differences in the game-play options across the MMORPG genre. For example, your average Korean port doesn't have much depth of play, but that doesn't mean the arc of a player's experience is channeled beyond his control. The choice to farm, hunt, trade, craft, or grief others is still there. Stop trying to sub-classify MMORPGs in this way. They're all sandboxes and slight degrees of system complexity do not change that. |
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