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Assassin's Creed And the Future of Sandbox Games

Wired's Game|Life blog, and the site of gaming academic Henry Jenkins, discuss sandbox games and the impact of Assassin's Creed . The relevant discussion on Jenkins' site is actually written by GAMBIT lab supervisor Matthew Weise. He argues that open-ended worlds, by their very nature, require some restraints on the player's avatar. Otherwise, the game's meaning is diluted. Likewise, if you're going for a 'sandbox' world, allow that limited character unlimited opportunities. "When I think of open-ended world design I tend to think of worlds that don't involve such limitations. Call it the result of a childhood playing Ultima. I think of worlds in which, if you need to kill the dragon in the cave and you happen to have a drill, there's no reason you can't just drill straight down, bypassing all his little traps, and kill the bastard. That's open-ended to me. That's sandbox. The pleasure of such incredible agency is much more satisfying than any forced narrative structure."

73 comments

  1. boring by Turn-X+Alphonse · · Score: 4, Interesting

    I find open ended games to bore me more than structured ones. I mean sure I get the new sword and the new shield and now I can goto another area, but I have no sense of progress. Instead I'll get bored and just give up, where as a game with a focus or several paths I can follow happily feeling I'm achieving stuff rather than just wandering blindly grinding to level up stuff.

    --
    I like muppets.
    1. Re:boring by Deltaspectre · · Score: 5, Funny

      It works well if there are a lot of fun distractions and "sidequests" to do. Just look at GTA: San Andreas... "I'm taking my towtruck to the do...AIRPLANES! LETS GO FLY AIRPLANES!"

      --
      My UID is prime... is yours?
    2. Re:boring by Nf1nk · · Score: 1

      Was there actually a use for the tow truck? It was fun and all but I only remember one or two missions that needed it.

      --
      I used to have a cool sig, back when I cared
    3. Re:boring by Deltaspectre · · Score: 5, Funny

      I just use it once in a while to tow the random unsuspecting person at the stop light and drive them into the water.

      --
      My UID is prime... is yours?
    4. Re:boring by Turn-X+Alphonse · · Score: 1

      GTA has focus though, you have to follow it through to unlock new stuff, it's done in a way that feels free but is still restrictive enough to feel you're moving forward.

      --
      I like muppets.
    5. Re:boring by SatanicPuppy · · Score: 2, Insightful

      I think it only works where the world is itself interesting enough to make the game worth playing. I love sandbox games, though admittedly I seldom finish them, because finishing to me seems like it's missing the point.

      I think a dynamic world coupled with a multi-user environment offers a lot of sandbox possibilities. Imagine GTA if you could be a cop, shooting down other dumbasses who were running over prostitutes? That'd be a hell of a game.

      I think in the long run the genre will transition to MMOs...That's the natural progression, because the biggest weakness of the MMO is that there isn't enough content, and the biggest weakness of the sandbox game is that the content is diluted by the fact that you can effectively skip it if you don't want to do it. I think Eve has done a good job of moving in this direction. I think you'll see others following that lead.

      --
      ad logicam Claiming a proposition is false because it was presented as the conclusion of a fallacious argument.
    6. Re:boring by mr_mischief · · Score: 1

      That's one of the best arguments for wide-open game play I've ever read or heard. I might have to find a cheap copy of the game so I can do just that.

    7. Re:boring by mr_mischief · · Score: 1

      Imagine if you could be the prostitute, making money turning tricks, dodging cars, fighting off johns who want their money back, and running from the cops?

      How about if you work for the mob boss the GTA guys are trying to kill?

      What if you're a crooked construction boss who makes money building buildings on the loan shark's money. You also make protection payments so your office and your sites don't get shut down, and the GTA-type guy with a body comes to you to pay you cash to hide some bodies in a foundation you're about to pour?

      Maybe you're selling one drug in one neighborhood, but you want to keep other drugs out and other gangs out to keep your profits going. Certain drugs anger the mob guys, and making illegal money in their area without giving them a cut angers them more. Do you fight it out or make a deal?

      The ambulance driver and paramedic, armored car driver and guard, and more could be worked into such a game as player characters. Imagine the thrill of the armored car guys in San Andreas or Liberty City, with half the players in the game trying to rip you off.

    8. Re:boring by grumbel · · Score: 1

      ### I mean sure I get the new sword and the new shield and now I can goto another area, but I have no sense of progress.

      I think Gothic2 solved this very nicely, at least for most part. You could go basically everywhere whenever you want, but doing so early on would kill you very quickly, since you neither had the equipment nor the experience. Later in the game you earned that experience and could thus more freely navigate around. What helped a lot is that Gothic2 didn't have respawning enemies, so once you cleared an area it stayed that way, so to level up you had to explore more, the whole repeating RTS grind never happened because your leveling up came automatically by exploring new areas. And exploring was for most part quite fun, because it wasn't generic heightmap terrain, but quite nicely done real 3D terrain, caves overhangs, bridges and all that stuff that you don't see in heightmaps.
      Another aspect of the game I liked a lot was that the leveling up wasn't all out of limits. A creature that could kill you at the start of the game still could kill you at the end, it was unlikely, but encountering multiple of them at once and a bit of bad timing could quickly put you into trouble.

      All that said, after 30h of the 60h I played it, it did get a little repetitive and the NPC interaction died down for most part, so I wouldn't have minded it if the game would have ended a little earlier.

      What I consider important about a game however isn't so much if it really is open ended or not, but something far simpler: Does the game allow me play? Might sound stupid, of course every game lets you play, but in many cases its not real play, its following the level designers instructions. Mario64 for example is a great example on how to get things right, it is not open ended in any kind, but it gives you a level and a goal and not much else. How you explore the level to reach the goal is completely up to you, there are no borders beside the level geometry and your characters abilities. So the level isn't just a level, but a playground for you and your character.

    9. Re:boring by Anonymous Coward · · Score: 0

      I find the exact opposite if true for me. Heavily structured games are boring because you're just following the obvious little road laid out for you. If all I need to do to 'win' is press a to continue the dialogue, well, why wouldn't I just read a book.

      In open ended games on the other hand I get the new item or ability and now I have a bunch of new stuff to try and explore. I get to ask questions and find answers which is to say, I actually use my brain and have something to do.

    10. Re:boring by Anonymous Coward · · Score: 0

      Right On Commander!

    11. Re:boring by Captain+Splendid · · Score: 1

      Imagine the thrill of the armored car guys in San Andreas or Liberty City, with half the players in the game trying to rip you off.

      Just that right there's a nice idea. Kind of a new twist on the survival horror game.

      --
      Linux, you magnificent bastard, I read the fucking manual!
    12. Re:boring by Anonymous Coward · · Score: 1, Funny

      It's been done - it's called "Living in New York City".

    13. Re:boring by lb746 · · Score: 1

      Steam just added all the rockstar games to their list. I think all the GTA series is something around $29, quite a good deal I plan to pick up this coming weekend.

    14. Re:boring by Mercano · · Score: 1

      Its on Steam for like $18.

      --
      #include <signature.h>
    15. Re:boring by misleb · · Score: 1

      I think a dynamic world coupled with a multi-user environment offers a lot of sandbox possibilities. Imagine GTA if you could be a cop, shooting down other dumbasses who were running over prostitutes? That'd be a hell of a game.


      As long as it didn't simply turn into yet another team FPS. For example, the dumbasses would have to actually run over the prostitute. You can't just arrest/shoot any PC that isn't a cop. There has to be "stars" on them. There'd also need to be some incentive for a player to commit a crime. Otherwise you just have one group of players who are just goofing around in the sandbox and some cops waiting for them to commit a crime.

      --
      "THERE IS NO JUSTICE, THERE IS ONLY ME." -Death
    16. Re:boring by Captain+Splendid · · Score: 1

      Really? Who's the publisher then? ;P

      --
      Linux, you magnificent bastard, I read the fucking manual!
    17. Re:boring by Loadmaster · · Score: 1

      Sounds like you want APB from Realtime Worlds. http://www.realtimeworlds.com/index.php?id=383&pid=3

    18. Re:boring by toleraen · · Score: 3, Funny

      Your mother. The real question is: who's the developer?

    19. Re:boring by jcnnghm · · Score: 1

      Stealing the train and derailing it is pretty neat, as is skydiving. If you get a ramp truck and drive it to the top of the mountain, you can grab a motorcycle, jump off, and sky dive down if you bring a parachute. Sometimes when you carjack somebody the passenger will stay in the car, at that point head on collisions and driving into the water can be fun.

      San Andreas was a really cool game, there are so many little things you could do.

      --
      You don't make the poor richer by making the rich poorer. - Winston Churchill
    20. Re:boring by Eric52902 · · Score: 1

      I don't know how you play the game, but any time I pick up a GTA game or clone, it's next to impossible for me to keep from committing several hundred crimes in any given ten minute span...

    21. Re:boring by Gingernads · · Score: 2, Funny

      You can also use the GTA:SA towtrucks to tow other towtrucks! I managed to get a train of 6 going for a few miles. Corners and traffic were a pain though.
      GTA:SA was quite simply one of the best games I have ever played for pretty much allowing you to do whatever looks feasible.

      --
      Your optimism strikes me like junkmail addressed to the dead.
    22. Re:boring by EW87 · · Score: 0

      It's called "Kane & Lynch" Online.

    23. Re:boring by Marcosll · · Score: 1

      Open ended is the way to go. GTA is a great example of how great open ended is. Assasin's creed is terrible. So much potential yet they built half a game then just copied and pasted the same quests. Had they put as much emphasis on story and quests as GTA, Assisins Creed would have been a superb game instead of the borefest it is. Fiestas Benalmadena

  2. Assassin's Creed was no sandbox... by PrescriptionWarning · · Score: 3, Insightful

    Sims, Black & white (the first 1), Morrowind, now those have more in common with the sandbox style of play. Assassin's creed has fairly open levels to be sure, but I heard with all your wall climbing abilities there are still far too many walls the game limits you from going beyond.

    1. Re:Assassin's Creed was no sandbox... by dyslexicbunny · · Score: 2, Interesting

      I always envisioned Thief being much more like a first person Assassins Creed in a huge city (I've only watched 20 minutes of Creed before I left). Something where you can wander the city and do whatever and take jobs to raise funds to work towards getting intel, bribing folk, getting better equipment/skills, or snagging a disguise for more prospective work.

      The only limits would be funding to get the intel - in theory you could go into this badass place right at the beginning but you might not be able to open a lock or you can't figure out where the item is without spending 3+ hours to get it. Or it might take 2 hours to cross the map unless you had a sewers key that provides a more direct route.

      Eventually, you'd need things to lead to some overarching story/objective. You could have all sorts of buildings that one could break into with both day and night cycles and the like. I always thought a game like this would be awesome - something like Creed meets Morrowind.

    2. Re:Assassin's Creed was no sandbox... by renegadesx · · Score: 2, Insightful

      I'd say Assassin's Creed was about as sandbox as GTA only with climbing walls replacing stealing cars and other "equivilents" between modern times and the crucades.

      Despite Creed was a good game and all, it failed to meet it's near impossible expectiations.

      --
      Make SELinux enforcing again!
  3. This came up in GTA other day. by TomSawyer · · Score: 1

    The other day I was replaying Vice City and in the mission where you break the safe cracker out of jail I reflexively drove the guy home despite the police trying to slam me off the road. I get to the glowing pink halo just to note on the map that it wanted me to go to a Spray N Paint on the way to where I was. By then it only took a couple of more hits from the cops and my NPC passenger went up in flames with the car. I had to replay the mission following the game's route even though I'd made it to my destination without needing to lower my wanted level.

    --
    If you disagree then it must be overrated, redundant or trolling.
    1. Re:This came up in GTA other day. by Anonymous Coward · · Score: 1, Insightful

      Maybe it isn't such a good idea to drop a guy off in front of his home when a thousand police are chasing you?

    2. Re:This came up in GTA other day. by Anonymous Coward · · Score: 0

      That's an objective, then. Not just get the guy home, but lose the heat too.

      I think in real life, if you were in a police chase, they wouldn't just give up when you got to the pink halo in your driveway.

      But, naturally, they would never follow you into a spray shop, nor would they realize that the same model car coming out, but repainted, is you.

    3. Re:This came up in GTA other day. by TomSawyer · · Score: 1

      But, naturally, they would never follow you into a spray shop, nor would they realize that the same model car coming out, but repainted, is you.

      Exactly. I prefer when game inconsistencies break my way ;)

      --
      If you disagree then it must be overrated, redundant or trolling.
    4. Re:This came up in GTA other day. by beluv · · Score: 1

      The problem there is that you led the police right to his house.

    5. Re:This came up in GTA other day. by Chris+Burke · · Score: 3, Funny

      But, naturally, they would never follow you into a spray shop, nor would they realize that the same model car coming out, but repainted, is you.

      I have always found it pretty funny how the cops are perfectly capable of tracking you when you get out of your current get-away car and steal a new one, but are completely baffled by you driving the exact same car in a different color.

      Especially when the car in question is a tank. ;)

      Okay you can't drive a tank into the pay-and-spray, but you can leave the tank running right outside, drive another car in, and then drive off in the tank without the police minding one bit.

      --

      The enemies of Democracy are
    6. Re:This came up in GTA other day. by Anonymous Coward · · Score: 0

      GTA III was a little more flexible. In that, there was a mission to take a guy to the airport, but if you took the bridge the FBI would shoot your car with rocket launchers and you'd have to restart the mission. You're supposed to use the newly constructed underground tunnel to get to the new area. My friend and I came up with a unique approach: Don't use the underground tunnel for cars, use the underground TRAIN tunnel. By driving fast as hell and staying ahead of the train, it was possible to use that tunnel as an express tube directly to the airport. Mission accomplished.

  4. Really now? by TheGreatHegemon · · Score: 1

    Baldur's Gate 1, Baldur's Gate 2. 'nuff said.

  5. HEEEENRRYYY by Jumphard · · Score: 0, Offtopic

    JENKINS!

    1. Re:HEEEENRRYYY by Anonymous Coward · · Score: 0

      It's actually LEEEEEEROYYYY, get your stupid MMORPG memes straight.

    2. Re:HEEEENRRYYY by Jumphard · · Score: 1

      Yeah but the guy in the article is Henry.

    3. Re:HEEEENRRYYY by static0verdrive · · Score: 1

      You feel the need to comment on jokes you don't get?

      --
      ========
      77 77 77 2e 6d 65 6c 76 69 6e 73 2e 63 6f 6d
    4. Re:HEEEENRRYYY by Anonymous Coward · · Score: 0

      You feel the need to comment on the comment of a person who feels the need to comment on jokes that (s)he doesn't get?

  6. Sandy Assassin's Creed by hansamurai · · Score: 4, Informative

    Having played through Assassin's Creed, the best thing the game has going for it is its open world. The game is the single most repetitive game I have ever played, partly from how open it is. While its openness is beneficial for exploration (finding and climbing viewpoints is awesome), going from point A to point B should only take X number of minutes, but actually takes 5X because guards are spotting you from a 100 feet away because you're not walking as slow as possible. I really had high hopes for this game and while the first few hours are fun, if you get through them you have basically beaten the game. Here's my full review here.

    I've never read Henry Jenkins but I totally agree with him that Metal Gear Solid and Mario 64 are really good sandbox games, even if they aren't the typical open game.

    1. Re:Sandy Assassin's Creed by flitty · · Score: 4, Insightful

      This is how I feel about Assassin's Creed: If you want it to be the most repetitive game ever, it can be. Same with GTA. You can use your sword in every battle, only doing counter-attacks and the combat then sucks. However, you can force yourself to swap weapons in the middle of the fight to fight a different style, and it becomes fun. You can solve the quests (of which there are about 5) the same way each time, or you can find new ways of completing the tasks, adding variation to the game.

      Yeah, some people might complain that you can play "massive gaurd slaughter" Creed, but is that worse than a game that fails you out of any mission where you break your cover? And, If I were Ubisoft, I would patch the game so when you were in the "Kingdom" horse riding could be done at full speed. That's my only major complaint. It's a nice solid game though, at least as good as Mass Effect. However, I find myself playing COD4 more often than AC.

      --
      Whether or not there is some sort of god, I'm not supposed to say/god is a word and the argument ends there-Smog
    2. Re:Sandy Assassin's Creed by ichigo+2.0 · · Score: 1

      You can use your sword in every battle, only doing counter-attacks and the combat then sucks. However, you can force yourself to swap weapons in the middle of the fight to fight a different style, and it becomes fun.
      I firmly believe that it is the developers job to create a compelling and entertaining game. Claiming that the player is playing it wrong if he isn't enjoying the game is disingenuous.
    3. Re:Sandy Assassin's Creed by hansamurai · · Score: 2, Informative

      Here is how I found it repetitive, expanding some on my review.

      Combat: You are correct that you can switch weapons up in battle, and I found myself doing that constantly near the end when the game threw 25 guys at you at once for on reason other than to throw 25 guys at you at once. And I admit that when I found out how cool it was to fight with just the assassin's blade by only countering, I had more fun. But, the problem is every large fight seemed to go about the same way. About five guys would approach you, they'd try to surround you so you'd work yourself between them so their angle of attack was less. Then you'd wait until they tried to kill you and then counter them. You could start an attack of your own but you will no doubt get hit after being parried for the fourth time in a row. So you wait and take them out slowly and try to use momentum from killing the guards on the next one and just hope it works. You kill a guard and then another one will approach and eventually all the guards in the area will be dead. That's essentially every skirmish in the game right there. You can start them off differently, and I tried many different starts, but the next 90% is the same.

      Missions: Like you said, there are something like five types of missions, and you need to do I think three of them per target to get enough information. Of course you can do them all, but some of them are pretty obnoxious because of the A.I. Pickpocketing and eavesdropping are jokes and just require you to basically sit there and press one button and the right time. Beating someone up is simple, just listen to them talk for a minute about some crap and then follow them into the alley. Then there was a mini-assassination where you take out a target for someone, I think you were timed for that which is not very good gameplay. And I can't even remember if there was another type. Now imagine doing three of these nine times throughout the game. That's 27 times you're just sitting on a park bench or trying to press B at the right moment to pickpocket someone. Repetitive.

      Assassinations: Now that you know where your target is, you go there and are "treated" to a five minute cutscene of your target doing bad things so you know you're not making a mistake of killing them. Basically the game injects some morals to make sure you don't kill someone that might possibly be innocent. Usually the target kills someone or spouts out mean things. Then after they're done talking, you try to make your move. Most times you will be seen by the guards and then you'll have to chase your target or maybe you'll get lucky and kill them. Then you're treated to another five minute cutscene of your target explaining why they shouldn't die, blah blah blah (it's a trippy scene, weird stuff and out of place). But you kill them anyway. Then you run away to your hideout. Repeat that nine times for the game.

      So those are the three levels of repetitiveness. Repeat each of those nine times and you have the entire game. In my review I say you really only need to do one or two of them to get a feel for what the rest of the game is like because the game doesn't really try anything new later. It's disappointing. I'd go into more but gotta take care of some things. Respond if you'd like and I'll reply again.

    4. Re:Sandy Assassin's Creed by MutantEnemy · · Score: 2, Interesting

      The problem with Assassin's Creed is that the civilians and guards don't really behave sensibly, which is essential for the illusion of a realistic, open environment to be explored. To give two examples: in every city there are numerous guys on soapboxes speaking about the crusades and such: "South comes the English King and his infidel army!" etc. Go up to one of these guys and put your hidden blade in his back. What happens? Nothing. Nobody screams, the crowd just wanders off as if he's gone to sleep. Second example: if someone sees you kill someone, he might run off shouting "that man is a murderer!" yet guards who are in a position to hear this don't seem to take any notice. Guards only react to what they see with their own eyes, as far as I can make out. These sorts of problems make me suspect that making plausible and realistic AI is going to be THE major problem in games that feature open environments.

      --
      Grr! Arg!
    5. Re:Sandy Assassin's Creed by Anonymous Coward · · Score: 0

      Even at the end of the game you can sprint at full speed so long as you haven't done anything to alert the guards, or aren't coming across a patrol which is looking for you. Besides, getting a huge mob of guards following you and just sprinting through the city is probably one of more fun things to do after you beat the game.

    6. Re:Sandy Assassin's Creed by sanosuke76 · · Score: 2, Interesting

      Speaking of when the targets killed someone before you could kill them... my main gripe was that (unlike the rest of the crowds in Creed) I couldn't push through the crowds just in time to step in and assassinate the target right before he was able to plunge a dagger into the guy he was killing. I mean, what's the point of being an assassin-hero if you can't make a bold, heroic gesture and save someone's life at the critical moment?

      --
      My 229 is all the Sig I need http://thegunwiki.com/
    7. Re:Sandy Assassin's Creed by SuiteSisterMary · · Score: 1

      The other type of task was...racing. Yes, the epitome of immersion and realism in games; a rooftop race collecting flags. Nobody notices these flags, nobody noticed the masked assassin planting them, and nobody notices you hopping merrily along collecting them.

      I wanted to love AC, I really did, but it's a rail game. I liked it better when it was Beyond Good and Evil. "You can switch weapons during combat, and that makes it less repetitive!" Please.

      --
      Vintage computer games and RPG books available. Email me if you're interested.
    8. Re:Sandy Assassin's Creed by LKM · · Score: 1

      In a way, you're right. Clearly, the AC developers failed to encourage the proper style of playing the game. Even so, GP is correct. AC can be played in a boring way (power through the game as quickly as possible) or in a fun way (take your time, evaluate what you can do, don't do the same thing in each mission). If you're playing it with the first style, you're only cheating yourself. Yes, it's the developer's fault. It's still a good idea to play the game "properly."

    9. Re:Sandy Assassin's Creed by Anonymous Coward · · Score: 0

      Sure, or play with the controller behind my back or while blindfolded or only play using my toes for super WIN!

      If the only way to make a game fun is by facing "yourself to swap weapons in the middle of the fight to fight a different style, and it becomes fun" then it's not really all that fun.

      Have you tried punching yourself in the face while blindfolded to make the game more challenging? Or maybe have your friends trying to kick you while you dodge them in real life while trying to play the game. Now THAT would be super fun!!! Think of how challenging that would be!

      It would be like real life Assassin's Creed matching the game!!!! WHOA!

    10. Re:Sandy Assassin's Creed by chronovoreprime · · Score: 1

      'patch the game so when you were in the "Kingdom" horse riding could be done at full speed.' But you can ride the horse at full speed in the "Kingdom." I rode all over the territory with both R-Trigger pulled in (fast) and A-Button pushed (reallyreallyfast), and the horse ran like the dickens. Sure, the guards notice you quickly, but you also outdistance them nearly as fast, and after a set amount of time the "wanted" condition resets. No big deal. And I agree with you on GTA; finding new ways to battle, explore, race, survive - it's all the emergent gameplay which is really intriguing in a robust sandbox.

  7. Crysis by Jumphard · · Score: 2, Interesting

    Recently got Crysis for Jesusmas and I am thoroughly enjoying playing through it. I would classify it as a "sandbox" game in the same way Jenkins says MGS is a sandbox game. It gives you objectives (direction) but lets you determine the path with which you want to complete those objectives.

    Do you want to stealth in close and take them by surprise?
    Perhaps snipe the gas pump and make a distraction before blowing them away?
    Maybe guns blazing is your style.

    On top of the many combat approaches, there are multiple ways to arrive at a destination (walking, Route A, Route B, vehicles). All in all, I'd call Crysis a "sandbox" game where you're subtly led through a scripted storyline.

    1. Re:Crysis by Bedouin+X · · Score: 1

      I agree. On the one level where you have to save the woman inside the school, there are at least five ways to go about it and they are all fun to execute (swimming was by far the least hassle, but you miss out on the high accuracy rifle). That's partly why I got a little annoyed later in the game where it gets much much more linear.

      Thankfully, the climactic battle was worth it.

      --
      Dissolve... Resolve... Evolve...
  8. Thief and Deus Ex by Anonymous Coward · · Score: 2, Interesting

    To me, the Thief series by Looking Glass is the best of the exploration-based sandbox games to date. It is not open, but the sandbox is sufficiently large and the options sufficiently varied to make for excellent gameplay. Want to try entering from the front door? Go for it. Dash for it, kill, knockout, hide, distract, creep, wait, retreat, provoke AI to attack each other, or climb in a *fully utilized and mostly unscripted* 3D environment. Although later games were more sandbox-like, none I've played since have been as good as Thief. Indeed, stealth based games since suffer from the lack of sandbox play. Metal Gear is too movement-constricted and linear, and Splinter Cell is even more so.

    I plan to get Assassin's Creed at some point, and expect it to be a decent successor to Thief's great exploration aspect. I also expect it, like Thief, to be best enjoyed in small doses of at most 2 hours daily, 8 hours weekly.

    On a related note, Deus Ex 2 has already showed us that too much sandbox can be bad. It is great fun to load up a level and experiment, the perfect sandbox, but it fails as a game. It was nice however to play this through to the end without firing a single shot or killing a single enemy, a rare moment for any FPS.

  9. Define Sandbox by nick_davison · · Score: 1

    sandbox games and the impact of Assassin's Creed Three pieces of kitty litter in a large, empty box - with no toys to play with the sand - barely constitutes a sandbox game.

    Any game where you can mock the zealots around the office who are boasting about their acheivements by saying, "Oooh! Did you press X?!" with mock excitement and have them look ashamed... That's just a great graphics rendering of what a sandbox might look like. It's not a sandbox.
    1. Re:Define Sandbox by ivan256 · · Score: 2, Insightful

      I didn't even realize Assassin's Creed was supposed to be considered a "sandbox" game.... What a crock. The "plot" pulls you out of where you are and drops you on a linear path all the time. It's practically a definition of a linear game. Having multiple ways of accomplishing an objective doesn't make the game a sandbox game if the plot is still linear and the places you can go at any given time are limited.

    2. Re:Define Sandbox by Satan's+Crowbar · · Score: 1

      Assassin's Creed WAS a sandbox game. Certainly, the world you were in had limits, but so does every sandbox title. As for the plot, I don't think its linearity disqualifies Creed as a sandbox game, it's all about the gameplay. Early on in Assassin's Creed I was climbing up a wall. The controls were still new to me, so instead of going from the stump I was hanging on to an inviting window further up I jumped clean off and belly flopped into the river at the bottom of an adjacent canyon. If the game wasn't sandbox, I wouldn't have been allowed to do that.

  10. What "impact"? by 40ozFreak · · Score: 1

    Assassin's Creed's impact on gaming? Does anyone but Ubisoft and Gamespot realize that Assassin's Creed was widely unpopular with the very same gamers who hyped over it prior to release? I was thoroughly disappointed with AC and everything it had promised to deliver me. How this game could become a benchmark for future sandbox titles, or why anyone feels that its impact is powerful enough to write editorials about is beyond me. I was not impressed.

    1. Re:What "impact"? by Saint_Waldo · · Score: 2, Insightful

      Maybe it has something to do with AS moving around 2 million units even with all the bad press? Clashing opinions is the heart of controversy, and AS has that in spades. Some folks love it, some folks hate it, almost everyone interested in video games knows about it. Controversies get discussed. Just because you didn't like it or think it didn't live up to what you imagined it should be doesn't mean there isn't something to talk about.

    2. Re:What "impact"? by Saint_Waldo · · Score: 1

      AS = AC, I was up late watching Adult Swim, sorry.

    3. Re:What "impact"? by 40ozFreak · · Score: 1

      I agree with this, but it can't be overlooked that the gameplay was inherently repetitive, and while the control system was intuitive and provided some *very* satisfying bloodshed, I didn't find it to be as innovative as was touted. There have been so many different approaches to the "freeroaming environment" mantra that this one feels like little more than an amalgamation of them all with a medieval twist. I just don't see why it's so original. But hey like you said, these discussions are only good for gaming. :)

  11. Your mom by Anonymous Coward · · Score: 0

    Best "your mom" joke I've heard in weeks.

  12. The future I want for sandbox gaming... by Vokkyt · · Score: 1

    is the sandbox I get from a table top RPG made in videogame form. Games like Assassin's Creed do a wonderful job of giving you a pretty big world to play in, but still battle with the challenge of difficulty versus realism and freedom within the confines of a story. For example, as much fun as Assassin's Creed was for the bits I played, it still felt really linear, to the point that I would almost call it a beat-em-up moreso than a stealth game. Yeah, I could have chosen "not" to mass-kill the guards. But, if they are going to give people the power to take on literally dozens of guards at once and all the guards are too chivalrous to attack you while you are in battle with another person, it's hard to see a reason not to abuse the lazy AI. Plus, if a game is purported to be realistic, then the player will take a realistic approach to the scenario as per their abilities in game.

    See, the issue I had with Assassin's creed was that there wasn't much fantasy involved. It doesn't draw you in as an RPG could, because no matter how grim the situation gets, you can always rely on the masscounterkill guard technique. You can choose not to do it, but you can't really forget that it's a possibility. Also, respawning guards sort of takes away from the reality of the game. Yes, they probably have a LOT of guards. But when I've been in extended combat for the greater part of an hour and have somewhere around 80 guards dead at my feet, I start to wonder where the hell they are getting these people? It's the same issue that Oblivion had with its magical teleporting guards and vengeful enemies that would literally chase you across the map just to do battle. (Did they REALLY care that much about the 2 gold I took?) It's these minor things that make or break a game.

    Same thing with MMO's. You can dictate that a server is an RP server, enforce RP rules, ban out of character talk, but MMOs still lack the overall purpose that brings you to anything beyond mass grind. Too much focus is put on a direct balance between classes and an emphasis on kill for exp and best item that any sort of role playing possibilities are lost. Why not have an RPG where fighters get their EXP for fighting, Healers get their EXP for healing (get rid of potions and such...make it tough to survive); why can't a person make a healthy living in the game as a shop keep, own their own store, maybe a house on 4th and Main, and what not? I realize that coding has its limitations, but these concepts are not completely foreign to gaming, they just haven't been compiled together in one game, as far as I know. And for story? Well, why not have dedicated story tellers for servers? List major quests that need to be taken care of. Post public bounties for people, have thousands of smaller quests that could lead up to information necessary to complete the major quest. DnD without the dice, but for real this time.

    I know that it's a hell of a vision, and would require some pretty dedicated employees and story tellers, but that would be bigger than WoW if it happened, and it would be almost the ultimate sandbox. A very vague mission (save the princess, kill the dragon, etc). A million and one ways to do it)

    1. Re:The future I want for sandbox gaming... by GWLlosa · · Score: 1

      EVE Online has some of what you're talking about, although its obviously not a fantasy-based game (its about spaceships. pew pew pew). The trouble with the approach you've laid out is that there are a lot of players, and MOST of them suck at the game, relative to the few that are trying to 'win'. So in your example, if a dedicated employee sat there spinning out quests, about 1% of any given server would actively do them at a breakneck pace, whereas for the other 99%, this content is completely inaccessible (due to it being already completed) or yet another quest-that-everyone-and-his-brother-has-done-and-has-the-walkthrough for. For the latter, see WoW. For the former, any company that panders to 1% of its consumer base is obviously doing something wrong.

  13. Oblivion by tieTYT · · Score: 2, Insightful

    I had this complaint about Oblivion when I played it the first time. The game is more unstructured than Morrowind (its prequel). Oblivion boasts having like 200+ caves to explore or something. But, the enemies and the items they drop totally depend on the level you're at. If you're level 1, they drop wooden arrows and cloth armor. If you're level 10, they drop steel arrows and mithril armor. So, when faced with the question, "Should I explore this cave or should I explore that cave?" you eventually realize it literally doesn't matter. At level X, every cave will have the same types of enemies and rewards.* It totally takes the fun out of exploring for the sake of exploring.

    Don't get me wrong, I think Oblivion is a great game. The "solution" to this problem, I discovered, was to explore the world of Oblivion through its quests. If a quest told me to go to a cave, it was because there was actually something interesting to do in it that the quest triggered. But, paradoxically, that lead to a more structured game than Morrowind even though the intention was the opposite. In Oblivion, the routine became "Get the quest, explore the cave" over and over again. In Morrowind, while there was that, there was also "Explore the cave just for the fun of it".

    *I am simplifying here. There are about 3 different kinds of caves. Type A will have monster/drop 1,2,3 at level 1, Type B will have monster/drop 3,4,5 at level 1, Type C will have monster/drop 5,6,7 at level 1, etc.

    1. Re:Oblivion by sammyF70 · · Score: 0

      Slightly OT, but the big strengths of Oblivion lie in its open-endedness AND the construction kit. Pretty much everybody seems to hate the dynamic leveling in vanilla Oblivion, but there are plenty of mods to alleviate that.
      Personally, I use OOO. Now, when I enter a cave, the mobs might or might not be stronger than me, better equipped or not. If I get attacked by a rat whilst I'm at level 20, the rat is STILL somewhere between level one and three.
      This makes exploring a lot more fun, and coming back for revenge later on a possibility.

      For me, Oblivion (heavily "realistically" modded ... but in my opinion that's the whole point of the Bethesda games) is the best sandbox game so far, and I still play it regularly after 2 years.

      --
      "DRM is like the Ford Pinto: it's a smooth ride, right up the point at which it explodes and ruins your day."-C.Doctorow
  14. Can you say SWG? by SmallFurryCreature · · Score: 1

    What you say has been tried. Star Wars galaxies, you created a character and then could build it up as you wanted. Be a dancing bounty-hunter. An engineering doctor.

    Well the system was a bit simpler then that, but at least early on it held the promise of you being able to create your own character, free from any cookie-cutter class as we know it from the EQ clones.

    The game also never worked.

    On of the possible proffessions for instance was image designer (or some name like it), a skill that allowed you to redesign your own or other players bodies, a makeover. Very nice, and really different from what you get in the poorer EQ clones like WoW and Lotro were everyone looks the same.

    Now the problem. XP. You got XP from doing a design on a player. Very little xp. For a job that took minutes.

    Doing image designer ment a grind beyond all grinds. At least combat players are doing something, getting loot. Image designer? Just sits there, waiting for the a few dozen xp points every 10 minutes.

    Healers had a similar problem when the doc buff hit. They just weren't needed, so you got some one smart who figured one combat move would weaken you out of combat, if a player spammed that move, they could then be healed and the healer gain XP to grind to doctor (usefull).

    It all sounds very nice to come up with complex systems, but the market rules and the market choose WoW.

    SWG was in many ways a very advanced MMO with some intresting chances and some choices that eliminated or at least severly reduced the problems I have with my current MMO Lotro.

    SWG thanks to it design had players that looked unique, were I could wear an outfit I choose for style and then upgraded to suit my skills, it had no nood harvestes or ninja looters. You didn't have to spend ages looking for a group to do your mission.

    But the market voted, SOE reacted badly and the game was horribly slaughtered. Vanguard tried a reduced version of it, and it bombed too.

    Simple works, and having seen a lot of MMO players, lets face it, most can't deal with anything that forces them to think.

    There is a quest in LOTRO, it is to find a ring (no not that one), it has a clue, and there are other npc's that can tell you rather precisly, where the ring is. You do not want to feed the number of players that simply ask where the ring is, unable/unwilling to do the least bit of thinking to figure it out themselves.

    You could give a quest "save the princess", but you would instantly be hit by a thousand players demanding you tell them where she is and a step by step guide on how to save her.

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.

  15. There are 105 quests you idiot by Anonymous Coward · · Score: 0

    5 quests? You are, in a word, wrong. There are no less than nine main assassination quests, plus at least 50, probably close to 100, optional missions in the five large explorable areas (Masyaf, Kingdom, Acre, Damascus, Jerusalem). What the fuck, man? Did you even play the game?

    1. Re:There are 105 quests you idiot by Anonymous Coward · · Score: 0

      Ok, 105 individual quests but really only a few basic quest types...

      Interrogation
      Pickpocket
      Eavesdropping
      Flag collection
      Citizen Rescue
      Eagle's View (name?)
      Assassinate specific targets

      Other than that it's collect flags (crosses, whatever) for achievements. Not a helluva lot of variety.

    2. Re:There are 105 quests you idiot by CFTM · · Score: 1

      I'm sure there are many different ways to shear a sheep but at the end of the day you're still shearing sheep. Assassin's Creed is shearing sheep...you might be doing things slightly different (ie I entered combat with the group of muggers by throwing daggers at them this time!) but you're still doing the same thing...over and over and over and over and over and over and over and over and over and over and over and over and over and over again.

      Oh yeah, and when the difficulty scaler is "Throw 25 guards at the protagonist" than there were some elements of the game that were not thought out to fruition. It was a hell of a try and for the first six hours I LOVED AC but by the seventh assassination I just wanted the insanity to end :P

  16. Needs player generated quests by Lonewolf666 · · Score: 1

    I don't think any company can spin out enough unique quests to keep the server happy. So the quests have to be either computer generated or generated by players.

    Again, EVE Online has some of it, but it is limited.

    1) You can always get a quest from a NPC agent, but these are rather repetitive. A few dozen missions that are repeated over and over. Maybe one could come up with a more intelligent mission generation system?

    2) Players can put out contracts that can be viewed as quests for other players. A good idea but these are limited in scope. Of interest as quests are at the moment only
    - transport contracts (bring item from A to B)
    - item exchange (bring me item X and get Y in return) where X or Y can simply be money. Unfortunately, item exchange is somewhat redundant because most of it could also be handled by the (BTW superb) ingame trade system.

    Here I have a few ideas:
    - Escort mission: if player A gets player B safely to location X he gets Y as reward. Needs some work to prevent abuse (player B could call his pirate buddies and say "attack at location Z, it's worthwhile").

    - Building missions: Player A puts out a reward for turning a pile of raw materials into goods. Player B shows up with his tools, does the job and gets a reward. This is of course possible today, but again it requires that Player B is trustworthy. An escrow system like in the transport contracts could help there.

    Feel free to come up with more ;-)

    --
    C - the footgun of programming languages
  17. emergence by FreudianNightmare · · Score: 1

    I'm surprised theres not more here about emergent behaviour. Any true sandbox (i.e. 'here's a world, go play') should support emergent behaviour. GTA, as much fun as it is, never really lets you do anything the devs didn't design in. Sure, you CAN do things much more than the devs intended you to, but its hard to do something new. Personally, I've only ever seen/done one true bit of emergent play, in a game called Urban Chaos on PS1. Not realising the 'proper' route, I spent quite a while forcing a truck up an alley, so I could climb onto it and get over a wall into a target location. Once inside it became quickly apparent that the whole mission was broken by my doing this. NOTHING worked. So I guess thats actually 'almost' emergent, since whilst I managed to do something the devs clearly had not planned for, the engine was not robust enough to cope. Oh, maybe S.T.A.L.K.E.R. too. More games like that please.

    --
    'Speak softly and carry a beagle'