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."
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.
Reviewing just the first hour of video games.