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."
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.
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.
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.
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
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.
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.
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.
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.
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.