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."
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?
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?