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Mahni 6/18/08 1:42:51 PM
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Novice Member
Joined: 1/31/08 |
Originally posted by vajuras
Forgive me I wanted to really examine the points individually this was interesting post.
No apologies necessary - I appreciate you took the time to read and respond! You got the point of my post - trying to discuss "pure" sandbox gameplay and whether there is any game that would meet a set of rules for a "sandbox" mmorpg. As I've stated before, I think it's a sandbox continuum not a set of conditions that a game has met. And I do think EVE does a great job of incorporating a LOT of sandbox elements that are appropriate for a mmorpg. It's not a "sandboxy" as Second Life - but Second Life isn't a mmorpg, either. So it feels to me that there has to be some give and take on 1) the definition and 2) what features of "sandboxes" and RPGs can be merged (particularly related to character advancement). You raised good points against my extreme argument, and I enjoyed reading your post. |
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Forcan 6/18/08 1:57:08 PM
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Advanced Member
Joined: 1/08/07
Nov. 15th 2005 |
Originally posted by Mahni If I'm reading you correctly, you are saying that the following are jointly sufficient and necessary to classify something as a sandbox (mmorpg):
Saying that the "rest" are derived from and / or associate with these "core" elements just keeps the feature list abstract enough that additional necessary and / or sufficient features can be added. You are making the strong claim that sandboxes are clearly defined, but your feature set uses words like "limited" restriction on how dynamic the world is, "how much" freedom there is in character design, and a "lot of [different] ways to implement" community-based gameplay. I look at it from the game design(developer) perspective, not just from the game play (player) perspective. The words like "limited" "how much" and "different ways to implement" are open to creativities of gamers and developers alike, but the core basic has to stay true. These qualifiers make the classification subjective, not objective at all. I could see where someone might think that a game like WoW features a dynamic world (with limited restrictions), freedom in character design through choice of classes, tradeskills, and talents, and has implemented community-based gameplay through guilds and an economic system. Probably a bit too much wiggle room in those definitions. You look at it as subjective, then by that logic, all things are subjective... But in a design perspective, there must always be some space for creativities in the design. If you are talking about WoW... In the game design pespective (developer), the CORE game design are not changed. But the on game play perspective, due to the new functions added on top of the core design, some might get the illusion of "sandbox", but in essence, that is based on the perception of the players, not developers. The wiggle room isn't for players to define, but for developers to have the space for their own creativities to re-invent the implementation of the core systems. This has to be clearly stated, and I was in a hurry so I left out this... (have a final in AI class today...) If you want we can start another thread elsewhere to get into the deeper game design of WoW, but this thread isn't the place to do so (since in the core design WoW has nothing to do with sandbox.) If the qualifiers make the categorization subjective, isn't is difficult to claim that the definition is concrete? If you are viewing it from the game play perspective, then probably you would think it is subjective. But if you have the time to study different MMO design, then you can see that from the developer's perspective, sandbox definition are concrete with the above mentioned core element. Moreover, don't the qualifiers demonstrate a continuum - a world can have more or less restrictions placed on it (from limited to unlimited), more or less freedom in character design (how much), and more or less community-based gameplay (since there are a lot of different ways to implement it)? And if the "rest" of sandbox related features derive from these three core features, couldn't a game have more or less of these derived features (even if they are neither necessary or sufficient)? Wouldn't that affect *how* sandboxy a game is - meaning a matter of degree and not one of type or kind? You have to look at the bigger picture in order to see if the design is sandbox or not. A simple way to judge it is this: does the systems offer players the ability to CHANGE the game world, not "their world", but the game world. And on the design level, are these changes scripted (that means it WILL happen, regardless of anything. The only thing is WHEN it will happen.) or non-scripted (this is the IF something will happen. That means, the changes can be un-change by player effort.) A simple way of looking at this using WoW... Can players seal the Dark Portal up, thus stop the Burning Legion?
Although I would love to talk about the following, but I have no personal experience with EVE, nor do I have sufficient knowledge of it to discuss in detail with you, thus I will bow out of the following and let others to take care of it... Lastly, you've pointed out in other posts that others aren't being objective enough, but you present subjective definitions. You've pointed out that in WoW you "cannot wipe anything out without it being reset" - isn't that ALSO true for NPCs in EVE, which you claim is a sandbox mmorpg? You've scolded others for not answering your questions, but you've ignored my reasons why I believe that EVE violates the same core features that you've listed. I'll repeat them below, classifed by your core features:
Do these violate your core features of a "sandbox" mmorpg? Are you making a completely objective decision? "Sandbox" categorization is really a yes / no decision, and not a matter of degree?
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| Waiting: Star Wars: The Old Republic, Xenjo Journeys Online (Chinese MMO), Hero's Journey, TCoS, Dynasty Warrior Online, Stargate Worlds, Champions Online, LEGO Universe Current MMO: Warhammer Online, Florensia Online, CoH/CoV, WoW Yet to Try/Test: AoC |
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Talgen 6/18/08 2:41:16 PM
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Apprentice Member
Joined: 9/04/02 |
Originally posted by Forcan
Have to add my two cents here.. There is, in my opinion no real player economy in WoW the prices are set again and again by the gold farmers. As for auctions... ok there is one, however, this cannot be an arguement for a 'sandbox' game because the quality of the 'Purple-Ultra-Kill'em-All' Sword is the same from Joe Blow as it is from a 10 year veteran <<yes I'm exaggerating>> Meaning, since the quality of all resources are the same, there is no difference in the product, thus it isnt really a player run economy.. More of a "Stampbox" rather than a "sandbox" .. everything is cookiecutter. Price is mostly determined on who is the best mass producer or the best farmer of items, which is usually the Gold Farmers.
Again this is only my opinion, but I thought I'd share it since I dont post often. |
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| ---------------------------- This is just my opinion and should be veiwed as just that, an opinion |
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vajuras 6/18/08 2:56:34 PM
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Novice Member
Joined: 1/20/06 |
Originally posted by zantax
You and Mahni make very convincing constructive posts. Something I will have to dwell on. I never made the distinction between Second Life and EVE Online. Thanks I agree with you guys point of view |
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