Assassin's Creed And the Future of Sandbox Games 73
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."
boring (Score:5, Interesting)
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San Andreas was a really cool game, there are so many little things you could do.
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GTA:SA was quite simply one of the best games I have ever played for pretty much allowing you to do whatever looks feasible.
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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'
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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 foundatio
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Just that right there's a nice idea. Kind of a new twist on the survival horror game.
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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
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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
Oblivion (Score:2, Insightful)
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Assassin's Creed was no sandbox... (Score:4, Insightful)
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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
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Despite Creed was a good game and all, it failed to meet it's near impossible expectiations.
This came up in GTA other day. (Score:2)
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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 ;)
Re:This came up in GTA other day. (Score:4, Funny)
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.
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Really now? (Score:2)
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Sandy Assassin's Creed (Score:5, Informative)
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.
Re:Sandy Assassin's Creed (Score:5, Insightful)
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.
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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 approa
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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.
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Oh yeah, and when the difficulty scaler is "Throw 25 guards at
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Crysis (Score:2, Interesting)
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 multi
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Thankfully, the climactic battle was worth it.
Thief and Deus Ex (Score:2, Interesting)
Define Sandbox (Score:2)
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.
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What "impact"? (Score:1)
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The future I want for sandbox gaming... (Score:2)
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Needs player generated quests (Score:2)
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 id
Can you say SWG? (Score:2)
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 t
emergence (Score:1)