Sandbox games, by default, the players usually make the content...at least most of it.
Now first, the only exception to this is EVE which has a TON of content and things to do.
But most sandbox MMORPGs, feel like they are made to be a sandbox because the developer is indie and lack funds of a more high budget game. The vast majority lack substantial amount of content, lack vast amounts of polish and while the players do their own thing. It feels like the developers pretend the MMO is vast and amazing, where the player can make their own content...as an excuse because they themselves can't make the content.
Look at WoW, its a very high budget MMORPG and has so much content its insane. Sure the players don't decide much what to do, they are given choices. But it took a lot of money to make WoW.
Likewise, a lot of sandbox MMOs are made with a vastly less budget, lacks substantial polish and the players are left with an empty boring game world. Most of them as I said, feel like they made it a sandbox just because they couldn't afford to put more content into the game.
Even EVE had this issue early on with lack of polish and content. But now today, it has TONS of content. It is the rare exception to a more high budget sandbox MMO that shows that a sandbox MMO CAN be good, and still have a lot of content and things to do. While its all up the player (as a sandbox usually is), the things the player can do is wide and vast.
However, outside of EVE. Any time I try a sandbox MMO, it feels like the developer just made it to skimp on actually developing features and content, and made it to make a quick easy dollar off players that like that type of MMO. Sure I can do my own thing, but why?
Where is all the content and things I can do, like I can in EVE? Mostly any time I try the vast majority of sandbox MMOs, I get left with a feeling of emptiness and a poor budget MMO, that they only chose as a sandbox because a lack of said budget. But didn't make an MMO as good as EVE is.
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indie companies often do not have this legal obligation and headache and as such can focus on the game and have the game sell itself. This is why often times indie games are much better
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EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
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EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
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When you don't want the truth, you will make up your own truth.
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If we are talking about actual high quality sandbox MMORPGs, the players do not make the content (as in the budget relevant assets and systems) anyway. The devs still have to. The "but.. look..sandbox!" excuse simply doesn't work.
Yes, all those assets may not be placed in the world at first, but the devs still have to pre-create them.
In fact, they have to create a lot of them in order to be prepared for any situation/setting the players will eventually come up with.
Where they can save some money is cutscenes, voiceovers, mocap, and other story focussed things, which themeparks put much more emphasis on.
But those are not really integral to the quality of a sandbox anyway in my opinion. Add them or not, I don't care, I am off making my mark on the world...
A lot of what we see out there being labeled "sandbox" and giving sandboxes a bad rep is actually something else.
Nobox maybe. Gankbox. WeCouldntBeArsedToMakeARealSandboxGameBox.
I really really really really really really want and example of this. I have been hearing this for a long time now and I am not sure its even remotely true
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Low budget games are everywhere and even the ones spending a lot of money appear to be amateurs in game design ,WASTING tons of money to accomplish very little.
What these SHOULD be are neither sandbox nor themepark,they should be built to appear as a real world would since we are suppose to be role playing as if in a real/plausible world.
Wow has zero housing,that is right off the bat,amateur hour and NOT a rpg base to begin with.Then looking at a Sandbox or so called FAKE sandbox,we have basic land mass and a few tools.We still NEED that living world,that eco system,survival,crafting,food drink,sleep etc etc.
There is so much missing from these fake mmorpg's it is a joke,they are all imo second or third rate game designs.
It still always comes down to the QUALITY of the game design,that doesn't matter if labeled as Sandbox or Themepark or fps or whatever.
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that is my view anyway
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Just imagine what they could have accomplished with an experienced development team and a real budget that had the stones to embrace a game idea as ambitious as Wurm's. Preferably on an engine other than Java.
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1. 50% or more of the map is off limits without cheats or following a specific 'quest line'
2. Some of the content even within the open area is closed until one complete specific quest lines
3. Its tricky and in my mind silly process to avoid doing missions.
4. The missions themselves do not have many variables on how to complete it
The idea should be 'if I dont want to do missions my game experience will not be restricted outside of the story.'
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...
... The biggest ‘financial’ cost is time. I estimated that going back and changing the game’s design, or just keeping on trucking with the current plan and adding more content to make the game closer to ten hours in length would take at the very least another year’s work. That’s fine if you’re at University, ...
Source: http://cranktrain.com/blog/autopsy-of-an-indie-mmorpg-2/ To read in order: http://cranktrain.com/blog/autopsy-of-an-indie-mmorpg-1/
So I would say yes, a very fundamental part of the decision is the financial costs.
BUT there is one aspect that I think also really needs some attention. If someone wants to make a sandbox game, and is willing to actually risk making a game (and taking a bigger risk with making a MMO). They probably loved the hell out of sandboxes at one point, and they at least are going into the project with some amount of inspiration from other games that they want to capture and make better.
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The difference between a sandbox and a themepark:
A sandbox is there is a landscape, it can be accessed by anyone at anytime -- Albeit level or skill may prevent survival. Whether it be territory control points with place-ables, full on voxel with everything place-able everywhere, or even no place-able objects on a preset open map without instances. Players generally have a large impact on the world. Demographics can change. Nothing is predestined.
A themepark there is a general map with locations and preset closed locations. Usually there are instances which lock a set number of players for an event, encounter, or story arc (dungeons, raids, battlegrounds, arenas) Themepark games are completely capable of being hybrid as well, an example would be Vanguard. Players have no real impact on the world itself generally. Demographics can change, such as phasing, but aren't usually the main point of gameplay. Everything is predestined.
Simply budget isn't the cause, it's the rules of the "game." Themepark games are like table top rpg campaigns. A game master writes the campaign, the players follow it to unfold the story. Sandbox games are like Risk, Diplomacy, or Axis and Allies. Players participate as combatants or commanders for territory control.
Two vastly different concepts and game types... Game being the key word, games have rules and structure.
Do you want to play D&D or do you want to play Diplomacy?
Personally, I enjoy both. Games are games. Can't expect them all to have the same rules. Diversity is awesome.
was basically ........... "You know it when you are in a sandbox" .............this rung very true for me wether it was UO,Eve,SWG , or Darkfall etc.. you definitley know it when you are in one
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There are some AAA eastern sandboxes, but if you like the western feel with western looking characters rather than a game set in medieval times, but featuring glamasians with swords that are too hilariously gigantic for their waifish thin frames to lift, then you don't have many options.
True sandbox MMO's, not themebox MMO's, have a small niche crowd that enjoy them. Big companies never ever go for small fan bases. They want a large base and want to have mass appeal.
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