Sandbox MMORPGs offer unparalleled freedom and depth of gameplay. The reason they have not been as succesfull as Themepark MMORPGs is not due to a problem with the concept of Sandbox MMORPGs but due to poor presentation, design, and implementation. Sandbox MMORPGs need to be as accessible, or more, than their successful Themepark counterparts.
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There have been many articles written on the topic of sandbox MMORPGs, their advantages and disadvantages, and with comparison to their antithesis, theme park MMORPGs. I am no expert on game design however I feel I have something to add to the topic which I have not seen expressed before in any such articles, namely on the subject of perceived problems with sandbox.
Firstly, what is a sandbox MMORPG? Simply put it is a massively multiplayer online role-playing game where the player is given certain gameplay elements which they can use in a flexible way as they see fit. These elements non-exclusively include things such as gathering and crafting, shapeable environment, Player vs. Player (PvP), and Player vs. Environment (PvE). PvP is usually a major element due to the extremely rich variety of depth of potential interactions possible. These games tend to have skill based character progression. Such games include but are not exclusive to EvE Online, pre-trammel Ultima Online, pre-CU Star Wars Galaxies, and Darkfall Online.
I mentioned also theme park games in the opening paragraph. A theme park MMORPG is a game that essentially runs on rails. The gameplay content includes but is not exclusive to, gathering and crafting, PvP and PvE. Notice the poignant absence of shapeable environment... The players are not allowed to use these gameplay elements as they see fit. Instead there are very strict hardcoded rules as to what can and can't be done, and players are almost always guided as to what to do and when to do it. Character progression is usually level based. Such games include but are not exclusive to World of Warcraft, Everquest, Runes of Magic, and countless other clones. It is worth noting that two very notable games that used to be classed as almost paragons of sandbox have now adopted a much more theme park style, namely Ultima Online and Star Wars Galaxies...
What are the advantages of Sandbox MMORPGS? The advantages to such game are essentially, freedom, flexibility, and depth. This can lead to an exhilarating and deeply satisfying gameplay experience beyond what can be achieved in theme park MMORPGs. Having a lot of options open to you, all of which have depth and interconnectivity to each other can make a player feel really immersed in and excited by the game world. Stories of player intrigue, politics, wars, and epic battles are common place. Sometimes, as in EvE, these stories can make mainstream news headlines. Crafting is usually very meaningful and players can chose to make it their main occupation. And let me tell you a story about exploration and shapeable environment in such games in the next paragraph...
I tried Darkfall Online the other day, and at first I was a bit lost in what seemed to me a very large, complex, unfamiliar and unfriendly world. But for the first time in I don't remember how long I was actually excited by a game! But I did need some guidance and so I joined a player guild. They were very kind and gave me equipment, a mount, and a basic intro to essential mechanics such as banking and the finer aspects of controlling my character. Then they told me to head to their player built hamlet far away to the north. They told me a few towns I should head to on the way, and that eventually I would reach a stone hill with a lake carved into it. In the walls of the lake there was a cave. I should head into the cave, and swim along it until I got to a waterfall... I should allow myself to drop off the waterfall and thus I would find their hidden settlement, complete with player built housing, shops, etc... I eagerly undertook this quest, for an epic quest it was. I travelled for two days (we're talking real time here) losing my mount half way, and having to run the rest of the way, amazed by the beauty of the landscape and eluding its dangers. It was not easy, but for the first time in any game, I actually felt like a character in a book, really felt it. When I got to the hamlet it surpassed my expectations. Darkfall Online took me back to that long lost feeling I used to have when playing games as child, unjaded. None of the advantages mentioned in this paragraph could be achieved in theme park style MMORPGs; they have no real sense of adventure, very little flexibility, and a pretty meaningless gameplay experience.
Now, what are the problems with sandbox MMORPGs? Why are they a relatively unsuccessful design when they can offer such amazing experiences? I put it to you that there are no inherent problems or disadvantages to sandbox games. I put it to you that the sandbox concept for games is perfect. It is a valid concept which can be realistically implemented, and which has a lot potential fun attached to it, with no inherent downsides. I put it to you that the reason sandbox games are relatively unsuccessful is because there are little to no sandbox games that have been properly designed and implemented. The fault is the developers fault, not the concept itself.
Usually people say that most people can't handle too much freedom, that most people need a lot of hand holding and direction because otherwise people won't know what to do and will get bored, and that the harshness of PvP interactions will alienate most people. I will only grant the validity of the last point. Truly open PvP can only ever appeal to those that enjoy PvP, and certainly not everyone enjoys PvP. However I strongly refute the validity of the other points. People enjoy freedom, and only enjoy freedom. The more freedom a player has the more they will enjoy their game, even if they aren't interested in 99% of the options available to them, they will enjoy the game more, simply because of the excitement such a plethora of meaningful options provides, and because it will make their choice all the more meaningful. What people don't enjoy however is being overwhelmed with information... Also people don't enjoy being left without a clear and concise clue as to what might be fun/good/best for them to do next and how to actually do it... These factors are of paramount importance. But the successful consideration of these points is not exclusive to theme park games! Sandbox games can take them into account too! And if these points are taken into account in a sandbox game, then the generally perceived "disadvantages to sandbox mmorpgs" disappear!
For an illustrative example of some of the points in the above paragraph let me tell you why I for example don't play Darkfall despite the truly amazing experience I had with it... It's because overall it’s a terribly made game! It fails badly on the basics. The character control is extremely clunky. There is no easy way to find out how to actually play the game. There is absolutely no hint as to what you might enjoy doing. They don't have a decent communication interface. Even the weakest mobs are too strong for a good player with a starter character. And things essential to surviving in such a harsh environment like for example finding the bank so you don't lose all your stuff when you die are almost impossible to do unless you are in a small town that is therefore possible to explore in minute detail, or you already know where the bank is! And I think this kind of thing is what hurt UO and SWG so badly, not the fact their game had amazing freedom and interactivity, but the fact they failed to implement any kind of user friendliness, something that is perfectly possible in a sandbox game. People might counter that "well in real life you don't get a flashing icon on your minimap telling you where the bank is". Who cares about real life in a game? Sandbox games aren't exclusively simulators; they are first and foremost games. And games are meant to be fun, right from the word go, all the way till you chose to stop playing in satisfaction, or at least, they have to be if they want to succeed on a massively multiplayer scale...
Would it be so hard to make sure basic and essential stuff such as character control was smooth and easy to learn? Would it be so hard to have a variety of enjoyable tutorial quests that the player can choose from to learn different game mechanics they are interested in? Would it be so hard to have a decent communication interface?! Would it be so hard to have some comprehensive content available to truly N.O.O.B characters that they can actually take part in with enjoyment? Would it be so hard to make it painless for players to find what they absolutely must find just to play? Judging by past sandbox MMORGs apparently so, but I put it to you that it's not difficult. It’s a must for any game, and can be achieved for any game. And if you don't manage to do that you haven't made a game, you've just made a big, steaming pile of mess which relatively few people will waste their time playing, never mind paying for. So, get to it
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