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The History and Theory of Sandbox Gameplay
 
 
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Features
  The History and Theory of Sandbox Gameplay
by Steve Breslin
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July 16, 2009 Article Start Previous Page 4 of 6 Next
 

A Realistic World: Emergence, Robust Simulation

An emergent behavior is a consequence of the rules. Take the rules of, say, chess: the rules of chess do not explicitly refer to the concept of initiative or that opposite colored bishops tend to be drawish. But these and many other characteristics of the game are determined by the rules. We see emergent behavior in many complex physical systems (fluid mechanics in physics, for instance) -- or more to the point, we see it in the material happenings of any complex game world.

The various characteristics of explosive barrels in Doom is one canonical example. The rules which govern their behavior are very simple; nowhere does the program say anything about how they can be lined up for a chain reaction.

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Once barrels started exploding in chain reaction, the virtual world had suddenly become robust, palpable, realistic. This was an amazing moment, but very little of the player's energy was invested in playing with the system -- yet. Doom struck a highly linear and simple tone, for it did nothing to encourage the player to experiment with the scenario.

From a certain point of view, Doom could be considered a sandbox: we remove the "EXIT" and the player wanders around killing baddies, doing as he likes. From the same point of view -- and this bears especially on how we commonly use the term nowadays -- the production of a "sandbox" game is a subtractive operation: subtract the missions, the main campaign, the narrative or whatever formatively binds the game's progression, and you have a "sandbox." The player can fool around without doing anything "on task" or so.

This is the sandbox we mean when we speak of "Sandbox Mode" (as opposed to "Campaign Mode"), and it is closely similar to how the term is used in software development.

In general terms, if one removed the objectives of a game to produce unguided play, or lack of narrative, one would makes a sandbox in some subtractive sense -- but not in a productive sense. True sandbox design means adding game behaviors which, in combination, produce interesting emergent behavior, but it also means adding some reward for free play. Emergence is good, but a free-play oriented framework is also necessary.

Metaplay and the Multiplayer Arena

While meta-play and multiplayer are certainly two entirely different phenomena, they have some things in common and they often happen simultaneously, so we might consider them loosely together.

Meta-play normally means a different approach to playing, where the player is no longer playing the game as it was designed, but messing around with it and doing amusing things. This includes exploring glitches, testing the game's limits, creating and pursuing personal objectives, and other things which were not necessarily intended by the game's designers. "Hmm, I wonder how many resource harvesters I could build..." or "How far can I drive off the track, and what happens then?" or "Can I finish the game without getting the spider ball?" -- this kind of play.

This relates back to our opening discussion of adventure games, whose design tends to be in the form of lock-and-key puzzles. One implicit challenge in such games, and one way by which mastery can be measured, is in figuring out the shortest route.

When the game is played in this attitude, the metaphor of adventure falls away, and the player instead thinks consciously of the underlying system, how to optimize given the rules of the system -- and even how to break the rules of the system. Though it operates on a different level, sequence-breaking is very sandboxy and very meta, and lock-and-key style adventure design encourages it, from Super Metroid (1994) to Switchball (2007).

The key here is that the game might support sandbox-style playfulness or meta-play, whether or not it was designed to do so. Sandbox is a much wider genre in terms of play than it is in terms of explicit design: a wide variety of games can be played in a sandbox style -- it just depends on the ingenuity and creativity of the player.

Even chess can be considered a sandbox game, if you look at it in the right way. It need not even be played as a competition: instead, you and your opponent could cooperatively explore the potentialities of the game, to see how certain interesting structures can emerge -- to "meta-play" the game, not competitively, but critically, analytically, imaginatively. (One could well argue that if you look at chess in the right way, meta-play happens quite frequently over the course of a normal competitive game.)

Indeed, any sufficiently complex game can be considered a sandbox if one of the aims of the players is to explore the implications of the game's rules. The metaphor of "game world" becomes strained, but it is possible to liken the space of potentiality opened by the rules to a game world, which the players can freely explore.

The point is that it does not take two opponents to play chess; instead, one can play in a creative way -- solving the eight queens problem, for instance, or producing an elegant endgame. The traditional card game solitaire is not really a sandbox game; but a solitary game of chess can be. The interesting point here is that there is a space of free-play potential even before the opponent enters the scene.

The case is similar with multiplayer: the game need not be specially designed to support rich sandbox gameplay; it needs no carefully-crafted narrative framework, no believable characters, and so on. By contrast, it takes only a modest arena to produce all the necessary strategic interest to support a rich multiplayer experience. Even the simplest of MUDs can do it. When it comes to multiplayer, we can strip things down quite a bit, as the opponent provides much of the necessary framework.

This is no argument against complex multiplayer worlds. World complexity often leads to more nuanced strategy, which is a good thing. But speaking minimally, all a multiplayer arena really needs is a set of rules.

Likewise, if the player approaches the game in either an ironic, analytical, or deeply-invested way, then the experience can rest on the simplest of pleasures -- such as riding horses around together in a wilderness, and looking at a randomly-generated landscape.

But on the other hand, if we subtract multi-player, or we subtract that meta- level of player interest, even the most realistic game-world can lose its interest very quickly. A realistic simulation can be a great multiplayer arena, and a great foundation for building a game-space, and it may indeed be fun to explore for a little while. But it must be recognized that realistic simulation on the one hand and gameplay/presentation on the other are very different phases in development, and if the principle challenge and purpose is not being supplied by multiplayer, then some directing framework must be supplied by the designer.

User Generated Content

Game design itself is, undoubtedly, the ultimate sandbox game: you the designer get to determine the game's objectives, and not only that, but also create and assemble the artwork and other presentation elements, balance the game as you see fit -- create a whole world to play in.

Modding is quite similar to game design in that sense. The main difference is that modders do not write game engines and they do not design the larger framework. Their role tends to be limited to top-level design, though of course this varies from game to game.

Ten years ago, one would be wise to remark that "the future of gaming is modding." But over the course of the past decade, modding itself has become increasingly part of playing the game, and the line between playing and modding is now and forever blurred. From the simplest "scenario editors" of the late 1990s through Neverwinter Nights modding tools, to Crytek's Sandbox, game production has increasingly focused upon in enabling and encouraging player design, and today's games often present certain forms of design as a core ingredient of the gameplay.

For years, modders have been using Maya rather than Creature Creator. Spore's obvious innovation is that now every player gets to mod. Spore is not alone in this, of course. Indeed, LittleBigPlanet is arguably even more progressive in this area. The key is the creation of a game that works towards the objective of player-generated content, and designing tools to enable novice modeling and design.

We will be discussing Spore as a special case study, below. The salient point here is that while Spore makes an art of erasing the difference between modding and playing, the same thing has been done for years in a less integrated and novice-friendly manner, but far more completely.

Second Life is still another canonical example of a game that is designed to be modded. It produces an amazingly real analogy between (on the one hand) the clothing designer, construction worker, or architect/engineer, and (on the other hand) the 3D modeler. Players are sometimes even paid for their 3D models in real money, just as real-life carpenters are paid for their cabinetry work.

Whether people play perfected visions of themselves or ironical caricatures, the combination of multiplayer and modding assures a permanent place for Second Life. On the other hand, one key element is that there is no game-worthy interest. It is a pure sandbox, and so it suffers a lack of interest, from a lack of what we have been calling 'framework': a lack of direction.

 
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Comments

Luis Guimarães
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My personal top list of games that did well what everyone around today calls "open-ended" games. The way it has become a "trend", or at least a discussion trend nowadays, is what makes sandbox games do be more sands of box.

Not necessary to be in the following order:
. Bioshock. (beeing indoor and having linear story does not mean having no freedom)
. Desperados: Wanted Dead or Alive. (simple mechanics with only useful interaction can do a lot)
. Castlevania: Symphony of the Night. (very little non-meaninful interaction and most good mechanics)
. Super Mario World. (one more exemple that game mechanics richness really open the world)

Gerard Gouault
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Spore:
not a real sandbox as you notice that every time you play the same events happen at the exact same spot. ie. the meteor shower in creature stage, UFO flying over, the offered missions in space stage, etc..
The only sandbox aspect in Spore are the editors for creatures, vehicles and buildings. The gameplay itself gets boring after a couple of passes.

It is strange that the author only makes a small mention of THE only real sandbox game. Neverwinter Nights 1.
Nwn is still an active game system after more than 8 years.
Not only a sandbox game by itself but it also lets player design their own sandbox for other to explore.

Thomas Eidson
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Any game that lets you create your own content is to some degree a sandbox. I believe that the author is saying that the content creation is created as part of the gameplay and not principally by external tools. A concept he mentions is player interaction with the game, which implies "in the game". This is not to say that external tools should not play a part with sandbox games, but that I think external tools do detract from the collaborative and social aspect of building something together in a world.

I definitely agree with directed content as a requirement from a developer, when building a sandbox world.

Ken Nakai
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The idea of a "sandbox" games really has to be considered on a sliding scale. When you have something like SimCity where you've got a clean slate and can build your city however you want creating your own problems along the way (build too much of this, get that problem), you're on one end of the scale. When you're in a game like Spore or whatnot, where there is little you can do to the world except achieve some goals to exit the stage and move on, you're talking about the other end of the spectrum. Outside of this scale, running through platformers or other games on rails (Wolverine, for instance) is no where near a sandbox experience. It's like the shooter reference, Doom, that's no sandbox game. Once you've cleared a level, there's nothing to do unless you want to try to figure out how to get up to some hidden spot. You also can't argue that multiplayer shooters are in anyway a real sandbox. You're not making a new game...trust me...all those people playing CS and COD...on the same maps over and over again. You might have a different gameplay experience each time but that's no different than running through a single player game of L4D or something where the AI automatically adjusts the game for you.

Sandbox play is all about making a game out of a game. Whether it's the Sims or the vast array of tycoon games that came and went.

As far as the boredom aspect, it's so true. A poorly balanced or written sandbox game (for instance, those tycoon games or the 4X space RTSes) become boring fast. A big part of that is the lack of any short-term goals. Long term you're trying to get the most money or biggest city or dominate a market or whatever. When you've got shorter term goals, whether it's generating enough money to buy the next upgrade or game-generated ones that tell you to attack someone or that create enemies to attack you, it helps stave off that boredom. And, a lot of that boredom can come from the devs. To help extend the game experience (i.e. make it last 10 hours rather than 1), building something might take minutes at a time or generating enough income to build out or expand your city/empire/household/whatever takes a very long time unless you're lucky or you're deeper and farther into the game.

I personally love sandbox games...games that let me screw around or build out my business or empire however I choose...but it's rare to find one that's truly engaging over the long haul. I was done with Spore in no time but I still have Patrician 3 installed and play it from time to time. I guess it tells you just how much better some game devs were (even though we're talking no more than a 5 year difference). I think a big part of it might be the larger teams. Bigger teams mean increased diversity in thinking but at the cost of dilution of potential excellence. Someone could have a great idea but if the rest of the team doesn't think so, it's gone. On a smaller team, that someone might have been better able to convince the team to go with it. This combined with short-term sales goals that are similar to movies (publishers want to sell a million copies and once sold, could care less about how long you enjoy the experience). Ever notice how movie trailers are starting to actually show scenes from the endings of the movies in the trailers? If you didn't know the plot of the movie, you wouldn't know until AFTER you dropped $10 to see it. But, if you did know or could recognize what looks like an ending (sorry but "Knowing"...end of the world in the trailer? Check!), it ruins the experience. So it is with more recent games that either don't bother padding more than 4-6 hours of game play in their games (tacking on higher difficulty levels to compensate for a lack of replayability) or just find something stupid and monotonous for you to do (grinding, overly complicated puzzles) to fill the time.

Maybe we need to spend more time making games fun again, rather than taking a Wall Street view of things and trying to make the next moneymaker...you might be surprised how profitable a good game can be...

Michael Rivera
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Great read.

Spore deserves a lot more credit for how it integrates sandbox mechanics into the overall game narrative, so it's nice to see an article that focuses on that rather than the "simple" game play.

Alex Covic
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Elaborate article; tip my hat.

In the 80s I read an academic magazine about game theory (nothing to do with 'video games') and the definition in one article was truly simple:

1. Create a closed world
2. Define 'entities' within the world
3. Define a set of rules.
GO!

That's it.

This does not contradict with anything written above (or in the comments). It just shows, how much one can make out of fondling and tuning these basic rules.

Mark Venturelli
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Interesting read, Steve. Keep them coming! =)


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