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