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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 5 of 6 Next
 

Contemporary Case Studies

One of the best ways to evaluate the state-of-the-art of Sandbox design is to consider modern expressions of the design. General theories about this design strategy may help guide future development efforts, but practical analysis will explore how these ideas are playing out in today's game studio.

And seeing what's going right and what's problematic in practical terms can be a big help for guiding future development, and expanding the theory of sandbox design.

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For our first example, we'll take:

Assassin's Creed

One of the main stumbling blocks for this title is the dynamic nature of the game world, and the manner in which scenarios are spawned. The scenarios themselves carve out only a very small area, and are immediately surrounded by random "sandbox-world" elements. This was a relatively early programming and presentation decision, which determined that there would be little design control over the extended environment of a given mission.

Not to doubt the efforts of the design team, of course. These kinds of questions are extremely difficult and require an enormous amount of work. When you're innovating, it's an uphill negotiation all the way. But it can still be said that the design, while it brings "sandbox" design into a new dimension, also prohibits the kind of finely-tuned level design of conventional sneaker games. As we have already suggested, sandbox carries both promise and problem. In this case, the main problem is a lack of upper-level development.

Even the principal fan-made FAQ for the game complains about its gameplay.

"Once you experience the same old objectives over and over, then you go crazy and just want to get to the end." The problem is that the gameplay is underdeveloped or barebones. The thwarted hope is that the design and mission objectives would become more sophisticated.

Chris Kohler of Wired's Game|Life blog also found the game lacking in terms of design-depth.

It's not a perfect review: Kohler does not recognize how well Assassin's Creed rewards clever and patient play. But on the other hand, the game's subtlety will be unappreciated by many other players as well.


Assassin's Creed

The game should probably have spent more time explaining/training the correct way to play, through more nuanced training missions early on. And then the game could have reinforced and telegraphed this message by more finely-tuned missions throughout the campaign.

Even something simple like adding a Hitman-inspired "Silent Assassin" reward for particularly delicate play (at critical mission junctures) -- this would have gone a long way towards communicating the concept of excellent play, and rewarding clever execution.

Thse design considerations would not fix the main problem, however. The principle dilemma is the flat, repetitive mission offering, combined with the shallow game-world depth. It is commonplace for a sandbox game to require the player to perform a few stock random-generated missions between each customized major campaign, but the variation and range of random missions are insufficient. There is not nearly enough range and variation to suppress their repetitive nature.

The world would be far richer and more like a sandbox world if there were twenty well-worked-out characters per city, who the player could visit to talk and receive missions -- and play off each other. Allowing the player to work with different warring factions would greatly add to the sense of immersion.

Inevitably, scenarios of greater sophistication and wider variation are needed throughout. Random scenarios are good, but over-use of default scenarios means repetition. Ideally, each scenario is customized. Players allow recycling, but they don't like excess repetition and greatly appreciate custom scenarios.

There is no simple solution; it's the kind of problem that has to get worked out over many months if not years. But the general solution is extremely simple: a much larger fraction of development investment must be spent on upper-level design (mission design and writing).

Spore

The unifying metaphor makes or breaks the game, for it is a game which works very hard to be viewed as greater than the sum of its parts. Some people will suspend disbelief, and feel a little joy as the overarching narrative emerges; and other people will see the seams.

Still others will look at it as "five games for the price of one," and then judge those five games harshly: many have observed they are "-lite" versions of other previous sandbox games, from Age of Empires to Masters of Orion.

And while it remains true that Spore explores many different genres of sandbox play -- it is almost a survey of the larger genre, from cellular A-life to empire building -- it is also true that the separate phases are not integrated, and each in its own area is simplistic and under-implemented.

If the game works, it is because of the larger aesthetic presentation, and the great risk the game takes is that it leaves its success or failure to the aesthetic sense of the player. Whether the game does indeed hang together -- whether a person buys into the idea of developing from a cell into a planet-jumper -- this is mostly subjective. And this lays bare a common challenge in sandbox design: player commitment to open story.

The main interest, perhaps, is the creature creator (along with the building and vehicle creator). These segments of the game share with the audience a critical aspect of modern game development (3D modeling). In this, the design is highly consistent with one of Wright's major statements on the origin of his particular brand of sandbox design: that game design is so fun in itself that, if properly packaged, it can well be reinterpreted as gameplay itself. But let us consider another quite intriguing quotation:

Your heroic efforts have proven you deserving, worthy of advancement to the next level of your existence. The universe you inhabit is but one of many countless worlds, unseen but yet connected. Your creative efforts have not gone unnoticed. Indeed they have spilled into these other, unseen worlds, just as your world has been enriched by them.

Thus speaks the god of the galaxy, upon completion of the final objective. (Though of course this is not the end in the strong sense: the sandbox subsists after this, so you can continue to expand your empire indefinitely.)

These words of the divinity (playfully named "Steve") are quite clever, from a writer's perspective. The game text is doing what a writer might call "reinterpretation," or more simply, "changing the subject in a clever way."

Steve begins by proposing yet another level for the game: "the next level of your existence." So far there have been five "levels of existence": cell, animal, tribal, civil, and space. By the logic of the game, if you win the fifth mini-game -- the space game -- then you should get mini-game number six. The concept of a multiverse is then invoked: this would be level six!

Then, this multiverse is reinterpreted as the multiplayer function of Spore, which you've already been doing: "your creative efforts [...] have spilled into other worlds, just as your world has been enriched by them." It's a brilliant poetic turn, in the sense that the sixth level is the reality of multiplayer. It's also a cop-out, in the sense that the game is done providing new stuff to do.

The sandbox persists, but it is now repetitive with no hope of new content or additional gameplay interest. In most cases, gameplay is geared towards meeting an objective in order to enable a new feature of the game, but here it is just the joy of play itself, and again it comes down to player commitment to the purely open game.

 
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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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