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Grand Theft Auto IV
Since GTAIII, what
has made this series work so well is the depth of detail, partly in graphics
but primarily in the robustness and variability of the game world. Characters
are fully implemented, and missions vary widely.
The game world is further
fleshed out by numerous concurrent and optional missions, so there is always a
sense of player choice or determination, even though the main campaign is
mostly linear and determined. In short, a lot of production has gone into
top-level design, and it pays off big time.
There are a large number of situations which do not respond
logically, but the player happily forgives this because the implementation is
already so detailed. Players greatly appreciate the amount of work that goes
into making a robust game world, and the depth and breadth more than makes up
for the periodic lapses, the seams and traces of artificiality.
The major structure is equivalent to standard RPG: main-line
campaign missions plus optional missions. This is an extremely common and an
excellent format for sandbox gameplay: one central campaign (itself perhaps
multi-threaded), plus a large number of side-missions. The sandbox all by itself is strong, although making
your own fun can get boring after a little while. But crucially, the writing is
thoroughgoing, so in addition to base sandbox play, there's always a choice
between things to do.
Sandbox play is essentially amoral/non-moral, in the sense
that real action is often governed by the hypothetical: "What happens if I
run this guy over?" -- this is not a malicious thought; on the contrary,
it is quite playful. But this generates a problem: how should the game respond?
The GTA solution is to mock realistic
response without actually enforcing it, and characterize the PC as logically as
narrative ingenuity is capable of.

Grand Theft Auto IV
Still, until GTAIV,
the PC personality was something of a narrative problem; as others have
written, the hero was a bi-polar thug for whom nothing was truly out of
character. Such a character is not terribly interesting: this is facile characterization
from the perspective of the writing, and it's not particularly compelling in
the sense that we can't relate to the character.
With GTAIV, however, the PC is framed very carefully, and the scarred
warrior turned ironical and embittered anarchist justifies much better the
peculiar range of action of a GTA
hero. This goes to show how well a
carefully worked out narrative can match the gameplay.
The problem of NPC response is the simple problem of AI. In
the absence of strong AI, all the responses have to be hand-written, which
means there are going to be some edge cases no matter how thoroughgoing the
design. As suggested above, certain lines -- though they may be realistic or
logical -- are nevertheless problematic and counter-productive, and best to
ignore even if this does create a seam.
In any case, NPCs reactions always
follow certain lines, and practically speaking, they cannot be extremely finely
tuned to player behavior. They will fail to respond or respond incorrectly if
the player's behavior does not fall into predefined categories. That is, quite
simply, unavoidable.
It's a problem, but on a case-by-case basis it can be
finessed by clever writing and design. For example, at the beginning of GTA IV, the "first drive" is
bound to be messy, of course: the player is still learning the controls. In
addition, the player needs to be eased into the peculiarities of believable
world minus consequences, and NPCs who seem real, but who are strangely
tolerant of behavior that would be taken as extreme in the real world. We need
an NPC to guide the player, as part of the intro-tutorial, but how is the NPC
going to respond if the player crashes the car?
In this case the writing supplies the solution: the NPC is
extremely intoxicated, so he doesn't really notice (or doesn't really care)
that the vehicle is getting trashed. The NPC is there to say lightly-disguised
tutorial-oriented instruction, and to introduce the player to a world without
consequences -- all under cover of the intoxication conceit.
This kind of
case-by-case problem solving is the stuff of strong design. GTA's implicit recommendation is that
the game be designed very carefully and strategically, with such problems well
in mind, so as to avoid as many problems as possible.
Beyond that, where characters are concerned, it is probably
best to treat the remaining problems by brute force: if there are ten edge
cases in this scenario, script responses for all ten. Solving the general AI
problem sufficiently is so far off that it's not even worth thinking about. Even
the efforts of avant-garde artists (such as http://www.interactivestory.net/)
all demonstrate that the bottleneck is case-handling and writing. In short, the
bottleneck for apparently-intelligent behavior is writing for each case.
Conclusion
In direct opposition to the notion implied by the metaphor,
sandbox design requires more
top-level design, not less. To be frank: the great risk of the sandbox is that
it can be boring.
Where the sandbox is the main part of the game, sometimes the
game is impossible to "master": instead you can just juke around with
it until it grows tiresome. In this case, there's no artfully-crafted
narrative, so no climax; there's no reward scheme or gameplay-building (such as
technique-training and gradation of difficulty). All told, it is weak on
conventional game-design fundamentals. The added freedom makes up for this to
an extent, but the problems must still be addressed and overcome by the gameplay
design itself.
The space-empire-building game X3 is a solid example of this. There is a main campaign, but it is
secondary to the sandbox play. (It wasn't carefully designed or written, which
is unfortunate, but let's leave that aside.) The game shines as a sandbox
involving the handling of complex systems, and the emergent behaviors are
interesting, on a systemic scale.
In the end, however, managing the empire
becomes something like a full-time job, the goal and reward being that you have
a stranglehold on a single-player universe. From one perspective, it's fun to
gradually corner and master a dynamic system, but from another perspective it's
-- well, let's just say that one might be inspired to existential or
self-ironical thoughts: "why am I doing this?"
Where there is a narrative alongside the sandbox play, one of
the main problems is the pacing of the narrative. Do we allow free play simultaneous
with the progression of the story? If not, how and with what justification do we
interrupt the story in order to allow periods of free play? And then, how do we
avoid the scenario where a lengthy round of free-play strains the pacing of the
story?
As always, the particular solution will depend on the
situation, on the game's unique features and format. But to take an example, another
space game, Freelancer (2003),
handles this exceptionally well. Gameplay is divided into discrete chapters,
and as naturally as time passes between events there are periods of free play;
the writing very carefully makes natural these breaks in the action.
One way
the writer answered the problem of pacing: the non-player characters are always
impatient with the player character. So no matter how long the player took,
the response is logical. More critically, when the climax comes up, and pacing
becomes particularly important, there are no "freelancing" episodes
between the missions. This preserves narrative integrity, but the sandbox "free
play" quality of the game is bracketed during this sensitive section. It
goes to show that story and sandbox are sometimes very much competing
principles.
Freelancer is
especially worth mentioning because after the story finishes, the game becomes
boring very quickly. There are only a few randomly-generated missions, and by the end of the game, the player has
probably already played all of them. There may or may not be new places to
explore (depending on how extensively the player freelanced during the main
campaign), but there's nothing truly new.
The point here is that there's something cathartic about
seeing the credits roll. Gradually losing interest as the game becomes more and
more obviously repetitive -- this is an ending with a wimper. But on the other
hand, there's always mods (and if you're technically inclined, there's always modding, which can be even more fun). And of
course, there's always multiplayer.
The future is bright. The sandbox lives on in perpetuity. And
life is good.
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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.