S-Unleashed said:
I knew this would happen. As soon as Yattzzee opens his mouth soon his flock of sheep will start to think the same. Idoits.
Isn't that a bit harsh? I agree with what a lot of people have said, and I also disagree with Yahtzee on plenty of subjects. For example, I enjoy turn-based combat and can really get into a good JRPG. Is it outside the realm of possibility that some people (not all, I know there are plenty who will praise him as a god and treat his every word as sacred) agree with his opinions because, well, they agree with his opinions?
Skarvey said:
We don't need less sandbox games, we need sandbox games with a reason to explore them. If I go off the beaten path in a game, there had better be a great reason for me to do so because in doing so, I'm risking my own neck, probably stumbling across enemies or dangers that will challenge me as a player, so the reward should be proportionate to the amount of effort you're putting into it.
[SNIP]
What developers need to do is start parcelling out these reasons to check out side quests or just free roam into the game world, rather than scattering money about and putting all the upgrades at the omnipotent "MERCHANT" that just so happens to be in almost every open world game. If I go off the beaten path, I want an awesome upgrade, a cool gun, some information that will help me, or at the very least a good side story with some loot.
I think this is a perfect assesment of that problem. A sandbox game will have an open world and non-linear progression; a
good sandbox game will have those things
as well as reasons to explore them. Three examples, arranged by how well they (in my opinion) manage to be a sandbox:
The good: Fallout 3
Huge world, but punctuated by quests, sub-areas ripe for exploration, things to kill, little secrets to find, random encounters. These give chances to acquire new weapons and armours, gain other quests, pick up bits of story that aren't strictly relevant to the main plot but are fun nonetheless. Best of all, exploring carries an XP reward so that finding new areas never causes the player to stagnate at their level, and is always kept moving up. Exploring, discovering, and trying to find everything make the sandbox aspects more fun for me than the main quest line. I've spent about 80 hours on my main character, most of which has been snooping around, checking out areas and seeing what I can scavenge. The game captured the lonely, barren atmosphere of the wasteland perfectly, and gave plenty of opportunities to be distracted from the story.
The average: Saints Row 2
Mainly I'm talking about the Activities, here. Fun (and funny) little distractions and mini-games, which not only allow you to advance the plot - though after a certain point you gain infinite respect and don't need to do any more for that reason - they grant upgrades for completion. Guns, increased health regeneration, the ability to sprint for longer and eventually continuously. I spent hours doing Activities before I even started the missions, though they had problems - some were stupidly hard, like the helicopter ones, mainly due to flying the chopper being like trying to ride a drunk horse. Another one, one of the first I did, rewarded me with some badass laser-sighted pistols and infinite ammo. This was a couple of hours into the game, and made me ridiculously powerful for such an early point. And after a while, they get dull, and I started to leave them alone in favour of story missions. A good attempt, but not good enough to stay interesting and relevant all the way through the game.
The bad: GTA IV
All GTA had was an open world. While it offered many distractions (taxi, races, delivering drugs, etc) there was no in-character reason to do them. For the most part they were repetitive, and felt as if the developers had only thrown them into the game for old times sake. Exploring offered no real rewards, due to the scarcity of weapon spawn locations (compared to older games), no graffiti or similar to do, just no reason to do anything non-mission based except to earn money. Which is one of my biggest problems with the game; why the hell do I need to keep earning money? There is absolutely nothing you need to buy, once you have a set of clothes you like. Ammo is cheap, and can be bought cheaper by making friends with Jacob. If they'd kept in the San Andreas system of buying up businesses and eventually taking over the city, I'd have spent a hell of a lot more time playing the game and earning money, but they didn't. The game was pretty much linear progression with the (pointless) option to do other things when you felt like it.
Wow, that came out a lot longer than intended!