There is no sandbox element to doing the same thing over and over like in the Persona games. "Lets run up this tower and just do the same damn thing over and over for 150 levels." I don't disagree with your other points, but just running around in a 3d environment does not make it sandbox.ZiggyE said:Well, for the most part, Prototype is no more a sandbox than any of the earlier Final Fantasy games, which provide freedom of exploration but a linear story, just as Prototype does. I'd go as far to say the Persona games are MORE non-linear than most western games, as a large part of their mechanics is based around time management, but none of them are sandboxes.
A sandbox is a game like Garry's Mod.
So if we use the definition of sandbox you are using; then yes, the Japanese do make sandbox games, such as the Persona series. If we use the actual definition then why aren't Westerners making more sandbox games outside of mods as well? The answer is because they rarely sell. Something like Garry's Mod does sell because it has the popularity of the source engine backing it, but very few similar games are so fortunate.
I read this and wonder why Final Fantasy VII is considered the greatest game of all time by so many... The game that started the whole trend of main characters being emo.Heimir said:Westerner: Here, heff game with 100% freedom in dynamic world!
Japanese: What do?
Westerner: Play?
Japanese: No story of angsty teens, what do?
OT: Or something.
DracoSuave said:Saints Row and Saints Row 2. No dicking around in either of those games. Except for every side quest, every minigame, every mission and every moment between missions.mitsurya said:Every sandbox game I listed also has dicking around. Name one that does not.
While i*m willing to accept that zelda is not as open as say GTA, it narrows down what qualifies as a sandbox game a lot.DracoSuave said:While those describe sandbox games, those are not the defining characteristic.teisjm said:You could easily argue, that Zelda is a sandbox game, with the big open world, and sidequests.
It's the ability to just fuck around as a valid, and fun, aspect of gameplay. Zelda doesn't really have rewarding fucking around. You go, you sword some monsters... which you'd be doing anyways.
In a sandbox game, You're grabbing a car, driving up stairs, hitting pedestrians, setting things on fire by ramming into them with a flaming death machine, getting out, stomping a few hookers, and then grabbing an ambulance so you can blare your sirens while running over grannies.... and NONE of it has any point. You're not grinding 'XP' or making money or doing anything but pissing around for the sake of pissing around. And there's no punishment for it above maybe some cops chasing you down until the game either kills you in a spectacular explosion, or gives up cause you outran them or whatever. There's no narrative consequence, no in-game punishment... just going around and playing randomly and with impunity.
It's this emergent 'make your own fun' style game play that differentiates the sandbox from the standard action-adventure.
You're right, it isn't the 'be a criminal' aspect that makes things sandboxes. It's the ability to set aside any narrative, simply do whatever you want, and have that be an expected part of game play.teisjm said:My point beeing, sandbox isn't limited to games where you can kill everyone, with no major consequenses.
I can see your point, the only thing is, it leaves many of the games generally considered sandboxes as not beeing sandboxes.DracoSuave said:You're right, it isn't the 'be a criminal' aspect that makes things sandboxes. It's the ability to set aside any narrative, simply do whatever you want, and have that be an expected part of game play.teisjm said:My point beeing, sandbox isn't limited to games where you can kill everyone, with no major consequenses.
In Baldur's Gate, you could go around killing civilians, but that's not the gameplay, and the game generally discourages that. Even games like Ultima IV, while allowing total freedom, did eventually punish you for taking actions it deemed immoral, to the point of making it impossible to win.
The idea is having a giant playground of stuff to do with no purpose. It's not the lawlessness that defines them, it's the purposelessness and lack of consequence which is why Minecraft IS a sandbox game. You do whatever you want. There's no punishment or narrative reward. All you're doing is purposeless minecrafting.
There's lots of games that give you relative freedom. But it's not the freedom that makes it a sandbox. it's not the large area to explore. It's not even the exploration itself. It's the ability to simply do nothing important, and make your own fun doing whatever.
That's why it's called a sandbox. It's a big area to play in. They're named after the part of the playground that isn't about climbing, or swinging, or seeing how far you can jump... or any of that. It's the part of the playground where a kid sits, does whatever the hell he wants. One kid makes roads for his hotwheels. Another turns it into forts for his h i joes. A third digs moats for his imaginary castle hatred.
The word 'sandbox' is used because it's a metaphor for that purposeless freedom combined with endless possibilities, of emergent gameplay resounding from a childlike desire to simply play.
The best sandboxes don't just have a story... they also don't make the story hijack your fun. This may be one of the reasons why GTA4 isn't spoken of as highly... because the game kept trying to interrupt your dicking around with Roman wanting to see American Teetees. It kept reminding you that there's some story going on, like a parent telling you 'come back inside for dinner!'