Why are there no Japanese sandbox games?

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ZippyDSMlee

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DracoSuave said:
teisjm said:
You could easily argue, that Zelda is a sandbox game, with the big open world, and sidequests.
While those describe sandbox games, those are not the defining characteristic.

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.
Didn't GTA send in the army after to much fucking around?
 

Alphavillain

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Japanese developers prefer a more narrow focus on particular elements in a game than Western developers. Of course, as a cultural product, a videogame reflects the market and the culture from which it came.

I still think that the crucial trend of the latest generation of videogames is the relative decline in the creativity and impact of Japanese-developed games on the West -I must accentuate the word "relative" because the Japanese title "Demons's Souls" was still many people's game of last year.
 

mitsurya

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DracoSuave said:
teisjm said:
You could easily argue, that Zelda is a sandbox game, with the big open world, and sidequests.
While those describe sandbox games, those are not the defining characteristic.

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.
No.
Just no.
That particular style of sandbox is just GTA in all its incarnations, a sandbox game is defined by having non linear story(usually), side quests and some form of free-roaming map.
It however is not defined by dicking around.
 

Smooth Operator

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Yakuza ************! Go play it now! There are only 4 out already.

But it's true there are slim pickings in that area, they never lack on teenage angst tho...
 

AVATAR_RAGE

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Voltano said:
I was watching my brother play "Prototype" here two days ago and noticed how fast Alex Mercer (the protagonist/avatar in the game) moves around in the streets of New York. I started asking him, "Since Alex moves so fast and 'Prototype' is a good sandbox game (to us), wouldt it be cool if there was a sandbox 'Sonic' game?" He thought it would be a good idea as well, but we agreed that the Sonic Team might not like the idea due to wanting to focus on linear levels.

I still think a "Sonic" sandbox game might be interesting, but that thought lead me to a question: How come there is no sandbox games made from Japanese game developers? I think there might be some interest in making a sandbox game with the Japanese game developers, as some of their JRPGs do encourage exploration-challenges. I know Japanese games tend to favor story-driven games, so I think this might be one reason why they avoid sandbox games (though I think sandbox games can be story-driven, if done right).

Anyone else noticed this, or have theories on why Japanese game developers don't make sandbox games?
It's simple the Japanese gamers seem tend to prefer a more restricted gaming style to western gamers. In fact the evolution of the MGS series was actually based on western feedback on the series not.

The long and short of is that Japanese gamers like few options and find ways to over come challenges. While western gamers prefer to have multiple option to over come said challenges.

Once again check out the MGS series compare MGS1 and it's options with MGS4 and there is a serious increase in options. I know it's not anything to do with sand box games but it does show the difference between a game aimed at the Japanese and a game aimed at a Western audience.
 

DracoSuave

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mitsurya said:
No.
Just no.
That particular style of sandbox is just GTA in all its incarnations, a sandbox game is defined by having non linear story(usually),
GTA has a linear story, with branching lines. But, also:
Saint's Row 1, 2, 3
True Crime
RDR
LA Noire
State of Emergency
inFAMOUS

Where is this mythical non-linear sandbox game you describe?

side quests and some form of free-roaming map.
It however is not defined by dicking around.
Every sandbox game I listed also has dicking around. Name one that does not.
 

DracoSuave

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mitsurya said:
No.
Just no.
That particular style of sandbox is just GTA in all its incarnations, a sandbox game is defined by having non linear story(usually),
GTA has a linear story, with branching lines. But, also:
Saint's Row 1, 2, 3
True Crime
RDR
LA Noire
State of Emergency
inFAMOUS

Where is this mythical non-linear sandbox game you describe?

side quests and some form of free-roaming map.
It however is not defined by dicking around.
Every sandbox game I listed also has dicking around. Name one that does not.

-------------------------

Didn't GTA send in the army after to much fucking around?
Of course, and once the army got sent in and they made you die in a fire or you evaded them or successfully stole their tank for more dicking around in a frikken tank... once you were blown up or whatever, you'd respawn in the hospital or what have you...

....and the entire world acted as if nothing happened.

Compare this to oblivion (not a sandbox game) where if you went on a killing spree and killed all the villagers in a town, then the guards who came after you... well, either you'd end up game over'd, or you'd end up with guards wanting to incarcerate you for your heinous murder spree... and a town that is now devoid of life. There's no 'impunity' there... there's no 'pretend it never happened.'
 

CardinalPiggles

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Maybe it's a physiological thing, (I don't pretend to know about this sort of thing) but their minds may require more of a constant thinking topic, which Sandbox games never provide, too much time spent travelling. It's like in Final Fantasy, constant crisis, one after the other.

Just a theory.
 

jumjalalabash

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They don't make many sandbox games because most sandboxes don't have anything to do in most of it. They probably don't see a big reason to bother.
 

Swifty714

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mitsurya said:
DracoSuave said:
teisjm said:
You could easily argue, that Zelda is a sandbox game, with the big open world, and sidequests.
While those describe sandbox games, those are not the defining characteristic.

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.
No.
Just no.
That particular style of sandbox is just GTA in all its incarnations, a sandbox game is defined by having non linear story(usually), side quests and some form of free-roaming map.
It however is not defined by dicking around.
Face it though, most people just dick around after they either completed the game, or lost interest in the story-line and decided that it would be more fun to just hit/kill anything that comes across their path.
 

DracoSuave

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Swifty714 said:
Face it though, most people just dick around after they either completed the game, or lost interest in the story-line and decided that it would be more fun to just hit/kill anything that comes across their path.
This.

The key element is that sandboxes make that dicking around a natural part of gameplay. I mean... playing LA Noire, every so often... you just gotta do dumb shit in an old 50s car. The temptation is always there, and suddenly... bam. Dicking around.

And, even in GTA... the game never says 'okay stop dicking around.' Even when the army comes and murderdeathkills you... how often does a trip to the hospital make you stop dicking around? Do you go 'Okay, I died, time to be serious' or do you go 'WHOA AWESOME' and try to find new ways to blow yourself up?

And hell, look at one of the most popular sandgames around:

Minecraft.

There's nothing in that game BUT dicking around.

The sandbox isn't about the narrative, it's about having a huge area to just play in.

I mean... that's implied in the frikken name of them. Sandbox.
 

mitsurya

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DracoSuave said:
Where is this mythical non-linear sandbox game you describe?
Fallout new vegas

side quests and some form of free-roaming map.
It however is not defined by dicking around.
Every sandbox game I listed also has dicking around. Name one that does not.
okay i'll admit you got me there, but as far as i can see game developers put in stupid stuff like sidequests and minigames to make the world feel more padded out, rather than just a way of getting from plot point to plot point
 

Ulquiorra4sama

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Prototype depicted an actual american city, and we like sandboxes to depict places that could actually be real. Japan on the other hand is either completely cramped with buildings and people, or there's nothing there. Not sure, but that might be one minor factor.

The main issue i think is that they'd rather actually see some progress with each game session instead of just fucking around for x hours and not have any story progress. So i think they have a differnt idea of what staisfies them. While we'd rather dick around and blow shit up they'd rather resolve a problem and make some progress for the (virtual) greater good.

Just a thought.
 

Xooiid

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From where i've seen it, the Japanese gaming market focuses less on linear construction more than anything. Japanese games tend to have a more 'branching' story with a larger character dynamic, whereas the game itself is linear to a fault. Crono Trigger, the Persona games or any visual novel out there can attest to that.

American games, up until recently, were the other way around. They gave players dozens of ways to solve a problem, yet only one 'canon' story that is followed regardless of that situation. It wasn't until games like Deus Ex or Baldur's Gate came out, allowing the player to essentially craft what their character would be like as they went along.

As games became more advanced, the 'sandbox' as we know it today took the original western aesthetic to it's logical conclusion, namely an open world where any number of solutions were present, but a static story flow leading a character through checkpoints in development; or games that allow a massive range of character dynamic while dragging the player from one point to the other in what is an essentially fixed system [Mass Effect, Dragon Age].

The Japanese model, however, wasn't that conductive to a sandbox game, as their market still buys mostly in the branching story/large narrative type of game. It's the reason 'Square-Enix' disease permeates their video games. They'd rather have a beautiful, moving story rather than beautiful, moving action.

The closest i've seen the two come together is most likely L.A. Noire, with it's great storytelling and truckload of scenes mixed with an open explorable world.
 

DracoSuave

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mitsurya said:
DracoSuave said:
Where is this mythical non-linear sandbox game you describe?
Fallout new vegas
I'm kinda iffy on the sandbox aspect of it, due to the fact that you don't have total freedom to do as you like. It's a pretty open ended game tho, so you know what? I'll relent this one.

side quests and some form of free-roaming map.
It however is not defined by dicking around.
Every sandbox game I listed also has dicking around. Name one that does not.
okay i'll admit you got me there, but as far as i can see game developers put in stupid stuff like sidequests and minigames to make the world feel more padded out, rather than just a way of getting from plot point to plot point[/quote]

Sidequests don't define sandboxes tho. They're not essential, you can have them absent and still have it be a sandbox.

sandboxes aren't about the narrative, any more than first person shooters are about the narrative. Having a narrative helps make a good sandbox good, but in reality, it's the ability to just up and do whatever you like and NOT worry about the narrative. And not just the ability to do so... but that the process of dicking around is its own emergent playstyle.

It isn't enough that you CAN go around and do whatever you like... you can do that in almost any game. Sure... in metroid, I can just ignore the game and run around and shoot things for no reason. But metroid doesn't -reward- that. Metroid isn't about that. It's about exploring and hunting and looking for little goals and secrets.

Sandboxes tho? Not about that. You're not driving around in the car necessarily to look for secrsts (tho obviously they do exist). You're not doing it because holy crap I just found a power up and now I'm a little stronger. You're doing it because driving that car around IS the point. You're driving it up stairs because you want to drive things up stairs. You're running around with a rocket launcher blowing up orphanages because you have a rocket launcher, and the orphanages burn so well.

There's NO goal to it. There's NO purpose. It's just going out and playing around. That's the difference between a sandbox and other games... the sandbox is MADE for you to do this. Other games are not.
 

ZippyDSMlee

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DracoSuave said:
mitsurya said:
No.
Just no.
That particular style of sandbox is just GTA in all its incarnations, a sandbox game is defined by having non linear story(usually),
GTA has a linear story, with branching lines. But, also:
Saint's Row 1, 2, 3
True Crime
RDR
LA Noire
State of Emergency
inFAMOUS

Where is this mythical non-linear sandbox game you describe?

side quests and some form of free-roaming map.
It however is not defined by dicking around.
Every sandbox game I listed also has dicking around. Name one that does not.

-------------------------

Didn't GTA send in the army after to much fucking around?
Of course, and once the army got sent in and they made you die in a fire or you evaded them or successfully stole their tank for more dicking around in a frikken tank... once you were blown up or whatever, you'd respawn in the hospital or what have you...

....and the entire world acted as if nothing happened.

Compare this to oblivion (not a sandbox game) where if you went on a killing spree and killed all the villagers in a town, then the guards who came after you... well, either you'd end up game over'd, or you'd end up with guards wanting to incarcerate you for your heinous murder spree... and a town that is now devoid of life. There's no 'impunity' there... there's no 'pretend it never happened.'
So fallout is a sand box game and oblivion is not? Sure they might not be pure sand box but they certainly are sand box lite.
 

DexterNorgam

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Voltano said:
I was watching my brother play "Prototype" here two days ago and noticed how fast Alex Mercer (the protagonist/avatar in the game) moves around in the streets of New York. I started asking him, "Since Alex moves so fast and 'Prototype' is a good sandbox game (to us), wouldt it be cool if there was a sandbox 'Sonic' game?" He thought it would be a good idea as well, but we agreed that the Sonic Team might not like the idea due to wanting to focus on linear levels.

I still think a "Sonic" sandbox game might be interesting, but that thought lead me to a question: How come there is no sandbox games made from Japanese game developers? I think there might be some interest in making a sandbox game with the Japanese game developers, as some of their JRPGs do encourage exploration-challenges. I know Japanese games tend to favor story-driven games, so I think this might be one reason why they avoid sandbox games (though I think sandbox games can be story-driven, if done right).

Anyone else noticed this, or have theories on why Japanese game developers don't make sandbox games?
Because they like to tell stories.