Now, while I may have failed at writing… well, anything this week, I did happen to pick up a copy of Red Dead Redemption. Sure, I didn’t pick up up until Saturday evening, but, did get my hands on it. (Xbox 360 version.) And, I did play it. In fact I played a decent 5-hour chunk, and while I feel I need more time to provide decent impressions, I also feel like now’s a great time to talk about “Sandbox” games in general. What makes a good sandbox game good? What works in a sandbox game and what doesn’t? What are some examples of good and bad sandbox games?
For the hell of it, let’s first define a “sandbox” game. On Wikipedia, a sandbox or “open world” game is described as follows:
The term sandbox refers more to the mechanics of a game and how, as in a physical sandbox, the user is entertained by their ability to play creatively, boundless of artificial structural constraints, and with there being “no right way” of playing the game.
Yeah, I referenced Wikipedia. Got a problem with that? In any case, the above description is pretty darn accurate. Sandbox, free-roaming, open world; they all mean the same thing: a game in which you’re allowed to freely traverse a massive, open gameworld, and interact with that game world however you see fit. Think Grand Theft Auto. Assassin’s Creed. Infamous. Prototype. Fallout 3. The Elder Scrolls IV: Oblivion. And, of course, Red Dead Redemption.
So, what is it that makes a sandbox game fun? What makes a good sandbox experience, as opposed to an average one?
In my opinion, the most important requirement for a sandbox game is also a very simple one – there has to be a wide variety of things to do. Quests, tasks, missions, whatever they may be – but in order for the player to shape his own experience within the sandbox, you have to give him the appropriate tools. If you present them with a massive, open world to explore, and then populate it with only four or five different activities, then the player will quickly become bored. Plain and simple. And yes, I am glaring at the original Assassin’s Creed right now.
I’ll take this as an opportunity to discuss Red Dead Redemption. As Ethos stated in his insomniac edition of Scatter Storming, there is indeed, a “shit ton” to do. And, for now at least, it’s all fun. There are bandits to kill, Sheriffs to aid, property to buy, poker to play, horses to ride, treasure to hunt, movies to watch – the list could go on and on and on. And this is what’s opened up in the initial five hours – I highly doubt I’ve seen all there is to see. It’s quite shocking, really. And a lot of fun.
Another crucial component of a quality sandbox game is this: the ability to impact the world around you in a noticable, meaningful, or profitable way. Preferably all three. In Red Dead Redemption, if you perform noble task, you’ll score with the noble folk – including local Sheriffs and other such influential people. However, if you go for a more aggressive, self-serving, or violent approach to things, you’ll get in close with the seedy criminal factions. In Assassin’s Creed II, city guards will treat you differently depending on how many people you’ve stabbed lately. And, not to mention, your financial contributions can restore an entire town from slums to splendor.
A bad example would be the original Assassin’s Creed. Assassin’s Creed II is one of the best sandbox games I’ve ever played, which makes it that much more ironic that the original Assassin’s Creed is probably one of the worst. I’ve already called it out for having nothing to do within its massive world; but in addition to that, what you do has absolutely zero effect on the world at large. Kill as many people as you want, be they civilians or assassination targets, and nothing changes. And, aside from stabbing people, there really isn’t any meaningful way to interact with the world of Assassin’s Creed. I know it’s a bit late to be on the Assassin’s Creed hatewagon, and that’s not really my intent here – it is, though, one of the better bad examples.
If the player is expected to spend all of his time within the bounds of a single, massive gameworld, then it had better be a good world. And by “good” I mean endearing, believable, and attractive – make the player want to explore it. Red Dead Redemption pulls this off quite impressively; night and day, a bustling virtual populace makes the world seem very much alive, and very much like a real place. People talk aloud about current events in the world, passer-byes on horses shout hellos, bandits attack on the road, drunken idiots attack prostitutes – some of it sounds trivial, and some of it ridiculous – but its the small, quirky things that make a world feel alive and endearing to the player. A big city filled with mindless, shambling mutes doesn’t quite cut it – and, while I could glare at Assassin’s Creed yet again, I think I’ll take the opportunity to glare at the much-overrated Infamous.
Gameplay in a sandbox game is, perhaps, the greatest challenge. Why? Because gameplay mechanics have to be solid enough to hold up for a long period of time, (as many hours as the player chooses, really) and they have to be able to work in a variety of interchangeable gameplay scenarios. Since there’s no traditional level design, you can’t ever really use gimmicks – such as, say, a level on the back of a massive Titan. No offense to God of War, or course; just using that as an example of something you generally won’t find in a sandbox. So, this being the case, the core, “day-to-day” mechanics (as it were) have to be strong. And, once again, Red Dead Redemption is a shining example of that. Combat is nothing new – in fact, it’s suspiciously similar to that found in Uncharted – but it’s solid, fun, and bloody. The “Dead Eye” ability, while just another incarnation of Bullet Time, is still incredibly awesome. It has to be used sparingly, but that makes it all the sweeter when you activate it, and deliver head shots to five different bandits with your double-barreled rifle. Horse riding is surprisingly enjoyable; perhaps because of how beautiful the rugged Western landscapes are, and thus how beautiful the sites are.

Oh, wait... this one was ALMOST a sandbox game. Sorry.
Perhaps the most difficult thing to do, though, when building a sandbox game is this: maintaining a narrative that can move at the player’s pace, yet retain its focus as a whole. Sure, you want a compelling story to accompany the world you’re in – but, you also don’t want to be hindered by it. It’s a tough line to walk, but once again, Red Dead nails it. Basically, the story is advanced whenever you decide to take on a story mission. These missions are often simplistic, and short, but they always add something to the overarching story. Even if it’s just a three-minute conversation during a carriage ride into town, you’re always given some valuable bit of information or character development. And, since these missions are generally short and sweet, that means you can keep the story moving at a brisk pace – if you want to. But you probably won’t want to. You might want to spend 45 minutes or so completing two or three story missions, and then an hour or two riding around, shooting at game, fending off bandits, picking flowers, or trying your hand at the (highly addictive) poker minigame. Think it sounds simple? Well, it should be, but not many games get it this right. In Infamous, the story takes a backseat for hours at a time while you carry out overly-elongated story missions that do very little to advance the actual plot. If you don’t have a compelling story to accompany the world, players will lose interest.
Sandbox games can provide some of the most memorable gaming experiences, since they’re largely shaped by you, and how you choose to exist in the world around you. But, like any genre, there’s a big difference between a good sandbox game, and an average one. Or… a bad one. With the advent of current-generation hardware, the genre’s become quite a bit more popular than it once was. Frankly, it’s a trend that will probably continue to grow. With games like Assassin’s Creed II and Grand Theft Auto 4 selling in the several millions, the people have expressed their love of the sandbox genre. But hey, if games like Red Dead Redemption are any indication, this could be a good thing.
As you may have gathered “This Week is Copy Protected” was more of a gimmick than an actual “theme week” – regardless, I hope it made some sort of statement to… someone. And if it didn’t, maybe a little soapboxing will.
People like to rebel against authority, particularly when they feel the “authority” in question is being tyrannical. To date, Ubisoft has sold over six million copies of the original Assassin’s Creed. When the console versions of Assassin’s Creed II were released back in November, it sold almost two million copies in a single week. So, when they roll out an intrusive new DRM measure, do they expect to look like anything less than a bunch of rich, paranoid asshats desperate to protect their millions?
Activision’s one of the more obnoxious examples, but they aren’t the only one. One of my personal pet peeves happens to be everyone’s favorite Nintendo, and I’ll tell you why: they’ve abandoned every customer who made them what they are today. They promise “hardcore,” and they give us Wii Music. They built a gimmick that resonated with non-gamers, (or “suckers” as I like to call them) found out that there’s a virtually limitless supply of these suckers, and left the rest of us to rot. And they don’t give a shit, because god knows they don’t need to. I don’t like giving Nintendo my hard-earned dollars anymore, because a) they don’t care about me, and b) they don’t need it anyway.
These are mistakes that the game industry must learn from. What do you think Topware gained from their lawsuit? In all likelihood, they did nothing more than bankrupt a hapless pinball fanatic. And, in the process, they made themselves look like assholes. The same can be said for Nintendo and their crucifixion of Mr. Burt. Granted, Ubisoft’s DRM method for Assassin’s Creed II isn’t nearly as cruel or offensive as these lawsuits, but unfortunately, it has the same negative effect on the all-important relationship between game companies and the consumer.




Assassin’s Creed 2
Batman: Arkham Asylum
Flower
Modern Warfare 2
Uncharted 2: Among Thieves
Ubisoft Announces New Prince of Persia Game
LIKED:
If you were to simply watch someone else play Assassin’s Creed II, you might think it looks like largely more of the same. When you play it, you’ll think otherwise. The greatest improvement Ubisoft has made with this game is its mission structure and flow. The original Assassin’s Creed featured essentially the same four missions over and over again. Walk into a town, get some information on where your target will be at what time, go there, and stab him. The assassinations themselves were always fun, but everything around them became rather dull after the first few hours. In Assassin’s Creed II, there is far, far greater variety – and the missions themselves display much better mission design. Let’s take the assassinations themselves, for example: in the original game, they were merely stabbings bookended by lengthy cutscenes. In Assassin’s Creed II, you might assault a noble’s castle with an army in tow for the sake of routing out one man. One impressive segment of the game requires Ezio to assassinate six different men in order to learn the location of one target. Others might require you stealthily follow a target for an extended period of time. One of them might even require to you fly. And the inevitable moment of truth? Even sweeter than it was before.
Needless to say, Assassin’s Creed II is quite the looker. Not quite on the level of, say, Uncharted 2, but regardless, it’s one of this generation’s better looking games. Environments are absolutely gigantic, featuring not just cites this time around, but the accompanying countrysides as well. The game’s depiction of 14th Century Italy is absolutely gorgeous to behold; the art direction is absolutely top-notch, and the sense of realism is impressive. Playing on the PS3, the only problems I’ve experienced are an occasionally choppy framerate, as well as a few glitches such as audio cut-outs. None of these are game-breaking issues, but they’re present and worthy of mention nonetheless.
Assassin’s Creed II Sells Almost Two Million
Bayonetta Demo Coming December 3
Yesterday, I re-bought the original Assassin’s Creed to give myself a refresher course.
-Repetitive Missions = Dead and Gone
-Improved Combat
And we’re finally here.