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by Ethos and Riddles

Sunday Soapbox: Let’s Play in the Sandbox!

Sunday, June 6th, 2010

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.

The Death of ‘ELLO GUV’NAH! Also: Assassin’s Creed.

Friday, October 9th, 2009
Dead and British.

Dead and British, just like 'ELLO GUV'NAH!

Yes, it was fun to keep a tired joke going for a bit, but we’ve decided to retire the ‘ELLO GUV’NAH segment. There are a few reasons for this.

-I’ll pretty much always be playing a game highlighted by the theme week, so the feature often becomes redundant.
-Scattered Storming is more flexible, more interesting, and usually includes what I’ve been playing, anyway, so it renders ‘ELLO GUV’NAH a bit redundant.
-Noticing a redundant trend in these redundant bullet points?
-Also, what is this site? A podcast? No! There’s no “what have you been playing” at the end of it. Ridiculous.

Anyway, to counter this fact, Scatter Storming is now going to be an at least weekly feature on Wednesdays. It might prop up more often, but it will be at least on Wednesdays. I’m also considering making it appear on Fridays regularly as well. Would you guys be down for that? Anyway, I gotta move on to talking about Assassin’s Creed.

altairYes, I have played it this week. Yes (excepting the brief Brutal Legend demo), it is the only console game I have played this week. I was talking to Riddles last night and mentioned that it’s probably a bad thing that I’ve picked this game up again after playing (and beating!) Batman: Arkham Asylum. I have been spoiled by the excellent combat. When sword fighting and grabbing in Assassin’s Creed, I’m expecting it to have the same tactile, fun, intuitive, yet challenging feel that Batman had. But no. It’s just flat out not fun. I’m good at it, I understand how it functions, but it is just aggressively mediocre. In fact, Assassin’s Creed seems to excel at creating really fun mechanics and then systematically draining said fun out of said mechanics. Let’s go through them, shall we?

-When Altaïr free-flow runs on top of buildings, it is an amazing feeling. The animation is fantastic, the environment is absolutely gorgeous, and Altaïr makes death-defying jumps. But apparently that’s too much fun, so Ubisoft decided to throw some guards on the roof to shoot you with arrows and make your GTA-like “wanted” siren go off like crazy. Not fun. Annoying. That brings me too…

-The stealth. Another aspect that starts off awesome. In fact, this is one of the few parts that is mostly awesome. If you’re able to go undetected to pull off a mission, it feels great. It’s thrilling to walk right past mortals enemies armed with the dramatic irony that you are a lethal assassin. However, the perpetual presence of this system is a bitch. Similar to my complaint about the free-flow running, it’s not always exciting to be constantly wary of that flashing yellow and red light. The stealth is great, but it shouldn’t be all reigning, at least not in the same stranglehold way.

-Pickpocketing. Seriously, it’s pretty cool at first. I feel like a badass sneaking up behind a dude and swiping whatever document from his cloak. But then after my success, he instantly notices, gets flustered and walks off. Umm…Maybe, just maybe it was the suspicious dude who was walking right behind you and then started to walk away the moment your precious piece of paper disappeared? Apparently that incredibly important information that he risked his life to obtain isn’t worth pestering the very obvious suspects about. It also makes me feel less cool.

It’s also kinda stupid that if I spend more time completing all the missions, it doesn’t really give me more information which I could use to shed light on new ways to make the big kill. In fact, unlike in games like InFamous, it’s really not satisfying at all to go the extra mile. Ultimately I seem to have come to the same consensus many others have: Assassin’s Creed has a lot of really cool stuff, but it just doesn’t come together in any meaningful or powerful way. But I suppose that leaves enormous potential for the impending sequel. Moreso for it, actually, than for the new Prince of Persia. A bit ironic, because I think the latter is the better game, but I think Assassin’s Creed just shows more potential as a series at the moment. The DLC for PoP was just…so…upsetting.
But I ramble! I’m still going to try and beat the game before the week ends! Wish me luck!

Let The Great Experiment Begin!

Monday, October 5th, 2009

assassins-creedHere we go! Riddles and I always complain about having so many games in our backlog that we never have a chance to get to. Well we have no excuse this week. Although he will be playing Dead Space: Extraction, and I’ll be continuing my quest into Kingdom Hearts: Dumb Name, we are not allowed to play any other recent releases.
This week is placed here for a reason since starting next week, there will be such an onslaught of amazing new releases that we will be playing nothing else. And although I’d love to replay – or finish up old uncompleted replays of – old favourites like Majora’s Mask or Final Fantasy IX, this week is dedicated to games that we either have or haven’t started, but invariably have NOT finished.

Just since the summer I’ve started and finished more games that I had never played before than I usually would in a year, so my confidence is appropriate high to take on such a task, so I decided to chose a single game to tackle this week.
After looking through the games I’ve still got kicking around my place, I decided that my game would be Assassin’s Creed. While it was tempting to go with Blue Dragon, Lost Odyssey, or A Link To The Past (No, I haven’t beat it), I decided that Assassin’s Creed was a more reasonable game to try an beat within a week. I’m glad I beat Arkham Asylum over the weekend because I’m not allowed to play anything else on my home consoles except for Ubisoft’s original IP blockbuster for the entire week. If I somehow beat Assassin’s Creed before the week is over, I’ll chose a new backlog title to hack away at until the glorious Badass Week storms the Riddlethos castle next week. And like the title of this post and the great Tobias Fünke would say: “Let the great experiment begin!”.

Anyway, although I’m sure this will get a mention in tomorrow’s Hey! Look! Listen!, here’s some concept art for the now confirmed Wii exclusive, Epic Mickey.
Epic-Mickey

More Like Assassin’s Steed.

Saturday, August 15th, 2009

Don’t…don’t pay attention to the title. I just woke up.
Okay, so perhaps this is an idea I should have had earlier, but I decided to try playing Assassin’s Creed again in honour of Lord Riddles Week. Y’see, I should have spent the entire week playing games that he loves and trying to talk positively about them, but it’s already Saturday. Oh well! This is better than nothing.
Oh, also, I don’t consider this an “‘ELLO GUV’NAH!” since I’m just talking about one title. DON’T MAKE ME POST THE ‘HOLD YOUR HORSES’ PIC AGAIN!!!

So I think the reason I stopped playing Assassin’s Creed in the first place was a combination of two things.
1.) I felt really overwhelmed by all the mechanics and controls
2.) I bought Mass Effect, and that glorious game is the best full retail game I’ve played this generation, hands down.

I think it's a pretty game

I think it's a pretty game

I was worried to pick up Ubisoft’s new IP powerhouse again because I felt like I would be so lost. Luckily, it turns out that I didn’t play far enough the first time to get to the part when Altair gets demoted a bunch of times and loses his abilities. This made the learning process far more manageable.
Anyway, I played for a few hours up until the end of the first assassination (I believe there are nine or ten total). I say a few hours because I did ALL the side stuff, like save all the citizens, climb to all those eagles, or whatever, and pickpocket a few letters, etc.
Let me say off the bat, that I completely understand the complaints about it being repetitive. If the game continues to be relatively more of the same, I can’t see how a normal person wouldn’t get annoyed and/or bored very quickly.
But I am not a normal person.
This is the reason I like traditional RPGs. I like doing the same thing over and over again slowly climbing toward an ultimate goal (insert sex joke). It’s why I go for all the side missions right away in inFAMOUS. It’s not that I’m a completist, but when side missions and quests are clearly laid out for me on the mini-map, I can’t NOT go after them. The collectible flags on the other hand: No dice soldier.
So anyway, I had fun. I think it’s stupid that the MOMENT you pickpocket someone, they can instantly tell that their precious whatever is gone, and then they just shrug their shoulders instead of accusing the very suspicious guy in a white hood with his head down. I would feel like more of a badass if the victim just kept walking without noticing anything.

Death!

Death!

But speaking of feeling like a badass, I really am impressed with the way the game makes you feel when you sneak up behind a guard and silently assassinate him and walk away into a crowd and then slowly hear chaos erupt behind you.
So ultimately, I’m guessing that I’m going to be somebody who doesn’t mind this game at all. I might even like it a bit. So I guess that’s the greatest gift of all to Lord Riddles. Or at least the greatest gift I’m willing to give him.
Anyway, it looks like we’ll be posting our first News Roundup feature FOR REALZ in the coming days, so look forward to that. It’s just an IM conversation between Riddles and I, talking about the news, and edited down so that you don’t have to drudge through to find the highlights. Or maybe you still will, this is the fucking internet.
Oh! And since all you bitches complained, it looks like we’ll have comments coming in the extremely near future. Thanks for the feedback!