Yesterday we took
a look a first look at Open-World adventures and the different basic
approaches developers can take when creating one. For that I used
terminology that is often associated with MMO Games, but can also be
applied to offline Open-World adventures. After we talked about the
Themepark approach we take a look at the opposite today. So get your
shovel and hop into
The Sandbox:
While in
Themeparks the Overworld serves as a way to connect the different
attractions with each other, in Sandboxes it is the attraction. While
there is a clear distinction between actual content and fluff in
Themeparks, this doesn't apply to Sandboxes.
A Sandbox
Open-World only offers a vague goal. How your reach this goal is
completely up to you. This kind of gaming experience has become
quite popular on the PC in the last couple of years. Games like Rust
or DayZ helped popularize an open style of gameplay.
Now that doesn't
mean the sandbox doesn't offer any goals, but it keeps them vague.
This, of course, comes with the challenge of keeping the player
engaged. What good does a huge world, when I don't have any goals to
chase. Games like Rust solve this problem via their multiplayer. The
Players create their own stories, their own adventures. Maybe some
other group murdered your friend, while you were asleep and now you
want to seek revenge. There are countless great tales from Rust and
DayZ players, which don't have to hide behind the scripted stories of
AAA games.
But what do you
do, when your game doesn't offer any multiplayer? The Rise and Fall
of a good Sandbox is the World. It itself needs to be engaging. The
areas should tell a story by themselves. They should invite the
player to explore them without the need of specific quests telling
them to do so.
Picture Source: Dillian
A good example for
such a world is the Planet Mira from Xenoblade Chronicles X. Each of
its five contintens offers a a completely fresh approach at world
design and tells it's own story. Also thes continents open up little
by little to the player. At first you explore them on your feet
before unlocking your Skell and finally you take Skell into the air
and a completely new perspective opens up. The world invites you to
explore with different rewards, sometimes small sometimes bigger,
collectibles and breathtaking views.
Picture Source: Dillian
Breath of the Wild
seems to follow suit and even enhance this sandbox gameplay further.
The feature that struck out the most was undoubtedly Links ability to
climb nearly every surface in the game world. From trees to buildings
to massive mountains. Nothing is out of reach for him. This greatly
changes the way you traverse the world and tackle its challenges.
This truly removes the limits set by other games. While Xenoblade
Chronicles X has a great Open-World it still creates boundary, which
you can't overcome. Later this is weakened by your Skells ability to
fly, but only by a little. Breath of Wild however doesn't seem to
have such boundaries. There is no ''if you want to enter this canyon
you better walk around the mountain and enter it from this exact
location.” No you can simply climb down and surprise your enemies
that way.
Picture Source: Nintendo
Sandbox style
Open-World games are slowly on the rise. I think Breath of Wild will
only strengthen that development. Still only creating a huge world is
not enough these days. While Themepark games have many different
attractions to choose from the Sandbox only has one. The World
itself. This is both, a challenge and a huge chance, and it's up to
developer to create a world worth exploring.
What are your
thoughts on Sandbox games? Do you enjoy their vast Open-Worlds? Or do
you prefer a more focused experience?
Tomorrow we'll
take a look at the future of Open-World games. More specifically my
ideas for the future of Open-Worlds.
And as always
thanks for reading
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