Yeah we saw the video where he says they are focusing on the pc and mouse/keyboard but it seems not so genuine so far. Who knows but I really feel they want to unveil that its for ps4 at a later date so are trying to keep the conversation off the ps4 until they announce it at gamecon or PAX or what have you.It's a day or two old, but I don't think it's been posted here:
http://www.eurogamer.net/articles/20...entated-launch
is this worth watching, 7 minutes of my life we are talking about here.
Nopeis this worth watching, 7 minutes of my life we are talking about here.
None of that is a sandbox. That is content. Content is neither a "sandbox" or a "themepark." Content is what goes inside a sandbox or themepark. Dynamic spawns or lack of quest hubs or AI can't define a sandbox. Destructible terrain that resets itself every 30 minutes isn't a sandbox.The rest of the world is sandboxy: no static spawns, no quest hubs, 'dynamic' AI, destructible terrain, multi-layered zones, procedurally generated dungeons, probably some sort of player housing/building, probably mostly player/tradeskill-driven economy, etc. The Rallying Calls are for story-driven events.
As planned, SB is nothing like this. As applied? We'll see.Finally...dynamic content. Dynamism is just a red herring. It's the difference between It's a Small World Afterall and Space Mountain. WoW is fantastically dynamic. Phasing is dynamic. WoW combat is dynamic. WoW is not a sandbox..
It's content, sure. But a true sandbox would just be an empty world. The content just helps drive players interaction, which is what a sandbox is all about. I don't think EQ Next will be a 'true' sandbox, hence why I said 'sandboxy', but there will be much less handholding and on-the-rails gameplay (or so they claim).None of that is a sandbox. That is content. Content is neither a "sandbox" or a "themepark." Content is what goes inside a sandbox or themepark. Dynamic spawns or lack of quest hubs or AI can't define a sandbox. Destructible terrain that resets itself every 30 minutes isn't a sandbox.
If I, the player, can shape content to determine "win conditions" and have a meaningful, permanent impact on the world, then I'm playing in a sandbox. If the developers are determining win conditions, it doesn't matter how you dress it up. That's a theme park. For example, if my reward is developer determined carrot X (loot, a class unlock, an ability, experience, money, etc), for doing Y action, that's a quest. It doesn't matter that I have to find the mob, or kiss his ass, or bake him a cake or whatever. He may not have an exclamation point over his head, and he may have caught feelings, but that's a quest giver.
The difference between a rallying call as described and WoW daily quests is iterative. You show up at a place, you do something for someone, and you get a reward. Presumably, these will be great places to show the faction that gives the class you want how much you deserve it. I find them some logs, or wolf pelts, or kill someone they don't like and I get a carrot (badge, faction points, gold). However, I don't durably affect the world. That's a theme park. More accurately, it's a Skinner box. The box might look a little different. It may even be a little bit more complicated. It's still a Skinner box.
Player housing is a little bit more like a sandbox, but unless it's related somehow to player interaction, then it's pretty pointless. If I can't affect other players with my player-created structure, or have them affect me via it, it's a little masturbatory. I'll give this one the wait and see approach because implementation is everything here.
Finally...dynamic content. Dynamism is just a red herring. It's the difference between It's a Small World Afterall and Space Mountain. WoW is fantastically dynamic. Phasing is dynamic. WoW combat is dynamic. WoW is not a sandbox.
Look...it makes little difference to me. I'll play a fun theme park game and I'll play a fun sandbox game. It's just amusing to me how the hype has shifted away from one buzzword to the next buzzword without skipping a beat. We all move on as we're distracted by the next shiny, forgetting the last one.
By your definitions then I must say I have zero interest in any sandbox type game because it sounds boring as hell and something only a bunch of hippies would go play (good for you hippies, carefree for life ?!?!).None of that is a sandbox. That is content. Content is neither a "sandbox" or a "themepark." Content is what goes inside a sandbox or themepark. Dynamic spawns or lack of quest hubs or AI can't define a sandbox. Destructible terrain that resets itself every 30 minutes isn't a sandbox.
If I, the player, can shape content to determine "win conditions" and have a meaningful, permanent impact on the world, then I'm playing in a sandbox. If the developers are determining win conditions, it doesn't matter how you dress it up. That's a theme park. For example, if my reward is developer determined carrot X (loot, a class unlock, an ability, experience, money, etc), for doing Y action, that's a quest. It doesn't matter that I have to find the mob, or kiss his ass, or bake him a cake or whatever. He may not have an exclamation point over his head, and he may have caught feelings, but that's a quest giver.
The difference between a rallying call as described and WoW daily quests is iterative. You show up at a place, you do something for someone, and you get a reward. Presumably, these will be great places to show the faction that gives the class you want how much you deserve it. I find them some logs, or wolf pelts, or kill someone they don't like and I get a carrot (badge, faction points, gold). However, I don't durably affect the world. That's a theme park. More accurately, it's a Skinner box. The box might look a little different. It may even be a little bit more complicated. It's still a Skinner box.
Player housing is a little bit more like a sandbox, but unless it's related somehow to player interaction, then it's pretty pointless. If I can't affect other players with my player-created structure, or have them affect me via it, it's a little masturbatory. I'll give this one the wait and see approach because implementation is everything here.
Finally...dynamic content. Dynamism is just a red herring. It's the difference between It's a Small World Afterall and Space Mountain. WoW is fantastically dynamic. Phasing is dynamic. WoW combat is dynamic. WoW is not a sandbox.
Look...it makes little difference to me. I'll play a fun theme park game and I'll play a fun sandbox game. It's just amusing to me how the hype has shifted away from one buzzword to the next buzzword without skipping a beat. We all move on as we're distracted by the next shiny, forgetting the last one.
A pure sandbox is impossible. To extend the metaphor, you need shovels, buckets, molds, etc. to make your castle. But you decide what to make with the tools and youmakeit. You don't just play through what someone else, i.e. developer or AI algorithm creates.It's content, sure. But a true sandbox would just be an empty world. The content just helps drive players interaction, which is what a sandbox is all about. I don't think EQ Next will be a 'true' sandbox, hence why I said 'sandboxy', but there will be much less handholding and on-the-rails gameplay (or so they claim).
I (and I don't think anyone) has every claimed that Rallying Calls were a sandbox element. It's just their story driving mechanic. It's why I didn't list it in my 'sandboxy' list.
And dynamic content...If you want to claim WoW is dynamic in comparison to what EQNext is promising - then I think we have very different definitions. (Or you just haven't read much about EQ Next). StoryBricks, if it works as they claim, can do A LOT to contribute to player interaction.
You are arguing in circles.A pure sandbox is impossible. To extend the metaphor, you need shovels, buckets, molds, etc. to make your castle. But you decide what to make with the tools and youmakeit. You don't just play through what someone else, i.e. developer or AI algorithm creates.
Player interaction is another red herring and has little to do with player side vs developer side content generation. Minecraft by yourself is super sandboxy and has no player interaction. EQ and WoW heroic raiding require a lot of player interaction and are on the theme park end of the spectrum.
It's not that there can't be any developer side carrots. There has to be some "value" in the world. The most basic drive is competition for resources.By your definitions then I must say I have zero interest in any sandbox type game because it sounds boring as hell and something only a bunch of hippies would go play (good for you hippies, carefree for life ?!?!).
I guess when I look at MMO's the main thing I wish they would strive for is create the illusion of choice and lack of rails. Multiple options, multiple rewards based off difficulty, attitude that not everyone deserves to be treated equally and get to beat the same content etc. I wouldn't want a game that they didn't define results for actions....playing a game with no defined purpose(s) is just stupid for me (people's milage may vary). I can hardly enjoy a single player game anymore knowing its short lived and the day after I beat it its over.
Ya....not much point to that rambling but I am bored waiting for FFXIV to release...
I haven't seen any sandbox elements described in EQNext (with the possible exception of a robust crafting economy). Which is funny, because just a month ago that's what the game was supposed to be about.You are arguing in circles.
What's the point you're trying to make again?