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I just watched a couple of videos about sandbox vs themepark games (in particular one by NerdSlayer and another by Josh “Strife” Hayes )… One thing that struck me about the ways players often talk about this (because at this point the history is so old) is that people think of sandbox as the older version of MMOs, and themeparks as newer.
This week, it’s all about the second set: The Ease of Nintendo Meets the Depth of the Sandbox MMO The game will be deep: a set of proven game mechanics brought together in one universe. (If you missed last week’s, it’s here , and I expanded on it on the blog here.)
Many games still use this approach nowadays (after all, if it’s not broken, don’t fix it) but, increasingly, gamedesign has been moving from “individual stages” to “open” or “continuous” worlds where the boundaries between levels disappear. Creating games this way is, as a result, more challenging.
Raph Koster is one of gaming’s most renowned designers of online play worlds, like Ultima Online and Star Wars Galaxies. As author of the highly influential book A Theory of Fun for GameDesign, he’s a sought-after commentator on the state of gaming. “These days.
I wrote about this factor in my recent article on gamedesign philosophy. While some players enjoy puzzling out creative ways to get ahead, at the extreme end it eventually devolves into optimal tedium which is overall harmful to the experience.
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