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Reader Comments (7)

Posted: Apr 28th 2010 11:09PM Birk said

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Heh, the screenshot with the giant praying mantis made me chuckle a bit. Looked a lot like a room from the original Wolfenstein!

Posted: Apr 29th 2010 8:52AM Loki1 said

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I hear this game has quests.

How can a MMO with quests be sandbox? Sandbox means youre free to decide how to level. Quests invite to do a pre-fixated levelling.

Sure one may not do them, but its stupid, when you have an easy way to level.

Posted: Apr 29th 2010 9:37AM Krystalle Voecks said

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While I can't speak for Craft of Gods, there are missions (quests) even in EVE Online, so I wouldn't worry about the presence of quests breaking any sandbox aspects that might be there.
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Posted: Apr 29th 2010 9:42AM wjowski said

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The Elder Scrolls games were considered 'sandbox' games and they were full of quests.
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Posted: Apr 29th 2010 10:50AM Cendres said

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Quests don't have to lead on a certain path to level, it's just most MMOs that are built that way, but they don't have to be..

Ryzom has quests, they are just called something else. /shrug
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Posted: Apr 29th 2010 3:55PM Loki1 said

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Krystalle Voecks:

In EVE "missions" don't level you up. They give you money. They're inserted in a sandbox scheme in a coherent and always secondary way. And there's BETTEr ways to get money anyway. In WoW and WoW-like games quests are the best way to do EVERYTHING and they're always independent from the "world persistant dynamics".

Quests most of the time decide what you have to do. In sandbox games there can't be quests, and if there are, they can't "help you", in the usual babysitting fashion.

Real sandbox games don't have quests because a sandbox game is a total non-linear simulation. See UO. So there you have it. Learn the difference between linear and non-linear quests. Chances are Craft of Gods has the linear story-driven babysitting type of quests.

Posted: Apr 29th 2010 7:28PM Krystalle Voecks said

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Quests by their definition are taking on a task, setting in pursuit of it, and achieving it. When your corp/alliance/bunch of friends/etc decides to go after an objective (say, sov, a gate camp, etc.) in an area, it is in its own way, a form of questing. It's something you're setting out to do. It doesn't level you up either, but it does make your gameplay experience more rich. Contracts, normal agent missions, etc. are all viable forms of a quest structure that works within EVE's game mechanics because the developers set it up to run that way.

So, yeah. I stand by what I originally said. Just because there are quests in a sandbox-style game doesn't mean you have to level via them, nor does it mean it's going to break the game. It can be just something fun to do to advance things as varied as reputation (ability to place jump clones), get rewards (LP stuff), or storyline for those who may want a hand getting immersed in -- or just want to step back from -- free-form sandbox storytelling.

Now, as to how it will play out in Craft of Gods, only the developers in charge of setting this game up know for certain. I prefer to wait and see as opposed to getting upset about something that - for all we know - isn't in the game at all.
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