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Reader Comments (34)

Posted: Mar 16th 2012 11:06AM Deliverator said

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well, can you build anything which other players can see that exists when you log out?

Posted: Mar 16th 2012 5:03PM Deliverator said

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@Deliverator
hmmm. I thought building or the player being able to affect the environment was THE major feature of a sandbox. Hence the name - "sandbox"
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Posted: Mar 16th 2012 11:09AM smartstep said

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No it is not.

Just having no levels and a skill choosing system does not make a sandbox.

Game seem themepark in from those info that is avabile.

At best it has some sandboxy elements but imo not enough to even call it sandpark.

Posted: Mar 16th 2012 12:04PM saudrapsmann said

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@smartstep

This. I knew it was silly to get my hopes up given that I already knew of its questing and dungeon systems, but you still did give me one second of hope for a new sandbox game, Massively. I won't forgive you!
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Posted: Mar 16th 2012 5:30PM Vunak said

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@smartstep

Agreed. It doesn't even fit in the category of a sandpark like the article suggests at the end. Even considering this as a sandbox/sandpark is a slap in the face to the sandbox audience..... Seriously stop taking dumb downed systems and trying to pass them off as Sandbox.

It has systems that are "inspired" by sandboxes. That doesn't make it a sandbox. When the environment itself shifts from themepark to sandbox is when you can make the distinction between the two categories. TSW will still play like a themepark with no mind blowing sandbox elements. Player housing/ sieges/ crafting systems like those seen in Archeage.

When you personally can't effect the world you character inhabits... the game is story driven ect. Its not a sandbox/sandpark.
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Posted: Mar 16th 2012 8:02PM Bramen said

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@smartstep

No, no, no, Call it a Themebox.
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Posted: Mar 16th 2012 11:44AM werewood said

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A class system has nothing to do with a Sandbox. Sorry.
What most are interested in is combat and the open ended skill system sounds great.
That said you have neglected to mention please how skills interact TOGETHER? Can one skill influence the other? like in GW2 where fire circle will set arrows in flame? can you combine your own skills? can you cooperate with skills of other players?

Getting back to the initial point - there is no Sandbox in it though!

Posted: Mar 16th 2012 11:53AM Wolf of Thorns said

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@werewood

While technically true, I think the lack of class is conducive to the feeling of personalization and customization, two feelings that are at the heart of a sandbox and are commonly disregarded by themeparks.
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Posted: Mar 16th 2012 4:58PM Jetflame3 said

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@werewood Are you calling GW2 a sandbox? lol
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Posted: Mar 16th 2012 11:47AM Wolf of Thorns said

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Nice screen caps. Judging from this and your CDC rundown of it yesterday, I would definitely say this is looking more like a sandpark, but that's certainly not a bad thing. Sure, in a perfect world of escapist indulgence, we'd love every game to be spade and bucket to the nines, but given that cotton candy and rail are that status quo, I'll settle on a triple a sandpark.

Posted: Mar 16th 2012 11:49AM Wolf of Thorns said

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@Wolf of Thorns

bah, GDC.
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Posted: Mar 16th 2012 3:57PM Kdapt said

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@Wolf of Thorns
SandPark !
I can dig that term.
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Posted: Mar 16th 2012 11:52AM Vanpry said

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I enjoyed your review. I must say you may of just given TSW a second chance for me. I wrote it off with the p2p + cash shop, but I may just give it a try now, shortly after launch.

Is it a sandbox, hell we all can't even agree on what a sandbox is or isn't. By some people standards we have never seen a sandbox mmo.

Posted: Mar 16th 2012 4:59PM Jetflame3 said

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@Vanpry Wurm Online is one of the sandboxiest games I have ever played, and have yet to find someone who didn't think wurm was a sandbox.
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Posted: Mar 16th 2012 11:54AM (Unverified) said

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Regardless to what it is, I am not biting.

Fool me once (aoc,) shame on you.
Fool me twice, shame on me.

Posted: Mar 16th 2012 11:57AM bobfish said

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It is a themepark with a couple of sandbox style elements.

Posted: Mar 16th 2012 12:09PM Darkmoone said

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"That kind of force-fed narrative isn't what I look for in an MMO"

Tortage?

Posted: Mar 16th 2012 12:10PM Marz said

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I have been looking forward to this game for a while now. I like the premise.
From what this article is saying, and the reaction to it, I am even more looking forward to it.

True sand box games tend to cater to the worst players and end up being gank fests where veterans hang out in starting areas and kill noobies that have no shot of defending themselves. (even though the veterans claim to play in the sand box for the "Challenge")

And quite frankly theme parks have become boring clones of themselves, now we aren't even playing a clone; but a clone of a clone.

So I am still looking forward to this game. Only time will tell if it ends up being a good game in the long run or just a diversion for a month or two before it gets old.

Posted: Mar 16th 2012 12:10PM (Unverified) said

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I love the idea of an open ended skill system, but it will only work in an environment that doesn't require 'trinity tactics' to resolve a given situation.

You say "Gone is the tired and unimaginative class-based approach, and presumably, the restrictive and repetitive gameplay that the trinity inspires.", then shortly after that, you demonstrate how awesome it is to be a jack-of-all-trades by talking about them demonstrating being DPS in one situation then 'tanking the boss in a dungeon' in the next situation.

That solves nothing. That's basically taking what Rift did, and just blowing the roles out of it, and using a UO-type skill based system...yet 'still' building your encounters such that 'someone' has to tank and 'someone' has to heal and everyone else can DPS and CC. If you do that, then 'someone' has to tank. Who is that going to be? The 'Type B' personality in the group, that's who. The person with the lowest charisma in the guild that always gets the tank role because no one else wants to ever do it.

For a true 'jack-of-all-trades' situation to work, every encounter should be designed such that you don't need a tank or healer, per se. If you want to think of it in terms of what we've been beat over the head with the past 8 years, you should be able to do a dungeon with: 1 Tank, 1 Heal, 3 DPS OR 5 H/T/Ds. Or in terms of UO, 5 'Mage Warriors' (w/ a few healing spells in there).

What is 'hilarious' about this to me is that FFXIV 'had' this (other problems at release not withstanding)! It was all wishy washy stuff, you could pick up skills and do whatever you wanted to. You could make a party of warrior, archer, healers and go clear some stuff. It was different! It blew the trinity apart!

And what happened? The Industrial Military Complex types and Frat-Boy Retentive types swarmed the forums and 'demanded' that all characters be pidgeon holed more into 'classes' so they could put people in their respective rolls, and know that Suzie was the Tank and Jimmy was the Healer so they knew who to yell at when things went bad.

/shrug, I don't know. We all 'say' we want something, but we don't know what the hell we want. :)

Posted: Mar 16th 2012 12:40PM Jef Reahard said

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@(Unverified)

That's a good point about the fact that the encounters are still built for the trinity. I hadn't considered that.

And also it does seem like everyone has their own definition of sandbox.
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