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"Sandbox" vs. "RPG": mutually exclusive?

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Sardukhar

Sardukhar

Moderator
#61
Jan 19, 2013
I'm not sure at all there are two camps on the forum. I too want a smaller more detailed world - but perhaps not as detailed as you do. I would, for example, give up vehicles if I had to. I don't want one as small as Deus Ex HR, though - been there done that. Fun but it's a levels game. A very pretty very fancy version of other corridor shooters. And I love it! But it's not a sandbox.

I utterly totally want to enter buildings - all of them! I'd also be fine with entering a dozen, fully realised buildings. Well, nearly fully realised.

I do NOT expect Hitman levels of level crafting love. That's Hitman and that's another set of levels to be beaten. Still a treadmill.
 
E

Edo34

Rookie
#62
Jan 19, 2013
Sardukhar said:
I'm not sure at all there are two camps on the forum. I too want a smaller more detailed world - but perhaps not as detailed as you do. I would, for example, give up vehicles if I had to. I don't want one as small as Deus Ex HR, though - been there done that. Fun but it's a levels game. A very pretty very fancy version of other corridor shooters. And I love it! But it's not a sandbox.

I utterly totally want to enter buildings - all of them! I'd also be fine with entering a dozen, fully realised buildings. Well, nearly fully realised.

I do NOT expect Hitman levels of level crafting love. That's Hitman and that's another set of levels to be beaten. Still a treadmill.
Click to expand...
Which Hitman games are you exactly referring to?
 
Sardukhar

Sardukhar

Moderator
#63
Jan 19, 2013
Every Hitman game ever made including the ones they haven't made yet. Twice.
 
E

Edo34

Rookie
#64
Jan 19, 2013
Sardukhar said:
Every Hitman game ever made including the ones they haven't made yet. Twice.
Click to expand...
I like your avatar so I'll let this one slide but the next time it wont go without incident.
 
garothmaster

garothmaster

Forum regular
#65
Jan 19, 2013
This is an uberchallenge to create the sandbox
environment for the Cyberpunk project (The Game).
With all due respect, please do not use the Witcher 2 as an example of advanced
world generation, which is good for short novel based game.
If you do it you will fail miserably and you have one time headshot.
Witcher comes from a world described by one guy – Andrzej Sapkowski.
Cyberpunk is a system world developed by thousands of GMs - I am one of them.
(Mike you and RTalsorian Corp have done a great job though to sum it up).
At least use something similar to Fallout 1/2 or Menzoberanzan ect. in terms of
randomization and world generation or better create a brand new quality.

Cyberpunk does not need explicit graphics engine as in
the Witcher 2 - to create a really complex world with this imaging quality
would require a really Corporate / Small Country Budget. The mood, the world,
the quests and gameplay design is far more important. And of course the
mechanics. (Guys I have started with MUDs and it was fun though!).

For me personally and lots of players I know it may be
little more graphically advanced than the Fallout 1/2 but with most advanced
world mechanics complexity, interactions and AI, so make the (black) market
economy with deep classes division, the stock exchange with inside traders, the
corporate world interacting with politics and crowded, stuffed with corps,
cops, hookers, boosters, jockeys, pushers really vivid streetlife, chaotic
boostergang areas, and sterile coporate suburbs and facilities, and nomadic
wastelands outside urbanised areas.

Please do not throw heroes at us as there are no
heroes today so there will be none in 2077. I may have heard of Johnny
Silverhand as a netrunner but it is meat as any other.

Imagine the information flow - now its 2012 and we
have petabytes of info generated daily, imagine 2077. Information Everywhere -
Screens, Tablets, Pads, Radio, fed directly on my lenses. Even in the bathroom
you will shit information providing you are not a nomad and you have access to
running water facility.

As for the cyberspace sandbox, you can use real world accounts
located in the NightCity but it would be even better to use real geography as
it is and will be universal.
Regarding the information flow, why not to feed The Game with the external
webpage to provide controlled news content or even the sandbox variables?
Constant information flow will enchance sanbox effect immensly.
And remember - The net is vast and infinite!

CDPR must be really innovative to cope with this or
die trying.
 
Aver

Aver

Forum veteran
#66
Jan 19, 2013
CPGM said:
This is an uberchallenge to create the sandbox
environment for the Cyberpunk project (The Game).
With all due respect, please do not use the Witcher 2 as an example of advanced
world generation, which is good for short novel based game.
If you do it you will fail miserably and you have one time headshot.
Witcher comes from a world described by one guy – Andrzej Sapkowski.
Cyberpunk is a system world developed by thousands of GMs - I am one of them.
(Mike you and RTalsorian Corp have done a great job though to sum it up).
At least use something similar to Fallout 1/2 or Menzoberanzan ect. in terms of
randomization and world generation or better create a brand new quality.

Cyberpunk does not need explicit graphics engine as in
the Witcher 2 - to create a really complex world with this imaging quality
would require a really Corporate / Small Country Budget. The mood, the world,
the quests and gameplay design is far more important. And of course the
mechanics. (Guys I have started with MUDs and it was fun though!).

For me personally and lots of players I know it may be
little more graphically advanced than the Fallout 1/2 but with most advanced
world mechanics complexity, interactions and AI, so make the (black) market
economy with deep classes division, the stock exchange with inside traders, the
corporate world interacting with politics and crowded, stuffed with corps,
cops, hookers, boosters, jockeys, pushers really vivid streetlife, chaotic
boostergang areas, and sterile coporate suburbs and facilities, and nomadic
wastelands outside urbanised areas.

Please do not throw heroes at us as there are no
heroes today so there will be none in 2077. I may have heard of Johnny
Silverhand as a netrunner but it is meat as any other.

Imagine the information flow - now its 2012 and we
have petabytes of info generated daily, imagine 2077. Information Everywhere -
Screens, Tablets, Pads, Radio, fed directly on my lenses. Even in the bathroom
you will shit information providing you are not a nomad and you have access to
running water facility.

As for the cyberspace sandbox, you can use real world accounts
located in the NightCity but it would be even better to use real geography as
it is and will be universal.
Regarding the information flow, why not to feed The Game with the external
webpage to provide controlled news content or even the sandbox variables?
Constant information flow will enchance sanbox effect immensly.
And remember - The net is vast and infinite!

CDPR must be really innovative to cope with this or
die trying.
Click to expand...
Please, next time don't hit enter so many times. It's easier to read when lines are long. Use enter only when you want to start a new paragraph.
 
C

Cyber_Death

Rookie
#67
Jan 19, 2013
I think the word "sandbox" being used regarding CP2077 isn't applicable to the size of a GTA game. I'm guessing it'll be bigger than the Witcher (in terms of environment size), but not as large as Skyrim or GTA. Knowing the author's definition of sandbox is important since it can be debate.
 
Sardukhar

Sardukhar

Moderator
#68
Jan 20, 2013
Aiden Pearce said:
I like your avatar so I'll let this one slide but the next time it wont go without incident.
Click to expand...
AAAAHHHHH! Noooooo! Internet incident! I could...care. Oh, wait, I don't. My avatar is great, though, isn't it. And Hitman is a by-the-levels game. On a treadmill. Made of other treadmills.

Cyber Death said:
Knowing the author's definition of sandbox is important since it can be debate.
Click to expand...
And there we go. That's really the issue right there. Without some idea of CDPR's vision of sandbox, we're dancing in sand over here.
 
U

username_3643957

Rookie
#69
Jan 20, 2013
It's definately possible. Take Skyrim for example, that was basically a huge, expansive sandbox game whose RPG elements, while very good, weren't that defining. In the hands of CDPR, this combination can very likely be done MUCH better. Can't wait to see what they come up with.
 
E

Edo34

Rookie
#70
Jan 20, 2013
"AAAAHHHHH! Noooooo! Internet incident! I could...care. Oh, wait, I don't. My avatar is great, though, isn't it. And Hitman is a by-the-levels game. On a treadmill. Made of other treadmills."

That one just flew right over your head,didn't it?
 
Sardukhar

Sardukhar

Moderator
#71
Jan 20, 2013
No? Yes? Giant purple anaconda?

Anyway, here's a question of scale:

Do we define sandbox/open world size in terms of time to explore 90% plus of the map? or trael time from border to border? Or total acreage covered, including multi-level structures?

Just what do people consider big, anyway?
 
P

PafetkBazerka

Rookie
#72
Jan 20, 2013
Wisdom000 said:
I don't see how...

In a video game the story is always going to be there. Even in a sandbox/Open World game. Even one with a huge map and vehicles, and everything else people want. The story is always going to be right over there.... and over there........... and under this rock..... and on that roof... or wherever the developers want to give us the event or the NPC, or the item, or the whatever that will present the next arc of the story. What a sandbox game does is let you do other things besides the story. It lets you tell you own story, it lets you explore, and interact, and feel like a part of the world, as opposed to a pawn following a script.
Click to expand...
Nothing wrong with what you say but the how is in the storeys 'density' and pacing. Notice I said ‘little in the way of direction and weak push pulls’ implying weak story telling.
My experience of free roam play styles with little in the way of direction, and weak push pulls, tend to be only about connecting the dots between encounters with little to no consideration to how the story telling is paced. I don't know, it may be a cost that is seen as a given because of the medium. But if I was to take Fallout 2 as an example. I played all the expansions, completed some huge percentage of sub plots and put in over 130hrs worth and thought I loved every bit of it. Come Fallout Vegas I get all excited, drop a little extra cash on the limited release but something weird happens, I can’t get into it. I simply can’t be bothered because when I think back to fallout 2 I realise the story is almost forgotten in the grind between trigger based encounters and the priority of levelling to smash enemies easier. It far outweighed the why. Now maybe Vegas is better written but it’s just too familiar in every other way to convince me to try.
I know you could read my story and say “Well so what, Fallout 2 was still an obvious success” But I think not, ultimately the experience was bitter sweet and not memorable. I simply don’t want to experience something like that again.
I think what we are talking about here is a play style that is very player centric and tries to cater to people who feel entitled to do what they want, when they want. But when I think back to my PnP experiences that isn’t always the case because the ref’ would have a desire to keep their story moving forward as well. As I said before, dev’s with sandbox tools can still create corridors, so I’m looking more for a game with a little from column A, and a little from column B, and some really creative story telling with depth. Not some aimless (ok. exaggeration) wonder that eventually reveals.
 
Garrison72

Garrison72

Mentor
#73
Jan 20, 2013
Sardukhar said:
No? Yes? Giant purple anaconda?

Anyway, here's a question of scale:

Do we define sandbox/open world size in terms of time to explore 90% plus of the map? or trael time from border to border? Or total acreage covered, including multi-level structures?

Just what do people consider big, anyway?
Click to expand...
Well I laughed at Aiden's quip...

Anyway, I see it as acreage covered. I feel it'll be crucial to allow exploration on both a vertical and horizontal level. Night City is crazy vertical right?

Arkham City is small for open-world but had such a handcrafted feel, with tons of nooks and crannies and steaming alleyways; navigation in that game was all over the place, not just on a flat plane. That's the quality I want in CP 2077. And If they can manage to capture the sheer sense of scale seen in the teaser while letting us explore most of it...

 
wisdom000

wisdom000

Forum veteran
#74
Jan 20, 2013
Pafetik Bazerka said:
Nothing wrong with what you say but the how is in the storeys 'density' and pacing. Notice I said ‘little in the way of direction and weak push pulls’ implying weak story telling.
My experience of free roam play styles with little in the way of direction, and weak push pulls, tend to be only about connecting the dots between encounters with little to no consideration to how the story telling is paced. I don't know, it may be a cost that is seen as a given because of the medium. But if I was to take Fallout 2 as an example. I played all the expansions, completed some huge percentage of sub plots and put in over 130hrs worth and thought I loved every bit of it. Come Fallout Vegas I get all excited, drop a little extra cash on the limited release but something weird happens, I can’t get into it. I simply can’t be bothered because when I think back to fallout 2 I realise the story is almost forgotten in the grind between trigger based encounters and the priority of levelling to smash enemies easier. It far outweighed the why. Now maybe Vegas is better written but it’s just too familiar in every other way to convince me to try.
I know you could read my story and say “Well so what, Fallout 2 was still an obvious success” But I think not, ultimately the experience was bitter sweet and not memorable. I simply don’t want to experience something like that again.
I think what we are talking about here is a play style that is very player centric and tries to cater to people who feel entitled to do what they want, when they want. But when I think back to my PnP experiences that isn’t always the case because the ref’ would have a desire to keep their story moving forward as well. As I said before, dev’s with sandbox tools can still create corridors, so I’m looking more for a game with a little from column A, and a little from column B, and some really creative story telling with depth. Not some aimless (ok. exaggeration) wonder that eventually reveals.
Click to expand...
I think we are pretty much polar opposites. For me the best moments in games are not from the story, they are from my actions and decisions as a player. In a tabletop game or in a video game, I love a good story, but the story isn;t really what I remember... what I remember are the MOMENTS.

In Fallout 3, there were some great story moments, hell some were downright tragic... particularly the events surrounding your father and vault 21. However those are never the moments that make me want to play more fallout. No, what makes me want to play more fallout is walking the lonely road, desperate for ammunition, around every corner death could be lurking. What kept me combing back was discovering something new, even just a shack in the wastelands... wondering who slept there, what they were doing, or being completely outnumbered and outgunned by raiders I accidentally stumbled across, and only surviving by the skin of my teeth.

My favorite memories of fallout are going into the school, and the grocery store... at the very start of the game, just aimlessly discovering them on my own... those were the moments that sold me on the game.

Story is great, I fucking love story... but story can be told in many many ways. In most games, the story is never really yours, you follow a path, you watch the cinematics, but the actual playing of the game you do never really matters. In Deus Ex, you were never telling your story... you were just kinda pushing the game along to tell someone elses, all the bits in between the cinematics were really pointless. To me that is just boring, no matter how well crafted the cgi, no matter how good the dialogue is... the choices are transparent.

In an open world sandbox game, you decide when to move on with the story, you decide how to progress it. And you can even choose to ignore the story altogether and go run around and do your own thing, tell you own story... then get back on the rails for another short jump, and make your decisions all over again.

In a game like Fallout, or GTA, or Sleeping Dogsyou don't remember the story as much because there is so much else to do... but the thing is, those games have tons of stories. The order you play out the stories may vary, but that's a good thing, because that makes it more your own story, and less theirs. It emulates the game of a good PNP Gamemaster well. The core storyline of each of these games was deep and emotional... but you space it out so it doesn't have that "movie" feel that more linear games have. Instead it feels more episodic, and more your own thing.

And that's what I want from this game. I don't want to ride along on someone elses story, only pushing buttons every now and then to move the plot along. Pushing through their levels just to keep me from getting bored with their drama. I want to tell my own story. I want to meet people, see things, and experience the world on my own terms... or at least as close as that can get.

Fallout 3 and New Vegas did this better than any other game. GTA4 and Sleeping dogs were a close second. Deus Ex doesn't even rank in the top 25, it was pretty, and had great atmosphere, but at the end of the day it was just a disappointing railroad.

And honestly, the only thing I remember about the stories of linear games, is that they always seemed contrived and cliche. An excuse to move you to the next "level" towards an end that leaves no reason to ever revisit the game again. It's forgettable to me... whereas I may not remember all the story bits of a game like Fallout or GTA, but I remember enough of them, and the impact they had on me at the given moment I decided to do them.... and that the whole of the story was satisfying to me...

Fallout and Sleeping Dogs are truly the best combination of openworld sandbox and RPG I have ever seen.... GTA san andreas came out how many years ago? And I still play it regularly, nearly ten years after its release. And if Cyberpunk 2077 can give me that experience, I may never stop playing it...And THAT is the sign of a great game, as well as the true definition of getting your moneys worth. That is what I am wanting.
 
Garrison72

Garrison72

Mentor
#75
Jan 20, 2013
Wisdom000 said:
*snip*
Click to expand...
I'm just curious, have you played CDPR's games? Because your philosophy on games is almost diametrically opposed to theirs. Being able to do random stuff in Fallout 3 or SR3 is fun as hell, and yes, it's about those unique moments. But it isn't you telling your own story, it's you doing random stuff.

CDPR is going to try and bridge that gap. They've only gotten their feet wet with the idea in Witcher because those games do in fact have small-ish sandbox areas with random events. Everything else is you crafting a unique game that reacts to your decisions. Everything from the areas you see to gameplay opportunities spring from your decisions made in the story.

We'll never agree on this topic but I do think it behooves fans to be familiar with both CDPR and Talsorian. To this end I bought the CP 2020 handbook.
 
gregski

gregski

Moderator
#76
Jan 20, 2013
slimgrin said:
We'll never agree on this topic but I do think it behooves fans to be familiar with both CDPR and Talsorian. To this end I bought the CP 2020 handbook.
Click to expand...
I agree. I think playing CDPR's previous game would put more perspective on a lot of discussions we're having here.
 
wisdom000

wisdom000

Forum veteran
#77
Jan 20, 2013
slimgrin said:
I'm just curious, have you played CDPR's games? Because your philosophy on games is almost diametrically opposed to theirs. Being able to do random stuff in Fallout 3 or SR3 is fun as hell, and yes, it's about those unique moments. But it isn't you telling your own story, it's you doing random stuff.

CDPR is going to try and bridge that gap. They've only gotten their feet wet with the idea in Witcher because those games do in fact have small-ish sandbox areas with random events. Everything else is you crafting a unique game that reacts to your decisions. Everything from the areas you see to gameplay opportunities spring from your decisions made in the story.

We'll never agree on this topic but I do think it behooves fans to be familiar with both CDPR and Talsorian. To this end I bought the CP 2020 handbook.
Click to expand...
No, I have never played their two previous games... I don't do fantasy video games, or really anything these days... Martin ruined me for the genre...

However, citing CDPR's history of games as reasons why they can't do something is doing them a major disservice. They have made 2 games, and one was a sequel to the first. This is their chance to prove they can do something different.

Before Sleeping Dogs, United Front had only made some ridiculously silly track racing games...

Saying they can't do something, or won't do something, because it doesn't fit in with their previous model is weak, and doesn't express much faith in them.
 
kofeiiniturpa

kofeiiniturpa

Mentor
#78
Jan 20, 2013
Sandboxes don't - inherently - restrict RPG's but they are usually geared towards more random than storydriven activities (Bethesda games) or arcadey action stuff along with random running around (GTA and it's ilk).

Sandoxes also tend to require excessive amounts of downscaling - either in the size of the world (see the downscaling in Bethesda games), or in the interactivity the world offers (see the GTA style games where most of the playable areas are mere stage decorations), or both.

I don't think it would be beneficial at all for CP to be made a sandbox (unless the point was to run around aimlessly in a simulated city environment) seeing how it aims to be a story driven game and also a "hardcore RPG".

Would it really be fine to have a largely noninteractive miniature verson of Night City all at ones disposal rather than highly interactive and detailed smaller chunks with an illusion of being in a huge (literally) city? I know I'd choose the latter any day of the week over the former.
 
wisdom000

wisdom000

Forum veteran
#79
Jan 20, 2013
Kofeiiniturpa said:
Would it really be fine to have a largely noninteractive miniature verson of Night City all at ones disposal rather than highly interactive and detailed smaller chunks with an illusion of being in a huge (literally) city?
Click to expand...
If I have to make the choice, I will choose the bigger world every time.

The RPG element people keep talking about doesn't even really have a consistent definition. And story driven games over all tend to be dissapointing with little reason to ever come back.

I want a game that will keep me entertained for at least a month... anything less than that, is just a disappointment. I don't need to go in every building, hell I don't even want to go in every building. On the street you live, how many of the buildings do you just aimlessly walk in and out of? Have you been in every store in your town? If there is no point in going in the building, there is little reason to make it enterable. Sure it's nice to find one when you can, but even when you can you can rarely go in every room.

And Bethesda managed to do this, and give us a giant map, and give us plenty of story. And even with bethesda and the fallout games, you couldn't enter every building... and they got shit for that.... never understood that.... you had unparrallelled esxploration in that game, and people still bitched about it not being explorable enough.

So yeah, give me the big world, give me the driveable cars... the enterable buildings you can give me on whatever is left, because that shit is never going to satisfy everyone anyway, and the more of it you put in, apparently the smaller the map gets... I don't want an "illusion" of a bigger city while I am trapped in a cage.
 
kofeiiniturpa

kofeiiniturpa

Mentor
#80
Jan 20, 2013
Wisdom000 said:
So yeah, give me the big world, give me the driveable cars... the enterable buildings you can give me on whatever is left, because that shit is never going to satisfy everyone anyway, and the more of it you put in, apparently the smaller the map gets... I don't want an "illusion" of a bigger city while I am trapped in a cage.
Click to expand...
My point is not "I want to enter every building". My point is that I do not want the game bog down to scenery hunting where most of the content feels disjointed or otherwise completely filler.

I give Bethesda games shit, because that's exactly what they are. Disjointed messes (paradoxes: the emptiest games whose seams are bursting from the weight of the amount of content). I'd never want that for CP.
 
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