Sandbox, narrative and emergent gameplay

I'm still saving parts of a discussion that just doesn't seem to end (it started with Raph's articles about the levels). As I already suggested, it's possible to have linear paths and narratives within a sandbox but the scope and "aim" of the sandbox is completely different. So we should be cautious when bringing them together. From the theory point of view they are opposed and should be brought apart. Integrating only those elements that are coordinate with the goal, without putting it at a risk.

As Raph wrote, one can fit in the other. But not the other way around.

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Damien Neil:
Narrative is opposed to sandbox play. Or to look at it another way, in a sandbox the narrative comes from the player.

Planescape: Torment has great narrative; some of the best ever done. It isn't a sandbox, however. You have a great deal of freedom in shaping who the Nameless One is--good, evil, kind, cruel, cunning, foolish--but you're always going to be the Nameless One.

Desslock:
The best RPGs facilitate sandbox play AND have a good narrative - they aren't mutually exclusive. Again, I'll point to Ultima VII.

These two comments aren't contradictory and both true from my point of view.

It's the definition of "sandbox" that creates the incomprehension.

Ultima 7 had many elements of a sandbox but only those elements that are, in fact, not contradictory or problematic for the narrative. The true essence of a sandbox, instead, presumes the presence of 'toys' that are then used and manipulated by the players the way they like.

Simply put: a true sandbox assumes and opens up emergent gameplay. Something that isn't predictable, as: not already planned and scripted.

For example the AI patterns would be naturally part of a sandbox because they open up behavious that weren't preplanned and are supposedly able to adapt to a truly dynamic environment.

Now the point is: there is ZERO emergent gameplay in Ultima 7. This is why its "sandbox" flavor still allows for "narrative". An NPC in Ultima 7 will ALWAYS behave the way it was intended. This is what Charles calls a "character" and feels missing in Morrowind. An *identity*. Authorship. Something that belongs to a story someone is telling you (univocal, one-way). And this REQUIRES the author to have a COMPLETE CONTROL over what happens.

The dichotomy about "sandbox" and "narrative" is not superficial as it was described (by saying that they can coexist and should).

What we consider and see as "freedom" in Ultima 7, or any other game that offers different patterns and give the player the possibility to make a choice, is not a "sandbox". It's just narrative++. It's double, triple work and nothing else.

When you allow different types of solutions to a problem in a Ultima game or Baldur's Gate or whatever, you NEVER generate emergent gameplay. you just need the devs to exponentially multiply their work. Creating different stories and patterns for each "branch".

The model here is still the one of the "narrative". It's just requires more work. But the *same type of work*. So it's not technically a sandbox. The characters are still defined. They can be defined for different patterns, for example you can have a situation where you can save a NPC from a band of orcs or let it die and loot him. But it's still within the space of possibility of what the AUTHOR planned. You are still within a STRICTLY DIRECTED story. Just one that has more than one pattern (multiplying the work you have to do to produce the exact same amount of content, so the first thing that is cut in games, since it's a waste of precious time. Games have budgets and budgets are about time.).

Simply put: it's still the author to have the whole control. Not the player.

A true "sandbox", on the other side, IS, as Damien Neil wrote, opposed to narrative. A true sandbox assumes that the toys you make available to the players can then be used *creatively* (this is why the sandboxes are incredibly fun and incredibly hard to create). This assumes emergent gameplay. As: stuff that wasn't planned ahead and scripted. As: the player assumes the true control of a game where some parts are truly dynamic.

You know what's the practical conclusion of this theory? This one:
- YOU DO NOT WANT to have emergent, "sandbox" gameplay in a game (or a part of a game) that is focused on a narrative.

Do you want a practical example? Morrowind again. All those tricks that the players find to get some cool loot basically break the game from that point onward. Because they go beyond what the devs expected. So beyond what the game was designed for. So beyond the intended scope of the game. If MW was a mmorpg these would be considered exploit. Not "cool points". They are cool to experiment. But they break the gameplay once their are used (because they don't belong to this type of game. So they should be used in different contextes where they are more effective and don't break everything else).

If you want a narrative (and characters, and involving, immersive stories) you DO NOT WANT to give the control to the player. NEVER. The very best narrative is the one of "make believe". Where the author has the full control while the player think to have it. Even in the cases where the player can choose different patterns (as explained above) the control is still completely in the hands of the author. Who just pre-planned and pre-scripted those different patterns.

Simply put: a story, to be a good story, needs identity. It needs a narrator. A storyteller. It CANNOT allow "freedom". The story must belong to someone. It's history. It CANNOT change.

Ultima 7 didn't allow for freedom and that's why the story is good and why it's one of the best RPGs out there still today. What it does is segment the game in smaller pieces that then the player can "order" the way he likes. But those pieces still maintain a *strong identity* and don't really allow for freedom or emergent gameplay.

Ultima 7 is all about a discovery (exploration, even for the dialogues, where you discover the characters). It's built of many smaller pieces as many NPCs it has. But all these pieces are basically static. Strictly defined. They are constants. Before you enter the game, they are already all there. Britannia is supposed to have a life on its own, whether you are there or not. Before you arrived.

So. It's absolutely true from my point of view that narrative is opposed to sandbox gameplay. And it's true that Ultima 7, for example, only took the few elements of a sandbox that didn't ruin the narrative.

It's not about giving the player the freedom. It's about giving him the illusion of it (if you want the narrative).

Re: Sandbox, narrative and emergent gameplay

I think you're spot on. But what I was curious about with Raph's thread and now your's is the question that shouldn't there always be some solid narrative on which players can rely, even if the game is heavily sandbox? Don't MMO's need some kind of coherent and consistent backdrop that justifies the type of new content introduced over time and even the existing ruleset and launch offerings? Otherwise, don't you feel as a player you're always in some kind of irony-loop? For example, WoW has a very solid narrative and art design, SWG did not. Things get added that are within the WoW narrative, they did not in SWG or they had to be explained.

My prejudice is that I think you have to have a solid narrative for players to base their advancement against, even if it's confrontational. For me SWG is the best example, whereby there was tons of sandbox tools, but there was no central narrative for the game (seriously, films and SW:EU aside). So adding new instances and Jedi and changing classes just never made sense. People did PvP but it meant nothing, because there was no real narrative in the game they could get feedback for their actions against. The sandbox was there, but people had no sense of what their advancement meant. Couldn't narrative be useful in that regard as a gateway tool for player progression (e.g. complete these quests for next skills or whatever)?

Re: Sandbox, narrative and emergent gameplay

I disagree with you. You can have both narrative and sandbox, if you have a sufficiently rich world simulation. This permits you to have a guiding shape to the story (or multiple guiding shapes, if branching is allowed), but allow players to arrive at each stage in the story as they see fit -- emergent solutions for the problems posed by the narrative.

Tabletop RPGs and LARPs, I must note, manage to splendidly combine both narrative and sandbox, through the rich world simulation that is "the gamemaster's brain".

There is a magnificent passage in Terry Pratchett's "Thief of Time" that also bears thinking about in relation to this. You can find it here: http://www.booksense.com/chapters/pratchettthief.jsp

I'll quote it here:

If you want the story, then remember that a story does not unwind. It weaves. Events that start in different places and different times all bear down on that one tiny point in space-time, which is the perfect moment.

Suppose an emperor was persuaded to wear a new suit of clothes whose material was so fine that, to the common eye, the clothes weren't there. And suppose a little boy pointed out this fact in a loud clear voice . . .

Then you have The Story Of The Emperor Who Had No Clothes.

But if you knew a bit more, it would be The Story Of The Boy Who Got A Well-Deserved Thrashing From His Dad For Being Rude To Royalty, And Was Locked Up.

Or The Story Of The Whole Crowd That Was Rounded Up By The Guards And Told "This Didn't Happen, Okay? Does Anyone Want To Argue?"

Or it could be a story of how a whole kingdom suddenly saw the benefits of the "new clothes," and developed an enthusiasm for healthy sports* in a lively and refreshing atmosphere that gets many new adherents every year, which led to a recession caused by the collapse of the conventional clothing industry.

It could even be a story about The Great Pneumonia Epidemic of '09.

It all depends on how much you know.

The malleable story problem is a solvable problem -- it's just very, very hard.

Re: Sandbox, narrative and emergent gameplay

My 2 cents. Planescape:Torment has to be, in all honesty, the BEST of the BEST. Its got the most rich background and storytelling I've ever seen....and it all starts with 0 clues, nothing. You wake up in a godamn crypt alone with a talking skull for christs sake. That game...I still replay it to this day, along with all the other Black Isle gems. Why? Because as you say, they give the "illusion" of freedom. Sure I've replayed them hundreds of times. Sure I know where all the "sekret magikz lootz" are....but I still start each game as if I knew nothing, not because I fool myself, but because the game makes me do so and that, in and of itself is the sheer beauty of a good story.

Transposing this onto an MMO has to be EXTREMELY difficult, if not impossible. For one, most of the games mentioned so far, are single player. Sure you could play BG series multi, but the story stayed the same, it was static as a doornail. Yet people still played. I know you don't like NWN, but I do. Why? Not because of the story or the way they made it, which all semi sucked. No. Because they truely gave sandbox away for free for the first time, in such a way that people could create sandbox AND narrative if they where creative enough. Now there are Perma Worlds still out that have a strong following from NWN, all custom built or carefully maintained with painstaking yet loving work from the community. You see, the more free something is, the better it is when it comes to online communities. As you said, budgets are time and writing custom content day in day out is just inefficient when you make games for money. When you make games for fun, then its a totaly diffrent ballpark.

What I would like to see is, perhaps an expansion of the previous Black Isle/Bioware mindset. If they created a huge sandbox tool and let people create narative then hosted it as an mmo, only the best of the best would survive, but god would they be glorious.

Re: Sandbox, narrative and emergent gameplay

Tabletop RPGs and LARPs, I must note, manage to splendidly combine both narrative and sandbox, through the rich world simulation that is "the gamemaster's brain".

But isn't the narrative weak here? I'm not saying it's not possible, but I think it would bring to something different. The "rich world simulation", beside being not so easy to design, is more near to the concept of a huge playground where different parts compete/relate to each other. The focus would be more on the relationship and gameplay, than the story/immersion.

The sense of my original article wasn't to define an absolute theory. It was just to point out a few traits that I believe are solid and real. Again the rules are made so you can break them. That's what matters. But before those rules must be known, so that you don't break them for no reason, but because you know what you are doing.

So there are other perspectives and possibilities. But I think they start from those points, instead of just negating them.

I still would like to recover what we lost from the old RPGs, before trying to reach new possibilities. I think that we would learn more and the path would be more clear when it comes to experiment with some new solutions.

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