Sandboxes and "moisture farmers" simulations are DAMN boring

Haemish:
Not to mention the fact that sandbox games often become very time-intensive games, by the very nature of being a world instead of easily digestible chunks of entertainment. Most people just don't have the time to devote, or don't want to spend the time to devote to a game like that. That's why I claim sandbox and PVP-heavy world games will always be niche products.

As has been said a billion times over in a billion galaxies far far away, Star Wars fans didn't want to a moisture farmer, they wanted to be a Stormtrooper going PEW PEW with blasters, or they wanted to a Jedi with a ZEOW ZEOW or a starpilot with a VOOM VOOM. All that other shit was fine (or would have been if not wrapped in a shitburger bun of bugginess), but it wasn't mass market and never will be.

That quote summarizes effectively the common complains against "sandbox" games. This isn't intended as another attack to Raph, but just a digression on some ideas I have about these sandboxes that seem to have the innate flaw of being filled with damn boring activities that noone wants to deal with or has time to.

All those complaints are true. We can take a semi-successful game like Eve-Online, the best sandbox and PvP game out there at the moment, and the very first complaint we'll hear is that it is boring. In fact it HAS boring activities. Grinding missions is boring, travel is boring, hauling stuff and trade is boring, mining is boring. And so on. All these are boring activities that we suffer in this game because there's something in the background that starts to "emerge". The control of territories, the tensions between the alliances and all the other forms of emergent gameplay that make this game unique compared to more directed and caged games where the players have very little control over what they can do and the direction that the game can take. It's like saying that the qualities of a sandbox come with a price.

It seems as if, to achieve the latter (the emergence) you are obliged to make the game boring and force the players to invest incredible amounts of time in their "alternative life". So we have comments like, "I already have a work, I don't need another".

Okay. If you ask Raph about these problems he will say that the "embedded mini-games" that are part of a sandbox should be all equally fun. Crafting, harvesting resources, dancing... All these activities shouldn't be sidelines, but fun games on their own. Equally significant possibilities that need to be reiterated and polished till they are all fun and entertaining. He'll explain this better, of course. But this is pretty much the juice of what he says.

My idea on these problems is rather simple and straightforward and something I already explained here and there writing about my dream mmorpg. If you go see the tripartite model on which the game is based, you'll notice that the first level is dedicated to the sandbox, the PvP/conquest game where the players fight each other, conquer and manage territories. There isn't just the combat, but the full simulation of a world, in as many "realistic" aspects as possible. The war is just the context that motivates the rest. Alike to Eve-Online there are also a bunch of boring activities included with the package. As an example there is no "mail" system. Objects (some of them) cannot be teleported around at will. The conquest game relies on a resources system that is used to pay the upkeep costs if you want to maintain the control over a zone and manage it. To gather and use these resources you'll have to harvest and collect them and then haul them to different zones, opening up the level of the commerce since not all the resources will be available everywhere.

This description is similar to what happens in Eve-Online. To conquer territories and build player-controlled stations the players need to engage in a bunch of boring and semi-boring activities that can go from mining asteroids, haul the mineral and goods around the universe, patrol zones, escort important cargos and so on. Again, the whole game is in the hands of the players, so are the players to manage and use every element at their will. They could try to avoid what they don't find entertaining, but it's just not possible if you want to participate in the game since all those parts have a strong importance and cannot be easily dismissed and forgotten.

My idea revolves around the role of NPCs. These NPCs would serve two purpose in a player-driven world:
1- Defend the territories when the players aren't around
2- Automate the boring activites

If there's something boring in the game but that still needs to be done to make the game "work", why not pass the burden on the NPCs and automate the process while the players can engage in something more fun? Crafting, gathering resources, patrol zones, transport goods etc... All these activities could be easily unloaded on the NPCs. The players colud still do everything by themselves. They could still organize a convoy to transport some resources to a different zone, go patrol a territory on their own. But only if they choose so.

Conquering and "managing" a territory would mean being able to spawn NPCs. Like in a RTS where you create "peons" units and send them to mine gold or cut down trees for the wood.

The paradigm is capsized: not anymore the players are working for the NPCs, but are the NPCs to work for the player. The kings in this world won't be static NPCs sitting in the throne room, but the players who lead the armies and control the territories. The players becoming the pivot of the game.

So you would have the possibility and the duty to spawn NPC units by using the resources available, equip them, keep them well fed and give them simple tasks they will perform. Again likely to what happens in a RTS.

Of course there's always a risk. Let's take an example scenario:
You need to transport a batch of important goods to another region. These goods are heavy and you'll need about three carts to be able to transfer them all at once. The region where they need to be delivered is distant but the route looks relatively safe. Now you have a choice. The carts are very slow and they only move on roads. You can decide to escort the caravan personally, maybe with the help of some of your friends to be able to fight back if the caravan is spotted by a group of enemy players that is camping a bridge or a crossroad. Or you can just assign a number of NPC guards to the caravan and hope that they will be enough to safely escort it to destination. During the travel three "odds" could happen, the first is that the caravan is attacked by a roaming group of creatures, the second is that it is attacked by enemy players and the third is that a cart breaks and needs to be repaired (so a time loss).

Looking better at the route you see that only the last trait is actually risky so you decide to send the convoy on its own and then go meet it later to escort it only for the last trait. While plotting the route you'll get precise approximation about when the convoy will reach a specific point. Let's say that you want to meet the convoy before it reaches the last bridge, that you believe may be camped by enemy players. The travel till that point is estimated to last three hours. Tomorrow you'll be online at 10PM and you should be able to organize a group with your guild to escort personally the convoy, so you schedule the convy to start at 8PM, thinking that you'll be able to reach it at the meeting point with your group around 11PM or before.

There's still the risk. The convoy could be assaulted by a group of enemy players infiltrated in your territory or get slowed down by problems (the carts breaking and requiring time to repair) or attacked by roaming creatures. This last possibility is the less worrying since you know the territory and know how many guards you need to assign to the caravan for it to be safe. But to reduce the risks you could always ask a friend to go meet the convoy at a point to check if everything is okay, if it is on time and if the guards are still all alive. If they aren't your friend could spawn some more to reassign them. Or maybe stop the convy at the nearby village or replot the route because a battle started not far away, on the road that the convoy is supposed to follow.

Once a convoy (or any other NPC under your direct control) is out of sight, you don't receive anymore informations from it, if not after a one-hour delay. If some of them die you'll only know an hour later. Plus, you don't have detailed informations about their positions, to find them you would need to use another system that will be pricey, so not always convenient. This opens up to the possibilities of the enemy players.

Enemy players can attack convoys for many reasons, they can damage the carts and slow down the convoy, or even steal the goods and capture your NPCs (which will swap faction after a set amount of time after being captured). Plus they can decapitate the dead NPCs and impale their heads to leave "landmarks" in the location of the battle. As a sign and dare to the enemy realm, a sort of gruesome "we were here". Why this? Because while you can know if an NPC dies through the UI, you still cannot know how it died or where. If the convoy is attacked by creatures it is possible that the cart is sitting there with most of the goods intact, so recoverable. It makes a sense for the players to try to find out what happened and for the enemy players the choice to "clean" the area to not leave any trace or decide leave a sign of their passage as a "challenge".

This was just an example but it works to explain how different elements can add to the gameplay. The possibility to take the NPCs as prisoners instead of killing them, impale their heads, destroy the convoy completely or steal the goods (in the case they also have something to transport them, of course). These aren't just combat mechanics, but a richer context that creates a "world" under the full control of the players. With the possibility to automate (at a risk) all the tasks that are felt too boring or repetitive. The game doesn't force anymore the players toward something they don't like. We have the NPCs and it make sense to leave the boring work to them.

Then you can even continue to add depth, like adding an experience system for the NPCs so that they "level up" and increase their powers. They would become like secondary characters, maybe developing situational skills and competencies (think to the specialization system of the units used in Civ 4). The point is that there is no real "grind". You just schedule the NPCs to do their work and continue to play what you consider fun while automating what you consider boring. Hey, there may be even players that like to harvest, craft, patrol and escort instead of going to fight the battles. And they would have the possibility to do so without using the "bots" and with the advantage of being able to perform those activities with an increased efficency. The system gives you a choice. The choice to choose that part of the gameplay you find interesting, focusing on it completely or do a bit of everything in the measure you choose. Without FORCING obligatory chores on you.

In Eve-Online all these ideas could easily fit. You could have the possibility to set up NPCs miners, equip them and give them simple schedules so that they could go mining for you while you are involved into something you consider more fun or even while offline. The same for transporting commodities to another part of the galaxy. With again the risk that the convoys could be attacked by enemy corporations.

Automating tasks doesn't mean that these tasks happen out of the game, of course. This idea wouldn't work on an instanced game space or one exclusively PvE where everything is protected and predictable. But it becomes valuable on a full, persistent world. Where the automated NPCs are "real" entities that perform the tasks in the same way a player would, while remaining vulnerable. Perfect for the "sandbox".

There isn't anymore the need to struggle to make boring activities fun even when they obviously cannot become so, no matter how hard you try. A level of realism is needed so that the game has a decent scope, or we would have just a big, superficial arcade that isn't going to suggest anything interesting (no dynamism, no emergent gameplay, no choices. Just the same treadmill). So we are back at the original quote up there. These sandboxes aren't doomed to have boring, unavoidable parts. We don't even need to transform every little chore that is needed to support the emergent level into something fun. Because there's always the possibility to automate those activities that the players don't want to deal with.

With again two obligatory premises that already exist in EvE and in my original idea:
1) The world must be persistent
2) The world must support full PvP

This is the sandbox: the players as the center of the world, with the NPCs at their service.

(follow-up)

Re: Sandboxes and "moisture farmers" simulations are DAMN boring

I think the biggest problem with this line of thinking is that if you find something boring, everyone else must too. Did it ever occur to you that there are really people out there that like the idea of being a moisture farmer and feeling like they are contributing something to the game, even if it is something others find boring?

Lets say EVE read this and tried to implement the system into their game. Joe Miner who has built a large mining firm finds he can now automate most of the things he did in game, leaving him with free time to try the other professions. Now, somewhere along the line, he decided mining was the one thing in the game that gave him a feeling of satisfaction, and now that is taken away, so he loses interest and quits.

Want to know how this worked in a real game? When SWG started, I found myself playing with old people, single moms, young women, young men, teens, grandparents, middle aged fans who were children when the original films first came out. They played the crafters, dancers, musicians, doctors and all the so-called boring professions. When SOE ignored all these people and their issues because they weren't the majority of the game's population, they all left.

Perhaps you think replacing a real living person with an automated NPC makes a game better, but I think you are wrong.

Re: Sandboxes and "moisture farmers" simulations are DAMN boring

I concur Woody.

While I usually play MMO's for the PVP aspect, I do enjoy doing the "moisture farmer" thing. I spent months of enjoyment in SWG with a Master Armor Smith and a Master Doctor character tracking down the best resources and spending hours experimenting. It was a never ending battle trying to get that extra .1 percentage on my goods and trying to find skill tapes to make the perfect experimentation suit. It was also enjoyable to sell my products and have happy customers walk by me in a Starport and say "thanks, this is the best stuff around." For some odd reason, it put a smile on my face and gave me a sense of satisfaction and a feeling of accomplishment.

I think I played my crafters more than my Jedi in SWG (and I played my Jedi alot)... Playing them was not a tedious grind or boring, it was FUN.

Re: Sandboxes and "moisture farmers" simulations are DAMN boring

Actually the boring activities have a very important role in EVE, specifically the economic and value system. Mining, hauling, patroling, escorting, NPC hunting, and traveling are potentially boring activities but they are also crucial to the universal economy, regional economies, and player organizations.

From a global standpoint, the boring aspects of mining and NPC hunting effectively acts as a value/price regulator of minerals and materials. Because these activies are perceived to be boring, then the supply of those products from these activites becomes restricted and the players will associate a value to them.

The tediousness of hauling, patroling, escorting, and traveling are the very tools that define the political, territorial, and economical boundaries that the players and player-organizations operate in.

Nonetheless, these activities can be boring as hell...but then agian if someone is willing to do the dirty work then they will tend to be rewarded for it.

Re: Sandboxes and "moisture farmers" simulations are DAMN boring

Heres the problem with the "real world like" sandbox. The Real World fucking blows. I hate driving to work. I hate getting groceries. I hate taking my cat to the vet. These however are all things that are required to live.

You talk about letting NPCs do the boring stuff. I say remove the cause of the boring stuff. Why create boring resource based management systems where players or NPCs have to go harvest? There is no point!

You are trying to create competition between players. How about you fight over mines, fields, forests, etc. Controling these areas rewards your zone with resources automatically without the duldrum of actually harvesting.

This achieves competition and allows for the enemy to put a "hurt" on your city. What you want seems like anti-PvP. Forcing players to camp NPC miners and lumberjacks? WTF!? Fighting NPC guards? Fighting NPC caravans?

Keep it simple. Fix the causes. Players can't defend their cities because they are not online 24/7? Well great! How about scheduled times to attack the city determined by the two warring parties.

It seems you talk about how boring sand box games and then fall right into what makes them so boring. I see no reason why fun gameplay can't be implemented into a sandbox game. We just haven't seen it yet because the developers fall right into the "make it like real life" trap. Not to mention the #1 killer of sandbox games is the fact that content is never there and its left up to the players to make up most of the content via PvP or whatever players do.

I understand your wanting of a free for all world, but without boundaries you don't have a very good game. Players need to have a sense of guidance that drives their purpose. Its like when your in school and get 12 straws and a foot of tape to build a capsule to protect an egg from a 10 foot drop. Think of all the possiblities that people come up with. How can that be translated to a game? Simple give the players the tools within a limit (boundry) and let them go. You give the class however many straws they want and you remove the fun.

The reason things in EVE are so time intesive is two fold. 1) One world = one server. You can't just shove everyone right on top of each other. Therefore things like travel have to be drawn out to give scale to the world. 2) Factional territory control requires that players have some means of control over their area.

The other boring aspects like mining and so forth aren't even required. They are just in game to give players something to do. There is people that love mining and traing their skills just to mine. There is people that love to trade and do nothing but train skills to haul items back and forth. There is people that love to "rat" (aka fight NPCs) and train skills to do so. Then you mix all these play types together into a corporation and you have exactly what makes EVE so great. Then time comes when the corporation needs miners to do this or ratters to do this... so people have to adjust for the team.

The reason it remains a niche game is because of 1) the learning curve is insane and is something CCP is still trying to address and 2) the world is harsh with gankers, corporation wars, and so forth being the majority of the good gameplay. If you just want to solo then EVE becomes a very small world really fast that has nothing really to offer you. 3) Also the end game is just hard to get into if PvP is not your thing. We're not talking killing other people... we're talking an entire end game that revolves around competing with real players instead of NPCs for everything. 4) Finally EVE takes skill and patience to learn. No leveling and time based skill gain turns people off. Veterans are way ahead and you won't be catching up... ever. Flying ships effectively takes a lot of skill. Good players are known in EVE because they own your ass before you can blink.

Re: Sandboxes and "moisture farmers" simulations are DAMN boring

This is a very interesting article. It divides people. The problem is, everyone seems to be looking at the idea in terms of games that already exist, not in terms of games that could exist.
Yes, if you were to impliment this in a game thats already out it could cause people to find that what the used to consider 'fun' has been taken away from them. But if you look at it in terms of a future game, you wouldn't have these problems because the alternative never existed in the game in the first place.

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