android654 wrote...
I think it's very clear that it's not sandbox, rather a series of hubs with variability.
The terms "Sandbox" and "open world" often go together in a game, but they do not mean the same thing. This is not an open world game, but the gameplay is sandbox.
The sandbox gameplay means you set up a series of systems, give the player the tools to do what they want, and let them play in the unscripted sandbox.
For example, from the
1up articleAn open-ended game driven more by systemic interaction than by scripted spectacle. In other words, they want to simply provide a suite of tools, and objective, and then let players go at it. Corvo has a number of tools -- including gear such as guns, daggers, traps, grenades and weird steampunk treasure detecting devices as well as more supernatural abilities such as Bend Time, Possession, and Windblast -- and his task is simply to find his targets and neutralize them. This can be as simple as stabbing someone in the face; as odd as possessing fish and mice to navigate through the sewers below until you find said target before possessing him to make him jump out a window; or as elaborate and non-lethal as arranging to have his identity stolen in order to condemn him to work in the very same salt mine that he owns.
As expected of any game whose sandbox design is meant to accommodate different players, Bethesda walks through the same mission -- to assassinate a pair of twins -- with both a stealthy approach and a run-and-gun action one. I was particularly struck by the fact that during the second run (the one where the demo players pulls off that Bend Time/trap/Blink sequence described earlier), the player inflicted a heck of a lot of collateral damage. Pretty much any time someone saw him, he killed that person -- whether it was a guard or merely a bathhouse attendant going through her workday.
Rather than the stealth approach of locking the target inside a sauna and cranking up the steam, he simply tossed the target out the window with a Windblast and ran out.
android654 wrote...
. Hell, Prototype 1&2 has a lot of really cool and fun powers, but who wants to play after fifteen minutes?
I might have been one of the few people who actually enjoyed Prototype 1 and played it through to the end. In fact, I'm even looking forward to the upcoming Prototype 2 and might decide to pre-order.
Prototype was an open world game, and it certainly had some sandbox features, but the actual progression of the quests was rather linear. You basically had two ways to enter an area, either disguise yourself or run in and kill everybody, but most of the missions were very similar, essentially you had to eat some VIP in order to get his memories.
It wasn't like you can decide to talk to NPCs and arrange to send someone to a salt mine, or shove someone in a sauna and crank up the heat. The Prototype sandbox elements more along the lines of, you can pick things (or people) up and throw them around, or ignore your missions to glide around the sky and take down helicopters. In Dishonored, the sandbox features are more complex systems, hopefully this will result in a somewhat more believable simulation.
Modifié par naughty99, 06 juin 2012 - 01:17 .