First, I want to say, if you are not going to read this, plz leave. If you commit to read it, please finish it, and if you need clarity, just ask!
Second, I am going to this in stages. I want to address what I feel happened to Mortal Online/2 (because that was the first thing that got me thinking about sandboxes, anyway.)
Also: I have definitely said parts of this before. Ahem.
People always say that there is no game like Mortal Online, and that is overall true, but I think it appeals more to imaginative player because I would argue a lot of the things that are happening in the gamer's mind are not actually happening in the game. In the beginning, sandbox theory felt like they wanted to lean too heavily on what was happening in the gamer's mind and just add tools.
Mortal Online 1 was based on this and the idea of FREEDOM. It was a jank game, but due to that, it truly was unique. It was carried by a lot of people who could cause things to happen in other people's imagination and thus it felt like something was happening.
Mortal Online 2 differed because they wanted to mitigate loss and insulate players from grief. It was decided that a person who wanted to negatively affect everyone's gameplay was bad. I left before they put trinkets in MO1, but the biggest difference, in my opinion, is trinkets/mastery/clade. This totally changed the way the game was played.
THUS, my first conclusion is that although a sandbox allows for great freedom and that players are imagination driven, when you add in real mechanics like outpost buffs and soul-bound bonuses, it changes the way the game is played. We can see this and NOBODY CAN DENY THAT AT THIS POINT. This is important, because it blows away the 'create your own content' argument. There is now a binary choice between creating content and progression. Because all of the 'tangible bonuses' are progression buffs, the game became about setting oneself up to farm efficiently.
This is the DEATH OF MO2, because MO1 didn't have that and the people who stayed HAD to create content because that playstyle was not devalued in relation to farming mobs / doing tasks.
This happened for me in MO2 Sard. I farmed up, I formed up with bros. I was just waiting for something to happen so I could get involved, and nothing really did!
THAT WAS PART ONE. I am going to make another post for the actual idea. This is my idea. There are many like it... no, but when someone does this and succeeds, I want you to think of me, all you bros who doubted me!
Second, I am going to this in stages. I want to address what I feel happened to Mortal Online/2 (because that was the first thing that got me thinking about sandboxes, anyway.)
Also: I have definitely said parts of this before. Ahem.
People always say that there is no game like Mortal Online, and that is overall true, but I think it appeals more to imaginative player because I would argue a lot of the things that are happening in the gamer's mind are not actually happening in the game. In the beginning, sandbox theory felt like they wanted to lean too heavily on what was happening in the gamer's mind and just add tools.
Mortal Online 1 was based on this and the idea of FREEDOM. It was a jank game, but due to that, it truly was unique. It was carried by a lot of people who could cause things to happen in other people's imagination and thus it felt like something was happening.
Mortal Online 2 differed because they wanted to mitigate loss and insulate players from grief. It was decided that a person who wanted to negatively affect everyone's gameplay was bad. I left before they put trinkets in MO1, but the biggest difference, in my opinion, is trinkets/mastery/clade. This totally changed the way the game was played.
THUS, my first conclusion is that although a sandbox allows for great freedom and that players are imagination driven, when you add in real mechanics like outpost buffs and soul-bound bonuses, it changes the way the game is played. We can see this and NOBODY CAN DENY THAT AT THIS POINT. This is important, because it blows away the 'create your own content' argument. There is now a binary choice between creating content and progression. Because all of the 'tangible bonuses' are progression buffs, the game became about setting oneself up to farm efficiently.
This is the DEATH OF MO2, because MO1 didn't have that and the people who stayed HAD to create content because that playstyle was not devalued in relation to farming mobs / doing tasks.
This happened for me in MO2 Sard. I farmed up, I formed up with bros. I was just waiting for something to happen so I could get involved, and nothing really did!
THAT WAS PART ONE. I am going to make another post for the actual idea. This is my idea. There are many like it... no, but when someone does this and succeeds, I want you to think of me, all you bros who doubted me!