Recently in Sandbox Category
I was going to leave a comment at GameCritics for the recent article by Brandon Erickson. However I got too many errors trying to post it, that I decided I would just write about it here instead...How Assassin's Creed killed its own potential
here's my response to his article: Dialectical Realism:How Assassin's Creed killed its own potential
You absolutely nailed it on the head, the point about the realism of a game brought out by the character's ability to interact at a higher level within the games architecture. An example where this obvious interaction fails is in FPS games, when you can shoot up crates, blow through tanks with your rocket launcher, and you can't even blow through a wooden wall in a cabin or kick down the closet door.
Granted Assassin's creed had several short comings, such as the inability to swim, enter any buildings, or explore the scenic cliffs/mountains.
here's my response to his article: Dialectical Realism:How Assassin's Creed killed its own potential
You absolutely nailed it on the head, the point about the realism of a game brought out by the character's ability to interact at a higher level within the games architecture. An example where this obvious interaction fails is in FPS games, when you can shoot up crates, blow through tanks with your rocket launcher, and you can't even blow through a wooden wall in a cabin or kick down the closet door.
Granted Assassin's creed had several short comings, such as the inability to swim, enter any buildings, or explore the scenic cliffs/mountains.
Continue reading GameCritic's Dialectical Realism...bah.
There was a brief video development diary focusing on the various freedoms that Assassin's Creed offers over on filefront.
I am always impressed when a developer makes the decision to create a sandbox (flowerbox) environment pushes the envelope for creative interaction from the user. What UBISOFT has done with Assassins Creed is closer to what I would call "The Perfect Game". It's still pretty far from where it needs to be, but it is clearly a step in the right direction.
Assassin's Creed is a good mix of Grand Theft Auto style sandbox with Shadow of the Colossus. You have a very detailed city that allows you to "climb/travel" with freedom to go anywhere within the city, that you want to go. Or at least that is the impression that is given when watching this video. It's too soon to tell whether there are certain "areas" you can explore or if everything is "explorable". It helps that the architecture of the in-game city is so beautiful that it urges you to explore the beauty up close.
I am always impressed when a developer makes the decision to create a sandbox (flowerbox) environment pushes the envelope for creative interaction from the user. What UBISOFT has done with Assassins Creed is closer to what I would call "The Perfect Game". It's still pretty far from where it needs to be, but it is clearly a step in the right direction.
Assassin's Creed is a good mix of Grand Theft Auto style sandbox with Shadow of the Colossus. You have a very detailed city that allows you to "climb/travel" with freedom to go anywhere within the city, that you want to go. Or at least that is the impression that is given when watching this video. It's too soon to tell whether there are certain "areas" you can explore or if everything is "explorable". It helps that the architecture of the in-game city is so beautiful that it urges you to explore the beauty up close.
