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I had mentioned in a gallery comment section about not having the resources to pull off a good sandbox, so I took WAC in a direction that is similar to a retro-styled themepark. I'm reposting this here because the gallery comments will be buried and this will stay visible in the forum for those who wander in.
> Would you mind explaining what you mean by not having the resources for a sandbox as opposed to having the resources for a themepark design?
Not at all. Glad to.
Themepark is a static world where players interact with the world based on developer provided content. A charcter lives at the inn, progresses from quest hub to quest hub, none of their actions change the world in any way and none of their actions shape the world or provide content for other players. In essence it is a "game".
A good sandbox is a virtual world. Character development is free-form, they develop their character, they develop crafting skills, they produce items for the economy, the build and decorate their own home, they participate in a guild, they build their own guild hall, the guilds form alliances with other guilds and build cities with established political systems. They participate in warfare which includes destroying what other players have built. Different from a "game" sandboxes are a world in which characters live. Developers provide the tools, players build the game for themselves and other characters.
An easy example of why I decided not to go the sandbox route is explained by one basic function of the engine.
A player starts the client, logs into the server, and enters a zone. The character information is pulled from a database and installed into the world. From there the character does game stuff and logs out. The character information is extracted from the world and shoved back into the storage database. They no longer exist in the world at all. If they had built a house, the house would vanish with them.
In fact, even the concept of building a house is foreign to the engine. Each zone is created by the developer and remains static in the zone server. A player created spawn might be possible, but after a server reboot everything would roll back to the base zone assembly done by the developer.
Think of this as trying to hack EverQuest into an Ultima Online clone. Yes the two are MMOs, but so different in many ways.
Added in this post...
For clarity allow me to explain that the MMO extensions to the engine I'm working with were designed based on EQ. With fundamental design differences such as not having character information in the server after logout, using it to create a good sandbox would have required gutting major functionality and re-writing them.
Ken Fisher - Semi retired old fart Network Administrator, now working in Network Security. I don't Forum PVP. If you feel I've attacked you, it was probably by accident. When I don't understand, I ask. Such is not intended as criticism.