Cubed Issue #6, June 2016 | Page 14

ENDLESS FUN IN THE SANDBOX SURFACES MAY BE SLIPPERY WHEN WET. CAREFUL, RICO BOBBY MILLS-THOMAS LAST MONTH, OUR COMMENTERS WEREN'T FOND OF SANDBOXES, SAYING THEY CREATED GAMING FATIGUE AND MADE GAMES TOO MUCH HARD WORK - THIS MONTH, BOBBY MILLS-THOMAS OFFERS THE REBUTTAL. 12 W ith the advent of sophisticated development techniques, higher production values and more substantial budgets, games’ limits have been expanding, both figuratively and literally. As designers have been concocting more outlandish, ambitious concepts (step forward, No Man’s Sky) so too have the worlds these ideas spawn been getting larger and more epic in scope. Invisible walls are rapidly becoming a thing of the past; and one can hardly complain about that. For a kid growing up in the late 90s, The Legend of Zelda: Ocarina of Time was mindblowing. Though by today’s standards it appears positively primitive, the thrill of first setting foot in a fully-rendered 3D Hyrule Field – and subsequently realising that, yes, you can get over those fences that usually denoted boundaries – and galloping towards the distant horizon on Epona was unparalleled. Up to that point, the technology to facilitate it just wasn’t there, so nothing of that magnitude or scale had really been seen before; although, credit where it’s due: the Philips CDi, with its new-fangled disc reader, did try (operative word being ‘try’). It’s easy to see, then, why Ocarina was something of a game changer. Today, the aftershocks from Nintendo’s masterpiece are still felt. Something about being turned loose in a vast environment and basically being told you can go wherever you like, within reason, is inherently enticing; part of that draw is the prospect of discovering exactly where the boundaries lie, and then trying to get past them. I for one distinctly recall sinking a great deal of time into a doomed attempt to scale the bizarre mountain range surrounding Springfield in The Simpsons: Hit and Run. Point being: telling the player they have this lush, detailed world to explore and then throwing a couple of skyscrapers or geographical oddities in their way to avoid the embarrassment of them crossing over into a grey, unprogrammed limbo a la Big Rigs: Over the Road Racing does, ironically, enhance the experience all the more, as they’ll be encouraged to try all the ‘legal’ things at their disposal to escape. We’re gamers. We don’t take no for an answer. On the other side of things, the worlds, when we’re not trying to break out of them, often showcase some of the industry’s finest game design. The most obvious example is the bewilderingly popular Grand Theft Auto fran- chise, which, with its varied array of vehicles and note-for-note recreations of real-world cities to pootle about in, is the pick of many as one of the best in the sandbox genre. "WE’RE GAMERS. WE DON’T TAKE NO FOR AN ANSWER" What’s great is that the younger set are catered for as well, with 2013’s brilliant LEGO City: Undercover for Wii U replicating a similar experience, with just as big and interesting a world to discover. That’s not to say, however, that none of these projects suffer from overambition; Ubisoft’s much-hyped The Crew, which went to all the effort of literally recreating the entirety of North America and then failed to give the player anything meaningful to actually do there aside from drive down roads (you can’t even get out of the car!) is an egregious case. The likes of Minecraft, though, as evidenced by its staggering sales figures, go a step further by allowing the player to build their own sandbox (it amazes me that a franchise so lucrative has been built around what is essentially an unfinished game); and, irrespective of the endless Creeper merchandise, if it’s helping to inspire the Gabe Newells of tomorrow, it’s difficult to look on it as anything but a boon. To quote David Crystal: you can’t freeze a flowing river. Change is happening, old-timers. We’re moving forward. Maps are getting bigger, and games are all the better for it.