When is a sandbox game a game?
I've been working on a city builder game in the vein of the City Building Series and I'm continually adding new buildings, wanderers and overlays.
But I subscribe to @BlackShipsFillTheSky's definition that your prototype is a game when it has a win and lose condition. But how does this apply to sandbox games?
When will my prototype be ready for public feedback?
But I subscribe to @BlackShipsFillTheSky's definition that your prototype is a game when it has a win and lose condition. But how does this apply to sandbox games?
When will my prototype be ready for public feedback?
Comments
this is opinion as a player of sandbox games rather than a designer of them though.
It's a tug-of-war between game design, designer intention and players' own prerogative, I think :)
Thanks @dislekcia
"A game is a problem-solving activity approached with a playful attitude."
I think as long as there a problems to solve it's a game. Even if you can't win or lose, your problems might be "can I design this more efficiently?" or "what is the best way to get more wood?". If players' are thinking about those problems, they're playing.
Coincidentally, I'm working on management game in the same vein myself :)
I think "win condition" and "lose condition" don't have to be winning or losing in a game like Chess. I was almost certainly talking about the kinds of prototypes where there is no adversity or no way to progress. In that scenario giving the player goals (even implied goals) and/or adversity is usually a priority.
So yeah, if you've got a game where you could just put down buildings of a city (for example), then adding simulation elements that allow players to run out of money, or not run out of money (or even just have less money than they need to build expensive buildings or make their citizens happy), would be a good move. (Which I think is pretty much what @Dislekcia suggested)
In hindsight, my statement that "your prototype is a game when it has a win and lose condition" could be semantically correct, at a stretch, but still kind of confusing/crappy advice in a lot of situations.