GameZone's Stefanie Fogel takes a look at why sandbox games have trouble telling stories, and why developers are beginning to move away from the genre to create compelling narratives.

Balancing a compelling storyline with non-linear gameplay has always been the biggest challenge developers face when creating an open world game. Sometimes a compromise is made, such as side missions that don't interfere with the main plot (Assassin's Creed, Assassin's Creed 2). But, more often than not the story is simplified, sacrificed on the altar of player freedom.
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  • 0
    RaidenXS Apr 19, 10
    o rly? are devs rly moving to a better narrative? cuz i haven't seen one since UC2
  • 0
    BarefootGamer Apr 20, 10
    I think we'll see one next month when Alan Wake comes out. At least, I hope we do! I love scary games.
    • 0
      Daweii Apr 20, 10
      Alan Wake isn't a sandbox game, it started as one but the game we will be playing next month is a mere shell of the game it was originally touted as.
  • 0
    Deception Apr 20, 10
    Usually i would agree, but Lost and Damned has a great storyline. GTA 4 was pretty meh.
  • 0
    Ech0ez Apr 20, 10
    I don't see the point the article is making.

    Do sandbox games generally have crappy stories?
    Yes.

    Are developers moving away from them to make better stories?
    Um no, developers outside of the genre have been making good stories for as long as sandbox games have had terrible ones.
  • 0
    Woudo Apr 20, 10
    Myllyrinne?

    What the *bleep*, someone please punch that guys parents.
  • 0
    Curt Connors Apr 20, 10
    Punch them for what, having a scandinavian surname?
    As for the Japanese having trouble making narrative interesting in open world games, hire some professional writers you lazy gits.
  • 0
    Hideo1 Apr 20, 10
    Anyone who thinks Fallout had a terrible plot-line because it wasn't shoved down your throat is a god-damn idiot.

    quote
    it wasn't the main questline that had everyone talking (unless it was to complain about how you couldn't continue the game after finishing it). It was the town of Megaton, and whether or not you chose to turn it into a nuclear mushroom cloud in one of the game's earliest side quests.
    Right, so because it wasn't a direct part of the main questline it was rubbish even though, as you've said it, it got everybody talking and thinking about it? I'm sorry but what kind of imagination-less, thick-as-a-post retard are you? -.-
  • 0
    Star of Spurs* Apr 20, 10
    I've found an 'irony' (for me at least) in sandbox games. Thing is, the one's where you're constantly being told what to do is neither sandbox nor very interesting, whilst as Just Cause 2 points out, having a massive island and little to do except mess around gets tiring very quickly.

    You need a good mix: GTAIV and Fallout 3 both have this.

    The story works best with those, because it's loose and hanging, without being unneeded but it doesn't drag you away from the chance of doing whatever you want.

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