Hello, I created a poll on the page to get your opinion on whether or not you would like the sandbox in the game.
And on
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about how much sandbox there should be in the game (poll available from $1 subscription)
More information:
I started to code a sandbox part for Apocalypse Lovers of which I will present some of the mechanics here to give you an idea. However, although this is close to my heart (and you will understand why) I still wanted to collect your opinions on this.
Because you will understand that adding a sandbox game to Apocalypse Lovers has some serious implications and this is what I will talk about here before leaving you the choice throuht this survey.
First, what is a Sandbox Game?
A completely sandbox game is generally non-directive, in an open world, and includes a great deal of freedom of action. The developer gives a range of tools to the player in order to modify or interact with the content. It's leaves the player free to perform these interactions or not, in any order and without imposing strict guidelines. But usually, this kind of game has no real story (Minecraft, Rust, Ark, 7 days to die, Factorio, etc).
We therefore speak of 'Sandboxing' as opposed to the theme park games which offers a more linear progression of the content. Even if there are choices dividing the story into different branches or ramifications, the progression is always carried out in the same direction. This usually allows you to focus on a very worked and captivating story (ex : Deus Ex).
Yeah, yeah I know, some games have both aspects : they have a very worked scenario and a lot of freedom of action. But these are
relatively exceptional and it's usually games that have had several years of development and cost millions (ex: Red Dead Redemption 2, Fallout 3, Fallout 4, Witcher 3, etc )
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THE SANDBOXING IN APOCALYPSE LOVERS
Here are some examples of what I'm currently working on :
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1 - Rhythm and Gameplay
The sandbox part of Apocalypse Lovers, as I've currently imagined it, has been worked on to avoid breaking the rhythm of the game. It does not replace the story, but is supposed to merge with it. Moreover, like the mini-games, it is planned to be optional (at least for the longest passages) so that the player who only wishes to focus on the progress of the story can still do it. The goal is to offer bonuses (especially in terms of mini-scenes) to players who want to explore all aspects of the game as much as possible and who like ressources/items management. However, I would make sure to keep the pacing unaltered so as not to disturb the flow of the story.
Besides, like some has done it before, I wouldn't fall for an easy solution to - artificially increase the game's lifespan. I'll make sure that the Sandbox is there to achieve its goal without falling into overly repetitive or boring mechanics. Harvesting resources outdoors will be short, and the accumulation curve will be properly scaled.
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2 - The desired sensation
Like I said, the sandbox part isn't designed to artificially extend the life of the game, but rather to offer the player a new sensation.
In my opinion, adding this sandbox part would add a very important touch of immersion to Apocalypse Lovers.
Because it would anchor the player in a post-apocalyptic world, making him more aware of his responsibilities and the implications of his choices: he is the master of his own
survival. And survival in a hostile world, while difficult, also brings its share of gratification, well-being and
fulfillment. It's a simple and immutable sensation that has existed since the dawn of time and which takes place according to the following stages:
- The capable man finds shelter and secures it.
- The man finds a woman and offers her the safety of his shelter.
- Man leave his home and his security every day to seek resources.
- The man bring back ressources to his home.
- The man and the woman enjoy the resources that allow them to survive.
- The woman feels safe and her needs are met, she is grateful to the man and shows it to him.
- The woman and the man procreat.
This feeling is very palpable but only met is full power in a post-apocalyptique world. We can found some comparaison nowdays but this isn't exactly the same thing : when you go out to your work in the office (to earn money to buy food to sustain your familly) you are not putting your life at risk (or just a little if you drive back home while speaking on the phone). Nowdays, things are more diluted and complexified. So this is this feeling I was trying to recreat in this game. And it's kind of the same feeling you could experienced if you where all the day doing strenuous and challenging outdoor activities in the snow, then, when you come back home with frozen fingers and back aches, you sit quietly in front an already hot fireplace while your wife takes care of your
every needs.
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3 - The Major Drawback
There is, however, a major downside to this. A disadvantage that I cannot avoid.
Indeed, after reading the above, you will say to yourself: "Yes, of course, it's necessarily a good thing! Why is he doing a survey?"
Well, because the problem is that I am alone to code the game and that the addition of this sandbox part, although it is, in my opinion, undeniably beneficial, will necessarily lengthen my pace of work on the story itself and on the progression of the scenario. I'm not Activision, I work alone, which is why I take your opinion into consideration. So continuing to develop this Sandbox part (which is already well advanced) will necessarily increase the release time between updates.
Any way, I hope you had find this post usefull and you will help me take the right decision.
Thank you !