The problem with having a new born is that light sleepers sleep even lighter. And for me, half the reason I sleep light is that I can't turn my brain off when I want/need to (the other half of the reason is that I can't turn my ears off, so I hear everything). So tonight, I started thinking about "open ended" sand-box style games that really aren't and how they could be fixed and probably not nearly be as fun.
The Grand Theft Auto series is supposed to be the leader in open world gaming. You can do anything you want, whenever you want. But in reality, the game has confines that funel you toward an end. Sure, you can stop interacting with the other characters in the game and just drive around and do stunts and collect things, but that's hardly fun. Grand Theft Auto is like a really awesome movie game. You get back story, you work through the multiple storyline arcs and then come to the final conclusion/resolution. But what if the game had endings that might not ever happen or be so insurmountable that we realize that we need to keep playing to find an ending that suits us.
I feel like the main problem with games like this is voice acting. Trying to add production quality to video games like this ultimately holds them back. If you didn't have to write dialog for every situation, you could have even more situations and then not feel pressured to actually manifest them. GTA IV had hundreds of pages of script (closer to a thousand?). Why not proceedurally create the game using a system more built for the purpose: classic role playing games.
In an RPG like Dungons and Dragons, heros build characters based off of categories of statistics and a pool of experience points. By rolling dice, they give each attribute a value and base instances in the game off of them to determine the outcome. But what if every primary and secondary character in a video game had that.
Let's take GTA IV as an example. The game would give you the same backstory of imigrating illegally to America to meet your cousin and start a new life. Your back story as gangster determines your character statistics (i.e. you have a high percentage of shooting accuracy, high speed and strength and agility, etc). Everyone else in the game has statiscs that are created when you initiate a new game save. The problem here is figuring out every type of statistic you need to make the game have it's own story arcs (or not!). For instance, one of your cousin's new buddies could have a high probability to let you have a car from his dealership, but also have a high gambling probabilty. He could also suck at it. At the close of the local casino, anyone with unpaid debt has a problem and if one of them knew you, they might call you for help where you could, as a player in the game, decide whether or not to help and if "helping" includes using a gun.
By running the game off of percentages and character attributes and tying that with activities that already exist in the games (racing, gambling, flying planes, shooting pool, strip clubs), you would basically have a program that is acting as a the "dungeon master" and crafting an experience specifically for you, making sure that not too many instances happen at the same time, that as time moves along maybe things happen to more primary characters, and, with a high probability, one of a few huge event trees happens that lead you to a satisfying game end, not necessarily a story end. If we decided that our friend in the casino who's knee caps are about to be shot off, we could come to the rescue, kill the gangster owner and take over the place for ourselves. We win. But if we want more, we stay in the game, sell the casino and that tells the game we want to keep rolling the dice and see what comes up next.
How does that differ from GTA IV now? There are lots of small story arcs that we could leave the game anytime after succeeding, but we bought the game because we know there is a big finally ending that triggers the credits. If we keep playing, we eventually have to come to that ending. We could just try dating women in the game and play as a dating sim, but there is no final event there. In Fable, a game where you can get married and have kids, you get an experience and resolution, but it's based off of meeting requirements. Anyone who tries it and learns the rules will succeed. There's no chance or probability, leaving the "mission" on a single track. GTA, nor Fable, have stopping points where your telling the game that you want to continue and to keep generating instances of events of varying difficulty or probability of success.
Games like Dungons and Dragons have a players working in an enviornment where the dungon master has crafted an experience and feeds players a main story arc and choices. It's a relationship that requires the will to continue to meet goals predetermined by the dungeon master. Keep the character building of Dungeons and Dragons and use the abililty of a computer to generate days worth of content and you have yourself a truly open ended game where the content only stops if everyone the player can interact with dies off or moves out of town.
That all being said, I never said that a game like this would sell or be any good. It's 2:45 in the a.m. and "sand-box style" was the phrase that entered my head back around 1:30am.