As we talked about previously, open-ended quests are an important type of guided activity in The Radix Endeavor. However, we hope to take it even further by providing real “sandbox” environments in the game as well. These are free-play areas designed to have no goals, where players can use the available tools to do essentially whatever they want. We think it’s important to give players time to just explore certain concepts, because by messing around they will figure out what they find interesting and make their own discoveries.
These sandboxes could take the shape of an arena where players can work together to build 3D shapes, putting them together to design cities, sculptures, or anything they can imagine out of shapes. Another type of sandbox might be a breeding ground where players can experiment with breeding animals with different combinations of traits, until they discover some rare recessive trait or produce offspring with whatever trait they feel like collecting.
Unlike other quests, the things players do or create with sandbox tools can’t be assessed by the game. Instead, we want to encourage players to share their discoveries with other players, either their classmates or friends, or even any other players in the world who happen to be walking by. Seeing what others have done will hopefully inspire players to build on those ideas and explore further, ultimately gaining a deeper understanding of the content and a genuine interest in the field.
In an MMO, a quest is a directed task that a player is asked to complete. The Radix Endeavor will largely be structured by sequences of quests in certain topic areas. We want some of these to be more open-ended quests, which might seem like a paradox but it’s one of the design challenges we’ve been thinking over since the beginning of the project. As we have conceived of them, open-ended quests don’t leave players completely on their own, but they don’t have just one right answer either.
One example of an open-ended quest is an environment where players are asked to build a box that will fit a certain creature, perhaps with requirements such as extra space to store the creature’s food. There is no one right box that players can build, and different players’ boxes may look quite different.
Similarly, in the marketplace where players are asked to trade items to get as much gold as possible, they can complete the quest by earning any amount of gold. However, by exploring more vendors and finding a more efficient sequence of trades, they may be able to get even more gold.
Quests like these can still be assessed by the game and its data collection methods because there is a stated goal, but players can feel some autonomy and begin to get creative with the tools available to them. Another key part of open-ended quests comes in the bridge curriculum – if the game is played outside of class, teachers can use class time to have students share their strategies and results from these quests, which will vary widely. The teacher can facilitate discussion around pros and cons of different approaches, and what other situations students might apply these skills to. In this way, we hope that open-ended quests will encourage students to reflect and think more about what choices they are making in the game and why.