Boundless in few sentences + what differs Boundless from

Dear everyone,

I’m looking for an answer on some questions which have not been answered yet.
Maybe you can help me:

1.) How would you describe Boundless in 1 sentence to a friend?
2.) How would you describe Boundless in 3-5 sentences to a friend?
3.) Why is Boundless unique and not a clone of other games? What makes the difference to other SandBox Games (which?) and especially to minecraft?
4.) which games can be compared with Boundless?

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1: It’s a sandbox voxel crafting game as an MMO with one universe for all people together, which is unique in it’s kind.

2: (add) … Take games like Minecraft, Creativerse or similar and add character races, progression, trading, and a real MMO feeling with raid like stuff and guilds to it. Also, you will be able to rent worlds or host an own server, so people who want the closed or solo feeling can still have it their way. The worlds will regenerate slowly so they will not look like a swiss chese after a while. But you can protect your ground with so called beacons which also hinder people to alter your own buildings.

3: A large universe of worlds which are connected, each with different biomes (and with them different colors/textures on mats, creatures and stuff). Also, the real high quality in textures (I still remembver my feelings when I first saw the textures of stone and wood in the first texture update last year, sadly the new ones are not as “brilliant”), great community concepts (beacons of guilds, different jobs for each player (like trader, miner, builder) and cool emotes which also play a role in standard communication/interaction.

4: Creativerse, Minecraft, Starbound, Terraria (all without a real MMO feeling) and Trove, Sky Saga (without a real sandbox feeling)

8 Likes

For me the main aspect in perceiving a difference to Minecraft had been the Bouncepads. First i thought of it as quite trashy (because I’m often bound to high fantasy style and its clear, pure and noble appeal), but I ve seen Bouncepad parcours and the awesome and super dynamic way of progressing in a level. It is a very good example for how to integrate an object into the world in a creative way. This object is my hope in Boundless to add further awesome and creative objects which are easy to understand and plain fun to use.

I remember - loooong time ago there was a car racing game on PC which was more about building parcours than rather speed up your car in order to get to the finish line in no time. It had loopings, bridges etc. Was pretty awesome. Also was easy to handle. For me this was a real sandbox racer. Don’t remember the title unf.

And my All Time Favorite - Stunt Island, by Disney Interactive. Recieved not much recognition here but was a monstrous product of SandBox creation.It had a huuuge library of objects and basically you could make each object fly. Flying saucers, carpets, towels - anything could fly. And the island or film setting were you could make all happen had towns, cities, railroad tracks, canyons, bridges.
You could land with your F16 on a bridge or try to hop down with a parachute on top of a building. Object related ingame programming tool. You could give each object a behaviour in how it could react ot other objects or events.
You could place cameras, also with different attributes. Was kind of a Machinima game. If I get the term Machinima right.

Noticable was a small graph on the packaging - a stat for the motivation and learning curve. It was slowly and constantly increasing up to hundred percent (with hundred percent offering all aspects and options of the game - which were in bounds of the game engine, infinite)

For me this was the only rating for the game which was correct. It turned out to be. So maybe I just like these kind of games or it was really an honest and even realistic self estimation in how much fun the game was.

4 Likes