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		<title>Boundless Interview &#8211; An Ambitious Sandbox MMO Shaped By Its Players</title>
		<link>https://gamingbolt.com/boundless-interview-an-ambitious-sandbox-mmo-shaped-by-its-players</link>
					<comments>https://gamingbolt.com/boundless-interview-an-ambitious-sandbox-mmo-shaped-by-its-players#respond</comments>
		
		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Wed, 31 Oct 2018 06:43:06 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[boundless]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[wonderstruck games]]></category>
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					<description><![CDATA[James Austin, CEO of Wonderstruck, talks to us about the studio's ambitious sandbox MMO.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">R</span>oughly a month and a half ago, UK based indie development studio Wonderstruck Games celebrated the full launch of their open world sandbox MMO, <em>Boundless</em>. If you&#8217;ve read <a href="https://gamingbolt.com/boundless-review-and-the-worlds-will-be-as-one">our review of the game</a>, you know that we really, really liked it. It&#8217;s an ambitious experience that blends elements of MMOs, procedurally generated level design, user generated content, and expansive building mechanics. Shortly prior to the game&#8217;s launch last month, we sent across some of our most burning questions about <em>Boundless </em>to Wonderstruck, and their CEO James Austen reverted back with some incredibly insightful and very interesting responses. Here&#8217;s how our conversation went.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2018/09/ss_dae6b50f952919e621c9520b2d9b5e79960cd446.1920x1080.jpg"><img fetchpriority="high" decoding="async" class="aligncenter size-full wp-image-362698" src="https://gamingbolt.com/wp-content/uploads/2018/09/ss_dae6b50f952919e621c9520b2d9b5e79960cd446.1920x1080.jpg" alt="Boundless" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2018/09/ss_dae6b50f952919e621c9520b2d9b5e79960cd446.1920x1080.jpg 620w, https://gamingbolt.com/wp-content/uploads/2018/09/ss_dae6b50f952919e621c9520b2d9b5e79960cd446.1920x1080-300x169.jpg 300w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"<span class="s1">Keeping a live universe online and fully playable for the entire duration of development was a huge challenge, but ultimately we think it’s helped us make a better game.</span>"</p>
<p class="p4"><strong><span class="s1">What are some of the main changes you’ve made to the game based on the feedback you’ve received during Early Access?</span></strong></p>
<p class="p4"><span class="s1">Wow – that’s quite a question, really, because it’s almost impossible to answer this question without saying “everything”. <em>Boundless</em> was launched into Steam Early Access as a playable prototype after constant requests by players in the game’s community, so the entire game has been created whilst in Early Access. We used this as a process of having player input and feedback across the full development. Players would often complain that development was slow, but really they were simply exposed to the reality of game development from prototype to full release. Endless features, balance, iteration, bugs, compatibility, and scalability were all affected by the Early Access player input.</span></p>
<p class="p4"><span class="s1">One significant feature that came from player feedback was our creation of Atlases and resource maps. In <em>Boundless</em> resources are non-uniformly distributed between Worlds and within Worlds. The idea was to encourage players to get out into the Worlds, explore them, and go on an adventure for the resources they needed. However, most new players are programmed to dig down and mine &#8211; <em>Boundless</em> didn’t work that way. We thought there would be more interest in local knowledge about where resources were to be discovered, but players were finding it frustrating to not be able to find anything they wanted. We didn’t. want to change the distribution models and the push to get players exploring. But we needed to give players more guidance.</span></p>
<p class="p4"><span class="s1">Our solution was to allow players to craft an Atlas that could be locked to a World and be gradually revealed as they discovered Regions when exploring. These Atlases could then be loaded with a resource which would present a heat map of its density across the World. Players now had guidance on where to search. But many more things came from this feature players could use the maps for navigation, earn XP discovering all the Regions, make a collection of the all the Worlds in the Universe, and even sell them to players wanting to visit a new World. None of this would have existed without our Early Access player feedback.</span></p>
<p class="p4"><span class="s1">Keeping a live universe online and fully playable for the entire duration of development was a huge challenge, but ultimately we think it’s helped us make a better game.</span></p>
<p class="p4"><strong><span class="s1">Some users have complained that the game’s in-app purchases are unfair, especially considering that the game isn’t free in the first place. What do you have to say about this?</span></strong></p>
<p class="p4"><span class="s1">We’ve always known that running a subscription-free MMO needed a mechanism for covering the Universe costs. We needed a mechanism for the game to continue generating income after the initial purchase explicitly to cover the ongoing universe costs. A subscription model is a non-starter for many players, and the economics of selling private worlds would not cover the costs alone. We needed something else.</span></p>
<p class="p4"><span class="s1">The original progression rewards in <em>Boundless</em> were Beacon Plots. Each time your character levelled up you would be awarded new Plots &#8211; used to reserve part of the World for yourself to build within. However, this meant the game was making a decision on the player’s behalf; you’ve levelled up and we’ve chosen that the reward you’ll get is Plots. Building was the only reward, independent of whether you wanted more Plots or not. Previously the only way to gain more Plots was to level up again. This configuration went against <em>Boundless’</em> general principle of being a shared sandbox and letting players decide what they wanted to do. If you enjoy hunting in groups, or running a shop, or gathering resources, or exploring and mapping worlds, or Centraforging unique Gear then these Plots are pretty unrewarding for you.</span></p>
<p class="p4"><span class="s1">So, we decided we’d give players a gameplay neutral reward that can then exchanged for something they actually wanted. Something that suited their style of play. From this logic the Exchange was created, a place for exchanging your levelling rewards for in-game stuff: Plots, Headgear (our initial wearable pieces), Body Paints &#8211; switchable body decorations- and a collection of character functions, like unlocking alts, resets, and so on. The aim is to include rewards that satisfy all different play styles.</span></p>
<p class="p4"><span class="s1">We then balanced the rewards earned by working towards max level and even beyond, to match the Plots players used to receive. This configuration is player friendly, everything in the Exchange can be gained by simply playing the game and nothing in the Exchange is locked behind real money payments.</span></p>
<p class="p4"><span class="s1">On first contact, the Exchange didn’t do a good job of getting this model across, and the early tutorial directed you to collect your rewards straight away. Some players took this as a hard sell pushing them to purchase extra rewards. This initial flow was poorly configured by us and we’ve updated it since launch to make it clearer that purchases are not required.</span></p>
<p class="p4"><span class="s1">The monetisation model in <em>Boundless</em> and associated IAP are designed to support the game universe without affecting the gameplay.</span></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2015/11/Boundless2.jpg"><img decoding="async" class="aligncenter size-full wp-image-249663" src="https://gamingbolt.com/wp-content/uploads/2015/11/Boundless2.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2015/11/Boundless2.jpg 620w, https://gamingbolt.com/wp-content/uploads/2015/11/Boundless2-300x169.jpg 300w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"<span class="s1">We’ve attempted to make every aspect of Boundless adopt sandbox principles, and this includes the progression system. As an MMO and sandbox we wanted the game to focus on giving players ultimate agency and empower them to explore and interact with the Worlds and civilisation as they want to.</span>"</p>
<p class="p4"><strong><span class="s1">Can you tell us more about how microtransactions are implemented in this game?</span></strong></p>
<p class="p4"><span class="s1">In addition to the Exchange, <em>Boundless</em> also offers a supporters club called Gleam Club. Whilst everything in the Exchange can be earned by playing <em>Boundless</em>, Gleam Club membership is only accessible by paying a small fee. It’s modelled a little on Discord Nitro and offers players a little more in-game sizzle. Membership gives additional character customisation options, chat customisation and guarantees that your Beacons don’t expire.</span></p>
<p class="p4"><strong><span class="s1">What can you tell us about the progression system in the game?</span></strong></p>
<p class="p4"><span class="s1">We’ve attempted to make every aspect of <em>Boundless</em> adopt sandbox principles, and this includes the progression system. As an MMO and sandbox we wanted the game to focus on giving players ultimate agency and empower them to explore and interact with the Worlds and civilisation as they want to. The progression system is designed and setup to allow everyone to build their own play style with a freeform classless system. Rather than picking a Character Class before experiencing the game, you gradually grow and combine the skills you enjoy in a way you want to.</span></p>
<p class="p4"><span class="s1">All actions in the game from hunting to crafting and building to exploring, assuming they’re done efficiently, should deliver an equivalent experience. In addition, players can complete objectives which gradually guide them through everything the game offers, and feats to gain chunks of experience.</span></p>
<p class="p4"><span class="s1">When your character reaches a new level you earn Skill Points which are used to improve your character’s core attributes and abilities, unlock Recipes, improve your Gear mastery and Resistances as well as unlocking epic skills.</span></p>
<p class="p4"><span class="s1">Your skills ultimately reflect how you want to play and there is no optimal configuration because everyone wants something a little different. I’m constantly cleansing and tweaking my skills to try and fine tune the setup to become a more effective hunter. What is the ideal configuration for you? It depends on your play style.</span></p>
<p class="p4"><strong><span class="s1">How exactly do the procedurally generated worlds work?</span></strong></p>
<p class="p4"><span class="s1">The <em>Boundless</em> universe is powered by a next-generation of world-generation. The game includes a visual shader-inspired approach to creating world generation algorithms. This means that we can rapidly sculpt an extremely diverse set of biomes from Earth-like to otherworldly themes. The complex library of world-generation shaders we’ve created has been contributed to by our community and is available as open source.</span></p>
<p class="p4"><span class="s1">The Worlds also include a regeneration system designed to work alongside the beaconing system to nullify any grief with building and resource camping. The Worlds are regenerated to their original state gradually over time. This keeps the Worlds feeling fresh for all players to explore and free of vandalism. World resources are redistributed when regenerated to make sure there are always resources to discover and stop players camping on valuable resource locations.</span></p>
<p class="p4"><strong><span class="s1">How do players get from one world to another?</span></strong></p>
<p class="p4"><span class="s1"><em>Boundless</em> is a sandbox where all players, on all platforms, in all geographical locations, inhabit a single shared online Universe. The Universe is split up into procedurally generated persistent Worlds, and every World is visible in the sky from every other World. The nearest Worlds are rendered as full planets precessing through the sky. You can look up and see remote builds slowly spread across the planet. You can see the player made settlements sparkle as they pass into the night side of a planet.</span></p>
<p class="p4"><span class="s1">Many players will take advantage of the seemingly endless network of Portals within and between Worlds that others have already created. You’ll soon find yourself stepping from World to World will little clue about how to get home again. But if you want to connect your base to a popular hub, or be the first to explore a new World, then you’ll need to create your own Warps and Portals.</span></p>
<p class="p4"><span class="s1">You start by looking up into the sky and picking the exact point on the remote World you want to Warp to. This creates a location marker for your landing site. You can then build a voxel warp conduit, insert your new location marker to set its destination, open the Warp, remembering to check that your way is clear of dangerous Creatures before stepping seamlessly into the new World. Once you’re comfortable Warping between Worlds, you’re ready to build a permanently live connection with a Portal. Warps are temporary and close after a minute, but Portals can remain open permanently as long as you keep them correctly fuelled.</span></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2015/11/Boundless3.jpg"><img decoding="async" class="aligncenter size-full wp-image-249664" src="https://gamingbolt.com/wp-content/uploads/2015/11/Boundless3.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2015/11/Boundless3.jpg 620w, https://gamingbolt.com/wp-content/uploads/2015/11/Boundless3-300x169.jpg 300w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"<span class="s1">Many players are self-driven within a sandbox especially when they start interacting with other members of the community. For players who prefer some guidance, Boundless includes an extensive range of objectives and feats. The objectives will gradually guide the player though everything the game has to offer. The feats track and reward milestones for all actions in the game.</span>"</p>
<p class="p4"><strong><span class="s1">What can you tell us about the trading system in the game?</span></strong></p>
<p class="p4"><span class="s1">Trading and the economy in <em>Boundless</em> is fully player created. Players are responsible for gathering, processing and crafting all resources. Then they can install shop stands to sell resources and request baskets for buying items. This enables extensive asynchronous trading between players. Players set their own prices based on demand and scarcity of resources, equipment and items.</span></p>
<p class="p4"><strong><span class="s1">How does the crafting system work in the game?</span></strong></p>
<p class="p4"><span class="s1">At its core, crafting is taking gathered or mined resources, and using Machines to craft them into finished products. There are a number of different Machines you can use, each with a set of recipes and uses. Machines can also be upgraded with the addition of Spark Generators and Power Coils, which allow access to more powerful items and make the process more efficient. The breadth of the system is such that every player can access all areas of crafting without too much trouble, but to get to the best stuff in the game they would need to specialise in a given area. For example, later in the game, a keen crafter may choose to put their skill points and resources into weapon crafting and be able to craft the best Slingbows and Bombs.</span></p>
<p class="p4"><span class="s1">In addition to the already extensive crafting system there is the Centraforge, which is used to upgrade Weapons, Tools and Gear by increasing their attributes or adding extra sandbox effects to them. Using the Centraforge is not for everyone, but for those who like depth, skill and a little bit of luck in their crafting that’s the feature for them.</span></p>
<p class="p4"><strong><span class="s1">Since players are free to do whatever they want in the game, do you worry that the lack of structure will leave some feeling bored?</span></strong></p>
<p class="p4"><span class="s1">Many players are self-driven within a sandbox especially when they start interacting with other members of the community. For players who prefer some guidance, <em>Boundless</em> includes an extensive range of objectives and feats. The objectives will gradually guide the player though everything the game has to offer. The feats track and reward milestones for all actions in the game.</span></p>
<p class="p4"><span class="s1">In additional to progressing their character there is also a prestige system built into building within the worlds. Prestige acts as a progression system for the Beacons and builds. It rewards building with hard to create blocks, sculpting and chiselling blocks, and also building with a variety of block colours harvested from remote Worlds. As players build up their prestige they can claim the title of Warden of their local Settlement. If that player’s Settlement is the most prestigious on a world, then it receives the status of World Capital and they receive the honour of becoming the world’s Viceroy.</span></p>
<p class="p4"><span class="s1">So hopefully there is always something for players to work towards.</span></p>
<p class="p4"><strong><span class="s1">What can you tell us about the combat system in the game?</span></strong></p>
<p class="p4"><span class="s1">Combat in <em>Boundless</em> is frenetic and exciting. The Creatures in the game have a variety of behaviours and attacks, and you have to keep on your toes to stay alive and take your enemies down. The skills you choose and the Gear you take determine what kind of role you want to play in combat. Do you want to be a ranged damage dealer, or a healing support character? Will you use bombs to take enemies down, or protect your friends as a tanking human shield? Whilst you can set yourself up as a lone hunter, you can also work in a group, and this becomes really rewarding when seeking out the Meteorites which fall periodically onto Worlds tearing open Portals which spew out waves of highly dangerous enemies. If you can survive the resulting combat, then the awesome bounty at the heart of the Meteorite can be extracted.</span></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2015/11/Boundless.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-249661" src="https://gamingbolt.com/wp-content/uploads/2015/11/Boundless.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2015/11/Boundless.jpg 620w, https://gamingbolt.com/wp-content/uploads/2015/11/Boundless-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"<span class="s1">The extent to which the game’s environment was sculpted by players is really impressive. We haven’t designed a single shop, building, or NPC, so to see huge cities spring up is amazing. You’ll find fully functioning transport hubs thanks to player-created portal networks, massive statues crafted block-by-block, and amazing houses. The in-game economy is really starting to flourish too, which is great to see.</span>"</p>
<p class="p4"><strong><span class="s1">What are some of the creative ways players have interacted with this game from what you’ve seen in the Early Access?</span></strong></p>
<p class="p4"><span class="s1">The extent to which the game’s environment was sculpted by players is really impressive. We haven’t designed a single shop, building, or NPC, so to see huge cities spring up is amazing. You’ll find fully functioning transport hubs thanks to player-created portal networks, massive statues crafted block-by-block, and amazing houses. The in-game economy is really starting to flourish too, which is great to see.</span></p>
<p class="p4"><span class="s1">One of the most creative things we’ve seen has to be the recently built theme park, which includes a ski jump and grapple assault course. We’ve seen floating fortresses, underground tunnel networks, and even a few houses changing hands for in-game currency. Not many games let you be anything from an architect, to a roller coaster designer, to an estate agent!</span></p>
<p class="p4"><strong><span class="s1">Does Boundless have PS4 Pro enhancements? What can players expect in terms of resolution and frame-rate if they are playing the game on PS4 Pro ?</span></strong></p>
<p class="p4"><span class="s1">Settlements in <em>Boundless</em> can become very complex filled with Beacons, Portals, Machines, Storage, Signs, Shops and other entities. The game engine takes full advantage of the PS4 Pro to keep the game at a consistent frame rate. However, this can be a real challenge, as the sandbox allows players to create vast complexity in local areas. The game engine works super hard to dynamically determine what should be presented so that players get all their local details whilst still remaining smooth and responsive.</span></p>
<p class="p4"><span class="s1">At the moment the game is limited to 30fps, upscaled to 4k, and uses higher resolution textures on PS4 Pro.</span></p>
<p class="p4"><strong><span class="s1">And how does the PS4 version turn out in terms of resolution and frame rate?</span></strong></p>
<p class="p4"><span class="s1">As an indie studio we’d love to be able to spend more time on extracting additional performance from the PS4 hardware. But as we optimise and improve the engine, we’ll also expand the sandbox in parallel. So hitting and maintaining a solid 30 fps will likely remain the target.</span></p>
<p class="p4"><strong><span class="s1">From a development perspective, how do you find the PS4 Pro to be? With so much GPU power, we are sure you must be doing some amazing things.</span></strong></p>
<p class="p4"><span class="s1">As the game supports cross-play between PS4 and PC players we strive to have feature parity between the 2 platforms. This means that we focus on the game as a whole rather than adding special features for a subset of platforms. The extra GPU power is definitely a plus, and the engine scales to take advantage of it &#8211; but there is nothing unique to the PS4 Pro.</span></p>
<p class="p4"><strong><span class="s1">Is there a specific reason why the game is not coming on Xbox One and Switch?</span></strong></p>
<p class="p4"><span class="s1">As part of our relationship with PlayStation there is a console exclusivity period. This was announced at the Paris Games Week reveal in 2016. We’re definitely thinking about Xbox One and Switch for the future.</span></p>
<p class="p4"><strong><span class="s1">Next gen is coming sooner or later. From a development perspective, what is your biggest expectation from PS5 and Xbox Scarlett?</span></strong></p>
<p class="p4"><span class="s1">We’re expecting an evolution of the architecture rather than a revolution. Expect double the number of cores and threads, double the memory, and a modern GPU. The improvement we really hope for is a significantly faster storage device. <em>Boundless</em> needs to pull down a lot of dynamic data about the state of the persistent worlds and we cache this locally. But the local hard disk is really slow and can cause bottlenecks when requesting and generating the Worlds.</span></p>
<p class="p4"><span class="s1">In <em>Boundless</em> we’d love to be able to open and render many more Portals at once. The engine already supports this on high end PCs, but the hardware is a real limiter at the moment. It’s exciting to imagine how far we can take <em>Boundless</em> with a new set of tools.</span></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2015/11/Boundless1.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-249662" src="https://gamingbolt.com/wp-content/uploads/2015/11/Boundless1.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2015/11/Boundless1.jpg 620w, https://gamingbolt.com/wp-content/uploads/2015/11/Boundless1-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"<span class="s1">As a team we’re opposed to loot boxes in games and believe that microtransactions should complement fair gameplay, rather than drive gameplay.</span>"</p>
<p class="p4"><strong><span class="s1">What is your take on the ongoing drama of loot boxes and microtransactions?</span></strong></p>
<p class="p4"><span class="s1">As a team we’re opposed to loot boxes in games and believe that microtransactions should complement fair gameplay, rather than drive gameplay.</span></p>
<p class="p4"><span class="s1"><em>Boundless</em> only contains a predetermined set of rewards for all players. There are no loot boxes in <em>Boundless</em>.</span></p>
<p class="p4"><span class="s1"><em>Boundless</em> is supported by a set of totally optional microtransactions, but we’ve worked super hard to make sure that they have limited direct effect on gameplay.</span></p>
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		<title>Boundless Dev On PS5 and Xbox Scarlett &#8211; Expect An Evolution of Architecture, Not A Revolution</title>
		<link>https://gamingbolt.com/boundless-dev-on-ps5-and-xbox-scarlett-expect-an-evolution-of-architecture-not-a-revolution</link>
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		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Wed, 17 Oct 2018 15:08:44 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[boundless]]></category>
		<category><![CDATA[Microsoft]]></category>
		<category><![CDATA[next xbox]]></category>
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		<category><![CDATA[Xbox One]]></category>
		<category><![CDATA[Xbox Scarlett]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=367825</guid>

					<description><![CDATA["We’re expecting an evolution of the architecture rather than a revolution," says the CEO of Wonderstruck.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2018/09/ss_dae6b50f952919e621c9520b2d9b5e79960cd446.1920x1080.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-362698" src="https://gamingbolt.com/wp-content/uploads/2018/09/ss_dae6b50f952919e621c9520b2d9b5e79960cd446.1920x1080.jpg" alt="Boundless" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2018/09/ss_dae6b50f952919e621c9520b2d9b5e79960cd446.1920x1080.jpg 620w, https://gamingbolt.com/wp-content/uploads/2018/09/ss_dae6b50f952919e621c9520b2d9b5e79960cd446.1920x1080-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>Up until a few years ago, the general expectations from the onset of a new generation of consoles were quite high. Next gen consoles usually brought about radically different technologies and architectures that set them completely apart from anything else that had come before, either in terms of tech, or in terms of new ways to play. In recent years, though, with the PS4 and the Xbox One in particular, that trend has changed, and we&#8217;re now seeing consoles that are iterating on and evolving past technologies rather than bringing something completely new to the table.</p>
<p>According to James Austin, CEO of Wonderstruck, the studio that made the recently released open world sandbox title <em>Boundless</em>, we can expect that to continue with the PS5 and the Xbox Scarlett (or whatever Microsoft chooses to call it). We recently conducted an interview with Austin, and spoke about <em>Boundless </em>quite a bit, before moving on to different topics. As part of the conversation, we asked Austin what his expectations from next-gen consoles were, and he said that we should probably expect the PS5 and the next Xbox to improve and build upon the architectures of their predecessors.</p>
<p>&#8220;We’re expecting an evolution of the architecture rather than a revolution,&#8221; said Austin. &#8220;Expect double the number of cores and threads, double the memory, and a modern GPU. The improvement we really hope for is a significantly faster storage device. <em>Boundless</em> needs to pull down a lot of dynamic data about the state of the persistent worlds and we cache this locally. But the local hard disk is really slow and can cause bottlenecks when requesting and generating the Worlds.&#8221;</p>
<p>&#8220;In <em>Boundless</em> we’d love to be able to open and render many more Portals at once,&#8221; he continued. &#8220;The engine already supports this on high end PCs, but the hardware is a real limiter at the moment. It’s exciting to imagine how far we can take <em>Boundless</em> with a new set of tools.&#8221;</p>
<p>More than most other genres, sandbox titles that rely on an open world setting would benefit heavily from consoles that double down on what current hardware is already doing. After all, the PS4 and the Xbox One have enabled developers to do some great things with open world games, which is reflected in the massive explosion of popularity the genre has seen over the last few years.</p>
<p><em>Boundless </em>is currently available on PC, PS4, and Mac. You can read our review of the game <a href="https://gamingbolt.com/boundless-review-and-the-worlds-will-be-as-one">through here</a>. Also stay tuned to GamingBolt, our full interview with Austin will be going live soon.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">367825</post-id>	</item>
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		<title>Boundless Review &#8211; And the Worlds Will Be as One</title>
		<link>https://gamingbolt.com/boundless-review-and-the-worlds-will-be-as-one</link>
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		<dc:creator><![CDATA[Corey Gavaza]]></dc:creator>
		<pubDate>Fri, 21 Sep 2018 17:43:48 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[boundless]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[wonderstruck games]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=362596</guid>

					<description><![CDATA[A fun MMO take on the survival crafting genre that brings a few new ideas to the table.]]></description>
										<content:encoded><![CDATA[<p style="text-align: left;"><span class="bigchar">T</span>hey say that imitation is the most sincere form of flattery. In video gaming, being too similar to another game can be a stigma, but it’s also a way to build on old ideas and expand a genre. When one looks at <em>Boundless</em>, thoughts of <em>Minecraft</em> and <em>No Man’s Sky</em> can come to mind. The question is whether or not this this title is an homage or a derivative copy. After spending a good amount of time with it, I can safely say that while this won’t convert anyone who can’t stand this type of game, it does bring some new ideas to the table for fans of the genre.</p>
<p style="text-align: left;">Developed by Wonderstruck, <em>Boundless</em> has been in Early Access development ever since November 2014. After being known as Oort Online for quite a while, the title was changed to the much better <em>Boundless</em> in October of 2015. After announcing its backing by Sony, it was also revealed that PC players and PS4 players would be able to play together. That feature made it to the final release and is a welcome addition considering the stance Sony has had on cross-platform play recently.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2018/09/ss_dae6b50f952919e621c9520b2d9b5e79960cd446.1920x1080.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-362698" src="https://gamingbolt.com/wp-content/uploads/2018/09/ss_dae6b50f952919e621c9520b2d9b5e79960cd446.1920x1080.jpg" alt="Boundless" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2018/09/ss_dae6b50f952919e621c9520b2d9b5e79960cd446.1920x1080.jpg 620w, https://gamingbolt.com/wp-content/uploads/2018/09/ss_dae6b50f952919e621c9520b2d9b5e79960cd446.1920x1080-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"<em>Boundless</em> is one of those games that I classify as a “wiki game.” Like <em>Minecraft</em>, there are a lot of systems and combinations of items present in the game that a new player would have no idea how to access."</p>
<p style="text-align: left;">The title immediately drops you into a basic character creator, after which you grab a totem, pick a point on a planet, and get to work doing whatever you want. There are options available for players to play however they want. You can easily become a hermit on a mountain top, crafting and hunting for yourself but you can just as easily become a trader who brings valuable goods to market and sells them to other players. This makes the world feel a lot more organic and helps to differentiate itself from the pack of open-world survival crafting games. Although, if I can say one thing: when you first start out, be sure to pick a hostile planet. I played most of my time on a passive planet where no animals attack you on sight and it always felt like the world was a little empty. But once I went over to the more aggressive world, it immediately felt more like a more natural, lived-in place. It’s good that the game gives you the option, I would just strongly recommend the more aggressive one.</p>
<p style="text-align: left;"><em>Boundless</em> is one of those games that I classify as a “wiki game.” Like <em>Minecraft</em>, there are a lot of systems and combinations of items present in the game that a new player would have no idea how to access. However, <em>Boundless</em> does help you out with messages that ease you in as you get used to everything the game has to offer. Instead of just throwing you into this sandbox, you are also given objectives to show new players what’s important to do in this title. You’re even given a steady drip-feed of rewards as you accomplish tasks. This is incredibly helpful for first-time players and even more experienced players who just want something to work towards.</p>
<p style="text-align: left;">To get one thing straight, <em>Boundless</em> has an inspired technical art direction. If you’re sick of other voxel-based games feeling so static and boxy, <em>Boundless</em> has something to show you. The world you get dropped in is incredibly vast but the little details feel like they don’t repeat very often. Of course, you’ll see trees and mountains, but they often look just different enough that it doesn’t look copy and pasted. In this title, vegetation stretches out of the boxes that everything else is held within. And nature oftentimes doesn’t fill a complete box, utilizing corners and tetrahedrons in an organic way that doesn’t make everything look like a Lego.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2018/09/ss_21920825b920480f7ff98174a71a824240c95f07.1920x1080.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-362697" src="https://gamingbolt.com/wp-content/uploads/2018/09/ss_21920825b920480f7ff98174a71a824240c95f07.1920x1080.jpg" alt="Boundless" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2018/09/ss_21920825b920480f7ff98174a71a824240c95f07.1920x1080.jpg 620w, https://gamingbolt.com/wp-content/uploads/2018/09/ss_21920825b920480f7ff98174a71a824240c95f07.1920x1080-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"As far as gameplay goes, everything should be familiar to anyone who’s dipped their toes into <em>Minecraft</em> before."</p>
<p style="text-align: left;">However, the water is the one sticking point with the game’s art style. It seems to just reflect the sky. During night-time, this is absolutely breath-taking with the reflections of other worlds lighting up the water. However, during the day, it can look a little off, like the world never loaded in any texture for the water. The game also struggles a bit when it comes to rendering things off in the distance. Up close, things look great. However, looking over the horizon can have you seeing vistas that are less defined and the game can at times struggle with draw distance.</p>
<p style="text-align: left;">The aesthetic of <em>Boundless</em> is sublime. Every living thing in the game has this Playmobil plastic look to it. It’s a unique look and it compliments the environment quite well. During weather changes is when the game really shines. Watching the rain fall against a pink-hued sky can really put you in a relaxed mood. And night time especially is beautiful. The music that sporadically plays during your time in <em>Boundless</em> is great. I didn’t notice all the triggers that procked the music to start, but it would generally always start around nighttime. Unlike the more electric ambiance of its contemporaries, <em>Boundless</em> goes the more organic route with plenty of relaxed piano and violin. It gives the game a unique feel and just sounds good on its own as well.</p>
<p style="text-align: left;">As far as gameplay goes, everything should be familiar to anyone who’s dipped their toes into <em>Minecraft</em> before. However, there are enough things here to placate crafting veterans. In <em>Boundless</em>, you can assign tools, blocks, food, and more to each hand separately. This allows for much more convenient play. You can hold a torch in one hand while you go mining away in a deep cave. You can use a shovel to cultivate your land while you plant seeds with your off hand. It’s a great feature. There are also warp conduits you can create. Your world is not the only world in <em>Boundless</em>.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2018/09/ss_3c8f560d14f91244a239990ca31604a7920e3105.1920x1080.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-362696" src="https://gamingbolt.com/wp-content/uploads/2018/09/ss_3c8f560d14f91244a239990ca31604a7920e3105.1920x1080.jpg" alt="Boundless" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2018/09/ss_3c8f560d14f91244a239990ca31604a7920e3105.1920x1080.jpg 620w, https://gamingbolt.com/wp-content/uploads/2018/09/ss_3c8f560d14f91244a239990ca31604a7920e3105.1920x1080-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"The game is always-online, there are no pauses in-game, and other players will be present during your stay."</p>
<p style="text-align: left;">You’ll see these planets in the sky at night and you can even go to them, provided you get the right equipment. Once you obtain some mid-game items and learn how to utilize the “Spark” power source, you can place waypoints on other worlds and create portals to those worlds. These worlds can be completely different from yours, with different biomes and different flora. The sense of exploration and scale is one of Boundless’ greatest strengths.</p>
<p style="text-align: left;"><em>Boundless</em> is also an MMO and comes with all those wrappings. The game is always-online, there are no pauses in-game, and other players will be present during your stay. This works perfectly with one of the main mechanics of the game: Beacons. In this game, you have to stake your land and claim it as your own. So when you find a nice plot of land, you have to literally plot it so no one else can come in and alter your home.</p>
<p style="text-align: left;">This helps <em>Boundless</em> from becoming a wildland of looters and arsonists but it also gives you ownership of an area. When you put down a beacon to claim your land, there is a counter that begins to tick down. Until the timer is up, this land can only be touched by you or anyone else with permission. The timer is pretty lenient too; when I put down my first beacon, it gave me four weeks and some change. That’s not going to run out any time soon, but if I don’t keep up with it during my four weeks, all my stuff can be taken. It’s a good incentive to keep players coming back.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2018/09/ss_2ff973eaa8fedcc1324972ee684ab821d31bb41e.1920x1080.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-362695" src="https://gamingbolt.com/wp-content/uploads/2018/09/ss_2ff973eaa8fedcc1324972ee684ab821d31bb41e.1920x1080.jpg" alt="Boundless" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2018/09/ss_2ff973eaa8fedcc1324972ee684ab821d31bb41e.1920x1080.jpg 620w, https://gamingbolt.com/wp-content/uploads/2018/09/ss_2ff973eaa8fedcc1324972ee684ab821d31bb41e.1920x1080-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"There’s beauty and creativity in this title and you can tell playing it that a lot of love went into its creation."</p>
<p style="text-align: left;">The players in game lend <em>Boundless</em> a sense of life. In my time, I saw many people, all going about doing their own thing. Some were chopping down trees, some were trading with one another, there was one that was decorating his house. You can go up and interact with any of these folk and they can even take you into their home and allow you to use any of their equipment. Or they can charge for the pleasure. It’s really up to the individual and there’s a lot of freedom afforded to players. There is even a chat box that you can use to communicate. It’s not exactly ideal for console players who have to use the PS4’s typing UI, but it’s here anyway.</p>
<p style="text-align: left;"><em>Boundless</em> ran pretty well but I did end up running into some hiccups. Some networking issues had me rubber-banding back and forth, almost drowning me while I was mining for copper. There were also some graphical and lighting issues while I was trying to create an underwater passageway in my house. Once I drained all the water out of my passageway, I would still see the reflection of the sky where the water level once was. And placing a torch had the light source actually spawn off the torch several blocks away. You can also tell that this game was made with PC in mind. The UI for the PS4 version isn’t bad so to speak, but it is probably less stream-lined than it should be. There are also menus containing submenus that you can get lost in trying to find out how to buy more plots.</p>
<p style="text-align: left;">At the end of the day, <em>Boundless</em> is a good game. There’s beauty and creativity in this title and you can tell playing it that a lot of love went into its creation. This game can easily sink its hooks into any fan of the crafting genre and keep them there for a couple dozen hours. Though it isn’t perfect, the ideas and the the aesthetic of <em>Boundless</em> is enough to make you work through the rough patches just to get to the reward at the end.</p>
<p><span style="color: #ff6600;"><strong><em>This game was reviewed on the PlayStation 4.</em></strong></span></p>
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		<title>Boundless Is Launching This September, Will Feature PC/PS4 Cross-Play</title>
		<link>https://gamingbolt.com/boundless-is-launching-this-september-will-feature-pc-ps4-cross-play</link>
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		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Tue, 24 Jul 2018 15:16:12 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[boundless]]></category>
		<category><![CDATA[pc]]></category>
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		<category><![CDATA[Square Enix]]></category>
		<category><![CDATA[wonderstruck games]]></category>
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					<description><![CDATA[A new trailer for the game has also been released.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2017/11/Boundless.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-313670" src="https://gamingbolt.com/wp-content/uploads/2017/11/Boundless.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2017/11/Boundless.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2017/11/Boundless-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2017/11/Boundless-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2017/11/Boundless-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p><em>Boundless, </em>the sandbox shared-world MMO which has been in Early Access on Steam since November of 2014, now has a concrete release date. The game will be launching on September 11 for both, PC and PS4, the developers have announced through a new video (which you can take a look at below).</p>
<p>The most notable piece of new information, though, is the fact that both the versions of the game will allow cross-platform play with one another. According to the developers of <em>Boundless</em>, the entire playerbase doing anything and everything in a single, shared game world is what gives their actions so much weight and meaning, and as such, having cross-play in the game was something they felt was necessary.</p>
<p>&#8220;Throughout its Early Access run, we’ve watched players flourish within <em>Boundless’</em> evolving universe,&#8221; said James Austin, Wonderstruck Games&#8217; director. &#8220;Now, with our full launch in September, we’re excited to see where they take the full game – especially given that PC and PS4 gamers will all be operating within the same space, crafting and creating with each other within the same worlds.&#8221;</p>
<p>Phil Elliot, who is the director of indie publishing at Square Enix (who will be handling the game&#8217;s PC release), chimed in as well. &#8220;For a game like <em>Boundless</em>, which relies on the community to create a constantly evolving universe, allowing every player, in every region, on every platform, to play together was always vital,&#8221; he said. &#8220;Because one of the really important, unique aspects of <em>Boundless</em> is that – whichever path you choose within the game, and whichever role you play – you do it in a single, unsharded universe in full view of the entire player-base. Which means that your actions have real meaning.&#8221;</p>
<p>Of course, this isn&#8217;t the first time Sony has allowed a PlayStation 4 game to feature cross-play compatibility with that game&#8217;s PC version. Though their stance on allowing <a href="https://gamingbolt.com/microsoft-and-nintendo-go-for-sonys-juggular-with-new-cross-platform-play-ad-for-minecraft">cross-play with Switch and Xbox</a> has been <a href="https://gamingbolt.com/fallout-76-wont-have-complete-cross-play-support-because-sony-hasnt-been-very-helpful">nothing short of regressive</a>, they <em>have </em>allowed cross-play with PC versions of games in the past, such as <em>Rocket League, Fortnite </em>(which allows cross-play with the game&#8217;s iOS version as well), and <em>Final Fantasy 14</em>.</p>
<p><iframe loading="lazy" title="Boundless - Launch Date Announcement [PEGI]" width="500" height="281" src="https://www.youtube.com/embed/5a2L6teTG6E?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
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