Strec
Active Member
- Feb 20, 2018
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Not really. What you say may be a consequence of the gameplay choices offered by the developers but does not define a sandbox.That's what sandboxing is: you grind up your stats, over in-game months/years and in-real life days.
A sandbox is above all, but not only, defined by the multitude of choices offered and allowing a multitude of different gameplay. This is what also allows a great replayability of the same game.
For example, to stay in the field of classic games, let's take the example of 2 games allowing you to play a character focused on pure combat and another on stealth, in a context where you have to enter a castle to recover an object.
One can very well imagine a game where the two characters are from the creation at the maximum of their capacity and another where one must first train a long time before obtaining the necessary capacity allowing to overcome the obstacles.
In the first case the game, without grind, will have 1h of playability and in the second case the same game will have 10h of playability, with a lot of grind.
Obviously this example is very basic and simplistic, a real sandbox will be much more elaborated, but the idea is there, clearly it's not the grind that defines a sandbox but the number of choices.
The grind has 2 interests:
- To give the impression to the player that his character evolves through the work he does on it.
- Extend the life of the game, which is purely commercial.
If we go back to Skyrim for example, the game is the same whether you cheat on your attributes at the start or if you start with a normal character, the difference is in the time it will take you to finish the game, if you finish it.
In MoR we can very well imagine a character based on skill and strength, performing tasks himself, or a character based on intelligence and charisma, manipulating others to achieve the same objective, power.
In any case in theory, for the moment only one of the two choices is effective but the game is not over and it can improve.