- Apr 18, 2021
- 370
- 788
TLDR most sandbox games aren't properly filled with content and devs introduce grind to fill that empty space. This is especially true of Korean MMO RPGS. Some games avoid this, like Skyrim, but have big development budgets. Games like Corruption of Champions 2 can get really grindy and repetitive because there isn't true narrative to fill all the world they have made.I hate to argue semantics, but most Korean MMORPGS are not sandbox games and sometimes do have big budgets. It's arguable whether Skyrim is truly a sandbox game or not; personally, I think it's an open-world adventure game with RPG elements. I don't agree with this assessment about the need for a high budget since many actual sandbox games are made by small indie devs. For example, Rimworld and Terraria are sandbox games made by very few devs on a low budget. 7 Days to Die originally had a small budget too. The sandbox games I'm looking for don't need a huge budget, at least at the beginning, unlike AAA 3D realistic FPS or a MMO.
CoC2 is probably a good example of a sandbox RPG, but its setting didn't draw me in, so I don't really know. I may try again later, but I'm not looking for a text-based RPG at the moment.
Again, the whole problem with "sandbox" games on this site is that they're mislabeled so people have no idea about the gameplay. More often than not, it's the exact opposite of sandbox, with a very linear story and no procedural or user generated content. If you're looking for "content" like in plot-driven game, then we're not talking about the same type of "sandbox" where the content is emergent and structured differently.
Yeah, that's the main problem. It's great that you actually named some real sandbox games. Perhaps someone can explain this to me, but it seems like it wouldn't be much harder to create some of the "text-based" open RPGs with basic graphics like in CDDA. I think it stems from the development by template issue where most open-ended RPGs on this site are made in a similar format with the same dev tools like HTML sugarcube and interfaces like that. Like I said earlier, this is both good and bad since it helps minimize technical problems but also leads to many games playing the exact same way even if their setting and stories are very different. Matter of fact, I like some of these games, so I have no issue with developing this way; it's just hard to find gameplay that isn't like this.
I'm pretty sure the type of games I'm looking for are already somewhere on this site, but I keep finding games with very linear paths. I really think it's an issue with the "sandbox" tag rather than development being inherently more difficult or costly. Furthermore, I don't think people dislike sandbox games in general, it's just some players dislike the common development template that gets labeled as "sandbox" on this site.
If you want a good sandbox, you need to spend a lot of time(money) filling it with content. Otherwise they are bad.