I could have sworn there was quite a bit of talk at one point about how this game is supposed to have a lot of sandbox qualities to it. Where? Everything announced so far is all generic themepark fare really: dual faction, holy trinity combat, 40 man raids, same questing as ever made even more generic with the "130 characters or less quest text", instanced housing, level cap 50, instanced dungeons and pvp battlegrounds, etc. yes the path system sounds interesting but it kind of just sounds like a small spin on adventuring like rift's rifts. And the fact that you can only choose 1 path and experience the content of that one path on your character narrows the gameplay options even further. Maybe I've missed some info somewhere? How is this game sandboxy in any way?
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Don't think enough information is out on the game to say much on the sandbox features/qualities. I heard people saying there is all sorts of information we don't know yet (from testers who know I guess).
Maybe the path route of Settler (almost no information released on) and the seamless world are hints at such features. Different crafting too, no real information there either.
Hopefully in 2 weeks time we'll have a bunch more to look over information wise.
From the devs:
Here is a quick summary of elements we combine to hunt down the "sweet spot" between sandbox and directed gaming:
Directed gameplay:There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein
"Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre
o.O Some of the sandbox elements are themepark elements actually, dynamic events are in Guild Wars 2, Layered content is in World of Warcraft and th Ecology side sounds interesting and familiar to anyone who knew Ultima Online's beta (they had a similar idea) but it's likely not gonna see a full launch or even launch as a feature because it's gonna have Ultima Online's issue: Players decimate the ecology faster than it can regenerate so you'll never get to see the creatures interact or even get hungry for that matter.
Direct gamplay is straight themepark, no need to go there.
Yeah, it does seem like they are going with a very liberal definition of sandbox and considering content that isn't specifically on rails to be sandbox. I'm not really seeing sandboxy stuff in that that list either.
There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein
"Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre
Sorry as far as I can tell and I have been following this game for ahwile now is that it never built itself up as a sanbox MMO. Do you have any link that may show that WS was spose to be sandbox?
Thing is, no game developer will come out and say "Our game will be a themepark".
Scroll up?
There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein
"Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre
Agreed, world housing in my opinion detracts from the natural zone design.
With open world FFA pvp it makes sense
-subscribes to the following image's school of thought-