"The size of the world doesn't matter as much as what you put in it."Sandbox and Open World, while used interchangeably, describe two specific types of gameplay within the genre. Both however, allow the player to roam freely in a massive world with considerable freedom in how and when to approach objectives. The genre, more than any other, has to juggle:
- World size against player travel time and quest/mission availability.
- Maintaining player engagement and desire/need to explore.
- Immersion in the setting and the belief that the world is "alive"; that it operates regardless if the player is present or not and will continue to do so.
- Side content that adds value to the main plot, worldbuilding, and player experience.
- Some degree of mystery, intrigue, dynamic encounters or activities that make sense for the world they occur in.
Because these worlds are massive, time consuming, and potentially marked with filler quests, the term "Open World Fatigue" has come into use to describe player exhaustion in the genre.
Sub-themes
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Sandbox |
Similar to a physical sandbox, the user is entertained by his or her ability to do as they wish creatively with "no right or wrong" way of playing the game. Some restrictions generally exist, either from the game environment, technical limitations, or in-game limitations. A large number of tools, abilities, and the freedom to experiment with them in creative ways is given to the player. The player is expected to invent their own fun with whats provided or try out new ways of playing within the playspace (game world) they have been given. |
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Open world |
Features a more focused large world with a prominent story and characters. Gameplay tends to be structured, giving the player fewer creative options than a sandbox game in how they build/play their character or approach the environment. Everything is relatively defined; generally there is little to no room for the player to invent new ways of playing. |
Example:
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Overworld |
A collection of interconnected "open" areas, usually towns, wilderness, or other locations. The player is sometimes able to travel on the world map, or uses the world map to select their next location. When the player enters one of the locations, the world map display may remain on the screen, be replaced by the local geography, or be hidden until the party exits the location. |
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Microbadge:
VGG: Sandbox genre fan
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