Drawing a line in the sand(box)

The defining factor that differentiates a sandbox from a themepark is an end goal. Wait, Fallout games are considered sandboxes aren’t they? Okay, so the defining factor that differentiates a sandbox from a themepark MMO is and end goal. Different rules for different genres, I am on board with that, and it makes sense to apply them as such. So, if we proceed with that being the line upon which genre-specific titles fall, then we have a clear definition and understanding of what to expect.

Except things are never that simple.

In the typical sandbox, you set out with a decision of “what do I want to DO?”. Pick a vocation of sorts, or just a type of gameplay, and you can go have at it. Want to be a space tailor? Have at it! Want to be a bar-room dancer? You can still do it, but not as well as you used to. Build ships and sail the open seas, braving the ocean depths with each league? I think you can do that, in a limited fashion at least.  You can play a pirate (space or sea), a trader, a craftsman, a bar owner, an entertainer, a warrior, an assassin, a leader, a manager, an economist, or even a farmer in some games. The goal behind the sandbox is to provide you options of how to play in the world. In themeparks your options are more limited, or sometimes it’s the world that’s limited. What happens when a themepark becomes astoundingly huge, and your options of what you want to play are exhaustive?

This is the question I’ve been bouncing around in my skull for the past couple weeks, and I haven’t really come up with a clear answer.

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