Newts, we can strike this one up to something i agree with you on.
Shocking i know![]()
Holy **** I didn't think I'd see that day


It could be the start of a beautiful and agreeable friendship

Newts, we can strike this one up to something i agree with you on.
Shocking i know![]()
Here's a few of the issues as I see them:
-"what is the point?" - it is difficult to market something which has no real objective, and by market I'm including stuff like getting positive reviews in the press
-Giving players too much freedom gives much more potential to expose flaws in the game design (engine, continuity, performance etc). Make things too open ended and you might make it too easy for a player to have a very boring / flawed / pained experience (e.g. something unexpected happens that makes 'progress' (however you want to define that) very difficult)
-It is difficult to know where to focus development effort, or rather, feel like you are getting good value from it. With linear games, you can focus on making that linear path an incredible, atmospheric experience with high production values. With a sandbox game, you could spend days developing something that 99% of players will never get to appreciate. This in my opinion is one of the main reasons why even seemingly 'open world' RPGs always have more focus on the primary quest arcs.
What about Skyrim? That is sandbox and AAA title?
That isn't true, Minecraft is a perfect example.
Thats true, but if you are a keen dev, you can just fix the exploits as soon as they are discovered. You could maybe offer in game rewards to people who find exploits and send them into devs?