Follow TV Tropes

Following

History Main / QuicksandBox

Go To

OR

Is there an issue? Send a MessageReason:
None


* Capcom's famed Keiji Inafune suggested that the effect of this Trope, combined with the Japanese desire to be guided, explains the relative lack of success that WideOpenSandbox titles have had in Japan. There was mention of Western attitudes towards free-roaming gameplay being similar to going deer hunting and bagging a bear instead. [[note]]''GTA'' on the PC does have some popularity with Japanese [[GameMod modders]]. Apparently the sandbox isn't so bad if you can make it look like the gamer's favorite anime. [[VideoGameCrueltyPotential Or least favorite.]] [[http://www.japanprobe.com/2007/09/24/gta-crazy-anime-mod/ Nothing like the scent of dead Pikachu in the morning]].[[/note]]

to:

* Capcom's famed Keiji Inafune suggested that the effect of this Trope, combined with the Japanese desire to be guided, explains the relative lack of success that WideOpenSandbox titles have had in Japan. There was mention of Western attitudes towards free-roaming gameplay being similar to going deer hunting and bagging a bear instead. [[note]]''GTA'' on the PC does have some popularity with Japanese [[GameMod modders]]. Apparently the sandbox isn't so bad if you can make it look like the gamer's favorite anime. [[VideoGameCrueltyPotential Or least favorite.]] favorite:]] [[http://www.japanprobe.com/2007/09/24/gta-crazy-anime-mod/ Nothing like the scent of dead Pikachu in the morning]]. ''VideoGame/{{Skyrim}}'' is also popular.[[/note]]
Is there an issue? Send a MessageReason:
None


''"[[NoodleImplements I've got a brass key, an amulet, two plasma couplers marked #1 and #17-b, a map of a cattery, a codephrase, piranha treats, the second half of a warning for 'Kevin,' and]]'' ''[[PrecisionFStrike no fucking idea.]]"''

to:

''"[[NoodleImplements I've got a brass key, an amulet, two plasma couplers marked #1 and #17-b, a map of a cattery, a codephrase, piranha treats, the second half of a warning for 'Kevin,' and]]'' ''[[PrecisionFStrike and no fucking idea.]]"''
Is there an issue? Send a MessageReason:
None


* Derek Smart's ''Universal Combat'' is this trope to its extreme. In an amazing example of why it's important that Main/SciFiWritersHaveNoSenseOfScale, this PC game gives the player a subluminal spacecraft and a whole galaxy to explore with, only allowing thankfully instant superluminal speed between individual solar systems. There is truly a massive universe out there. Too bad no one alive has the patience to see much of it.
Is there an issue? Send a MessageReason:
None



to:

* Earlier incarnations of ''A Tale in the Desert'' were much like this. You were plonked down next to some schools in a ''vast'' world, told to grab some flax and to build a few materials to get started - and then you were left wondering what to do next. Research crossbreeding? Build art? Take over the world? Yeah.
Is there an issue? Send a MessageReason:
None


* ''Videogame/KerbalSpaceProgram''. You have all the spacecraft and rocket parts you might need, all the eager pilots you may require to test them out, [[SurpriseDifficulty an unexpectedly realistic physics engine]] and an entire solar system. Everything else? Up to you.

to:

* ''Videogame/KerbalSpaceProgram''. You have all the spacecraft and rocket parts you might need, all the eager pilots you may require to test them out, [[SurpriseDifficulty an unexpectedly realistic physics engine]] and an entire solar system. Everything else? Up to you. \n One of the stated goals for the game's work-in-progress Career Mode (and the TechTree in particular) is to mitigate this by gradually and logically introducing new parts to the player as they progress.

Changed: 122

Removed: 122

Is there an issue? Send a MessageReason:
None


* Contrary to the PennyArcade page image, ''VideoGame/MassEffect1'' averts this problem for the most part. You go through a few training missions before getting the [[CoolSpaceship Normandy]] to freely fly around the universe, only to be restricted to one ship/planet/asteroid to explore within each star system. Story progression is rather straightforward, despite you being able to play a trio of core missions in whatever order you wish, and a clear goal in mind. In addition, all active missions are logged in the pause menu -- even separated to required and optional missions -- so you never have to wonder what you're supposed to be doing.
** ''VideoGame/MassEffect2'' has more missions to do and has a wider scope of freedom, but it's still linear, nonetheless.

to:

* Contrary to the PennyArcade page image, ''VideoGame/MassEffect1'' averts this problem for the most part. You go through a few training missions before getting the [[CoolSpaceship Normandy]] to freely fly around the universe, only to be restricted to one ship/planet/asteroid to explore within each star system. Story progression is rather straightforward, despite you being able to play a trio of core missions in whatever order you wish, and a clear goal in mind. In addition, all active missions are logged in the pause menu -- even separated to required and optional missions -- so you never have to wonder what you're supposed to be doing.
**
doing. ''VideoGame/MassEffect2'' has is also an aversion in spite of more missions to do and has a wider scope of freedom, but it's freedom. It's still linear, nonetheless.linear.

Added: 599

Changed: 1802

Is there an issue? Send a MessageReason:
None


* ''VideoGame/TheElderScrollsIIIMorrowind'': The island the game plays on is ''huge'', it takes almost 45 minutes to walk from one end to the other. In the tutorial you learn in five minutes how to use the controls, then the game kicks you out of the door, hands you a couple of coins and basically says: "Here, this is the world. Have fun". You only get some hints of where to go for the next story mission, aside from that the game itself doesn't help you ONE bit (well, unless you pay a basic degree of attention, since you're given a name, a city, a place ''in'' that city to ask about that name ''and'' two separate instructions on how to get information on how to get to the city). It's incredibly easy to get lost.
** The world of ''Morrowind'' may be large compared to other, non-Elder Scrolls games, but according to one of the game's programmers, it's literally only about 0.01% of the area covered in the previous title in the series, ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]''. You are told to use quick-travel to Daggerfall and the game basically leaves you alone. Given how big the world is - its' ''very'' easy to get lost. If you follow Daggerfall's main quest, you explore maybe a dozen towns and dungeons. The rest of the ''15,000'' locations are optional. Morrowind's main quest brings you through most of the island.
* ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]''. There's nothing stopping you from exploring all of Skyrim, other than a "Go meet my sister/uncle in Riverwood" spoken by the person you help at the end of the tutorial dungeon. On the one hand, the world is huge (compared to other [=RPGs=]) and incredibly detailed, with dozens upon dozens of quests. On the other, nearly all the quests are neatly catalogued in your pause menu with reminders of what you're doing and geographic markers to where the next objective is located, and each individual quest can activated or deactivated from that menu.

to:

* ''VideoGame/TheElderScrollsIIIMorrowind'': The island the game plays on is ''huge'', it takes almost 45 minutes to walk from one end to the other. In the tutorial you learn in five minutes how to use the controls, then the game kicks you out Common ''The Elder Scrolls'' series of the door, hands you a couple of coins and basically says: "Here, this is the world. Have fun". You only get some hints of where to go for the next story mission, aside from that the game itself doesn't help you ONE bit (well, unless you pay a basic degree of attention, since you're given a name, a city, a place ''in'' that city to ask about that name ''and'' two separate instructions on how to get information on how to get to the city). It's incredibly easy to get lost.
games:
** ''VideoGame/TheElderScrollsIIDaggerfall'': The world of ''Morrowind'' may be large compared to other, non-Elder Scrolls games, but according to one of the game's programmers, it's literally only about 0.01% of the area covered in the previous title in the series, ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]''.is enormous. You are told to use quick-travel to Daggerfall and the game basically leaves you alone. Given how big the world is - its' ''very'' easy to get lost. If you follow Daggerfall's main quest, you explore maybe a dozen towns and dungeons. The rest of the ''15,000'' locations are optional. Morrowind's main quest brings
** ''VideoGame/TheElderScrollsIIIMorrowind'': The island the game plays on is huge, and it takes almost 45 minutes to walk from one end to the other. In the tutorial
you through most learn in five minutes how to use the controls, then the game kicks you out of the island.
*
door, hands you a couple of coins and basically says: "Here, this is the world. Have fun". You only get some hints of where to go for the next story mission. The game also doesn't do much hand-holding in your quest log, forcing you to remember people and places from quests you might have received weeks ago in real time.
**
''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]''. There's nothing stopping you from exploring all of Skyrim, other than a "Go meet my sister/uncle in Riverwood" spoken by the person you help at the end of the tutorial dungeon. On the one hand, the world is huge (compared to other [=RPGs=]) and incredibly detailed, with dozens upon dozens of quests. On the other, nearly all the quests are neatly catalogued in your pause menu with reminders of what you're doing and geographic markers to where the next objective is located, and each individual quest can activated or deactivated from that menu.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/{{Castlevania}} CircleOfTheMoon''. The game starts off by dropping you into Dracula's Castle; and not telling the player where to go. The hints you get are few and far in between, and even then they just give you a broad goal.
** ''AriaOfSorrow'' takes a step to avert this trope by having a screen where you can consult a character who gives you a hint on what you can probably do next.

to:

* ''VideoGame/{{Castlevania}} CircleOfTheMoon''.''VideoGame/CastlevaniaCircleOfTheMoon''. The game starts off by dropping you into Dracula's Castle; and not telling the player where to go. The hints you get are few and far in between, and even then they just give you a broad goal.
** ''AriaOfSorrow'' ''VideoGame/CastlevaniaAriaOfSorrow'' takes a step to avert this trope by having a screen where you can consult a character who gives you a hint on what you can probably do next.
Is there an issue? Send a MessageReason:
None


* Many LifeSims require some scrambling around at first to keep your character alive, before your enhanced skills give you the free time to explore. PrincessMaker and CuteKnight have the initial struggle to pay for food and housing. CuteKnightKingdom removed a lot of this starting urgency, and thereby left some players with no idea of what to do.

to:

* Many LifeSims require some scrambling around at first to keep your character alive, before your enhanced skills give you the free time to explore. PrincessMaker and CuteKnight ''VideoGame/CuteKnight'' have the initial struggle to pay for food and housing. CuteKnightKingdom ''VideoGame/CuteKnightKingdom'' removed a lot of this starting urgency, and thereby left some players with no idea of what to do.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Another problem is progression. Of course you wander around, looking materials but how you actually ''progress'' is confusing to a newer player.
Is there an issue? Send a MessageReason:
None


* ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]''. There's nothing stopping you from exploring all of Skyrim, other than a "Go meet my sister/uncle in Riverwood" spoken by the person you help at the end of the tutorial dungeon. On the one hand, the world is huge (compared to other RPGs) and incredibly detailed, with dozens upon dozens of quests. On the other, nearly all the quests are neatly catalogued in your pause menu with reminders of what you're doing and geographic markers to where the next objective is located, and each individual quest can activated or deactivated from that menu.

to:

* ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]''. There's nothing stopping you from exploring all of Skyrim, other than a "Go meet my sister/uncle in Riverwood" spoken by the person you help at the end of the tutorial dungeon. On the one hand, the world is huge (compared to other RPGs) [=RPGs=]) and incredibly detailed, with dozens upon dozens of quests. On the other, nearly all the quests are neatly catalogued in your pause menu with reminders of what you're doing and geographic markers to where the next objective is located, and each individual quest can activated or deactivated from that menu.
Is there an issue? Send a MessageReason:
None



to:

* ''Videogame/KerbalSpaceProgram''. You have all the spacecraft and rocket parts you might need, all the eager pilots you may require to test them out, [[SurpriseDifficulty an unexpectedly realistic physics engine]] and an entire solar system. Everything else? Up to you.
Is there an issue? Send a MessageReason:
None


* ''WorldOfWarcraft'' has ''become'' this due to the sheer amount of content added over its expansions. Players can easily reach max level before doing most of the main questlines and most players are likely to not experience all of them before quitting. This is actually fairly typical of MMOs that follow the traditional structure as they may start off with a single linear main path but will over their lifetimes grow extremely diverse in terms of endgame alternative content as developers are forced to give maxed veterans new things to do. This also tends to make the path to max level more like a pre-sandbox tutorial.

to:

* ''WorldOfWarcraft'' has ''become'' this due to the sheer amount of content added over its expansions. Players can easily reach max level before doing most of the main questlines and most players are likely to not experience all of them before quitting. This is actually fairly typical of MMOs [=MMOs=] that follow the traditional structure as they may start off with a single linear main path but will over their lifetimes grow extremely diverse in terms of endgame alternative content as developers are forced to give maxed veterans new things to do. This also tends to make the path to max level more like a pre-sandbox tutorial.
Is there an issue? Send a MessageReason:
None



to:

* ''The Saga of {{Ryzom}}'' has a relatively wide-open tutorial area, and you can do the four or five quest chains to learn the game's various skills in any order you like. Then you go to the mainland, which is ''huge'', and some players are just so awed by the hugeness that they make a new character and stay on the tutorial island for a while longer.
Is there an issue? Send a MessageReason:
None


Efforts to avoid this in sequels may actually be seen as overly-pampering. [[TropesAreNotBad Openness is not bad]], some players prefer the risk of getting lost to being railroaded. Compare AltItis, which largely focuses on differing character abilities and options, and SidetrackedByTheGoldSaucer, which may overlap. Contrast NoSidepathsNoExplorationNoFreedom.

to:

Efforts to avoid this in sequels may actually be [[TheyChangedItNowItSucks seen as overly-pampering. overly-pampering.]] [[TropesAreNotBad Openness is not bad]], some players prefer the risk of getting lost to being railroaded. Compare AltItis, which largely focuses on differing character abilities and options, and SidetrackedByTheGoldSaucer, which may overlap. Contrast NoSidepathsNoExplorationNoFreedom.
Is there an issue? Send a MessageReason:
None


* ''[[{{Gothic}} Gothic III]]'' does this far more so than the previous games in the series. At the start you're dropped into an overrun town and must liberate it, but then other than some far distant goal of meeting up with an old friend ''somewhere'' and the vague notion that it'd ''probably'' be a good idea to liberate the rest of the country and see if the King is still holding up, no real direction is provided. Exactly what you do and how you do it are left up to the player to decide, with consequences for your actions learned the hard way.

to:

* ''[[{{Gothic}} ''[[VideoGame/{{Gothic}} Gothic III]]'' does this far more so than the previous games in the series. At the start you're dropped into an overrun town and must liberate it, but then other than some far distant goal of meeting up with an old friend ''somewhere'' and the vague notion that it'd ''probably'' be a good idea to liberate the rest of the country and see if the King is still holding up, no real direction is provided. Exactly what you do and how you do it are left up to the player to decide, with consequences for your actions learned the hard way.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* VideoGame/SaintsRow2 is this to a rather good degree. The game starts with the requisite tutorial missions, but then to progress in the story, you are required to earn "respect". It does tell you how to earn respect, but the various methods are so numerous it can lead some players to being distracted before even attempting any of the many mini games to earn said respect.
** The story itself can actually be this as it is very non-linear in it's progression, allowing you to start any of the three basic gang story events at any time (with enough respect). And that doesn't even count the "stronghold missions" that have elements of story in them as well.
Is there an issue? Send a MessageReason:
naemspaec


[[quoteright:269:[[PennyArcade http://static.tvtropes.org/pmwiki/pub/images/pennyarcademeffect_8295.png]]]]

to:

[[quoteright:269:[[PennyArcade [[quoteright:269:[[Webcomic/PennyArcade http://static.tvtropes.org/pmwiki/pub/images/pennyarcademeffect_8295.png]]]]



-->--'''Tycho''', ''PennyArcade''

to:

-->--'''Tycho''', ''PennyArcade''
''Webcomic/PennyArcade''
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Fallout 3 makes this worse by connecting locations through a maze of subway tunnels.
Is there an issue? Send a MessageReason:
None



to:

* ''WorldOfWarcraft'' has ''become'' this due to the sheer amount of content added over its expansions. Players can easily reach max level before doing most of the main questlines and most players are likely to not experience all of them before quitting. This is actually fairly typical of MMOs that follow the traditional structure as they may start off with a single linear main path but will over their lifetimes grow extremely diverse in terms of endgame alternative content as developers are forced to give maxed veterans new things to do. This also tends to make the path to max level more like a pre-sandbox tutorial.

Added: 563

Changed: 646

Is there an issue? Send a MessageReason:
None



to:

* [[BurnOut Burnout Paradise]] suffered from this a fair bit. You're tossed into a large open world where events are unlocked at every interection with traffic lights, and drive-throughs like Junkyards, Billboards, Shortcuts, Auto-Repairs and Paint Shops to find (not to mention the Speed and Crash Road Rules on all 70+ roads on the map). The entire game world is unlocked from the start. It can be a nightmare to navigate the game world when you're unfamiliar with it, as events often finish on the other side of the map from where they started. To cap it all off, after finishing a licence, all events are reset and you can win them ''again''.
* Similarly to Burnout Paradise, Criterion's [[NeedForSpeed Need for Speed: Most Wanted]] has a very similar structure; an open world that is entirely available to explore from the start of the game, with Billboards, Shortcuts, Speed Cameras and Paint Shops. The difference is that events are organized by vehicle, and every vehicle is unlocked simply by finding it parked in the game world. This means that there is almost no sense of progression in the game, particularly when the same 15 or so events are spread out across the ''60'' cars that can be unlocked.
Is there an issue? Send a MessageReason:
None

Added DiffLines:



Added DiffLines:



Added DiffLines:

Is there an issue? Send a MessageReason:
None



to:

* ''DayZ''. At the start you absolutely need to find a gun, but once you have a gun and some ammo and you know where to hide you are more or less done with the mandatory tasks, leaving you in the middle of a giant map with no objectives and nothing to do. You can gank players, take their cars and powerful guns, then use those to gank more players until you get ganked in turn and have to reroll a new character.
Is there an issue? Send a MessageReason:
None



to:

* Most of the Total War games are like this. Depending on which game you play and which faction you play as, you'll probably occasionally be assigned missions from some authority like the Pope or the Roman Senate, but aside from that you're pretty much cut loose to do whatever you want. Conquer the world, become a trade superpower and then conquer the world, spread your religion across the map and [[RuleOfThree then conquer the world]], or just burn it all to the ground and let the rebels have it. [[RunningGag And then conquer the world.]]
Is there an issue? Send a MessageReason:
None



to:

* ''VideoGame/{{STALKER}}'' can do this to you, but you have to invoke it to a degree. Most of the games' immersion comes in when they go off-script, although the next goals are pretty much always marked out for you so the story can keep moving. In the first game you can at several points tell the guy who gives you your next mission to piss off and just run around the Zone killing people and hunting for artifacts until you're ready to move along with the story.
Is there an issue? Send a MessageReason:
Wick Namespace Migration


* ''{{Terraria}}'' is a bit less intimidating, since you start with basic versions of three main tools (Axe, Pick, Sword). Even if you do decide to wander, Terraria is 2D and has a much smaller game world, making it much harder to get hopelessly lost.

to:

* ''{{Terraria}}'' ''VideoGame/{{Terraria}}'' is a bit less intimidating, since you start with basic versions of three main tools (Axe, Pick, Sword). Even if you do decide to wander, Terraria is 2D and has a much smaller game world, making it much harder to get hopelessly lost.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/TheDeadLinger'' throws you in a zombie-infested world, gives you a small prompt on how the controls work...and that's pretty much it. The game has no definitive end, but since your goal is to survive the ZombieApocalypse, you're probably always on the run, evading zombies and trying to scavenge food. But still, if you get lucky with the random world and item generation, you could just find the biggest backpack, fill it to the brim with food and stay in the town you probably started in (or near), without ever going out to explore the more interesting places in the procedurally generated world.

to:

* ''VideoGame/TheDeadLinger'' throws you in into a zombie-infested world, gives you a small prompt on how the controls work...and that's pretty much it. The game has no definitive end, but since your goal is to survive the ZombieApocalypse, you're probably always on the run, evading zombies and trying to scavenge food. But still, if you get lucky with the random world and item generation, you could just find the biggest backpack, fill it to the brim with food and stay in the town you probably started in (or near), without ever going out to explore the more interesting places in the procedurally generated world.
Is there an issue? Send a MessageReason:
None



to:

* ''VideoGame/TheDeadLinger'' throws you in a zombie-infested world, gives you a small prompt on how the controls work...and that's pretty much it. The game has no definitive end, but since your goal is to survive the ZombieApocalypse, you're probably always on the run, evading zombies and trying to scavenge food. But still, if you get lucky with the random world and item generation, you could just find the biggest backpack, fill it to the brim with food and stay in the town you probably started in (or near), without ever going out to explore the more interesting places in the procedurally generated world.
Is there an issue? Send a MessageReason:
None


* As per the page quote, the GrandTheftAuto series has this, particularly since GrandTheftAutoIII. It gets marginally better in San Andreas with the introduction of the cell phone, and much better with the smartphone in GTA IV. In the original GTA III though, having the option to do police, ambulance, and taxi side missions (all with valuable rewards), search for and collect hidden packages, find vans or weapons with rampage side missions, doing ''actual'' side missions for gangs or the mob, and finally progressing the story, all with little guidance from the interface...things get paralyzing quickly.

to:

* As per the page quote, the GrandTheftAuto VideoGame/GrandTheftAuto series has this, particularly since GrandTheftAutoIII.VideoGame/GrandTheftAutoIII. It gets marginally better in San Andreas with the introduction of the cell phone, and much better with the smartphone in GTA IV. In the original GTA III though, having the option to do police, ambulance, and taxi side missions (all with valuable rewards), search for and collect hidden packages, find vans or weapons with rampage side missions, doing ''actual'' side missions for gangs or the mob, and finally progressing the story, all with little guidance from the interface...things get paralyzing quickly.
Is there an issue? Send a MessageReason:
None



to:

* In the rather obscure FPS sandbox ''[[VideoGame/BoilingPointRoadtoHell Boiling Point]]'' the main quest is laid out pretty clearly. However, the story missions are all blocked by sizable [[CashGate cash gates]], leaving the player to wander around aimlessly until they figure out how to get a hold of some money.

Top