I have to agree and disagree with this guy. Sandbox games tend to disrupt the narrative flow of a storyline, particularly when someone says "Hurry over there to save generic character X" and you spend the next five days dicking around with side quests. There's no sense of urgency or time, and in reality, the only good sandbox game with a plot would be one that molds the story's structure over the character's actions and not trying to shoehorn a plot around all the side quests and exploration a player is going to be doing. Sandbox games are more like the new age parent that says you should be free to express yourself and then gently encourages you to do it this way instead. But sandbox games aren't exactly "boring" in the sense that you can't do anything exciting in them; the benefit of a sandbox is that the enjoyment a player gets out of it is in their hands. They're building the ride instead of just sitting in someone else's. It's a dynamic that has positives and negatives, but, in my opinion, there's too many negatives to this style of game.