I've been thinking that another sticky issue with Sandbox games, which is similar to the timescale issue, and directly related to the money/reward issue, is story line expectations.
Just like that bit in sleeping dogs where killing people only counts if you do it in a story mission, some games ignore the achievements of the player in the sandbox portion in increasing ludicrous ways, resulting in the story line taking place in a parallel dimension where the player character is *not* an immensely rich super-powerful lord of the land, but rather the plucky underdog fighting the big bad.
It's like if it was a superhero game, where the actual super-heroics take place outside the story missions.
The most egregious example of this, and it is specially damning because the thing happens *within the storyline*, is GTA San Andreas:
So, after you've travelled all around the state, defeated crime bosses, pulled insane stunts, got involved with government agencies, rob a casino, fly a freaking jetpack... You get your brother out of jail and go back to the neighbourhood gang-banging.
I mean, c'mon! I have a fighter jet parked on my hilltop mansion's helipad! You want me to go back to prowling the streets in a green hoodie? I could bomb every single opposing gang, I have enough guns and money to hire my own freaking army... And I have to go back to worrying about a corrupt cop and some losers in purple hoodies?
As you can guess, that's the point when I stopped playing.
In general, I'd say sandboxes and linear storylines are very hard to mix properly. Sometimes I try to think about how Minecraft would work with a cohesive story line, and end up curled in a corner weeping in fear.
Just like that bit in sleeping dogs where killing people only counts if you do it in a story mission, some games ignore the achievements of the player in the sandbox portion in increasing ludicrous ways, resulting in the story line taking place in a parallel dimension where the player character is *not* an immensely rich super-powerful lord of the land, but rather the plucky underdog fighting the big bad.
It's like if it was a superhero game, where the actual super-heroics take place outside the story missions.
The most egregious example of this, and it is specially damning because the thing happens *within the storyline*, is GTA San Andreas:
So, after you've travelled all around the state, defeated crime bosses, pulled insane stunts, got involved with government agencies, rob a casino, fly a freaking jetpack... You get your brother out of jail and go back to the neighbourhood gang-banging.
I mean, c'mon! I have a fighter jet parked on my hilltop mansion's helipad! You want me to go back to prowling the streets in a green hoodie? I could bomb every single opposing gang, I have enough guns and money to hire my own freaking army... And I have to go back to worrying about a corrupt cop and some losers in purple hoodies?
As you can guess, that's the point when I stopped playing.
In general, I'd say sandboxes and linear storylines are very hard to mix properly. Sometimes I try to think about how Minecraft would work with a cohesive story line, and end up curled in a corner weeping in fear.