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Alright... I think it's time we had a short but serious discussion about what a "Sandbox" game is. A sandbox game is one where player is given a more or less blank world and are then set free to do whatever they want in it. A key element of this is building things. The more closer to a true sandbox you get the less of a story there is as well, as players are expected to create their own story within the game.
So let's look at some actual sandbox games:
Dwarf Fortress - Definitely a sandbox.
The Sims - Laugh if you want, but the very much a sandbox game.
Star Wars Galaxies - Total sandbox, only blemished a couple of theme-park quests thrown in later.
Minecraft - The avatar of sandbox games in our current era.
Now let's look at non-sandbox games:
World of Warcraft - This is a themepark MMO. There is a main quest, side quests, and it's all about "leveling up."
Far Cry (Anything) - It's an open world, yes, but it's not a sandbox. It's still main quest, side quest, and leveling up.
Elder Scrolls (Anything) - See above.
Assassin's Creed (Anything) - Even more scripted & on-rails story driven. Not a sandbox in any way, sorry.
Mad Max - All of the above mechanics combined does not a sandbox game make.
You might notice something about that second list. It began with WoW and it's "themepark" style of gameplay. This means that despite being a MMO, every person who plays that game is going to have essentially the exact same experience playing it. They will go to the same dungeons to fight the same monsters ending with the same boss to get the same epic loot because every single person in the game is the exact same "chosen one" and must therefore be treated the same as every other "chosen one" out there.
When you look at games like Assassin's Creed, Far Cry and Mad Max you're looking at the exact same formula being applied to a single-player game. Climb a tower, do the annoying minigames, fight a mob, slay the boss, level up, repeat on the next map chunk until you reach the end of the game, then wait a year and buy the next one in the franchise and repeat the whole sordid process over again.
So to recap, to be a true sandbox:
#1) No stated goal or end. That is the most absolutely important factor. The player creates their own story.
#2) You need to build sand castles in your sandbox. Or anything, really. Houses, lairs. You need to be able to shape the game world in some permanent way. Emphasis on permanent.
#3) Randomness. Not having script means you have to improvise. Improvising means things can go flying off in weird directions. That is part of the fun.
A themepark game is:
#1) Loot and/or level driven. Kill small things to gain better weapon to kill bigger things to get bigger weapon, repeat to infinity.
#2) Has a main quest. You can ignore it, but the game has a scripted ending at some point.
#3) Your actions either do not change the world in any permanent way or, if change does happen, only happens in a very restricted, pre-scripted manner. Such as putting a flag at exactly one certain location to do one specific thing.
I'm only bringing this up because game marketers know that the word "sandbox" sells so they try to slap it on to everything that they can... even games that are obviously not sandbox games. This has gotten so bad that it's starting to corrupt the very meaning of the word in the minds of consumers.