Does Player Freedom Actually Make Sandboxes Compelling? - Writing on Games  @WritingOnGames
Does Player Freedom Actually Make Sandboxes Compelling? - Writing on Games  @WritingOnGames
Writing on Games | Does Player Freedom Actually Make Sandboxes Compelling? - Writing on Games @WritingOnGames | Uploaded June 2016 | Updated October 2024, 18 hours ago.
In this episode of Writing on Games, I examine the concept of open world sandbox design in games such as Grand Theft Auto V, San Andreas, GTA 3, Metal Gear Solid V: The Phantom Pain and Just Cause 3 - looking at what makes them tick. With reference to a piece by Steve Breslin of Gamasutra, I assert that it is not player freedom alone that makes a sandbox compelling for a player - it is the way that sandbox responds to the player's inputs that keeps players coming back.

And yes, I do use mods and cheats in GTA to do some real dumb shit. It's a lot of fun, you should try it some time.

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Thank you so much for your continued support - the channel is very nearly one year old and it's crazy to think how far it's come since I started it. I honestly cannot thank each and every one of you enough for watching, commenting, sharing, listening to the podcast, and pledging your support. It has given me energy and purpose and that is more valuable to me than anything else.

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Link to the Steve Breslin piece - gamasutra.com/view/feature/132470/the_history_and_theory_of_sandbox_.php?print=1

Original Grand Theft Auto footage from Gowingnator - youtube.com/watch?v=hEXGdnodOsA

Assassin's Creed 3 footage from Chris Smoove - youtube.com/watch?v=8KDwIwoZWk8

Assassin's Creed Unity footage from DarkLiberatorZone - youtube.com/watch?v=zgKJWS_fDM8
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Does Player Freedom Actually Make Sandboxes Compelling? - Writing on Games @WritingOnGames

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