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It would be nice to see a leaderboard of sorts. I have seen that in other games, where the game reports the data of each player to a database back at the devs. It may actually help them in bug tracking with amounts of gold taken for rent, loans, payroll, etc.
It's a mining simulation at the end of the day so a story mode would not really fit, maybe a few missions or contracts for sure.
That's good news!!!
A few other 'sandbox' games I'm familiar with for comparison:
In the Farming Simulator games you typically have more in the way of fields, equipment, animals etc. to buy and a few more things to tend to in general. You have to sow the crops and tend to them, not only harvest them. You have AI workers that actually do (some) jobs. You have a wealth of user-made maps to download and play on, and mods galore if you like. It's the same thing in the end, the goal is just to grow your operation and make more money, but you have more to do, more variety in how you go about growing your wealth, and a lot more replay value in general, imho.
In Kerbal Space Program you have the challenge of figuring out how to accomplish things. You have a huge degree of flexibility in terms of how you build your vessels and that in turn plays a huge role in whether they are up to the job you assemble them for - it's not just about your piloting skills. And the list of new places to go to and things to accomplish there stretches far into the future of your time with this game. The funding and science points you earn along the way serve to sustain the forward progress of your program, your goal is not about wealth for the sake of wealth. And the detailed physics modelling (and what you learn about astrophysics as well) just makes it feel real.
Then there is the Car Mechanic Simulator series. This falls a little closer to Gold Rush. The grind in this game really is just a contrived way of extending gameplay, and on the surface the ultimate goal just seems to be to make a money counter go up. On the positive side, there is also the car collector / trader aspect to it and a few other secondary features that do make it somewhat more imersive than Gold Rush, and fixing and restoring cars has a cathartic effect beyond what merely digging dirt and filtering gold out of it gives (especially for those of us who suck at fixing cars in real life). But still I find CMS to be a missed opportunity to make a really great game. Despite the included features, for me it just doesn't seem to come together in a way that motivates you long term to fix, sell and buy cars, because the business side to the game is virtually non-existent. CMS is like a great toy that desperately begs to have a good game built around it, but the devs lacked the inspiration to do so.
Why do I think FS and KSP are succesful sandbox games vs CMS (marginal) and GR (currently a fail)? I think it's because the former two were created from genuine inspiration, whereas the genesis of CMS and GR basically lay in cashing in on the popularity of the wealth of TV shows in recent years on the themes of automobile restoration and gold mining. It's like they started creating the games before really having any clue of why/how these games would be fun to play - like just knowing they would sell based on their themes was sufficient. GR is on the shelf for me atm - maybe I'll check back well into the future to see where it's gotten to. At the moment every new update seems to suggest they really don't have a vision of where they are going with it and are just taking their cues from the complaints of gamers. I want to be addicted to it, it's just not there at this time.
Please do not hijack other peoples threads.
I said all this here at the beginning of the game, and I was almost banned, they called me for a private conversation and asked me not to tell lies in the forum now I see that it's not just me who lies here ...
Lol again, glazing over things i type just to again have a rant.
A rash assumption, and as it turns out, a completely false one... I also had a sandbox as a child, a couple of decades before the birth of the PC. Your horse is a bit tall for you I think.
Your point about Gold Rush is taken though - it is not a true sandbox in that sense, but only because of its limitations, not because it shouldn't ideally be one. My definition of 'sandbox' in the computer game sense is a looser one than yours - basically a game with no end or specific goals. Although really here once you've emptied all the claims I suppose that is an end (albeit an anti-climactic one).
I think we're kind of on the same page regarding Gold Rush but your own wordy response suggests you missed that. Peace, fellow old guy.
I was not, I was pointing out that minus actually "seeing" the gold nuggets, the game rapidly devolves into a number crunching, gasoline refilling/maintenance simulator.
I want to see actual GOLD, not just numbers to the right of the screen, hence my agreeing with the OP by way of mentioning the thing which separates this game from others is the potential to see actual GOLD.
Once you move off the panning, the game might as well be "dirt moving" $/CU tons.
I have gotten my monies worth in entertainment already, so no harm no foul, if you chose to make Gold the secondary thing.
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I RP as a young man who pans enough Gold for Whiskey and Women at the town Brothel, you would be surprised what $1,000.00 will get you in 1897.
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My only hope is for mods which change up the Nuggets, as you are not interested in that aspect of the game.