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A good example to me of lots of content are series like GTA and Batman.
A bad example (to me, in my humble opinion) is Prototype. Lots of fun for a couple of hours, but it turns into a grind fest fast.
Even in games like Just Cause 2, an open-world sandbox type game (one in which I have spent a lot of time), there are end goals:
1. Complete all the missions and challenges.
2. Blow EVERYTHING up.
3. Collect all the collectables.
If I have no particular goal to work towards, I never feel like I'm making any type of progress, and that in turn bores me.
The other reason is that sandbox games tend to lack... substance. Because they are sandbox games and the whole point of them is that there is a limitless amount of things to do, there usually isn't one thing that the game is REALLY good at. Jack of all trades, master of none.
EDIT: I think Mr_Stompy put it best: "there may be an abundance of content, but much of it feels empty and soulless."
Sandbox games are like early tests of a new game -- you've the game mechanics and some models/animations, and putting this together into a kind of tech-demo before starting to work on the actual game.
the 'story' you experience in a sandbox game is the story you create by interacting with the game. Example.
Currently in my 7 Days to Die game play I needed to get food and water, lots of iron etc so that I can build my first base to get me thru the 7th day alive.
I built it, I made it thru the night...story 1 complete.
Now I really could use a better food source but where I am dose not have much food, so I need to find some things I can grow. Only problem is the nearest town is so far it will take me a full day to go back and forth. I can do that, so I need to build a second base. However, the horde on day 14 will be stronger so I need to make a larger base in the same amount of time.
There are multiple stories in that player experience. as well as multple goals. its just not spelled out for you.
And that's why I don't like them. I need a long-term goal, something way off in the future to be working towards. Even Skyrim has goals like that. All the side quests and adventuring you do is leading up to one thing: killing Alduin (or Miraak if you have the Dragonborn expansion and you have it set up so that Miraak is level 100 and DB doesn't start until after you've killed Alduin).
All of these sandbox games tout "survive and build stuff and do whatever you want" as the thing that will get you hooked, but there's only so long one can survive before getting bored.
In Minecraft (before you say "but not all sandbox survival games are like Minecraft!" they seem to all have this problem), this is what usually ends up happening:
1. I spawn into the world.
2. I get tools.
3. I burrow into a mountain or climb on top of a mountain or something
4. Survive the night
5. Get seeds
6. Build a farm
7. Continue expanding house until it contains all the necessary things (bedroom, garbage disposal, tree farm, etc.)
8. Done
This is how basically every world in MC goes for me, and whenever I look at all the other "build! craft! survive!" games, they all seem to have the exact same problem. I'll build a base, expand it, and be done. And when you've done that once, you've effectively done it in every survival game ever.
The TL;DR of it is that I find that all survival games are basically just variations on the Minecraft formula, and that I don't think the vague "goal" of surviving is all that interesting to play.