Aporeia
Alinear RPG - Story is linear, but world is open. Chapters exist, but do not prevent you from backtracking. Examples: Final Fantasy (10 and below), Kingdom Hearts (series), Legend of Zelda (notably OoT, and WW), Bioshock 1 and 2, Fable.
Really? Final Fantasy 10?
That was the final fantasy game that first came up with the idea of "the hallway." Rare is the occasion where you can deviate from the linear path. While you aren't prevented from going back, by, say, an invisible wall, you're instead prevented by the lack of incentive, combined with the deterrents. (Random encounters with enemies too underpowered to grind with.)
Metroid would be a good example for alinear.
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Now, as you can see, the primary examples for sandbox RPGs are Bethesda and Bioware, the only remaining companies that release big-name RPGs.
Which one does assassin's creed and grand theft auto?
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Few people complain about fast travel in Ocarina of Time.
The world of OOT is a lot smaller than modern games, and later on, when the world expands a lot, you DO have fast travel once you've explored the path to a temple.
I gotta say, the last sandbox I played was Asscreed III, and that was a big damn world. I was glad to not have to trek across the whole damn frontier every time I want to go to a different city.
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Out of all of the Final Fantasy games, I feel VII was the best example of proper pacing in world travel. The game starts with you being dropped off in a tight-spaced city for 12ish hours (once again, that number shows up), and it isn't until then that you are locked out of the city and thrown into a broad open world with a still linear pathing. 8 hours later, you get a car that breaks down soon after, but gives you a taste of conflictless world travel. The world continues to send you on sprawling journeys with tons of distractions and roadblocks until about 3/4 of the way through the game when it finally tosses you an airship, now opening up access to every place you've ever been, along with new locations never before within reach.
Late in the game, you also got an airship, which allowed you to get anywhere in the world, pretty quick. (That the world was smaller also helped.) This would be an excellent mechanic in some games, but some games, flying really doesn't make sense.
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Sandbox RPGs tried to take a step above
Alinear RPGs; they have almost unilaterally
That's not what that word means.
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bog down your time with grinding repetitive fetch x MacGuffin or kill x# of mooks to obtain enough gold to buy featureless diablo-style gear that is about as satisfying as it is fun to work for.
Yeah, see, that's why I don't do the mmorpg style crap, and why I dropped final fantasy.
There's so much better stuff these days. Again, asscreed. What do I feel like doing today? Do I want to advance the story? Then I go to the mission. Do I want to kill a dude? Head to the nearest pigeon coop. Do I feel like planning out an attack on a base? Look for a fort.
That's what's great about sandboxes, you can do literally anything you like.
I've gotten into minecraft lately. There's no scripted events, not even a story. It's just buildin' s**t.
My god, I have never had so much fun with a game.
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Stop making games too ******** big and ambitious for your ability to go through with them. If you make a game that has a huge world, don't fill it with hundreds of fetch quests.
I agree, but that's not a problem with the world, it's a problem with the game itself. Fetch quests suck.
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Stick to long and involved sidequests that have multiple phases to them,
That's the same thing as a fetch quest, it's just hidden more.
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or present a challenge with exceptional levels of difficulty that don't equate themselves to gathering hundreds of rare-drop materials.
The nintendo hard approach. Kingdom Hearts did this, including optional bosses.
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Don't make the player travel from one area to another that's far off without entertaining them along the way.
I cannot tell you how strongly I disagree with this.
I have never had more fun traveling than I do in minecraft, and that game literally does nothing whatsoever to entertain you as you go.