The themepark vs sandbox tradeoff is a real tradeoff and even Yahtzee, who hates sandbox games because they rarely live up to their promise, admits that giving up on sandbox mechanics completely is giving up on the promise a game makes by being a game
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The problem is, of course, this is only if it works If it DOESN'T work, if I try one too many times to go somewhere and get "This door is mysteriously locked", I'll just go "Fuck this" and your effort was wasted
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Sandboxes exist because they're trying to give people something they want and even though they often don't do it well they will continue to exist because the impulse "I want to turn left here and just go off the road" is an eternal one, it's the reason people even play games
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And in any case we need to, again, account for the ability to manipulate space for set pieces, which seamless open world prohibits.
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