Now, this is not a rant about the quality of the game or some moral high ground thing. If you want to play it, fine. Don't let me stop you, because I sure won't make a decision for you. Not my place anymore. No, my beef is with one phrase regarding the game:
SANDBOX
Seriously, I would like this term defined for me, because I don't see with any definition I can think of that it's exclusive to the premise of GTA and it'sknockoffs similar games. I've seen it referred to as two things: freedom of mobility and activity and/or freedom of choice.
In the case of freedom of mobility and activity, why does this game get praised for it while other games it's regarded as "meh". RPGs have been doing this for years, where if you want to do what you want within the confines of the game, you can until you decide to advance the storyline. Hell, MMOs are specifically designed around this concept. So are adventure games. Where's the praise for the "sandbox" design with these? Oh, wait, it seems like these are supposed to be expected, while with GTA, you're expected to be confined. Sorry, no. All that is is breaking out of one mold into another and calling it freedom.
Then comes the freedom of choice, and here it really grates on me. People keep saying that GTA is so "innovative" (god I'm getting sick of the mutilation of that word, but that's a separate rant) because you get to choose to be a criminal or not.
Say what? I would love to see this choice, because it seems to me that the choice is do absolutely nothing and not be a criminal or do something and be one. There's no choices to be a civil person (or if there is, it's basically the dev saying "see, it's not totally criminal minded") apart from standing around. And if you want to play the law enforcement route or a vigilante? Nope, not gonna happen, because any crimes that occur without you directly involved are ones you can't interfere with, unless you're supposed to because you want to commit the crime. So the real choice is do nothing, or be a criminal. Wow, great choice. That's what I like to call surreptitious shoehorning.
(And yes, I am aware that the concept of the game is to let you be a criminal without having to be one in real life. That's not my point. My point is that its praised for saying you don't have to be a criminal and still be able to do things, but the design only allows any effort to be from committing crimes, which isn't really a choice.)
So please would someone define a "Sandbox" game in a way that GTA should be praised for it and hold the term almost exclusively? I'm just not seeing it.
SANDBOX
Seriously, I would like this term defined for me, because I don't see with any definition I can think of that it's exclusive to the premise of GTA and it's
In the case of freedom of mobility and activity, why does this game get praised for it while other games it's regarded as "meh". RPGs have been doing this for years, where if you want to do what you want within the confines of the game, you can until you decide to advance the storyline. Hell, MMOs are specifically designed around this concept. So are adventure games. Where's the praise for the "sandbox" design with these? Oh, wait, it seems like these are supposed to be expected, while with GTA, you're expected to be confined. Sorry, no. All that is is breaking out of one mold into another and calling it freedom.
Then comes the freedom of choice, and here it really grates on me. People keep saying that GTA is so "innovative" (god I'm getting sick of the mutilation of that word, but that's a separate rant) because you get to choose to be a criminal or not.
Say what? I would love to see this choice, because it seems to me that the choice is do absolutely nothing and not be a criminal or do something and be one. There's no choices to be a civil person (or if there is, it's basically the dev saying "see, it's not totally criminal minded") apart from standing around. And if you want to play the law enforcement route or a vigilante? Nope, not gonna happen, because any crimes that occur without you directly involved are ones you can't interfere with, unless you're supposed to because you want to commit the crime. So the real choice is do nothing, or be a criminal. Wow, great choice. That's what I like to call surreptitious shoehorning.
(And yes, I am aware that the concept of the game is to let you be a criminal without having to be one in real life. That's not my point. My point is that its praised for saying you don't have to be a criminal and still be able to do things, but the design only allows any effort to be from committing crimes, which isn't really a choice.)
So please would someone define a "Sandbox" game in a way that GTA should be praised for it and hold the term almost exclusively? I'm just not seeing it.
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