
A sandbox game is a
video game
A video game or computer game is an electronic game that involves interaction with a user interface or input device (such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device) to generate visual fe ...
with a gameplay element that provides players a great degree of
creativity
Creativity is the ability to form novel and valuable Idea, ideas or works using one's imagination. Products of creativity may be intangible (e.g. an idea, scientific theory, Literature, literary work, musical composition, or joke), or a physica ...
to interact with, usually without any predetermined goal, or with a goal that the players set for themselves. Such games may lack any objective, and are sometimes referred to as
non-games or software toys. Very often, sandbox games result from these creative elements being incorporated into other genres and allowing for
emergent gameplay. Sandbox games are often associated with an
open world
In video games, an open world is a virtual world in which the Gamer, player can approach objectives freely, as opposed to a world with more linear and structured gameplay. Notable games in this category include ''The Legend of Zelda (video game ...
concept which gives the players freedom of movement and progression in the game's world. The term "sandbox" derives from the nature of a
sandbox
A sandbox is a sandpit, a wide, shallow playground construction to hold sand, often made of wood or plastic.
Sandbox or sand box may also refer to:
Arts, entertainment, and media
* Sandbox (band), a Canadian rock music group
* Sandbox (Gu ...
that lets people create nearly anything they want within it.
Early sandbox games came out of
space trading and combat games like ''
Elite
In political and sociological theory, the elite (, from , to select or to sort out) are a small group of powerful or wealthy people who hold a disproportionate amount of wealth, privilege, political power, or skill in a group. Defined by the ...
'' (1984) and
city-building simulations and
tycoon games like ''
SimCity
''SimCity'' is an open-ended city-building video game franchise originally designed by Will Wright. The first game in the series, '' SimCity'', was published by Maxis in 1989 and was followed by several sequels and many other spin-off ''S ...
'' (1989). The releases of ''
The Sims
''The Sims'' is a series of life simulation video games developed by Maxis and Video game publisher, published by Electronic Arts. The franchise has sold nearly 200 million copies worldwide, and is one of the List of best-selling video game fran ...
'' and ''
Grand Theft Auto III'' in 2000 and 2001, respectively, demonstrated that games with highly detailed interacting systems that encouraged player experimentation could also be seen as sandbox games. Sandbox games also found ground with the ability to interact socially and share
user-generated content
User-generated content (UGC), alternatively known as user-created content (UCC), emerged from the rise of web services which allow a system's User (computing), users to create Content (media), content, such as images, videos, audio, text, testi ...
across the
Internet
The Internet (or internet) is the Global network, global system of interconnected computer networks that uses the Internet protocol suite (TCP/IP) to communicate between networks and devices. It is a internetworking, network of networks ...
like ''
Second Life
''Second Life'' is a multiplayer virtual world that allows people to create an Avatar (computing), avatar for themselves and then interact with other users and user-created content within a multi-user online environment. Developed for person ...
'' (2003). More notable sandbox games include ''
Garry's Mod'' (2006) and ''
Dreams'' (2020), where players use the game's systems to create environments and modes to play with. ''
Minecraft
''Minecraft'' is a 2011 sandbox game developed and published by the Swedish video game developer Mojang Studios. Originally created by Markus Persson, Markus "Notch" Persson using the Java (programming language), Java programming language, the ...
'' (2011) is the most successful example of a sandbox game, with players able to enjoy both creative modes and more goal-driven
survival
Survival or survivorship, the act of surviving, is the propensity of something to continue existing, particularly when this is done despite conditions that might kill or destroy it. The concept can be applied to humans and other living things ...
modes.
Roblox
Roblox (, ) is an online game platform and game creation system developed by Roblox Corporation that allows users to program and play games created by themselves or other users. It was created by David Baszucki and Erik Cassel in 200 ...
(2006) offers a chance for everyone to create their own game by using the
Luau programming language (Roblox's
open-source
Open source is source code that is made freely available for possible modification and redistribution. Products include permission to use and view the source code, design documents, or content of the product. The open source model is a decentrali ...
derivative of
Lua). It allows adding effects, setting up functions, testing games, etc. ''
Fortnite'' (2017) has game modes which allow players to either fight one another, fight off monsters, create their own battle arenas, race their friends, or jam out to popular songs with instruments.
Terminology
From a video game development standpoint, a sandbox game incorporates elements of sandbox design, a range of game systems that encourage free play.
Sandbox design can either describe a game or a
game mode, with an emphasis on free-form
gameplay
Gameplay is the specific way in which players interact with a game. The term applies to both video games and Tabletop game, tabletop games. Gameplay is the connection between the player and the game, the player's overcoming of challenges, and t ...
, relaxed rules, and minimal goals. Sandbox design can also describe a type of game development where a designer slowly adds features to a minimal game experience, experimenting with each element one at a time. There are "a lot of varieties" of sandbox design, based on "a wide range of dynamic interactive elements".
Thus, the term is used often, without a strict definition. Game designers sometimes define a sandbox as what it is not, where a game can "subtract the missions, the main campaign, the narrative or whatever formatively binds the game's progression, and you have a sandbox."
In game design, a sandbox is a
metaphor
A metaphor is a figure of speech that, for rhetorical effect, directly refers to one thing by mentioning another. It may provide, or obscure, clarity or identify hidden similarities between two different ideas. Metaphors are usually meant to cr ...
for playing in a literal
sandbox
A sandbox is a sandpit, a wide, shallow playground construction to hold sand, often made of wood or plastic.
Sandbox or sand box may also refer to:
Arts, entertainment, and media
* Sandbox (band), a Canadian rock music group
* Sandbox (Gu ...
. Game historian Steve Breslin describes "the metaphor
sa child playing in a sandbox ... produc
nga world from sand", compared to games with more fully formed content.
This metaphor between the virtual and literal sandbox is noted by
architectural scholar
Alexandra Lange, with a sandbox describing any bounded environment that offers freedom to explore and construct. This can distinguish it from conventional ideas of a game, where the metaphorical sandbox is a "play space in which people can try on different roles and imaginary quests ... rather than a '
game
A game is a structured type of play usually undertaken for entertainment or fun, and sometimes used as an educational tool. Many games are also considered to be work (such as professional players of spectator sports or video games) or art ...
' to play."

In describing video games, sandbox design is often associated with the
open world
In video games, an open world is a virtual world in which the Gamer, player can approach objectives freely, as opposed to a world with more linear and structured gameplay. Notable games in this category include ''The Legend of Zelda (video game ...
gameplay mechanic and vice versa, but these are two disparate concepts. Open worlds are those where the player's movement in the virtual world is typically not limited by the game allowing the player to roam freely through it. ''
Adventure
An adventure is an exciting experience or undertaking that is typically bold, sometimes risky. Adventures may be activities with danger such as traveling, exploring, skydiving, mountain climbing, scuba diving, river rafting, or other extreme spo ...
'' on the Atari 2600 is considered an open world game as the player can explore the entire game world save for through locked gates from the start, but it is not considered to have sandbox design as the player's actions are generally restricted.
Similarly, games like ''
Microsoft Flight Simulator
''Microsoft Flight Simulator'' is a series of Flight simulation video game, flight simulator programs for MS-DOS, Classic Mac OS, and Microsoft Windows operating systems. It was an early product in the Microsoft application portfolio and diff ...
'' are also open world since the player can take their plane anywhere in the game's virtual world, but as there is no creative aspects to the game, would not be considered a sandbox.
Characteristics
Sandbox design can incorporate several different
game mechanics In tabletop games and video games, game mechanics define how a game works for players. Game mechanics are the rules or ludemes that govern and guide player actions, as well as the game's response to them. A rule is an instruction on how to play, whi ...
and structures, including
open world
In video games, an open world is a virtual world in which the Gamer, player can approach objectives freely, as opposed to a world with more linear and structured gameplay. Notable games in this category include ''The Legend of Zelda (video game ...
s,
nonlinear storytelling,
emergent behaviors, and
automation
Automation describes a wide range of technologies that reduce human intervention in processes, mainly by predetermining decision criteria, subprocess relationships, and related actions, as well as embodying those predeterminations in machine ...
of
believable agents.
It represents a shift
away from linear gameplay.
This freedom is always a question of degree, as a sandbox design "engenders a sense of player control, without actually handing over the reins entirely".
Player creativity is often included in sandbox design. When a player is allowed to use a game as a sandbox, they gain the freedom to be creative with their gameplay. A sandbox will have a combination of game mechanics and player freedom that can lead to emergent gameplay, where a player discovers solutions to challenges that may not be intended by the developers.
A sandbox sometimes gives the player "transformative" power over the game world, where "the free movement of play alters the more rigid structure in which it takes shape." Will Wright describes this generative aspect of sandbox designs, leading to a measurable increase in player possibilities.
John Smedley describes this type of emergent gameplay more succinctly, having seen in
EverQuest
''EverQuest'' is a 3D fantasy-themed massively multiplayer online role-playing game (MMORPG) originally developed by Verant Interactive and 989 Studios for Windows. It was released by Sony Online Entertainment in March 1999 in North America, ...
"how hungry people are for sandboxes -- for building stuff". ''GameDeveloper.com'' notes the growth of player-generated content as a "particular brand of sandbox design: that game design is so fun in itself that, if properly packaged, it can well be reinterpreted as gameplay itself".
Some games offer a separate sandbox mode, where the player can use a game's creative systems with fewer constraints.
"This mode has few restrictions on what he may do and offers no guidance on what he should do." For example, a sandbox mode might unlock unlimited resources, or disable enemy threats. A sandbox mode is separate from the campaign mode, without a main narrative progression.
In one sense, an approach to this design is to "enable the player to continue after the main storyline has been 'won'."
Many games
tutorials utilize this type of design, since "sandboxes are game play much like the real game, but where things cannot go too wrong too quickly or, perhaps, even at all. Good games offer players, either as tutorials or as their first level or two, sandboxes." The game designers allows players to experiment in a safe environment, as "the point about open-ended/sandbox design and when they work best in teaching the player is through learning by doing".
Cohesive narratives in sandbox design can be difficult since the player can progress through the game in a non-linear manner. Some sandbox designs empower players to create their own stories, which is described as sandbox storytelling.
Sandbox stories can either replace or enhance a main plot.
Some games give players "pure agency by giving them tools and a sandbox", sacrificing the story in favor of player creativity.
Where the game systems are reactive enough, this "does not remove the narrative, but rather transforms predetermined narrative into dynamic, responsive narrative".
According to
Ernest Adams, "in sandbox storytelling, the idea is to give the player a big open world populated with opportunities for interesting interactions ... in any order".
Sandbox stories can also be told through shorter quests, conversations, collectables, and encounters, all of which reward players for engaging with the world.
This side-content becomes an "extremely common and an excellent format for sandbox gameplay: one central campaign (itself perhaps multi-threaded), plus a large number of side-missions".
In general, sandbox storytelling occurs when the player can move through the story independently of their movement through the game space.
Designers also refer to sandbox worlds and sandbox game spaces, which create the feeling of a large
open world
In video games, an open world is a virtual world in which the Gamer, player can approach objectives freely, as opposed to a world with more linear and structured gameplay. Notable games in this category include ''The Legend of Zelda (video game ...
.
The concept of an open world is much older than the term sandbox.
Overall, "a sandbox design usually means that the game space is not divided into discrete units", which emphasizes continuity and exploration.
This can sometimes overwhelm the player, which is why successful game designers draw on "urban design principles that can be used to build successful sandbox spaces".
As a best practice "when creating these sandbox worlds,
esignersshould divide them up into distinct areas to aid the player's navigation and orientation." Overall, a sandbox world should "provide the player with a large open set of spaces in which to play, and give him or her things to do".
"The more a game's design tends towards a sandbox style, the less a player will feel obliged to follow the main quest."
Game designers often need to create more dynamic game systems to support sandbox-style gameplay. Physics systems are part of the sandbox experience of several games. The popularity of
voxel
In computing, a voxel is a representation of a value on a three-dimensional regular grid, akin to the two-dimensional pixel. Voxels are frequently used in the Data visualization, visualization and analysis of medical imaging, medical and scient ...
s has also shown another system that can create "colourful sandboxes to dismantle and reconstruct."
There is also the value of more robust artificial intelligence. ''GameDeveloper.com'' notes how "a sandbox means that the whole game becomes more of a simulation where AI plays an important role."
This means that "believable and self-motivated characters have become key to sandbox play, because they produce a rich space for interactivity and greatly help establish the open-world aesthetic."
Game designer John Krajewski observes for "a game that features sandbox-style play, the AI needs to provide enough different and interesting characters to interact within the world, and the size of the world doesn't have to get very big before it becomes unfeasible to hard code them all."
An open-ended sandbox experience is sometimes contrasted with goal-oriented gameplay. Sandbox design usually minimizes the importance of goals. Rather than 'winning' a game, a sandbox design allows players to 'complete' a game by exploring and actualizing all of its options.
This lack of victory condition may define sandbox as
not a game at all. "For many, a game needs rules and a goal to be a game, which excludes sandbox/simulators."
In sandbox mode, "the game resembles a tool more than a conventional video game".
History
Multi-user dungeon
A multi-user dungeon (MUD, ), also known as a multi-user dimension or multi-user domain, is a Multiplayer video game, multiplayer Time-keeping systems in games#Real-time, real-time virtual world, usually Text-based game, text-based or storybo ...
s (MUDs) are early examples of the principles of sandbox games; users of MUDs would generally be able to gain the ability to create their content within the MUD's framework, creating opportunities to collaborate with other users. However, MUDs never gained commercial release; while they inspired the first
massively multiplayer online (MMO) games like
EVE Online, the creation aspects of MUDs did not carry into commercial games.
Before 2000, the bulk of what were considered sandbox games in commercial software came from two genres:
*
Space trading and combat games: ''
Elite
In political and sociological theory, the elite (, from , to select or to sort out) are a small group of powerful or wealthy people who hold a disproportionate amount of wealth, privilege, political power, or skill in a group. Defined by the ...
'' (1984) is considered one of the first sandbox games: the player as a space pilot traveled across a randomly-generated galaxy, engaging in combat with enemies (one of the first games to use simulated 3D combat through wireframe graphics) and trading resources at various planets to improve their ship towards the best class possible, but otherwise the player has freedom towards completing this goal. ''Elite'' led to several similar trading and combat games, including ''
The Seven Cities of Gold'' (1984), ''
Sid Meier's Pirates!'' (1987), ''
Star Control'' (1990), and ''
Freelancer
''Freelance'' (sometimes spelled ''free-lance'' or ''free lance''), ''freelancer'', or ''freelance worker'', are terms commonly used for a person who is self-employed and not necessarily committed to a particular employer long-term. Freelance w ...
'' (2003).
*
City-building and
tycoon games: Early city-building games like ''
Utopia
A utopia ( ) typically describes an imagined community or society that possesses highly desirable or near-perfect qualities for its members. It was coined by Sir Thomas More for his 1516 book ''Utopia (book), Utopia'', which describes a fictiona ...
'' (1982) were more focused on arranging city features for achieving high scores, but with ''
SimCity
''SimCity'' is an open-ended city-building video game franchise originally designed by Will Wright. The first game in the series, '' SimCity'', was published by Maxis in 1989 and was followed by several sequels and many other spin-off ''S ...
'' (1989),
Will Wright wanted to give players more freedom to create a city and see how it operates while challenging the player to manage the growth of the city against its finances. ''SimCity'' success led to many similar city-building and other tycoon games including ''
Railroad Tycoon'' (1990), ''
SimIsle'' (1995), and ''
Capitalism
Capitalism is an economic system based on the private ownership of the means of production and their use for the purpose of obtaining profit. This socioeconomic system has developed historically through several stages and is defined by ...
'' (1995).
Two games at the turn of the 21st century redefine the notion of what a sandbox game is.
* ''
The Sims
''The Sims'' is a series of life simulation video games developed by Maxis and Video game publisher, published by Electronic Arts. The franchise has sold nearly 200 million copies worldwide, and is one of the List of best-selling video game fran ...
'' (2000) is a
life simulation game
Life simulation games form a subgenre of simulation video games in which the player lives or controls one or more virtual characters (human or otherwise). Such a game can revolve around "individuals and relationships, or it could be a simulation ...
where the player interactions with simulated humans in a house as they go about their daily lives. Life simulation games were not a new genre, but prior games such as ''
Little Computer People'' (1985) had very limited
artificial intelligence
Artificial intelligence (AI) is the capability of computer, computational systems to perform tasks typically associated with human intelligence, such as learning, reasoning, problem-solving, perception, and decision-making. It is a field of re ...
beyond the simulated humans, limiting the number of interactions that a player had with the simulation and making such games more curiosities. With ''The Sims'', the simulated humans were given more detailed and believable behavior based on studies in
artificial life
Artificial life (ALife or A-Life) is a field of study wherein researchers examine systems related to natural life, its processes, and its evolution, through the use of simulations with computer models, robotics, and biochemistry. The discipline ...
, which led to players experimenting more with the simulated humans and exploring the simulations.
In terms of defining the sandbox, ''The Sims'' was considered a freeform game, but added sets of minimal goals through the game to guide the player and encourage progression. ''The Sims'' became a best-selling title in the United States in 2000 and a long-running franchise for
Electronic Arts
Electronic Arts Inc. (EA) is an American video game company headquartered in Redwood City, California. Founded in May 1982 by former Apple Inc., Apple employee Trip Hawkins, the company was a pioneer of the early home computer game industry ...
. Further life simulation games would follow, such as ''
Spore
In biology, a spore is a unit of sexual reproduction, sexual (in fungi) or asexual reproduction that may be adapted for biological dispersal, dispersal and for survival, often for extended periods of time, in unfavourable conditions. Spores fo ...
'' (2008).
* ''
Grand Theft Auto III'' (2001) is an
action-adventure game
An action-adventure game is a video game hybrid genre that combines core elements from both the action game and adventure game genres.
Definition
An action adventure game can be defined as a game with a mix of elements from an action ...
in which the player takes the role of a small-time crook in a large city, completing various missions for bosses for the game. This was the first game in the
open world
In video games, an open world is a virtual world in which the Gamer, player can approach objectives freely, as opposed to a world with more linear and structured gameplay. Notable games in this category include ''The Legend of Zelda (video game ...
''
Grand Theft Auto
''Grand Theft Auto'' (''GTA'') is an action-adventure video game series created by David Jones and Mike Dailly. Later titles were developed under the oversight of brothers Dan and Sam Houser, Leslie Benzies and Aaron Garbut. It is prima ...
'' series to be set in a three-dimensional world, prior games having been played from a top-down perspective, and the first game to include a detailed
physics engine
A physics engine is computer software that provides an approximate simulation of certain physical systems, typically classical dynamics, including rigid body dynamics (including collision detection), soft body dynamics, and fluid dynamics. I ...
for the various interaction of objects in the world. The combination of the game's open world and physics system allowed players to explore how they could cause havoc within the game, making the game a virtual sandbox with players to toy with.
In this manner, ''Grand Theft Auto III'' added the idea of emergent gameplay as a feature of sandbox games. ''Grand Theft Auto III'' succeeded ''The Sims'' as the best-selling game in the United States in 2001; In addition to its highly-successful sequels, ''Grand Theft Auto III'' led to a genre of derivative
'' Grand Theft Auto'' clones focused on criminal activities such as the ''
Saints Row'' series, as well as a broad range of open world, action-adventure games such as the ''
Assassin's Creed
''Assassin's Creed'' is a historical fiction, historical action-adventure video game series and media franchise published by Ubisoft and developed mainly by its studio Ubisoft Montreal using the game engine Anvil (game engine), Anvil and its m ...
'' and ''
Far Cry'' series.
This action game broadened expectations of a sandbox, a concept that was previously reserved for experiences like ''SimCity''.
These two games would become a major influence on many different games and genres to come. In 2007, game designer
Warren Spector noted the influence of Will Wright on numerous designers, but was surprised that there weren't more who "mimic Wright's games or his sandbox-style, saying titles in the ''Grand Theft Auto'' look-alike genre are about the closest most developers have come to doing so." This influence led to a trend, and by 2010 critics were noting that "almost every blockbuster game now contains a considerable 'sandbox' element."
This trend was linked to the rise of dynamic storytelling in sandbox worlds, as well as AI that is dynamic enough to supplement scripted content.
Another major shift in sandbox games came with the release of ''
Minecraft
''Minecraft'' is a 2011 sandbox game developed and published by the Swedish video game developer Mojang Studios. Originally created by Markus Persson, Markus "Notch" Persson using the Java (programming language), Java programming language, the ...
'', which was first introduced in 2009 in beta form and its first full release in 2011. At its core, ''Minecraft'' is a
voxel
In computing, a voxel is a representation of a value on a three-dimensional regular grid, akin to the two-dimensional pixel. Voxels are frequently used in the Data visualization, visualization and analysis of medical imaging, medical and scient ...
-based
survival game
Survival games are a subgenre of action games which are often set in hostile, intense, open-world environments. Players generally start with minimal equipment and are required to survive as long as possible by finding the resources necessary t ...
, where players collect resources to build tools that help them to collect better resources, and to construct shelters to protect them from hostile creatures. However, there are no limits on how players can build these structures, and using the vast array of resources available in the game, players can build nearly anything they could imagine; the game has been compared to digital
Lego
Lego (, ; ; stylised as LEGO) is a line of plastic construction toys manufactured by the Lego Group, a privately held company based in Billund, Denmark. Lego consists of variously coloured interlocking plastic bricks made of acrylonitri ...
bricks.
Players' use of ''Minecraft'' in this way led to the developers to add a dedicated "Creative Mode" that stripped the survival elements from the game so that players could build without any hazards or other artificial limits. ''Minecraft'' became a massive success, having sold more than 180 million copies by May 2019 and being the best selling
personal computer
A personal computer, commonly referred to as PC or computer, is a computer designed for individual use. It is typically used for tasks such as Word processor, word processing, web browser, internet browsing, email, multimedia playback, and PC ...
game of all time.
One pure sandbox game, aimed to offer no goals but allow players to create works to be shared with others, is ''
Second Life
''Second Life'' is a multiplayer virtual world that allows people to create an Avatar (computing), avatar for themselves and then interact with other users and user-created content within a multi-user online environment. Developed for person ...
'' (2003), a large
massively multiplayer online game
A massively multiplayer online game (MMOG or more commonly MMO) is an online video game with a large number of players to interact in the same online game world. MMOs usually feature a huge, persistent world, persistent open world, although t ...
set in a
virtual world
A virtual world (also called a virtual space or spaces) is a Computer simulation, computer-simulated environment which may be populated by many simultaneous users who can create a personal Avatar (computing), avatar and independently explore th ...
where users could create various sections of the world as their own. The game was purposely developed as a community-driven world, so while the developers established some of the fundamentals of the in-game economies, much of how the workings and economics of the rest of ''Second Life''s world was set by the players, which created several issues around pricing, gambling, and taxes, among other aspects. The game ultimately drew use by businesses as well, seeking to create space within it.
More recent sandbox games have been aimed at providing interactive works that can be shared with others. ''
Garry's Mod'' allows players to tinker with the
Source engine from
Valve
A valve is a device or natural object that regulates, directs or controls the flow of a fluid (gases, liquids, fluidized solids, or Slurry, slurries) by opening, closing, or partially obstructing various passageways. Valves are technically Pip ...
to make animations and games while games like ''
LittleBigPlanet
''LittleBigPlanet'' (''LBP''; stylised as ''LittleBIGPlanet'') is a Puzzle video game, puzzle platform video game series created and produced by British developer Media Molecule and published by Sony Interactive Entertainment. Most games in th ...
'' and ''
Dreams'' (2019) from
Media Molecule give users assets and primitive programming elements to craft games that can be shared with others.
Influence on other genres
With time, sandbox design had become a mainstay in
survival games,
as well as a popular subset of
shooters,
and
RPGs. Long-time series such as ''
Metal Gear
is a Media franchise, franchise of stealth games created by Hideo Kojima. Developed and published by Konami, the first game, ''Metal Gear (video game), Metal Gear'', was released in 1987 for MSX, MSX home computers. The player often takes con ...
'' had made the "shift to an open-world sandbox design," where the game dynamically "adds more missions as the story progresses and players complete the available side-ops". Other long-running series such as ''
Hitman
Contract killing (also known as murder-for-hire) is a form of murder or assassination in which one party hires another party to kill a targeted person or people. It involves an illegal agreement which includes some form of compensation, moneta ...
'' were celebrated for their sandbox design. The series became influential, creating a new template of games "that echo the same emphasis on sandbox design, open-ended mission structure, and sneaking". In 2020,
PC Gamer
''PC Gamer'' is a magazine and website founded in the United Kingdom in 1993 devoted to PC gaming and published monthly by Future plc. The magazine has several regional editions, with the UK and US editions becoming the best selling PC games m ...
noted ''
Mount & Blade'' as "a triumph of sandbox design". They observe that "because of its sandbox nature, ''Mount & Blade''s quests are procedurally generated around many set templates," which leads to a game where "the simulation is the story".
Starting in the late 2000s,
superhero games have also begun to incorporate sandbox elements. Unlike common sandbox games during that time, where players control a semi-grounded normal human, superhero sandbox games have premises that involved controlling
superpowered beings in a large open-world environment.
[ February 8, 2024] The first titles to utilize such premise were licensed superhero games such as
''Spider-Man 2'' and
''Hulk: Ultimate Destruction''.
[ August 27, 2013] The release of the 2007 game
''Crackdown'', redefined these gameplay elements by adding the ability to level up and earn new weapons and powers. The game would go on to influence similar sandbox games like the 2009 titles
''Infamous'' and ''
Prototype
A prototype is an early sample, model, or release of a product built to test a concept or process. It is a term used in a variety of contexts, including semantics, design, electronics, and Software prototyping, software programming. A prototype ...
''.
[ July 12, 2010] ''Infamous'', in particular, added a morality system where the player can choose to be a superhero or a supervillain.
Other established sandbox games such as ''
Saints Row'' and
''Just Cause'', also began to incorporate these gameplay in their recent titles.
Criticism
Sandbox design has been criticized for providing a lack of satisfying goals for players. According to
Ernest Adams, "plunking the player down in a sandbox and saying, 'have fun' isn't good enough. Especially at the beginning of a game, the player should have a clear sense of what to do next and, in particular, why." Christopher Totten observes that "sandbox elements can be mistakenly taken as fair replacements of narrative content; indeed, many games have missed their potential because they imagined that free-play would compensate for a lack of narrative. But even for our idealized child, playing around in a physical sandbox gets old pretty quick."
Critics point to repetitive in-game tasks, arguing that an "overabundance of mundane events can get in the way of enjoying the sandbox." ''GameDeveloper.com'' notes that the quality of sandbox gameplay varies because "the great risk of the sandbox is that it can be boring." This is because "sand by itself is not much fun. Automated, complex, and perhaps most of all, ''directed'' responsiveness is essential to sandbox play, and the more complex and responsive the world, the more interesting the sandbox."
Use in education
Some sandbox games have gained favorable use in education settings for inspiring studies to use creativity and critical thinking skills.
Part of
Microsoft
Microsoft Corporation is an American multinational corporation and technology company, technology conglomerate headquartered in Redmond, Washington. Founded in 1975, the company became influential in the History of personal computers#The ear ...
's rationale for acquiring
Mojang
Mojang AB, trading as Mojang Studios, is a Swedish video game developer based in Stockholm. A first-party developer for Xbox Game Studios, the studio is best known for developing the sandbox and survival game ''Minecraft'', the best-selli ...
, the developers of ''Minecraft'', for in 2014 was for its potential application in
science, technology, engineering, and mathematics
Science, technology, engineering, and mathematics (STEM) is an umbrella term used to group together the distinct but related technical disciplines of science, technology, engineering, and mathematics. The term is typically used in the context of ...
(STEM) education, according to CEO
Satya Nadella
Satya Narayana Nadella (; born 19 August 1967) is an Indian-born American business executive who is the chairman and chief executive officer (CEO) of Microsoft, succeeding Steve Ballmer in 2014 as CEO and John W. Thompson in 2021 as chairman. B ...
on its acquisition in 2014, as the game already helps to pique children's curiosity. Microsoft subsequently enhanced the ''MinecraftEDU'' version of the game into ''Minecraft: Education Edition'' (now known as ''Minecraft Education'') that gives teachers and students numerous pre-made resources to work from, and the ability for teachers to monitor and assist students in their work, but otherwise allowing students to create and learn following several lesson plans developed by Microsoft.
Educators and schools leverage
Roblox
Roblox (, ) is an online game platform and game creation system developed by Roblox Corporation that allows users to program and play games created by themselves or other users. It was created by David Baszucki and Erik Cassel in 200 ...
for their computer and programming lessons. Students learning with
Roblox
Roblox (, ) is an online game platform and game creation system developed by Roblox Corporation that allows users to program and play games created by themselves or other users. It was created by David Baszucki and Erik Cassel in 200 ...
can use their maintained game creation engine called
Roblox Studio
Roblox (, ) is an online game platform and game creation system developed by Roblox Corporation that allows users to program and play games created by themselves or other users. It was created by David Baszucki and Erik Cassel in 200 ...
. The creation of these games can inspire students to work with creativity and concepts.
References
{{Video game genre
Video game genres