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{{MMORPG}}s are a special case. Though most do not have a true 'end', they end up becoming more top heavy over time as new content additions target veterans who have seen and done most of the things in the game. This effect is particularly severe if several consecutive updates do not increase the {{Cap}} but give already capped players new options, and is the reason that established players tend to perceive more freedom in a game than newbies.

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{{MMORPG}}s are a special case. Though most do not have a true 'end', they end up becoming more top heavy over time as new content additions target veterans who have seen and done most of the things in the game. This effect is particularly severe if several consecutive updates do not increase the {{Cap}} but give already capped players new options, and is the reason that established players tend to perceive more freedom in a game than newbies.newbies despite being more aware of its limitations.
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{{MMORPG}}s are a special case. Though most do not have a true 'end', most end up becoming more top heavy over time as new content additions target veterans who have seen and done most of the things in the game. This effect is particularly severe if several consecutive updates do not increase the {{Cap}} but give already capped players new options.

to:

{{MMORPG}}s are a special case. Though most do not have a true 'end', most they end up becoming more top heavy over time as new content additions target veterans who have seen and done most of the things in the game. This effect is particularly severe if several consecutive updates do not increase the {{Cap}} but give already capped players new options.options, and is the reason that established players tend to perceive more freedom in a game than newbies.
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{{MMORPG}}s are a special case, becoming more and more 'top heavy' over time as new content additions target veterans who have seen and done most of the things in the game. This effect is particularly severe if several consecutive updates do not increase the {{Cap}} but give already capped players new options.

to:

{{MMORPG}}s are a special case, case. Though most do not have a true 'end', most end up becoming more and more 'top heavy' top heavy over time as new content additions target veterans who have seen and done most of the things in the game. This effect is particularly severe if several consecutive updates do not increase the {{Cap}} but give already capped players new options.
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{{MMORPG}}s are a special case, becoming more and more 'top heavy' over time as new content additions target veterans who have seen and done most of the things in the game. This effect is particularly severe if several consecutive updates do not increase the {{Cap}} but give already capped players new options.

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* ''FinalFantasyXIII'': Pulse.
** To elaborate, the game has NoSidepathsNoExplorationNoFreedom up to the point where Lightning's party reaches Pulse. This takes quite a while and there's a living but utterly inaccessible cityscape around the straight path, which is the main reason most people accuse the game of being too linear.

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* ''FinalFantasyXIII'': Pulse.
** To elaborate, the game
''FinalFantasyXIII'' has NoSidepathsNoExplorationNoFreedom up to the point where Lightning's party reaches Pulse. This takes quite a while and there's Pulse... ''in chapter 11'' (out of 13). There's a living but utterly inaccessible cityscape around the straight path, which is the main reason most people accuse the game of being too linear.



* In ''TheElderScrolls'' games, starting with ''[[TheElderScrollsTwoDaggerfall Daggerfall]]'', you were thrown into a WideOpenSandbox the very moment you ended the tutorial mission.
** In ''{{Morrowind}}'', the game even tells you, "You're on your own now."
** This actually began with the first Elder Scrolls game, ''[[TheElderScrollsOneArena Arena]]''. In terms of scale it is arguably more overwhelming then any of the following Elder Scrolls games as it offers the entire continent of Tamriel for you to explore, with very little direction towards your objectives.

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* In All core ''TheElderScrolls'' games, starting with ''[[TheElderScrollsTwoDaggerfall Daggerfall]]'', games did this to you were thrown into a WideOpenSandbox the very moment the TutorialLevel ended, read, when you ended crawl out of the tutorial mission.
** In ''{{Morrowind}}'',
first dungeon. ''{{Morrowind}}'' went even further, throwing you out into the world right after your character build was finalized. The game even tells you, you: "You're on your own now."
** This actually began with the first Elder Scrolls game, ''[[TheElderScrollsOneArena Arena]]''. In terms of scale it is arguably more overwhelming then any of the following Elder Scrolls games as it offers the entire continent of Tamriel for you to explore, with very little direction towards your objectives.
"
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* Most ''{{Ys}}'' games start out linearly, gradually opening up the rest of the world, and usually providing you with a [[WarpWhistle warp item]] to quick-travel to previous areas. Usually, there's at least one PointOfNoReturn before the FinalDungeon.

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* Most ''{{Ys}}'' games start out linearly, gradually opening up the rest of the world, and usually providing you with a [[WarpWhistle warp item]] to quick-travel to previous areas. Usually, there's at least one PointOfNoReturn just before or at the beginning of the FinalDungeon.
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* Most ''{{Ys}}'' games start out linearly, gradually opening up the rest of the world, and usually providing you with a [[WarpWhistle warp item]] to quick-travel to previous areas. Usually, there's at least one PointOfNoReturn before the FinalDungeon, though.

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* Most ''{{Ys}}'' games start out linearly, gradually opening up the rest of the world, and usually providing you with a [[WarpWhistle warp item]] to quick-travel to previous areas. Usually, there's at least one PointOfNoReturn before the FinalDungeon, though.
FinalDungeon.
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* Most ''{{Ys}}'' games start out linearly, gradually opening up the rest of the world, and usually providing you with a [[WarpWhistle warp item]] to quick-travel to previous areas. Usually, there's at least one PointOfNoReturn before the FinalDungeon, though.
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[[AC:PlatformGame]]
* In contrast to its extremely linear predecessor, ''SuperMarioLand2SixGoldenCoins'' is far less linear. After finishing the tutorial level, the six zones containing the titular coins have no set order to do them in, and players are free to, for example, complete part of one zone and then work on another, leaving the rest of the previous one for later.
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* Most ''DragonQuest'' games once you obtain a ship.

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* Most ''DragonQuest'' games once you obtain a ship.
ship. Starting with ''DragonQuestIII'', flight is possible and getting the ability to fly opens up the world further. (However, ''DragonQuestIX'' doesn't give the player the ability to fly until after completing the main story, so the ship is the main mode of travel until then.)
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* ''TheLegendOfZelda'' series tends to do this multiple times each game. After the [[NoobCave introductory village and dungeon]], most of the world map opens up. And then, once you've completed about half of the dungeons, a large chunk of the map that was hidden or inaccessible is revealed, usually through some specialized game mechanic like DualWorldGameplay.

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* ''TheLegendOfZelda'' series tends to do this multiple times each game. After In most games, after the [[NoobCave introductory village and dungeon]], most of the world map opens up.up, though in the first game the world could be explored right away (though getting a sword, which is in a cave on the first screen, is a good idea). And then, once you've completed about half of the dungeons, a large chunk of the map that was hidden or inaccessible is revealed, usually through some specialized game mechanic like DualWorldGameplay.
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* Most ''DragonQuest'' games once you obtain a ship.
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** To elaborate, the game has NoSidepathsNoExplorationNoFreedom up to the point where Lightning's party reaches Pulse. This takes quite a while and there's a living but utterly inaccessible cityscape around the straight path, which is the main reason most people accuse the game of being too linear.

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** As an Elder Scrolls fan, the one thing preventing me from re-playing Mass Effect is knowing that it'll take 3-4 hours of play before I get a ship and can do my own thing. I guess you can't satisfy everybody.
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** As an Elder Scrolls fan, the one thing preventing me from re-playing Mass Effect is knowing that it'll take 3-4 hours of play before I get a ship and can do my own thing. I guess you can't satisfy everybody.
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* The Legend of Zelda series tends to do this multiple times each game. After the [[NoobCave introductory village and dungeon]], most of the world map opens up. And then, once you've completed about half of the dungeons, a large chunk of the map that was hidden or inaccessible is revealed, usually through some specialized game mechanic like DualWorldGameplay.
** ''TheLegendOfZelda: [[TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]''. After you (finally) leave the village, all of Hyrule Field is open to you. When you get the Master Sword, you then gain full access to most of the areas you visited previously (even if you're still missing some key pieces of gear.)

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* The Legend of Zelda ''TheLegendOfZelda'' series tends to do this multiple times each game. After the [[NoobCave introductory village and dungeon]], most of the world map opens up. And then, once you've completed about half of the dungeons, a large chunk of the map that was hidden or inaccessible is revealed, usually through some specialized game mechanic like DualWorldGameplay.
** ''TheLegendOfZelda: [[TheLegendOfZeldaOcarinaOfTime ''[[TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]''. After you (finally) leave the village, all of Hyrule Field is open to you. When you get the Master Sword, you then gain full access to most of the areas you visited previously (even if you're still missing some key pieces of gear.)



** ''LinkToThePast'' lets you into Hyrule once you rescue Princess Zelda from the catacombs. Once you complete three dungeons and slay Agnahim, the entrance to Hyrule Castle becomes a gate to the Dark World (which holds eight more dungeons.)

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** ''LinkToThePast'' lets you into Hyrule once you rescue Princess Zelda from the catacombs. Once you complete three dungeons and slay Agnahim, Agahnim, the entrance to Hyrule Castle becomes a gate to the Dark World (which holds eight more dungeons.)



* The 360 game ''Crackdown'' is already a GTA-ish sandbox game to start with. But once you've beaten all three gangs and finished the end-game you can roam freely around the city with all your powerups available and the option of re-starting any of your previous missions in a mode that feels much more like OpeningTheSandbox than just having finished the game and being able to run around. There is also an DLC that adds GodMode, which has an option that also effectively gives you an OpeningTheSandbox mode.

to:

* The 360 game ''Crackdown'' ''{{Crackdown}}'' is already a GTA-ish sandbox game to start with. But once you've beaten all three gangs and finished the end-game you can roam freely around the city with all your powerups available and the option of re-starting any of your previous missions in a mode that feels much more like OpeningTheSandbox than just having finished the game and being able to run around. There is also an DLC that adds GodMode, which has an option that also effectively gives you an OpeningTheSandbox mode.

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* The Legend of Zelda series tends to do this multiple times each game. After the introductory dungeon, most of the world map opens up. And then, once you've completed about half of the dungeons, a large chunk of the map that was hidden or inaccessible opens up, usually through some specialized game mechanic like DualWorldGameplay.
** ''TheLegendOfZelda: [[TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'' and ''[[TheLegendOfZeldaTwilightPrincess Twilight Princess]]'' - After you (finally) leave the village.

to:

* The Legend of Zelda series tends to do this multiple times each game. After the [[NoobCave introductory dungeon, village and dungeon]], most of the world map opens up. And then, once you've completed about half of the dungeons, a large chunk of the map that was hidden or inaccessible opens up, is revealed, usually through some specialized game mechanic like DualWorldGameplay.
** ''TheLegendOfZelda: [[TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'' and ''[[TheLegendOfZeldaTwilightPrincess Twilight Princess]]'' - Time]]''. After you (finally) leave the village.village, all of Hyrule Field is open to you. When you get the Master Sword, you then gain full access to most of the areas you visited previously (even if you're still missing some key pieces of gear.)



** ''OracleOfAges'' opens up three times, each time when you gain a new method of time travel. This is mostly done through DualWorldGameplay, where Link jumps between the past and present to circumvent obstacles and solve puzzles.

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** ''LinkToThePast'' lets you into Hyrule once you rescue Princess Zelda from the catacombs. Once you complete three dungeons and slay Agnahim, the entrance to Hyrule Castle becomes a gate to the Dark World (which holds eight more dungeons.)
** ''OracleOfAges'' opens up three times, each time when you [[DualWorldGameplay gain a new method of time travel. This is mostly done through DualWorldGameplay, where Link jumps between the past and present to circumvent obstacles and solve puzzles.travel.]]
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** ''OracleOfAges'' opens up three times, each time when you gain a new method of time travel. This is mostly done through DualWorldGameplay, where Link jumps between the past and present to circumvent obstacles and solve puzzles.

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* ''TheLegendOfZelda: [[TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'' and ''[[TheLegendOfZeldaTwilightPrincess Twilight Princess]]'' - After you (finally) leave the village.

to:

* The Legend of Zelda series tends to do this multiple times each game. After the introductory dungeon, most of the world map opens up. And then, once you've completed about half of the dungeons, a large chunk of the map that was hidden or inaccessible opens up, usually through some specialized game mechanic like DualWorldGameplay.
**
''TheLegendOfZelda: [[TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'' and ''[[TheLegendOfZeldaTwilightPrincess Twilight Princess]]'' - After you (finally) leave the village.



** When you become normal Link in ''[[TheLegendOfZeldaMajorasMask Majora's Mask]]''.
** ''TwilightPrincess'' doesn't truly open the sandbox until you complete the first set of macguffins, like most Zelda games.

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** When you become normal Link finally break the Skull Kid's curse in ''[[TheLegendOfZeldaMajorasMask Majora's Mask]]''.
Mask]]''. As a human, you finally have a decent melee weapon and can leave town.
** ''TwilightPrincess'' lets you out into Hyrule Field once you've freed Ordon Province from the Twilight. However, true to form, the game doesn't truly open the sandbox until you complete drive back all the first set of macguffins, like most Zelda games.Twilight and get the Master Sword.
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* Most ''[=~Pokémon~=]'' games: About when you can use Surf and Fly outside of battle. If you can use ''all'' the [=HMs=], you've definitely reached this point. The Gen IV games make you see (not catch, thankfully) all of the Pokémon in the Sinnoh Pokédex before opening everything up, though.

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* Most ''[=~Pokémon~=]'' ''{{Pokemon}}'' games: About when you can use Surf and Fly outside of battle. If you can use ''all'' the [=HMs=], you've definitely reached this point. The Gen IV games make you see (not catch, thankfully) all of the Pokémon in the Sinnoh Pokédex before opening everything up, though.
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to:

* The point at which everything is available in TalesOfSymphonia comes VERY late in the game. Specifically, you need to enter the final room but not use the warp that leads to the final boss. At that point you can leave and do all the quests.
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* Most ''[=~Pokémon~=]'' games: About when you can use Surf and Fly out of battle. If you can use ''all'' the [=HMs=], you've definitely reached this point. The Gen IV games make you see (not catch, thankfully) all of the Sinnoh Pokedex before opening everything up, though.

to:

* Most ''[=~Pokémon~=]'' games: About when you can use Surf and Fly out outside of battle. If you can use ''all'' the [=HMs=], you've definitely reached this point. The Gen IV games make you see (not catch, thankfully) all of the Pokémon in the Sinnoh Pokedex Pokédex before opening everything up, though.
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* ''ShinMegamiTensei'': AfterTheEnd

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[[AC:ActionAdventure]]
* ''TheLegendOfZelda: [[TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'' and ''[[TheLegendOfZeldaTwilightPrincess Twilight Princess]]'' - After you (finally) leave the village.
** ''[[TheLegendOfZeldaTheWindWaker The Wind Waker]]'': You can start sailing anywhere shortly before you start the Tower of the Gods. Most people wait until they get the Ballad of Gales, though, because otherwise you'd have to sail all that distance by yourself.
** When you become normal Link in ''[[TheLegendOfZeldaMajorasMask Majora's Mask]]''.
** ''TwilightPrincess'' doesn't truly open the sandbox until you complete the first set of macguffins, like most Zelda games.
* In ''{{Okami}}'', you can go back and get most of the missing collectibles once you've bought the DoubleJump and unlocked Kabegami's brush technique, allowing you to climb walls, but it's a lot less traveling to wait until you've gotten the Mist Warp technique so you can teleport between certain sacred mirrors. Most walkthroughs advise you to just wait until you hit the PointOfNoReturn and start backtracking from there.

[[AC:RolePlayingGame]]



* ''TheLegendOfZelda: [[TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'' and ''[[TheLegendOfZeldaTwilightPrincess Twilight Princess]]'' - After you (finally) leave the village.
** ''[[TheLegendOfZeldaTheWindWaker The Wind Waker]]'': You can start sailing anywhere shortly before you start the Tower of the Gods. Most people wait until they get the Ballad of Gales, though, because otherwise you'd have to sail all that distance by yourself.
** When you become normal Link in ''[[TheLegendOfZeldaMajorasMask Majora's Mask]]''.
** Twilight Princess doesn't truly open the sandbox until you complete the first set of macguffins, like most Zelda games.
* In ''{{Okami}}'', you can go back and get most of the missing collectibles once you've bought the DoubleJump and unlocked Kabegami's brush technique, allowing you to climb walls, but it's a lot less traveling to wait until you've gotten the Mist Warp technique so you can teleport between certain sacred mirrors. Most walkthroughs advise you to just wait until you hit the PointOfNoReturn and start backtracking from there.



* The 360 game ''Crackdown'' is already a GTA-ish sandbox game to start with. But once you've beaten all three gangs and finished the end-game you can roam freely around the city with all your powerups available and the option of re-starting any of your previous missions in a mode that feels much more like OpeningTheSandbox than just having finished the game and being able to run around. There is also an DLC that adds GodMode, which has an option that also effectively gives you an OpeningTheSandbox mode.



* In the computer game ''{{Spore}}'' after passing the first four objective-based levels you are free to explore and colonize the universe as you see fit.


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[[AC:ShootEmUp]]


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[[AC:ThirdPersonShooter]]
* The 360 game ''Crackdown'' is already a GTA-ish sandbox game to start with. But once you've beaten all three gangs and finished the end-game you can roam freely around the city with all your powerups available and the option of re-starting any of your previous missions in a mode that feels much more like OpeningTheSandbox than just having finished the game and being able to run around. There is also an DLC that adds GodMode, which has an option that also effectively gives you an OpeningTheSandbox mode.

[[AC:WideOpenSandbox]]
* In the computer game ''{{Spore}}'' after passing the first four objective-based levels you are free to explore and colonize the universe as you see fit.
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These points are almost always near the ending, so SPOILERS.

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These points are almost always sometimes near the ending, so SPOILERS.
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* ''FinalFantasyI'' unusually has this at the halfway point ([[SequenceBreaking or if you're like most players, slightly before]]), when you get the GlobalAirship.
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* The "Diplomatic Relations" mission in ''EscapeVelocity: Override'' is necessary for unlocking most of the non-human, non-Voinian mission strings.
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* After beating down Dalton in ''ChronoTrigger''.

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* After beating down Dalton the second time in ''ChronoTrigger''.
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* {{Fallout3}} confines you to an underground vault, which serves as a tutorial level, in the early part of the game. You eventualy escape, gaining access to the rest of the world.

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* {{Fallout3}} ''{{Fallout 3}}'' confines you to an underground vault, which serves as a tutorial level, in the early part of the game. You eventualy escape, gaining access to the rest of the world.



* Most [=~Pokémon~=] games: About when you can use Surf and Fly out of battle. If you can use ''all'' the HMs, you've definitely reached this point. The Gen IV games make you see (not catch, thankfully) all of the Sinnoh Pokedex before opening everything up, though.
* In ''TheElderScrolls'' games, starting with ''Daggerfall'', you were thrown into a WideOpenSandbox the very moment you ended the tutorial mission.
** In Morrowind, the game even tells you, "You're on your own now."
** This actually began with the first Elder Scrolls game, ''Arena''. In terms of scale it is arguably more overwhelming then any of the following Elder Scrolls games as it offers the entire continent of Tamriel for you to explore, with very little direction towards your objectives.

to:

* Most [=~Pokémon~=] ''[=~Pokémon~=]'' games: About when you can use Surf and Fly out of battle. If you can use ''all'' the HMs, [=HMs=], you've definitely reached this point. The Gen IV games make you see (not catch, thankfully) all of the Sinnoh Pokedex before opening everything up, though.
* In ''TheElderScrolls'' games, starting with ''Daggerfall'', ''[[TheElderScrollsTwoDaggerfall Daggerfall]]'', you were thrown into a WideOpenSandbox the very moment you ended the tutorial mission.
** In Morrowind, ''{{Morrowind}}'', the game even tells you, "You're on your own now."
** This actually began with the first Elder Scrolls game, ''Arena''.''[[TheElderScrollsOneArena Arena]]''. In terms of scale it is arguably more overwhelming then any of the following Elder Scrolls games as it offers the entire continent of Tamriel for you to explore, with very little direction towards your objectives.



* In the computer game ''Spore'' after passing the first four objective-based levels you are free to explore and colonize the universe as you see fit.

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* In the computer game ''Spore'' ''{{Spore}}'' after passing the first four objective-based levels you are free to explore and colonize the universe as you see fit.



* DragonAge, post-Lothering.

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* DragonAge, ''DragonAge'', post-Lothering.
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* ''FinalFantasyVI'' has two: right at the end of the World of Balance and basically the entirety of the World of Ruin.

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* ''FinalFantasyVI'' has two: right at the end of the World of Balance and basically getting the entirety of airship in the World of Ruin.

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