History Main / QuickSandBox

2nd Aug '17 8:49:09 PM Rotpar
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* In ''{{VideoGame/Foxhole}}'', it can be daunting for a new player to figure out what to do and where to go; there is no in-game direction as to what you should be doing to win the war. Especially since you start only with a pistol and a hammer, just getting a basic rifle or finding the action takes some getting used to.
19th Jul '17 1:12:46 PM dotchan
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* ''VideoGame/FinalFantasyVI'': The game becomes wide open as soon as you collect four party members and [[spoiler: the new airship]] in the second half of the game...in fact, absolutely nothing stops you from tackling TheVeryFinalDungeon except the ridiculously tough battles that you would face along the way.
10th Jun '17 1:19:01 PM Gosicrystal
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* ''VideoGame/{{Minecraft}}''. You are thrown into an enormous world without any defined goals at all - players can build huge structures, mine valuables from the ground, slaughter monsters, explore landscapes, become nomadic, construct railroads, seek out the [[spoiler:Ender Dragon]] or do practically anything else.
** This was even worse before the game came with a list of achievements that encourage new players to learn the basics of mining, farming, construction, and combat.
*** This is not helped by the sheer size of the map. You can wander in the direction of the map and go on for hours never finding an end to it all; in one interview Notch said the potential size of the gameplay world can go up to eight times the surface area of '''Earth itself''' (although there isn't any major difference between different sections of the map). Not to mention the various environments all over the place (it is possible to see a snow biome right next to a desert in this game, at least before the 1.8 update) giving you a variety of resources to use in building your desired constructions.
*** Not big enough? Mods like [[http://www.minecraftforum.net/topic/918541-146-mystcraft-09500 Mystcraft]] let you make as many new worlds to explore as you want, and even decorate them with different types of environments.

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* ''VideoGame/{{Minecraft}}''. You are thrown into an enormous world without any defined goals at all - players can build huge structures, mine valuables from the ground, slaughter monsters, explore landscapes, become nomadic, construct railroads, seek out the [[spoiler:Ender Dragon]] or do practically anything else.
**
else. This was even worse before the game came with a list of achievements that encourage new players to learn the basics of mining, farming, construction, and combat.
*** This is not helped by
combat. Then there's the sheer size of the map. You map: you can wander in the one direction of the map and go on for hours never finding an end to it all; in one interview Notch said the potential size of the gameplay world can go up to eight times the surface area of '''Earth itself''' (although there isn't any major difference between different sections of the map). Not to mention the various environments all over the place (it is possible to see a snow biome right next to a desert in this game, at least game before the 1.8 update) giving you a variety of resources to use in building your desired constructions.
*** Not big enough? Mods like [[http://www.minecraftforum.net/topic/918541-146-mystcraft-09500 Mystcraft]] let you make as many new worlds to explore as you want, and even decorate them with different types of environments.
constructions.
10th Jun '17 12:42:49 PM Gosicrystal
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* ''VideoGame/{{Terraria}}'' is a bit less intimidating, since you start with basic versions of three main tools (Axe, Pick, Sword). Even if you do decide to wander, Terraria is 2D and has a much smaller game world, making it much harder to get hopelessly lost.
** Another problem is progression. Of course you wander around, looking materials but how you actually ''progress'' is confusing to a newer player.
* Similar to the above, ''VideoGame/GarrysMod'' provides the player with access to every asset from just about every modern Valve game the player may have installed, tools with which to put said assets together in just about any way imaginable, and a default map entitled "Flatgrass." Knock yourself out. Various addons increase the amount of tools and assets available by an order of magnitude.

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* ''VideoGame/{{Terraria}}'' is a bit less intimidating, since you start with basic versions of three main tools (Axe, Pick, Sword). Even if you do decide to wander, Terraria is 2D and has a much smaller game world, making it much harder to get hopelessly lost.
** Another problem is progression. Of course
In ''VideoGame/{{Terraria}}'', you wander around, around looking materials for materials, but how you actually ''progress'' is confusing to a newer player.
* Similar to the above, ''VideoGame/GarrysMod'' provides the player with access to every asset from just about every modern Valve game the player may have installed, tools with which to put said assets together in just about any way imaginable, and a default map entitled "Flatgrass." Knock yourself out. Various addons increase the amount of tools and assets available by an order of magnitude.



* As per the page quote, the VideoGame/GrandTheftAuto series has this, particularly since VideoGame/GrandTheftAutoIII. It gets marginally better in San Andreas with the introduction of the cell phone, and much better with the smartphone in GTA IV. In the original GTA III though, having the option to do police, ambulance, and taxi side missions (all with valuable rewards), search for and collect hidden packages, find vans or weapons with rampage side missions, doing ''actual'' side missions for gangs or the mob, and finally progressing the story, all with little guidance from the interface...things get paralyzing quickly.

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* As per the page quote, the VideoGame/GrandTheftAuto The ''VideoGame/GrandTheftAuto'' series has this, particularly since VideoGame/GrandTheftAutoIII.''VideoGame/GrandTheftAutoIII''. It gets marginally better in San Andreas with the introduction of the cell phone, and much better with the smartphone in GTA IV. In the original GTA III though, having the option to do police, ambulance, and taxi side missions (all with valuable rewards), search for and collect hidden packages, find vans or weapons with rampage side missions, doing ''actual'' side missions for gangs or the mob, and finally progressing the story, all with little guidance from the interface...things get paralyzing quickly.
10th Jun '17 12:36:31 PM Gosicrystal
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* In the Atari game ''VideoGame/{{Adventure}}'', you have a general goal and no idea how to accomplish it or where anything is.



* ''VideoGame/TheLegendOfZeldaI'' is one of the first games to revel in this trope. You're basically sent out with little idea what to do and especially where to go leading to some early deaths. ([[WithThisHerring "It's dangerous to go alone! Take this!"]])
** The Atari game VideoGame/{{Adventure}} was even more this. You have a general goal and no idea how to accomplish it or where anything is.
** ''[[VideoGame/TheLegendOfZeldaBreathOfTheWild Breath of the Wild]]'' is probably the logical culmination of this trope in the ''Legend of Zelda'' series. After you get [[MagnetismManipulation the]] [[TimeStandsStill four]] [[AnIcePerson main]] [[CartoonBomb runes]] and learn the basic backstory and goal of the game, you're able to do whatever you wish to do, with the only limitation on where you can travel being your own skill and resourcefulness.

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* ''VideoGame/TheLegendOfZeldaI'' is one of ''Franchise/TheLegendOfZelda'':
** In [[VideoGame/TheLegendOfZeldaI
the first games to revel in this trope. You're game]], you're basically sent out with little idea what to do and especially where to go leading to some early deaths. ([[WithThisHerring "It's dangerous to go alone! Take this!"]])
** The Atari game VideoGame/{{Adventure}} was even more this. You have a general goal and no idea how to accomplish it or where anything is.
**
In ''[[VideoGame/TheLegendOfZeldaBreathOfTheWild Breath of the Wild]]'' is probably the logical culmination of this trope in the ''Legend of Zelda'' series. After Wild]]'', after you get the four main runes (bombs and [[MagnetismManipulation the]] the power to manipulate metal objects]], [[TimeStandsStill four]] paralyze objects]] and [[AnIcePerson main]] [[CartoonBomb runes]] turn water into ice]]) and learn the basic backstory and goal of the game, you're able to do whatever you wish to do, with the only limitation on where you can travel being your own skill and resourcefulness.
8th Jun '17 10:11:27 AM Malady
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* ''VideoGame/CastlevaniaCircleOfTheMoon''. The game starts off by dropping you into Dracula's Castle; and not telling the player where to go. The hints you get are few and far in between, and even then they just give you a broad goal.

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* ''VideoGame/CastlevaniaCircleOfTheMoon''. ''VideoGame/CastlevaniaCircleOfTheMoon'': The game starts off by dropping you into Dracula's Castle; and not telling the player where to go. The hints you get are few and far in between, and even then they just give you a broad goal.



** Its sequel, ''Warband'', gives players the option to do a starting quest that has a small, simple storyline and conclusion, introducing them to some of the mechanics and the setting...at which point they are again dumped into the world and left to their devices.

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** Its sequel, ''Warband'', ''VideoGame/{{Warband}}'', gives players the option to do a starting quest that has a small, simple storyline and conclusion, introducing them to some of the mechanics and the setting...at which point they are again dumped into the world and left to their devices.



** What's also made a little worse is the fact that you have to collect pieces of a Trident - with little to no indication as to why you need it, or exactly where the parts were. For example, one part is located in a continent on the bottom of the world.
* Common ''The Elder Scrolls'' series of games:

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** What's also made a little worse is the fact that you have to collect [[ExcaliburInTheRust pieces of a Trident Trident]] - with little to no indication as to why you need it, or exactly where the parts were. For example, one part is located in a continent on the bottom of the world.
* Common ''The Elder Scrolls'' ''Franchise/TheElderScrolls'' series of games:



* {{Academagia}} - Welcome to WizardingSchool. You have a bajillion stats, all of which currently suck, and you don't know what any of them mean. You have dozens of available actions, and you will quickly gain far more than you could ever use. Your only actual goal is figuring out what on earth they DO.
* Many LifeSims require some scrambling around at first to keep your character alive, before your enhanced skills give you the free time to explore. ''VideoGame/PrincessMaker'' and ''VideoGame/CuteKnight'' have the initial struggle to pay for food and housing. ''VideoGame/CuteKnightKingdom'' removed a lot of this starting urgency, and thereby left some players with no idea of what to do.

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* {{Academagia}} - ''VideoGame/{{Academagia}}'': Welcome to WizardingSchool. You have a bajillion stats, all of which currently suck, and you don't know what any of them mean. You have dozens of available actions, and you will quickly gain far more than you could ever use. Your only actual goal is figuring out what on earth they DO.
* Many LifeSims require have the initial struggle to pay for food and housing, requiring some scrambling around at first to keep your character alive, before your enhanced skills give you the free time to explore. ''VideoGame/PrincessMaker'' and ''VideoGame/CuteKnight'' have the initial struggle to pay for food and housing. ''VideoGame/CuteKnightKingdom'' explore:
** ''VideoGame/PrincessMaker''
** ''VideoGame/CuteKnight''
*** VideoGame/CuteKnightKingdom''
removed a lot of this starting urgency, and thereby left some players with no idea of what to do.


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** ''VideoGame/DeadRisingChopTillYouDrop'': The conversion for the UsefulNotes/{{Wii}} was specifically designed to address the complaints.
29th May '17 8:45:13 PM nombretomado
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* Most early {{Sierra}} adventure games. Particularly the games that used a text parser, which were infamous for dropping you in a room without so much as an introductory message, while the later point-and-click games had at least some sort of introduction giving you some clues. The original ''VideoGame/PoliceQuest'' was particularly infamous: at the start of the game, you're dressed in your police uniform in the main hall of the station. If you don't figure out that you need to attend your morning briefing within the first three minutes of the game, you'd get HaveANiceDeath when you finally walked into the briefing room.

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* Most early {{Sierra}} {{Creator/Sierra}} adventure games. Particularly the games that used a text parser, which were infamous for dropping you in a room without so much as an introductory message, while the later point-and-click games had at least some sort of introduction giving you some clues. The original ''VideoGame/PoliceQuest'' was particularly infamous: at the start of the game, you're dressed in your police uniform in the main hall of the station. If you don't figure out that you need to attend your morning briefing within the first three minutes of the game, you'd get HaveANiceDeath when you finally walked into the briefing room.
22nd May '17 1:19:45 PM CyberController
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* ''VidoGame/HorizonZeroDawn'' gives you a wide-open world to explore once you've completed the tutorial. Sure, there's something about tracking down the people who massacred your village, but first why not go check out some ancient ruins for artifacts, or climb a Tallneck, or hunt some machines for parts, or...

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* ''VidoGame/HorizonZeroDawn'' ''VideoGame/HorizonZeroDawn'' gives you a wide-open world to explore once you've completed the tutorial. Sure, there's something about tracking down the people who massacred your village, but first why not go check out some ancient ruins for artifacts, or climb a Tallneck, or hunt some machines for parts, or...



* ''ThePath'' was designed with this in mind. Fortunately it's a small sandbox.

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* ''ThePath'' ''VideoGame/ThePath'' was designed with this in mind. Fortunately it's a small sandbox.
20th May '17 11:42:52 AM nombretomado
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* Several games in the ''Franchise/{{Ultima}}'' series are like this. Especially ''VideoGame/UltimaIV'' and ''VideoGame/UltimaV''.

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* Several games in the ''Franchise/{{Ultima}}'' ''VideoGame/{{Ultima}}'' series are like this. Especially ''VideoGame/UltimaIV'' and ''VideoGame/UltimaV''.
5th May '17 11:13:30 PM Serac
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** ''[[VideoGame/TheLegendOfZeldaBreathOfTheWild Breath of the Wild]]'' is probably the logical culmination of this trope in the ''Legend of Zelda'' series. After you get [[MagnetismManipulation the]] [[TimeStandsStill four]] [[ElementalBaggage main]] [[CartoonBomb runes]] and learn the basic backstory and goal of the game, you're able to do whatever you wish to do, with the only limitation on where you can travel being your own skill and resourcefulness.

to:

** ''[[VideoGame/TheLegendOfZeldaBreathOfTheWild Breath of the Wild]]'' is probably the logical culmination of this trope in the ''Legend of Zelda'' series. After you get [[MagnetismManipulation the]] [[TimeStandsStill four]] [[ElementalBaggage [[AnIcePerson main]] [[CartoonBomb runes]] and learn the basic backstory and goal of the game, you're able to do whatever you wish to do, with the only limitation on where you can travel being your own skill and resourcefulness.
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