The point in a video game, especially a {{metroidvania}} or (electronic) {{RPG}}, where you're finally able to do all the sidequests, go anywhere on the map, and so on. Usually coincides with getting the GlobalAirship, in games that have that. May still be this even if you technically can't go ''everywhere''; there are many games where the beginning of the VeryDefinitelyFinalDungeon is also the PointOfNoReturn.

Usually a very good time to get the InfinityPlusOneSword or go for OneHundredPercentCompletion. If the entire RPG is like this, it could be a QuicksandBox. This point also comes shortly before the PointOfNoReturn, or after if the game has certain forms of NewGamePlus.

{{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 despite being more aware of its limitations.

These points are sometimes near the ending, so SPOILERS.

* ''Franchise/TheLegendOfZelda'' series tends to do this multiple times each game. In most games, after the [[NoobCave introductory village and dungeon]], most of the world map opens 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.
** ''VideoGame/TheLegendOfZeldaOcarinaOfTime''. 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.)
** ''VideoGame/TheLegendOfZeldaTheWindWaker'': Your boat won't let you leave a small linear path at first. After you complete the second dungeon, you're free to sail wherever you want and explore the whole map. Most people wait until they get the [[WarpWhistle Ballad of Gales]], though, because otherwise you'd have to sail all that distance by yourself.
** When you finally break the Skull Kid's curse in ''VideoGame/TheLegendOfZeldaMajorasMask''. As a human, you finally have a decent melee weapon and can leave town.
** ''VideoGame/TheLegendOfZeldaTwilightPrincess'' lets you out into Hyrule Field once you've freed Ordon and Faron Province from the Twilight. However, true to form, the game doesn't truly open the sandbox until you drive back all the Twilight and get the Master Sword.
** ''VideoGame/TheLegendOfZeldaALinkToThePast'' lets you explore Hyrule freely once you rescue Princess Zelda from the catacombs. Once you complete three dungeons and slay Agahnim, the entrance to Hyrule Castle becomes a gate to the Dark World (which holds eight more dungeons.)
** ''VideoGame/TheLegendOfZeldaOracleGames'' opens up three times, each time when you [[DualWorldGameplay gain a new method of time travel, or a new season to summon]].
** In ''VideoGame/TheLegendOfZeldaSkywardSword'' the sandbox is opened practically straight after you open all three portals, getting the Clawshot also opens up a couple more oppurtunities.
** In ''VideoGame/TheLegendOfZeldaALinkBetweenWorlds'', the sandbox is opened when you enter Lorule. You need to go through seven dungeons, but you can do each of them in any order you please (with one exception: you can't reach the Desert Palace without going through the Thieves' Hideout first).
** ''VideoGame/TheLegendOfZeldaWiiU'' is purportedly going to finally avert this for the 3D installments, bringing it back to the WideOpenSandbox nature of the original NES game. Time will tell how well this works out...
* In ''{{VideoGame/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 right before the PointOfNoReturn and start backtracking from there.
* In ''VideoGame/GoVacation,'' once you get twenty Stamps (i.e., once you've played around half of the available minigames), you'll have the entire game open to you: All four Resorts, every minigame, and the [[AnInteriorDesignerIsYou Villa]].

* 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.
* The Green Power Stars from ''SuperMarioGalaxy2''. Justified since while half of those stars are very easy to find, the other half involves jumping off whatever planet you're on, and falling to your doom if you screw up because they're often placed out of reach for the player. It's best if you start with the easy ones first.
** And before that, the remaining Prankster Comets.

* Both ''VideoGame/{{Pikmin}}'' games after you get Blue Pikmin. To a lesser extent, this also applies to ''Pikmin 2'' once you get the Yellow Pikmin, since the game up to that point has been extremely linear and practically requires you to visit the first three caves in a specific order.

* ''VideoGame/{{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.
** ''VideoGame/FalloutNewVegas'' attempts to confine you in the early parts of the game with {{Beef Gate}}s, although smart players can sneak past the Deathclaws at Quarry Junction or evade the Cazadors north of Goodsprings [[SequenceBreaking to get directly to Vegas]].
** The 188 Trading Post north of Novac is the point where the entirety of the map is within reach of the player, where previously Beef Gates and terrain obstacles kept you confined.
* ''VideoGame/FinalFantasyI'' unusually has this at the halfway point ([[SequenceBreaking or if you're like most players, slightly before]]), when you get the GlobalAirship. Not that the sandbox in this game is so crowded...
* ''VideoGame/FinalFantasyVI'' notably opens, [[PlotTunnel then closes, then re-opens]] the sandbox a couple of times as your airship breaks down and is repaired. It finally re-opens for good after you get the second airship in the World of Ruin.
* ''VideoGame/FinalFantasyVII'': Disc 3. Also near the end of Disc 1 when you get the Tiny Bronco.
* ''VideoGame/FinalFantasyVIII'': Once the Missile Base, [[AbsurdlySpaciousSewer MD Level]], killing NORG, and all that bullshit in Fisherman's Horizon are said and done with, you are free to pilot the [[FloatingContinent Garden]] around. You can go everywhere except [[HiddenElfVillage Esthar]] and the BonusDungeon in the ocean. In disc 3, you are given a proper airship and can truly go anywhere you please.
* ''VideoGame/FinalFantasyIX'': You can explore the ocean when you receive the Blue Narciss (ship) on Disc Two, then the whole world when you gain control of the Hilda Garde II (GlobalAirship). You upgrade your airship to the Invincible when you return from Terra at the start of Disc Four, but it does nothing that the Hilda Garde didn't.
** However, this is all rendered moot if you keep up with Chocobo training. A Dark Blue chocobo can cross the oceans, and a Gold Chocobo can fly (so long as there's a forest to act as launch pad/landing pad). Makes SequenceBreaking easier, but you can't do much out of order.
* ''VideoGame/FinalFantasyX'': The game opens up a bit when you get to the Calm Lands, but really this happens when you get the airship permanently.
* ''VideoGame/FinalFantasyXIII'' has NoSidepathsNoExplorationNoFreedom up to the point where Lightning's party reaches 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 (though the linearity is justified by the story).
* In ''VideoGame/SecretOfMana'' and ''VideoGame/SeikenDensetsu3'' - After you get Flammie.
* After beating down Dalton the second time in ''VideoGame/ChronoTrigger''.
* Most ''{{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, [[AntiFrustrationFeatures thankfully]]) all of the Pokémon in the Sinnoh Pokédex before opening everything up, though.
** ''VideoGame/PokemonGoldAndSilver'' are a notable example. The game is divided into two parts or quests: Johto and Kanto. The first quest is mostly linear, but by the time you reach the second one, you have all [=HMs=], and roadblocks are almost nonexistent, giving you access to almost all of Kanto as soon as you set foot on it. To emphasize this, the Johto gyms are beaten mostly in a set order (at least the first five or so), while the Kanto gyms can be beaten any order.
*** The remakes emphasized the difference between the two quests even more by making the second half of Johto more linear than before, while keeping Kanto about the same (with the exception that one of its gyms can only be beaten last now).
* All core ''Franchise/TheElderScrolls'' games did this to you the moment the TutorialLevel ended, read, when you crawl out of the first dungeon. ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' went even further, throwing you out into the world right after your character build was finalized (so did ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'', but there was more gameplay ''during'' character creation there). The game even tells you: "You're on your own now."
* In ''BaldursGate'', the main opening happened immediately after [[TheObiWan Gorion was killed]], with new maps unlocked as the chapters progress (it takes a fair while until you actually get to the eponymous city, for example). In the sequel, the moment you step out of Irenicus' dungeon (with a second opening after you step out of [[spoiler: the Underdark]]).
* ''SteambotChronicles'' stops railroading you around when you finish the tournament. You could do some sidequests before, but were forced to remain in the same city or surrounding area until this point.
* ''VideoGame/MassEffect1'' hands you your ship and turns you loose after a couple hours of gameplay. [[PennyArcade Some people]] feel [[ slightly intimidated]] by this. However, you still can't access ''all'' the star systems until you complete missions that unlock them, and there's no point at which you can freely go to any of the available planets; when you unlock the VeryDefinitelyFinalDungeon, you lose the ability to go back to [[spoiler:the Citadel]].
** Similarly, ''VideoGame/MassEffect2'' lets you loose once you finish Freedom's Progress and [[spoiler:receive the Normandy SR-2]], but you can't explore ''all'' of the galaxy until after Horizon, about a third of the way through the game.
** ''VideoGame/MassEffect3'' opens up the sandbox after escaping from Mars, but more and more the star systems are gradually unlocked after each Priority mission.
* In ''KnightsOfTheOldRepublic'', once you get off Taris, you can go to whichever planet you want any time you want. [[spoiler: Except, you know, [[DoomedHometown Taris]].]]
* ''VideoGame/DragonAgeOrigins'', post-Lothering.
* ''VideoGame/TheLegendOfDragoon'': There is a point near the end of the game where the party acquires a strange manta-ray creature called Coolan, who can fly them to any destination (although if you plan to go too far back through the game, have the relevant disc ready).
* ''VideoGame/ShadowHearts'' likes to open all the side quests when the VeryDefinitelyFinalDungeon appears.
** First game: After the Float rises. You can't go back to China, however.
** ''Covenant'': Pretty much anytime, really, but the sandbox truly opens once the Stone Circle activates.
** ''From The New World'': Once you step into the Gate.
* ''Franchise/ShinMegamiTensei'': AfterTheEnd. Which is relatively early in the game.
* The point at which everything is available in ''VideoGame/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.
* Similarly, most of the [[BonusBoss Bonus Bosses]] (And your [[SecretCharacter final member]]) in WildArms Alter Code F require you to go halfway into the final dungeon, grab a specific item and leave.
* Most ''VideoGame/DragonQuest'' games once you obtain a ship. Starting with ''VideoGame/DragonQuestIII'', flight is possible and getting the ability to fly opens up the world further. (However, ''VideoGame/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.)
* Most ''Franchise/{{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.
* In ''VideoGame/RomancingSaGa'', the world starts opening up once you finish your main character's Prologue; as you visit different places for the first time, they're marked on your map and become more easily accessable.
* ''VideoGame/MightAndMagic VI'' to ''IX'' had a gradual opening of sidequests and (to a somewhat lesser degree) locations over the course of the game, as well as an early moment when you can start crossing maps (VI arguably isn't an example, since that moment is when the game starts, but the other three have at least ''some'' degree of quest-finishing before that point).

* The "Diplomatic Relations" mission in ''VideoGame/EscapeVelocity: Override'' is necessary for unlocking most of the non-human, non-Voinian mission strings.
* In ''VideoGame/GalaxyOnFire 3D'', you can travel to other star systems after the end of the (short) main storyline.
** In the sequel, you get access to most systems shortly after the first few missions, although some systems are only unlocked via the storylines (main plus 2 [=DLCs=]) or by purchasing the coordinates from certain people. Most systems are connected to the PortalNetwork, but some require the use of the Khador Drive (including the system you start in).

* 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.
* At the start of ''VideoGame/GrandTheftAutoViceCity'' you have several questlines to choose from and it's not immediately obvious which one is the "main" quest, giving you a good bit of freedom to play on the half of the map you have open. However, pretty soon you usurp the local mobster and full sandbox opens up with the ability to buy properties and getting their missions at your choosing.
* ''VideoGame/GrandTheftAutoIV'' has something like this. You are confined into one island at first, and you unlock the others as you progress. The island above you is unlocked when [[spoiler: Roman's Car Depot burns and you have to move with him.]] The next island is unlocked when you meet Playboy X. The last two are unlocked after the bank robbery mission.
** Essentially, it is after you unlock the three main characters in ''VideoGame/GrandTheftAutoV'' that you can fully explore and interact the entire world; yet from the start, after the very first mission, the whole San Andreas map is open to you.
* ''VideoGame/JustCause 2'' starts you off raiding a military base and then a casino to teach the player the basics, then opens up the entire nation on Panau for you to explore. Many of the early Faction missions are disguised examples of what you can do in the sandbox.
* 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.
* In ''VideoGame/EndlessOcean: Blue World'', once you advance the plot past an area which has some sort of limitation imposed on you (the freezing seas, the abyssal trench, etc.), you are provided with an item which allows you to explore them at your leisure.
* The tutorial and prologue mission of ''VideoGame/FarCry3BloodDragon'' are [[NoSidepathsNoExplorationNoFreedom entirely linear]] and confine you to the southwest corner of the map. Only afterwards do you get to explore.
* In ''VideoGame/{{Fuel}}'', new Zones are unlocked as you accumulate Career Stars.