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Sandbox/Management game introduction - fully unlocked or revealed as the game goes on?

  • Thread starter Thread starter Jaysus
  • Start date Start date
  • Replies Replies 30
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Whats your preference?

  • Fully Unlocked

    Votes: 2 11.8%
  • Unlocked through Quest/Progress

    Votes: 11 64.7%
  • Unlocked through Quest/Progress & /New Game+/ after completion

    Votes: 4 23.5%

  • Total voters
    17

Jaysus

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Thread owner
Lets pretend you are playing a good sandbox/management game. What would you like more?

The world being revealed/unlocked bit by bit through Events/Quests or being thrown into a fully unlocked world where you are able to figure out stuff on your own? Or do you prefer something else?
Are there any games you played that "made it right"? If so how?
 
I like to unlock stuff. Helps you navigate if you learn it bit by bit. And it gives you something to look forward to
 
Thread owner
I like to unlock stuff. Helps you navigate if you learn it bit by bit. And it gives you something to look forward to
and it wouldnt bother you to go through the story/events again if you would restart the game for a new run?
 
and it wouldnt bother you to go through the story/events again if you would restart the game for a new run?
Depends how long between playthroughs tbh
 
I've always preferred the system of unlocking new features as you progress through the game. It gives you enough time to learn and adapt to the mechanics, and a good progression system is very satisfying. If it's too fast, you're always left with the feeling of "Why did I get this when I can't get something better any time soon?" And if it's too slow, it becomes frustrating; it's difficult to make good progress.

Unlocking new things always gives you a nice sense of progress.
 
Personally i prefer when everything is unlocked. By the way need some quests or such to figure out what shoud i do
 
Fully unlocked is good from a player standpoint if there's something worthwhile or noteworthy in all the available sections of the map. Even if that "something" is "enemies you can't fight til much much later"; when I run into e.g. the Deathclaws immediately north of the New Vegas starting town, the impression I walk away with is "hey, this is a full world, the stuff I can't handle isn't hidden from me until I can handle it".

But from a development perspective I think gradual unlocking is better. Simply because I've played too many sandbox games where it was obvious that the dev had put a lot of effort into making a map of the world, and this had taken away from the man-hours available to populate that world with a story or interactable elements. So vast and lovingly detailed maps, with nothing to do but wander around and stare at them. Much worse game experience in my opinion, and lethal for the project because players who download and spend an hour holding down "run" before deleting because there's nothing to do are not likely to become fans.
 
Well, let it be revealed completely since having so many options gives me a better feeling of freedom.
 
I don't mind sandbox games. One of my favorite games is big brother. however I don't think I have ever played a finished sandbox game. I think the devs get sick of beating it to the same models just like we all do and abandon them. One is my early life which seems to be still going after 24 chapters. but it changed from the bro sis beginnings to an old man random girl dynamic which was just awful...anyway, i've forgotten the question. Sandbox games can be very engaging when done well, just don't expect to be able to flick one out every time you play them.
 
Thread owner
from what ive gathered it seems to be a mixed bag so i would guess the best possible option would be to have the 1st run start with revealing it bit by bit and AFTER you finished the lets say "tutorial" you get an option to skip it on the next run maybe not unlock everything but most of it to be able to start playing right away?
 
Lets pretend you are playing a good sandbox/management game. What would you like more?

The world being revealed/unlocked bit by bit through Events/Quests or being thrown into a fully unlocked world where you are able to figure out stuff on your own? Or do you prefer something else?
Are there any games you played that "made it right"? If so how?
A sense of progression makes me feel giddy, so I lean towards progressively unlocking new things. However, I feel like a "sandbox" should be completely open to allow the user to truly make a world their own. A good in between is NG+, where your first go around is quest based but upon completion you can run it back it fully unlocked trees. Or just straight up have "campaign" and "sandbox" modes that allow you to either jump right in to mess around or give you an actual mission set. I feel as though all I've done in this comment is repeat myself just in different variations.
 
Fully unlocked at first, since they will be unlocked eventually.
 
The world needs to expand in some way and if sandbox is your main mechanic that's what's got to expand. It needs to be full enough to make the style worthwhile but further bits integrating as you go gives a 'reward' and 'expands the world'

Earn your freedom did a good job of revealing your options, but was frustrating as you could go places from the begining and just get sent back. If you have an option SOMETHING should be there or include a 'i have no business there' response once youve already been and found nothing
 
Thread owner
The world needs to expand in some way and if sandbox is your main mechanic that's what's got to expand. It needs to be full enough to make the style worthwhile but further bits integrating as you go gives a 'reward' and 'expands the world'

Earn your freedom did a good job of revealing your options, but was frustrating as you could go places from the begining and just get sent back. If you have an option SOMETHING should be there or include a 'i have no business there' response once youve already been and found nothing
Thats a very good point you brought up. I hate it when you progress through the game and half of the options you have say "i have no business being here"
I def plan that every place serves a purpose and can be used by the player
 
unlocking feels like a linear vn since u are forced on one path but an fully unlocked sandbox woth no content in the unlocked areas is just as bad cuz im going to waste a lot of time exploring these areas with hope...
 
I think there's a balance to it; giving too many options straight away can feel overwhelming / directionless, while too few feels restrictive and linear. Imo ideally it should be slightly restricted at first, then open up quite quickly (Think GTA 4/Cyberpunk restricting you to their starting islands for the first little while before letting you loose)
 
Gradual unlocking. Which is what most games do for a reason. Besides, if there are no story-justified reasons to be there, there are likely no interactions. So what's the point of having the point accessible - just to be there?
 
is good to introduce the locals and actions little by little as to not overwhelm the player
 
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