Here is a list of common sandbox game annoyances, ranked approximately by increasing gravity.
- There is no alternative VN mode and no gallery with unlock cheats.
- NPCs are sometimes in two locations at the same time. A common case is that at certain times you can't enter the bathroom because some female character is locked in there. But you can also find her in the kitchen. After which she is still in the bathroom.
- You can always see where you can click to do something, but it's not always transparent what happens when you click there. E.g., a door that is marked as an exit from a hallway is actually not an exit from the building but an entry to an inner room. OR Moving around is made unnecessarily complicated. E.g., each time you enter a certain hallway, you are first looking away from the most important doors and must click some active field in order to turn around and see these doors.
- Some active areas that you can click are not easy to find. We are expected to go on a pixel hunt.
- Every day is divided into more than two periods.
- Every day is divided into more than three periods.
- The game keeps track of the days of the week and some events only occur in a certain location on a certain day of the week in a certain period. For important/blocking events of this nature we get hints from NPCs and can always look them up in a dynamic hint system.
- The game keeps track of the days of the week and some events only occur in a certain location on a certain day of the week in a certain period. For important/blocking events of this nature we get one hint from an NPC, but it will not normally be repeated and there is no hint system.
- Sundays or Saturday/Sunday are different than regular weekdays, but not sufficiently different for the distinction to be more than an annoyance.
- The various plot threads are so strongly detached from each other that you can start and finish one, then start and finish the second, etc. Or something close to this. As a result, you can easily run into a situation at the end, where only one plot thread is left and there is nothing else new to see. You have to skip entire days to get to the next blocking event.
- Same as the previous problem, and the game starts 'forgetting' what you have done if you do things in an order not expected by the developer. Depending on the order in which you go through the plot threads, you can meet a person who is dead or temporarily absent, you can meet a love interest for the first time again after having married her weeks ago, etc.
- Same as the previous problem, and the game gives you no feedback whatsoever when you are doing things in a weird order. Everything seems to be fine until suddenly you have to skip a lot to get to the only new event that is still available, and then the same again and again.
- The game makes it very hard to know when you have reached the end of the current content. Due to the lack of a hint system, you have to visit every location on every weekday in every period to check that there is no new event there.
- Same as the previous problem, plus randomness or the existence of a stat system makes it impossible to ever be sure. Maybe there is a blocking event Tuesday morning at the school cafeteria, but you haven't seen it yet because 1) it has a probability of 20% and you haven't been lucky yet, or 2) your charisma is less than 100, or 3) your strength is too great.
- You can miss major plot threads by doing other plot threads too early, and there is no way to know that this is going to happen or identify the situation once it has happened.
- Monotony or any of the last few problems begin already at the start of the game.
My problem with sandbox games is that these problems aren't rare. The best sandbox games only have half a dozen or so of these problems. Many have most of them.
- With good VNs, I play to the current end, and when there is an update I either continue where I stopped or play again from the beginning to the new end.
- With good sandboxes (relatively good ones; I haven't encountered a good sandbox game yet, unless you count things like RPGs encoded in Ren'Py), I play until I get frustrated because new events are getting too rare. When there is an update, I will download it only if 1) I like the graphics and 2a) the game has a gallery that can be unlocked without playing or 2b) it is implemented in Ren'Py and has videos or at least complete images (not assembled from sprites) that I can find in the image directory or extract from an RPA archive, for viewing outside the game. I almost never continue playing a sandbox game after having once stopped, not even after an update. (The only exception is Harem Hotel. It starts great but peters out with many of the typical end game problems. But I am so invested in the story that I continue playing after updates. Even so, it would still be better as an AVN.)
It's worth noting that the sandbox experience can be very different depending on when you start playing a sandbox game during its development history. If you start when it is already very substantial, you are more likely to do things in an unexpected order, e.g. by following a thread that was introduced in update 20 before having done even 10% of what came before it. Developers tend not to think of this possibility, and their fans also tend not to notice because most are familiar with the order in which things were introduced.