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Feels like I've been working on this episode for such a long time now, but it's finally here! 

In this episode of Writing on Games, I examine the concept of open world sandbox design in games such as Grand Theft Auto V, San Andreas, GTA 3, Metal Gear Solid V: The Phantom Pain and Just Cause 3 - looking at what makes them tick. With reference to a piece by Steve Breslin of Gamasutra, I assert that it is not player freedom alone that makes a sandbox compelling for a player - it is the way that sandbox responds to the player's inputs that keeps players coming back.


And yes, I do use mods and cheats in GTA to do some real dumb shit. It's a lot of fun, you should try it some time.


Thank you so so SO much for your continued support - the channel is very nearly one year old and it's crazy to think how far it's come since I started it. I honestly cannot thank each and every one of you enough for watching, commenting, sharing, listening to the podcast, and pledging your support. It has given me energy and purpose and that is more valuable to me than anything else.


Patron rewards will be sent out tomorrow!


Thanks so much,

Hamish

Writing on Games

Files

Previews only

Does Player Freedom Actually Make Sandboxes Compelling (GTA V, MGS V...)? - Writing on Games

SUPPORT THE SHOW ON PATREON - http://www.patreon.com/writingongames TWITTER - http://twitter.com/hamboblack SUBSCRIBE TO THE PODCAST ON ITUNES - https://itunes.apple.com/gb/podcast/writing-on-gamescast/id1124674245 --- In this episode of Writing on Games, I examine the concept of open world sandbox design in games such as Grand Theft Auto V, San Andreas, GTA 3, Metal Gear Solid V: The Phantom Pain and Just Cause 3 - looking at what makes them tick.

Comments

Ossian Olausson

Really liked this episode in particular. I agree with you on the design of Just Cause 3 because as much as i love that game and the franchise i just couldn't manage to play it for that long due to how samey it feels, there are some elements in the world that makes each location vaguely distinguisable but it just doesn't hold up. It feels like they could have taken a bit of a different approach with that level design compared to Shadow of the Colossus (like you mentioned), in which the sense of loneliness is a core part of the game and the world has literally nothing to interact with (atleast as far as i've seen) besides the colossi's. Despite that however SotC makes you feel like you're on a grand epic quest that grants the player a larger than life sort of experience rather than just gliding around and hitting a bunch of trees while paying for DLC that feels like it should have been in the game already. Alright im out, keep up the great work.