New Episode! Does Player Freedom Actually Make Sandboxes Compelling? (Patreon)
Content
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
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