Maybe. I was talking about campaign design. In a matrix or linear campaign, the campaign can have an inbuilt tendency to build towards a climax. In an open campaign, the design does not, except inasmuch as the rules themselves include stuff like maximum level, territory development, or divine ascension; the progression comes from the players. I'd think we could agree on that.
I'm not really seeing a dichotomy here. While I suppose it's hypothetically possible to create a world where nothing relates to anything else, it doesn't seem particularly likely or effective. Insofar as that is true, therefore, all sandbox campaigns will possess "matrices". The only thing that varies is the depth, complexity, or number of those "matrices".
I think it depends on your goals with the campaign. If you want something that will feel like Lord of the Rings - or Dragonlance - then the sandbox approach is unlikely to give you it.
I'd disagree. All you need is a sandbox stocked with the appropriate elements and PCs willing to rise to the challenge. (And if they don't rise to the challenge? Then it's a different campaign.)
Totally agree. 100%. I think Sandboxing and Linear are simply two tools in the box, not really antagonistic approaches that must be adhered to.
Sandboxing is an innately non-linear tool. It's what happens when non-linear design is applied to scenario selection. Linear design
is innately antagonistic to the sandbox.
Which isn't to say that blended approaches aren't possible: It's a continuum, not an on-off switch. But it is a trade-off not a co-habitation.
When your description of a "charitably characterized sandbox" focuses at least as much on elements that aren't unique to sandboxes, then I have to wonder why there's such an impetus to label such a game a sandbox, exactly.
That doesn't seem particularly surprising to me. There are a lot more things that go into a roleplaying gaming than linear or non-linear scenario design, and it would be really strange if all of those other elements should be completely dissimilar.
What you're saying is that there's no difference between baseball and football because the people playing them: (a) Use their hands and feet; (b) benefit from eye-hand coordination; (c) throw a ball around; and (d) are likely to be wearing uniforms when engaging in organized play.
I'm almost religious about making sure my players have enough environmental feedback to have several meaningful choices with regards to direction in which the campaign can go (...) there's also a very strong element, to me, of "this is the game the GM brought to the table tonight. Are you going to engage it, or insist on doing your own thing the detriment of the session and the group overall?"
What you're describing is not a sandbox. What you're describing is a forked path. The PCs are being given options, but their choices are limited to what the GM has put on the menu.
Nothing wrong with that. But it's not a sandbox.
Not a game I'd like to run or be a part of. Not even experimentally. That much chaos would make my head explode.
I think this is a relatively key crux: If you look at a description of player-directed action and see nothing but chaos, then a sandbox campaign isn't going to make sense to you. If you feel that the only way for a campaign to have structure or form or purpose is for the GM to supply it, then a sandbox campaign is essentially incomprehensible to you.