overgeeked
Open-World Sandbox
That’s only true of those older editions because they had rules for those activities. TSR-era D&D had those rules; WotC-era D&D lacks them. WotC-era D&D does have rules for combat and little else, so it is entirely fair to call those editions monster-fighting games.4e is the only edition IME where that was true. Other editions are designed as dungeon exploration games, albeit with combat a big part of gameplay.
BTW if you want wilderness exploration to be a big deal, detail it at a similar level to dungeon exploration. The B2 Keep on the Borderlands and B5 Horror on the Hill wilderness maps are good examples, so is the wilderness in Elder Scrolls games like Skyrim. Mechanics are no substitute for an actual environment to explore!
It’s not enough to have an environment to explore. You also need rules to cover that exploration. As repeated several times in the thread, without those rules there’s no game there. Not only does 5E lack those rules, what rules it does have entirely obviates the entire exploration pillar. Most races have darkvision, light as a cantrip, goodberry, create food & water, long rests resetting HP and ability score damage and conditions, easy access to healing, etc. All of those fight against making exploration mechanically meaningful. The lack of any kind of extended contest or skill challenge mechanics besides group checks is also a hindrance.
You can make exploration mechanically meaningful, it just takes hacking the game to hell and back. Shadowdark is a good example. Exploration is meaningful there. It’s built on the 5E chassis.
Cubicle 7’s Journey book is good, but awkward to implement as it bizarrely assumes you’re locked into the journey from start to finish with no ability to deviate. It’s built around starting and finishing journeys in safe places. For some reason.