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<blockquote data-quote="Laurefindel" data-source="post: 9641419" data-attributes="member: 67296"><p>Now that I’ve got a few minutes, I’ll elaborate on this rather simplistic (if not completely inaccurate) analogy:</p><p></p><p>First, let me start with “linear” and “sandbox” are two idealistic concepts; no games are 100% linear or 100% sandbox. I’d even say that most game are somewhere in a 40-60% proportion (going either ways).</p><p></p><p>In a linear adventure, a chapter of the story needs to be concluded before going on to the next, and Chapter A necessarily lead to Chapter B, itself leading only to Chapter C etc. In a linear game, the outcome of a chapter can differ based on the PCs actions, their victories and defeats, but these outcomes do not change the order of chapters or their planned content. At best, a highly linear game takes the PCs for a wild rollercoaster ride and players are too entertained to realize (or care) that their output has little impact on the direction of the game. At worst, a highly linear game can make players feel like their decisions have no consequences and their agency is denied/ignored.</p><p></p><p>In a sandbox game, the story can branch in any direction and circle back on itself (or not), based on the decisions of the players and the actions of the PCs. Focus (on the DM side) is put on the setting rather than the content of chapters to come. Oftentimes, the “chapters” of a sandbox game can only be organized as such in retrospect, looking back at what happened and analyzing how the story evolved. At best, a highly sandbox game offers several attracting hooks for fluid plots revolving around a common theme (the campaign setting) and evolving thanks to the agency of PCs. At worst, the game lacks too much structure, direction and purpose to be enticing, and the players feel like they’re just aimlessly wandering in a world that doesn’t care.</p></blockquote><p></p>
[QUOTE="Laurefindel, post: 9641419, member: 67296"] Now that I’ve got a few minutes, I’ll elaborate on this rather simplistic (if not completely inaccurate) analogy: First, let me start with “linear” and “sandbox” are two idealistic concepts; no games are 100% linear or 100% sandbox. I’d even say that most game are somewhere in a 40-60% proportion (going either ways). In a linear adventure, a chapter of the story needs to be concluded before going on to the next, and Chapter A necessarily lead to Chapter B, itself leading only to Chapter C etc. In a linear game, the outcome of a chapter can differ based on the PCs actions, their victories and defeats, but these outcomes do not change the order of chapters or their planned content. At best, a highly linear game takes the PCs for a wild rollercoaster ride and players are too entertained to realize (or care) that their output has little impact on the direction of the game. At worst, a highly linear game can make players feel like their decisions have no consequences and their agency is denied/ignored. In a sandbox game, the story can branch in any direction and circle back on itself (or not), based on the decisions of the players and the actions of the PCs. Focus (on the DM side) is put on the setting rather than the content of chapters to come. Oftentimes, the “chapters” of a sandbox game can only be organized as such in retrospect, looking back at what happened and analyzing how the story evolved. At best, a highly sandbox game offers several attracting hooks for fluid plots revolving around a common theme (the campaign setting) and evolving thanks to the agency of PCs. At worst, the game lacks too much structure, direction and purpose to be enticing, and the players feel like they’re just aimlessly wandering in a world that doesn’t care. [/QUOTE]
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