@Bedrockgames --- I'd say there are 2 very distinct events as an RPG participant that formed my eventual dissatisfaction with "living world" play.
The most recent was in 2018, when a very good friend of mine made a valiant attempt at running a "living world" campaign using the Shaintar campaign setting for Savage Worlds. Unfortunately, his efforts were thwarted in a number of ways.
One, he didn't seem to trust himself to improv or create elements on the fly, nor adapt well. To the point where he wouldn't even create names for things himself; he literally looked up a name generator online to create names of anything that wasn't locked down by the campaign setting.
Two, while he was clearly doing some GM prep, it was all very "wrote," or generic, with almost all of his ideas based on things provided in the campaign setting. There was no imagination, no attempts to connect the characters to the greater setting, nothing.
Third, there were just general gaps in his knowledge/experience as a GM that could have improved the experience. I made a few very casual attempts to suggest some things, carefully trying to couch the language as something I was interested in seeing and doing, rather than something he wasn't doing---"Hey, I've been thinking, I think it would be cool if my character and Player X's character maybe had a connection to this guild, I think it would create some cool synergy for the group." "Hey, I really like way you framed the situation with the Kalimar Empire, what do you think about giving us some way to change how they're oppressing their people?" But he was obviously swamped just trying to keep up with all of the normal "operational overhead" of GM-ing, because he'd nod and say all the right things, but you could just see he was suffering from deer-in-the-headlights-itis trying to process it all.
And none of this is due to lack of ability. He's a senior software engineer, who largely self-taught all of this coding knowledge. He's more than capable of digesting large, complex bits of data.
The result was one of the more frustrating games I've experienced as a player. Not because it was entirely unfun, but because it had the potential to be so much more. It was very emblematic of what I suspect most "average" RPG players experience with an "average" GM, participating in an "average" fantasy campaign setting. There were bits of fun, some occasional hijinks and laughs, and while I don't regret doing it, by the end you could basically see every piece of the facade he was throwing up. You almost had to force yourself to not look behind the curtain. And it was all the more frustrating because I personally was invested in my character's backstory, and felt like there were so many hooks just waiting for him to use that just got left dangling.
Equally formative was a game I ran myself back in 2014. It was again Savage Worlds, this time in a homebrew fantasy campaign of my invention. This was a campaign I had lovingly detailed. I created my own world map in Photoshop. I outlined factions, leaders of factions, rulers of the various nation-states. Key NPCs, key organizations.
At this point in my GM career I had already started to implement "best practices" for sandboxes as I understood them --- create scenes and situations, not plots. Be open to player input. As much as possible, say yes or roll the dice. Be fans of your players, but don't let them off easy.
And for the first 8 months of the 15-month campaign, the whole group, players and myself included, were having too much fun to really worry about more than the next session ahead. It was going
great. It was everything you hope a campaign to be.
But somewhere around the 9-month mark, I began noticing something that bothered me. The magic of the "living world" started to wear thin. The thrill of the players "exploring the world" wore off. Despite all my hard work, the artificiality of the construct was starting to show through the seams.
It started to feel like that challenges were ultimately being solved in one of two ways---either I had prefabricated 2-4 solutions, and the players were just supposed to figure out how to get to one of them, or I was saying "yes" to as many player suggestions as possible, and then just letting their solution stand. And it's not as if I was trying to actively thwart them, or use "secret backstory" to cut off avenues of success. Perhaps I simply wasn't giving them the right kinds of challenges, or at the right difficulty level.
But eventually it started to feel very dissatisfying. It felt like I was just pulling strings, or play was devolving into "Mother-may-I?" Occasionally I started wondering, "Would it be better to just railroad them to Scene 24, because that's what's interesting and connects to all of these other super cool things they've somehow managed to avoid or ignore?"
Looking back, I still recall the campaign fondly, but there's still this shred of unease when I reflect on it, like somehow I failed my players in getting the second half of the campaign to live up to all it could have been. And it's not that there weren't threads for the players to pull on. My goodness, there were so . . . many . . . threads. So many things they could have tugged on and ran with if they'd straight up told me, "We want to do
this."
And here's the final kicker --- one of the players in the campaign was and is my undisputed best friend on planet earth. We've known each other since high school, and have maintained that friendship ever since.
He and I both share a love of theater; we both acted in plays in college. He has all the chops and know how to really dig in to a character and make it his. But yet oddly, his character was the
weakest characterization in the campaign. Despite having every tool in the toolbox to really "immerse" in his character, he was by far the biggest pawn-stance player in the game. So whatever merit my "living world" sandbox had, it didn't even rise to the level of getting my best friend, who's a talented stage performer, to have an "immersive character experience."
So despite everything---all my preparation, all my loving intent, all of my best effort to run a player-facing sandbox---the experience fell short in some ways. There were many, many moments of tremendous fun and energy, but there were enough missteps, gaps, and holes in the experience that I couldn't say it was an unqualified success. A success, yes, but not an unqualified one.
Truthfully, I began to question, "What exactly am I expecting from my RPG play in the first place?" Part of me felt I roleplayed because eventually it would lead to some truly satisfying character exploration (as I outlined in
this EnWorld thread early last year). But that wasn't happening. And despite the fun and early energy my "living world" had produced, by itself it wasn't able to sustain engagement in the way I was looking for.
So when I poke and prod at the construct of a "living world," it's partially coming from a perspective of dramatic tragedy---it's an ideal that simply cannot live up to the expectations I have for it. "Living world" play feels like it should be the perfect cure for making roleplaying exactly what I want it to be, but my own experience demonstrated that it was insufficient by itself.