@zokraitz said in The Beauty of this game is the ZERO RESTRAINTS:
@aenima123 @stem589
I think your views on what is a sandbox is skewed. You've been fed one kind of sandbox over and over by developers. Social play and interaction IS sandbox. Just because you're not hitting a tree with your fists to build an axe or kill your own crew, doesn't mean this isn't a sandbox environment.
The quests, skeletons, and forts are there for those that need that feeling of accomplishment and reputation to feel like they are progressing, but also a reason to give us something to compete for if so inclined.
You get to make your choice in this game what you want it to be, you don't need to talk to some recruiter to get put in the PVP instance, you don't zone to some safe instance with just your friends to fight some big PVE boss with the AI of a chicken. The game doesn't tell you what and why to do anything, it's a sandbox to play in.
If players "REALLY" want a safe zone/safe harbor, create one.... patrol an outpost to provide safe passage for PVE'r turning in chests. See a ship getting attacked by a pirate ship, go and provide protection. You see, this sandbox is way bigger and far less limited than you guys are thinking.
I don't think my view on what a sandbox is is skewed, i played to a lot of them, and i think SoT is more a theme park than a sandbox game, you've got activites and you can choose which one you want to participate to, but in the end, Rare want you to become a pirate legend, that's the end goal, in a sandbox, there is no goal, only tools at your disposal (powerful and meaningful tools, allowing you to shape the world, preferably with a persistence through playsessions), and you're the one making your own story, your own goal, that what a true sandbox is.
It's an open world, yes, like Assassin's Creed for instance, but that doesn't make them sandbox games. It's not a bad thing, but i think it's important to call a spade a spade.