- Terraria (played)
- Starbound (played)
- Minecraft (played)
- Super Mario Maker
- Subnautica (played)
- Ark Survival Evolved
SANDBOX
Popularity of a sandbox genre grows in recent days. The trend for them increased rapidly due to titles such as Minecraft and Terraria. I believe that their rise in popularity is all thanks to the great freedom each game offers, since the players can do/make almost anything.
What also makes them popular is the fact, that majority of sandbox games suit all age groups. In majority of these games, there is not much violence; no blood and if there is some (like in Terraria), you can switch it off, so it’s more friendly. They also feature no serious threat, unless the player does visit one of the ‘evil’ locations, which at the beginning is nearly not possible.
What also makes them popular is the fact, that majority of sandbox games suit all age groups. In majority of these games, there is not much violence; no blood and if there is some (like in Terraria), you can switch it off, so it’s more friendly. They also feature no serious threat, unless the player does visit one of the ‘evil’ locations, which at the beginning is nearly not possible.
Characteristics
- Do it Yourself
- World Generation
- Open World & Exploration
- Resources/ Block Placement
- Grid Systems
- Survival
- Crafting
- Battling Mobs
- Sharing Map Seeds
- Lacking Physics (Block Related)
- Simple User Interface and HUD
- Little to no Narrative/Story
- Character Customisation (or General Dummy)
All sandbox games share the exact same common code – Do-It-Yourself (DIY). That’s the very foundation of every game in this genre. Players experience freedom in making choices, there is no set campaign/story they do have to follow. The player is involved in almost every aspect of the game, almost like a god.
World
Majority of sandbox games do have a world generation implemented. That means that every time you make a new world/map the code generates a ‘seed’ from which the entire world is generated, and apart of the limits (for example in biome count or number of special locations) this process is completely random. This mostly if not only occurs in games that are made out of blocks (Minecraft, Terraria, Starbound). In addition, the games that do have the world generation also have the possibility of exporting the map or sharing the map seed to other players, even after players have made lots of changes, such as making a city.
Whether or not the game is randomly generated, in every sandbox game the player has this freedom of the world exploration. Many of these games are open world (Minecraft, Terraria, Starbound, Subnautica, Ark Survival Evolved) and because of their nature, there is no loading screens (except the first one when you launch a game).
These sandbox games which do have open world also feature multiple different biomes and unique locations. Those which don’t (and these are fully 3D, more realistic games), do tend to have nicer, more unique hand-crafted landmarks.
In common these games have biomes/areas that are neutral-normal looking (eg. forest, grassland, dessert) and some that appear evil (hell-like). There are also weird looking biomes, often mushroom based, some games don’t have much of them, and some (such as Starbound) have loads of weird biomes – brains, tentacles, flesh, etc.
In other sandbox games, like Super Mario Maker, the player makes the entire map herself/himself. But even then there is like a base-foundation to the level (in this example, a start and end platform).
Gameplay
World
Terraria's world generation
- For example in Terraria you can choose three map sizes which each of them have their own restrictions to how many floating islands or underground biomes are made. The game also chooses one of two ‘evil’ biomes – Corruption or Crimson.
- In Starbound a player is placed on a random habitable planet and when she/he is able to leave it, they can discover new planets or other objects that exist in a universe (eg. asteroids).
- In Minecraft a game normally creates a massive map that is not fully generated all at once, in sake of performance. There is also option for a player to choose what and how many things (like biomes, villages, etc.) they want in the new world, there is also option to only generate flat dirt surface.
New Minecraft Biomes Review
These sandbox games which do have open world also feature multiple different biomes and unique locations. Those which don’t (and these are fully 3D, more realistic games), do tend to have nicer, more unique hand-crafted landmarks.
- Terraria – dungeon, jungle, underground biomes, floating islands, underworld ‘hell’, etc.
- Minecraft – The End, hell, abandoned mine shaft, mushroom biome, stronghold, etc.
- Starbound – asteroid field, magma, moon, tentacle, outpost, dinosaur, etc.
- Subnautica – inactive lava zone, kelp forest, crash zone & ship, etc.
- Ark Survival Evolved – caves, obelisks & beacons, jungles, swamps, etc.
In common these games have biomes/areas that are neutral-normal looking (eg. forest, grassland, dessert) and some that appear evil (hell-like). There are also weird looking biomes, often mushroom based, some games don’t have much of them, and some (such as Starbound) have loads of weird biomes – brains, tentacles, flesh, etc.
In other sandbox games, like Super Mario Maker, the player makes the entire map herself/himself. But even then there is like a base-foundation to the level (in this example, a start and end platform).
Gameplay
Sandbox games feature general controls for platformers or 3D games as well as some additions depending on the individual games.
Usually sandbox games are survival games (not survival-horror). You start as a lone unclassified character with little or no objectives, unless you play them in multiplayer. First important thing that you should do is collecting basic resources, such as wood and stone, as well as some food. You then have to make a basic shelter for you to survive.
Many games, eg. Terraria and Starbound, do provide you with very basic equipment. Other games do require players to craft the equipment themselves. Throughout the gameplay as you progress, you collect better materials and resources from which you can craft more complex objects.
Some games, like Starbound, Subnautica and Minecraft have sort of a use count (durability) before given tool expires (in other words, gets destroyed). Other, like Terraria (and only one tool in Starbound – matter manipulator) don’t have the use count, and I personally think it’s better that way.
There are of course games that do not have this kind of survival included in them. An example of this is Super Mario Maker. This game is basically like any Super Mario game but is sandbox, since users crate maps in any style they want.
---
Another common code sandbox games do share is a grid system. Yes, this even includes realistic 3D games (Subnautica), although it doesn’t appear everywhere. Ark Survival Evolved kind of has a grid placement, but only for attaching the things to existing objects, otherwise there's no grid.
In games made entirely inside a grid structure – Minecraft, Terraria, Starbound and Super Mario Maker – all the building blocks are square-shaped (or cube). They also use smart block adjustment, which changes the look of a block depending what other blocks (or no blocks) surround it. For example a dirt block will automatically ‘grow’ grass if it’s on top of other blocks, and the dirt that is underneath other blocks won’t.
The grid structure makes it easy to build shelters, houses and probably the entire settlements. That’s the reason why it appears even in the non-grid games which examples I mentioned above. All the objects, floors and walls snap to the grid, just like in The Sims build mode. In realistic games this also automatically flattens the ground surface around the house. Without it the players would find it difficult to cover everything without leaving ugly holes.
In square-grid sandbox games, thanks to a variety of blocks and DIY mentality, many players enjoy making pixel art. It is very popular thing to do and quite enjoyable as well. What makes it better is the fact that those building blocks lack any sort of gravity with an exception of liquids, sand and gravel. Variety is always welcome.
Usually sandbox games are survival games (not survival-horror). You start as a lone unclassified character with little or no objectives, unless you play them in multiplayer. First important thing that you should do is collecting basic resources, such as wood and stone, as well as some food. You then have to make a basic shelter for you to survive.
Start in new world - Starbound and Terraria
Many games, eg. Terraria and Starbound, do provide you with very basic equipment. Other games do require players to craft the equipment themselves. Throughout the gameplay as you progress, you collect better materials and resources from which you can craft more complex objects.
website link - Tools durability in Minecraft
Some games, like Starbound, Subnautica and Minecraft have sort of a use count (durability) before given tool expires (in other words, gets destroyed). Other, like Terraria (and only one tool in Starbound – matter manipulator) don’t have the use count, and I personally think it’s better that way.
There are of course games that do not have this kind of survival included in them. An example of this is Super Mario Maker. This game is basically like any Super Mario game but is sandbox, since users crate maps in any style they want.
---
Grid placement in Subnautica
Another common code sandbox games do share is a grid system. Yes, this even includes realistic 3D games (Subnautica), although it doesn’t appear everywhere. Ark Survival Evolved kind of has a grid placement, but only for attaching the things to existing objects, otherwise there's no grid.
Link (literally) - Someone using a show-grid tool in Terraria
In games made entirely inside a grid structure – Minecraft, Terraria, Starbound and Super Mario Maker – all the building blocks are square-shaped (or cube). They also use smart block adjustment, which changes the look of a block depending what other blocks (or no blocks) surround it. For example a dirt block will automatically ‘grow’ grass if it’s on top of other blocks, and the dirt that is underneath other blocks won’t.
The grid structure makes it easy to build shelters, houses and probably the entire settlements. That’s the reason why it appears even in the non-grid games which examples I mentioned above. All the objects, floors and walls snap to the grid, just like in The Sims build mode. In realistic games this also automatically flattens the ground surface around the house. Without it the players would find it difficult to cover everything without leaving ugly holes.
In square-grid sandbox games, thanks to a variety of blocks and DIY mentality, many players enjoy making pixel art. It is very popular thing to do and quite enjoyable as well. What makes it better is the fact that those building blocks lack any sort of gravity with an exception of liquids, sand and gravel. Variety is always welcome.
---
Pretty much every sandbox game do have mobs, that is the living creatures that are either passive, neutral or hostile. These categories inform the player what a given creature will do if a player attacks them. Passive creatures/critters won’t attack the player, majority of them dies one hit, since they have tiny amounts of health. Neutral creatures don’t attack the player, but if they are attacked, they fight back, either alone or in a group. Hostile creatures want to kill the player as soon as they see her/him.
Link - a sample page from creature book in Ark Survival Evolved
The appearance of given mobs depends on either the time of day (Terraria, Minecraft, Starbound, Subnautica), location (Terraria, Minecraft, Starbound, Subnautica, Ark Survival Evolved) or after a certain event (Terraria, Subnautica). In Ark Survival Evolved a player has a book of creature portraits, which updates every time an encountered creature is killed or tamed.
Link - Some characters and enemies from Super Mario Maker
In Super Mario Maker it’s up to the map creator what enemies will appear, but they are catalogues in themes depending of what map is being made.
Games do offer difficulty settings which usually stay as they are attached to a character or a map. There is always a hardcore mode that permanently kills your character upon death. If it is disabled then player respawns at its respawn point (either a generic one or player-places like bed) but often loses some money or resources. In some titles (Minecraft, Subnautica) there is also a creative mode in which players have unlimited resources and can't die.
(Lack of) Narrative Structures
The mentality of sandbox games which I call Do-It-Yourself pretty much predetermines expectations regarding the narrative. Sandbox games either don't have any story at all or very little, which usually just sets the player in a new game/world.
Game start in Subnautica (survival mode) and Starbound (playing as Hylotl)
Majority of games (Minecraft, Terraria, Subnautica, Ark Survival Evolved and even Super Mario Maker) start with a character just standing on the ground (or in a capsule as for Subnautica) and that's all. Player's are simply thrown into the game and they have to orientate in what to do first. In Starbound however, as soon as a new player enters, it has objectives with some commentary to it. Subnautica also has an introductory story.
Playing as a summoner in Terraria
The player sets her/his own objectives and accomplishments. They choose whether they want to create a beautiful living area or be as strong as possible, kill bosses/giant creatures or explore everything. More familiar players can even set challenges to make a gameplay a little more interesting.
Some games do offer achievements for each accomplishment, such as gathering the first basic resource etc.
Character Representation
Side characters
User Interface and HUD
Character creation in Ark Survival Evolved, Starbound and Terraria
There are two ways the sandbox games represent the player's characters.
First of them is a basic, general 'dummy', which doesn't have any exquisite features. It usually isn't portrayed in any way except the possibility of it having hands. Those dummies usually have first person view, like in Subnautica. Minecraft's Steve was also a general dummy until it was turned mainstream by fans.
The second way is that the player can fully customise their character. They can choose its gender, skin, eyes, hairstyle and regular clothing. and pick various colours from a colour palette. Examples of games using it are Terraria and Starbound. In Starbound additionally you can choose a race, which each of them has some unique abilities, weapons, ship and racial pet.
Playable characters don't speak except for the noise they make when hurt. Their personalities, behaviours, actions and classes are fully determined by both games' limitations and players' choices. It's up to a player to shape these characters and set them a 'role'.
Only very few sandbox games do have a predetermined character. One of these games is Super Mario Maker.
Side characters
In some games there are settlements with Non-Playable Characters (NPC). Players can interact with them in a similar way to RPG genre. NPCs can converse with players, sometimes they can give a small quest to do, sell variour things or do other tasks, like healing.
In Terraria each of the NPCs is unique, they can be all 'collected' by meeting the requirements of which the main one is having a spare valid house. Guide spawns at the start of a new map to guide a new player and it's there until it dies, but respawns as soon as a house is available. There are some event NPCs like Santa as well as NPCs that don't require a house - Travelling Merchant for example. With the new update, NPCs also help the player fight.
In Starbound player discovers the settlements on planets in which she/he can explore, but no all of them are friendly, especially if player hurts or kills a resident. Player can also collect some NPCs to her/his own town. Apart of that there is a location called Outpost in which player can buy various things (like teleports, food, animal care, etc.) and fulfill quests in order to progress.
In Minecraft there are occasionally villages or witch's huts in which a player can encounter weirdly looking NPCs, at first they behaved like a passive mobs but now player can purchase stuff from each of them.
In Subnautica and Ark Survival Evolved there are no other NPCs, since these games are about a player being isolated in a strange new world.
In Minecraft there are occasionally villages or witch's huts in which a player can encounter weirdly looking NPCs, at first they behaved like a passive mobs but now player can purchase stuff from each of them.
In Subnautica and Ark Survival Evolved there are no other NPCs, since these games are about a player being isolated in a strange new world.
User Interface and HUD
User Interfaces and HUDs in Subnautica, Terraria and Starbound
Sandbox games don't have any fancy Head-Up Display (HUD) like FPS or RPG genres. Sandbox HUDs tend to be quite simple, usually with a quick selection tool bar as well as health bars.
The main user interface component is, like in pretty much any other genre, an equipment tab. The difference is that sandbox games are filled up with equipment tab, which have a lot of storage space, because gathering and storing resources/materials is a main task.
The second and equally important tab are the crafting and smelting/cooking tabs which allow the player to craft new or alter the resources they have collected.
The third most common bar is a wearable tab, where (just like in RPGs) the player can equip clothing, armour and accessories.
Target Audience
This freedom in gaming choices and diverse features (settings, themes, etc.) in games make sandbox games appeal to all the audiences from variety of demographics and psychographics. Through these DIY games the audiences can freely express themselves however they want.
Sandbox genre deeply involves consumers in every aspect of the game, they can slaughter enemies or evade them, they can build gorgeous mansions or simple shacks, they can explore how much they want. The players are gods and they set the boundaries (apart of the general map boundaries that is).
These games help people express their creativity. It reached the point that some schools started to use Minecraft on lessons to help children express themselves.
Apart of that these games, just like the other games, are used for entertainment. What's also good about them is that a person can either just casually play it from time to time or put a lot of effort into becoming the best.
Audiences, however, can't really learn that much from these games, since they are abstract. The only things that these games may possibly teach is architecture and design as well as creativity, which I mentioned above.
Sandbox games also can express who they are and what they like by wearing merchandises from these titles.
Link - an example of Minecraft merchandise
Sandbox games also can express who they are and what they like by wearing merchandises from these titles.
Additional Comments & Conclusion
Internet definition of sandbox:
"A sandbox is a style of game in which minimal character limitations are placed on the gamer, allowing the gamer to roam and change a virtual world at will. In contrast to a progression-style game, a sandbox game emphasizes roaming and allows a gamer to select tasks. Instead of featuring segmented areas or numbered levels, a sandbox game usually occurs in a “world” to which the gamer has full access from start to finish.https://www.techopedia.com/definition/3952/sandbox-gaming
A sandbox game is also known as an open-world or free-roaming game."
An interesting thing to notice is that sandbox games tend to stay in beta phase for a very long time. They are also often released to public in their alpha stage, so audience can experience the development and also be able to suggest new additions. Other fact is that sandbox games are usually other genres (let's say platformer with RPG for example) merged together with addition of this exploration and crafting, and all other things I mentioned before.
I do personally enjoy sandboxes, thanks to this freedom of actions and variety in tasks. I believe they do deserve their popularity and place among other genres. I mostly enjoy the building part of each game, where I can easily alter environments and create settlements. This and the character customisation are the aspects that I like the most in games.



















