Arguing about the semantics of sandbox and themepark shouldn't be the discussion, they're not dictionary definitions and everybody interprets it a bit different.
IMO most MMO's are on a scale from sandbox to themepark with few being very pure of either. I think that WoW has and has had more, sandbox features. Most of which have been toned down or removed.
One example is world bosses. Kazzak, Azuregos and the 4 green dragons in vanilla were quite difficult raid bosses which only top guilds could kill. They had random and long respawns with raid quality loot making them very attractive kills for top guilds. So that would lead to the raids scrambling, trying to wipe each other, PvP and chaos. It was amazing fun and that to me is a sandbox feature.
The current verions of world bosses are extremely different and have been adjusted to remove the "sandboxy" elements of it. That's one example of the many things I mentioned.
Original WoW used to have "sandboxy" elements, something I always call "player generated content".
These were things like putting group together for the dungeon, getting there safely, and starting it up. Old world bosses were also an example of that where guilds from various had to compete for kills and loot. Even first PvP system had such element, with PvP community on each server communicating with each other to sort out the ranks each week.
Unfortunately the current focus on systems instead of content seems to have killed all of the WoW's former sandbox elements, which is not surprising, as systems often remove need for human interactions.
History will have to record that the greatest tragedy of this period of social transition was not the strident clamor of the bad people, but the appalling silence of the good people - Martin Luther King, Jr.
The game could definitely be a bit better with more sandox type things, but what made WoW successful is that it is was much more straight forward than sandbox. I came from SWG, in terms of MMO's that was about as close as you were going to get ( well Pre-CU anyways).
That said, mode of transportation doesn't really have a thing to do with whether a game is more or less sandbox. Sandbox is all about dropping your ass in the middle of nowhere and saying " go ". How you go about it is all up to you. Heck if anything, the more modes of transportation you add, one could argue the more sandbox it is because it's just a matter of choice at that point.
This wasn't sandbox, this was poorly planned flow and lack of content. Im sure everyone remembers grinding a few xp bars before more quests would open up. One quest on on side of the world, 20 minutes travel to do 1 quest somewhere else then back again isn't sandbox its time consuming nonsense.
Yeah and having gone back and played it again that is exactly what it was, a time sink. That said, things are overly streamlined now, and there definitely aren't enough " oh hey, here's a random quest in the middle of nowhere" type things. Although I'm not even sure you can do that with all of the quest helper crap in the game now.
It's not a sandbox if you can't touch the sand. It's not a complicated term. If you can build things and change the world, it's sandbox. If the only thing in the world you can change is where you stand, or what you kill, it's not sandbox.
Wow is more than 10 years old, they aren't going to make massive changes, they will just milk it to the last drop by making copy-pasted expansions.
Also, blizzard last good game was wotlk, all their recent games suck. They are polished turds like hearthstone, diablo, hots and soon overwatch.
Google Diversity Memo
Learn to use critical thinking: https://youtu.be/J5A5o9I7rnA
Political left, right similarly motivated to avoid rival views
[...] we have an intolerance for ideas and evidence that don’t fit a certain ideology. I’m also not saying that we should restrict people to certain gender roles; I’m advocating for quite the opposite: treat people as individuals, not as just another member of their group (tribalism)..
No, if you want a sandbox mmo go play a sandbox mmo, stop trying to turn wow into something it's not and never was.
A sandbox is a game like the Sims where you can choose how your character looks and customize virtually everything. You can choose to do (or not do) things which may or may not result in other things changing.
WoW is an RPG. RPGs by nature aren't really sandboxes. You're given quests to do which gives you structure and guidance alongside a story. The only sandbox element there is you can choose to do the quests or not. Regardless, you don't choose how to do the quest. There's always a right way to do it. Even the fill the bar quests in WoD had some structure. You either killed mobs or clicked objects. You couldn't just stand there as the bar filled on its own or talked to NPCs to fill the bar. You can choose how to fill the bar, but you're still limited in how you can fill it due to the RPG aspect of the quest. When you go into a dungeon, you don't decide how to complete it. Only way to get loot is to kill everything. In a sandbox, you might get the option to be a pacifist and talk your way through while still getting loot as a result. Or you might be given alternate paths to take. In WoW, you can't make your own quests or build your own dungeons. In sandboxes, you can do those things. In an RPG, you're given the story to follow. In a sandbox, YOU write the story and make it your own. Or you can just chose to not do a story at all and do random things. Just because WoW has a large map where you can choose where you go doesn't make it a sandbox. That just makes it a massively open world game.
WoW isn't a sandbox and never was. WoW has a lot more structure than a sandbox and always has.
I agree that WoW could use some things that users can customize the way they want to keep you busy and allow you to be unique. Transmogging is pretty much the only thing where you can become at little bit creative by combining sets and farm special looks. That's about it.
Atoms are liars, they make up everything!
Sandbox is becoming very boring real quick.
Would much rather a crafted experience rather than checking an icon off the map with an illusion of freedom
Leveling
It needs to take much longer, at least 10 times longer. It also needs to be non-linear: several different hubs within a zone that player can pick at a given time and 2, 3 zones options per 2, 3 level (WotLK model). Quests need to involve several zones, exotic places in the world.
Why it is not going to happen: Longer questing means more quests per zone, effectively meaning increased production cost. Linear questing is easy to produce, costs much less money and time. It allows developers to produce much less number of zones and one or two number of hubs within a zone, effectively meaning less number of parallel stories within a zone. Also, cross-zone quests are more complex and costs more.
---
Customization
Indeed, current talent system doesn't fit an RPG. We could is a more in-depth talent tree. They can find a balance between having a talent tree with some depth in it and class balance.
Why it is not going to happen: It requires so much resources to produce a relatively-balanced tree-like talent for all classes in the game. These kind of stuff is often developed when the game is being developed, not in addon development.
---
PvP
The PvP in game is fucking boring. If I wanted to play a instanced PvP, I would go play a Dota 2. I want unstructured, chaotic PvP engagements in open world involving a dynamic bounty system. Here is a bounty system suggestion of mine:
Why it is not going to happen: Either due to design decision or optimization of production costs.
---
Conclusion: WoW needs to be less about optimizing development cost and milking player base and more about producing a true mmorpg.
Last edited by Kuntantee; 2016-04-25 at 06:55 PM.