⚠️ Disclaimer: what follows is a video game genre that currently doesn't exist, but I'd very much like it to.
I spend a lot of time thinking about and studying game design, both because I like making games, but also to better understand the games I like to play. I tend to gravitate to games tagged as survival, RPG, and sandbox. While I enjoy I enjoy these genres greatly, there's often elements that I wish they did differently.
What is a Role Playing Sandbox?
At a high level, the Role Playing Sandbox (RPS) genre describe a game that offer players a richly detailed fictional sandbox that empowers them to play out their own narratives. Specifically:
- No overarching preset narrative for the player.
- Detailed world building either with hand-crafted, procedural generation, or a mix of both.
- Allows the player to roleplay as any occupation/profession. Not limited to preset archetypes and allows mix matching them.
- Crafting, building, or other mechanics that allow the player to "live" in the world.
- A world that reacts to the player being in it.
- A focus on exploration, and making traveling through the world engaging.
- Player directly controls a single character in either first or third person.
Why not existing genres
- Sandbox: Often provide a plethora of mechanics and content to play with, but shallow world building
- RPG: Provide deeply detailed worlds, but force the player into a specific narrative
- You're always a witcher in the The Witcher 3.
- You're always the dragonborn in Skyrim.
- Survival: Often provide procedural generation, a loose overarching plot, and fun building and crafting mechanics, but very focused on the survival aspects.
- Valheim has a procedurally generated game world soaked in Norse mythology, but you're always a viking trying to reach Valhalla.
- Don't Starve deep crafting and rewarding exploration, but you're always just someone trying not to starve.
Partial examples
While this genre doesn't officially exist, there's some existing games that I think partially fall into the definition, and heavily inspired this idea.
Caves of Qud
- âś…Mix of procedural generation and hand crafted content.
- âś…Huge open world.
- âś…No overarching narrative for the player.
- âś…Faction system makes it feel like the world is reacting to player choices.
- â›”Doesn't have crafting or building mechanics.
- â›”Focused on combat and character progression. It's not satisfying to roleplay as a watervine farmer who just...farms watervines.
Minecraft
- âś…Procedurally generated terrain.
- âś…Complete player agency.
- âś…Freeform building.
- â›”World is largely unreactive to the player.
- â›”Shallow world building.
- â›”You can truly roleplay "anything" but the world doesn't acknowledge or support it.
Skyrim
- âś…Mechanics that support roleplaying as anything.
- âś…Deep world building and lore.
- âś…Rewarding exploration and travel.
- â›”Has a main story and preset identity for the player. While you generally can ignore it, it can be distracting to be acknowledged as the dragonborn when you're trying to play a simple hunter.