If you haven’t checked out the transcription I created of Darth Hater’s Day 1 Q&A at PAX with Bioware for Star Wars: The Old Republic, I’d suggest you do so – it’s a long, but good read.
One thing I wanted to point out in that text was almost halfway in, where a particularly spirited individual asking whether or not SWTOR’s environments would be sandboxed (Audience Member 10 in my transcript). This guy clearly loved his Fallout 3 and Oblivion, as he referred to not wanting to be boxed in by SWTOR’s linear story as well as the environment. He argued a bit with the developers, perhaps with enough passion to draw the ire of the audience, but it was interesting to hear about someone who really wanted a galaxy and planets to explore without the restrictions normally placed on MMOs.
While a lot of people will probably assume that this guy won’t find the sandbox environment he wants in Star Wars: The Old Republic, I’m not so sure about that. Part of why I didn’t feel like the wholesome Wayne Brady hearing this guy, is that in any good MMO there is something to scratch that itch you’re feeling about what to do. As a matter of perspective, you may be able to find the sandbox that you’re looking for in SWTOR.
For right now, the morality system is probably the only place we know of right now to get that sandbox feel. While there are only a couple of set paths, there are still multiple choices, leading to a variety of changes that could have possible impact later on in your career. There’s the idea that the story is your heroic story, free for you to do as you please in making decisions about the Companion characters you keep and the quests you do. With this sort of branching, there are 8 unique storylines for 8 classes but also multiple paths within the class stories as well. The idea is to create more variety by allowing players to make choices within their own storylines, leading to a different experience among the players of the same class.
Besides, MMOs in general are a sandbox if you choose to make it that way. Roleplaying, the oft-forgotten part of MMORPGs these days, is the most obvious way to do this. Using existing mechanics, settings, and lore, there are many players who have created real, actual characters and backgrounds for them, acting out conflicts, romances, and adventures. From a gameplay mechanic, people play with specialization systems for MMOs all the time, creating builds that are unique and interesting, or cookie cutter and efficient, as they see fit. Well-designed zones are places to quest and advance levels, but also a place to explore and find the more interesting easter eggs and landmarks in the game. The list goes on.
So while Mr. Sandbox might not get the exact experience he’s looking for in Star Wars: The Old Republic, if he looks hard enough, he can find something quite a bit similar, and more akin to the reason for enjoying such open worlds. Like with a lot of things, your gaming experience is what you make of it – and players should take a more active role in making it enjoyable.