Mission System: Is this a Sandbox or a Themepark?
So missions are good.
Everyone likes a good quest, but the way I hear everyone talking about the mission system (devs and players alike) it's like its going to be our main form of gameplay. But this is a sandbox game. Missions are supplemental; they come secondary to careers and professions.
The first major career coming in 3.0 is Trading. Finally we have a real way to free-form accumulate wealth indefinitely. When CIG originally pitched 3.0, professions were front and center, as the main thing: https://i.imgur.com/mVjzyCq.png (listed here even before planets, and planets are HUGE for 3.0) I think if we are going to beat a war drum, let's beat this. The first major career (i.e. sandbox mechanics) 3.0 can be the point where some are doing things in the world rather than being bystanders to the beautiful scenery and tech.
Posted Sep 21, 2017, 2:15 PM UTC · edited
There is no reason why a mission system cannot exist in a game that allows for sandbox gameplay. Missions can give people extra / optional reasons to do things that provide pay-offs / rewards. Check out other space games such as Elite Dangerous, were you can decide to be an explorer, trader, miner without prompting, or you can undertake missions to do those things.
Also, they can provide a structure to the overall game environment. CIG have touted examples in the past whereby the generation of certain types of missions can end up creating scenarios and the creation of other missons (both player and system created).
In short, mission systems aren't exclusive to any one type of gameplay. It all comes down to how the system is implemented. History has shown that there are benefits and drawbacks to both total-sandbox and total-themepark type games. The best are those which can provide the benefits of both.