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The Pub at MMORPG.COM  » List of Sandbox MMORPGs [Updated: December 18, 2012]

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291 posts found
  Rheanon

Novice Member

Joined: 2/07/06
Posts: 112

8/09/12 10:31:35 PM#141
Originally posted by MMOExposed
Originally posted by Pale_Fire

You're missing Vanguard.  Unless, I'm blind, which is possible.

Of course, that would make my ability to type this message flawlessly quite remarkable.

vanguard is themepark. not sandbox

Well Vanguard was unique in that it had the best elements of both.  When it was released, I judged it more of a sandbox since the best items in the game were player crafted.  That changed and crafting is really useless unless you are involved in making parts for housing or shipbuilding.  Since now players can buy ships in the cash shop that also messed up crafting.  However, originally, it could not be beat.  Carpenters created furniture which could be placed anywhere in player houses and guild halls.   there were pretty unlimited decorating possibilities for both.  Practically everything you saw in the game could be made by players.  I think the cash shop ruined all that so a big portion of the game was ruined.

It does have quests, leveling, dungeons, mobs, etc, which are a big  part of themepark.  The combination of both game types made it a very unique and pleasant game to play.  However, as happens often, developers tend to screw up a good thing.  In my opinion, the game started its decline by the decision to place crafting stations in all the housing areas.  There was a sizeable crafting community that would gather in various crafting hubs throughout the game world.   A player needing something could go to one of these hubs and always find the right kind of crafter to make whatever the person needed.  This helped to sustain a very healthy game economy.  These hubs were gradually deserted by players.  Next they made dungeon drops better than player crafted items, another mistake.  Vanguard was a game with three distinct leveling paths.  These were the normal adventuring (for lack of a better term), crafting and diplomacy.  A player could max any one of these independently of the others.    In other words, you could be a level 20 in adventuring and be a level 50 crafter and/or diplomat or any combination of all three.   This was also changed where in many cases, a player has to level adventuring to have access to materials and recipes of maximum level.  So.... I think the sandbox aspects were relegated to the background in favor of the adventuring/themepark tier.  Anyway, thats just my take on the whole thing with Vanguard.   Its a real shame :(

  Loktofeit

Hard Core Member

Joined: 1/13/10
Posts: 12401

Currently playing EVE, SMITE, ArcheAge, and Combat Arms

8/10/12 12:52:45 AM#142
Originally posted by Naqaj

I wanted to be constructive and add one to the list, but all the games I could think of are already on it. Though I have to ask, what about Second Life? Might be a stretch to call it a game, but as a sandbox?

Since sandbox features are predominantly tools and toys, Second Life is not only a sandbox but a great example of the far end of the sandbox side of the sandbox/themepark spectrum.

"And wikipedia is as accurate as Britannica. Wikipedia is very reliable. You would be hard pressed to find a more reliable source for these kinds of things." -fivoroth

  ZekkCC

Apprentice Member

Joined: 7/10/06
Posts: 276

8/10/12 2:18:54 AM#143
Great list! Thanks!
  Larsa

Novice Member

Joined: 2/14/04
Posts: 992

 
OP  8/10/12 11:18:41 AM#144
Originally posted by Loktofeit
Originally posted by Naqaj

I wanted to be constructive and add one to the list, but all the games I could think of are already on it. Though I have to ask, what about Second Life? Might be a stretch to call it a game, but as a sandbox?

Since sandbox features are predominantly tools and toys, Second Life is not only a sandbox but a great example of the far end of the sandbox side of the sandbox/themepark spectrum.

I agree, Second Life is a sandbox. But it's not an MMORPG (for example: has no character progression), and that's why it's not on the list. If I had made a list of sandbox games then Second Life (and of course Minecraft too) would have been on this list - but I decided to make a list of sandbox MMORPGs because otherwise the list would have been too long to maintain as a hobby project - there are actually quite a number of non-MMORPG sandboxes around, anyone remember SimCity and the likes? :)

I maintain this List of Sandbox MMORPGs. Please post or send PM for corrections and suggestions.

  mastersomrat

Apprentice Member

Joined: 12/17/10
Posts: 369

8/10/12 11:22:53 AM#145
A tale in the Des.  anyone know if it's worth jumping into?  I know with game end s and restarts...so is it getting ready for and end and new start?
  Loktofeit

Hard Core Member

Joined: 1/13/10
Posts: 12401

Currently playing EVE, SMITE, ArcheAge, and Combat Arms

8/10/12 12:01:35 PM#146
Originally posted by Larsa
Originally posted by Loktofeit
Originally posted by Naqaj

I wanted to be constructive and add one to the list, but all the games I could think of are already on it. Though I have to ask, what about Second Life? Might be a stretch to call it a game, but as a sandbox?

Since sandbox features are predominantly tools and toys, Second Life is not only a sandbox but a great example of the far end of the sandbox side of the sandbox/themepark spectrum.

I agree, Second Life is a sandbox. But it's not an MMORPG (for example: has no character progression), and that's why it's not on the list. If I had made a list of sandbox games then Second Life (and of course Minecraft too) would have been on this list - but I decided to make a list of sandbox MMORPGs because otherwise the list would have been too long to maintain as a hobby project - there are actually quite a number of non-MMORPG sandboxes around, anyone remember SimCity and the likes? :)

I wasn't suggesting it for the list, rather offering an answer to his question of people calling it a sandbox.

"And wikipedia is as accurate as Britannica. Wikipedia is very reliable. You would be hard pressed to find a more reliable source for these kinds of things." -fivoroth

  donjn

Advanced Member

Joined: 6/09/08
Posts: 782

8/11/12 10:02:11 PM#147

Why isnt Linkrealms on here?

http://www.linkrealms.com/

 

  lqw6843128

Novice Member

Joined: 4/18/12
Posts: 35

8/11/12 10:16:37 PM#148
Wurm has cashshop? u sure?
  Draron

Novice Member

Joined: 5/07/11
Posts: 1009

8/12/12 1:31:14 AM#149

Originally posted by donjn

Why isnt Linkrealms on here?

http://www.linkrealms.com/

 

Originally posted by lqw6843128
Wurm has cashshop? u sure?

Linkrealms is in closed beta, and closed beta games aren't on the list.

 

And Wurm lets players buy Silver with real world cash that they can use to buy items from other players in game, which then you can use to pay for subscriptions.

  Teiraa

Novice Member

Joined: 12/25/05
Posts: 447

8/12/12 7:55:51 AM#150

Ryzom has a native Linux client. Might want to mention this in your list. :)

http://www.mmorpg.com/gamelist.cfm/game/36/view/reviews/loadUR/199

  Larsa

Novice Member

Joined: 2/14/04
Posts: 992

 
OP  8/12/12 12:44:00 PM#151
Originally posted by Teiraa

Ryzom has a native Linux client. Might want to mention this in your list. :)

http://www.mmorpg.com/gamelist.cfm/game/36/view/reviews/loadUR/199

Oops, you're right, Teiraa. Thanks for the information, I have updated the OP.

I maintain this List of Sandbox MMORPGs. Please post or send PM for corrections and suggestions.

  Razeekster

Spotlight Poster

Joined: 7/09/11
Posts: 1946

May the game be ever in your favor.

8/12/12 12:54:31 PM#152
I wouldn't consider Mabinogi or Free Realms sandbox games. Mabinogi has some qualities, but not enough to call it a sandbox game. Actually now that I think about... I don't know how you can call it a sandbox game at all. The player has no impact on the world and can't change it.

Smile

  Theocritus

Apprentice Member

Joined: 7/15/08
Posts: 3616

8/12/12 1:04:16 PM#153
     I've been enjoying Ryzom lately...Its a nice sandbox but lacks the PVP element that it seems alot of sandbox players are looking for.
  Loktofeit

Hard Core Member

Joined: 1/13/10
Posts: 12401

Currently playing EVE, SMITE, ArcheAge, and Combat Arms

8/12/12 2:19:45 PM#154
Originally posted by Razeekster
I wouldn't consider Mabinogi or Free Realms sandbox games. Mabinogi has some qualities, but not enough to call it a sandbox game. Actually now that I think about... I don't know how you can call it a sandbox game at all. The player has no impact on the world and can't change it.

I'll let someone else field Mabinogi, but below in green are true of Free Realms, so it fits the criteria for this list.

A game that has many of these features can be considered a sandbox and a game that has few of these features is not.

•An open world, not a collection of small maps
•A non-instanced game world, no private instances for story mode or private dungeons (zones are okay if technically needed)
•Gameplay features other than combat activities, for example: fishing, harvesting, prospecting, crafting, diplomacy, music, trading
•Character progression or development outside of combat (see above examples)
•Open-ended gameplay, no "game starts at level 50" game design
•Player-driven in-game economy, not a loot-driven economy, no bind-on-equip or bind-on acquire items
•Character development that can be customised via skills and/or customisations of class roles, not a class system where every level 50 warrior has the exact same skills and attributes
•Non-linear character development where characters are not limited to developer-defined roles, for example: free skill trees or multi-classing of characters
•In-depth crafting system. A crafting system is considered in-depth if the majority of items in the game is player-made and when crafted items can be at least as good as dropped items
•In-depth resource system. A resource system is considered in-depth if items can be made from raw resources that influence the resulting item (either it's stats or it's appearance is okay)
•Persistent game world. A game where the world (or parts of the world) reset to a known state in regular intervals is not persistent
•Player's ability to change aspects of the game world, either by being able to modify the physical game world or by being able to take ownership of structures in the game world
•Some form of customizable player housing/building

"And wikipedia is as accurate as Britannica. Wikipedia is very reliable. You would be hard pressed to find a more reliable source for these kinds of things." -fivoroth

  darkshad9999

Novice Member

Joined: 8/12/12
Posts: 6

8/12/12 2:42:45 PM#155

So I see that you have two games that I have played listed as Sandbox type games.  The two I saw were  Afterworld and Fallen Earth.

Lets start with Afterworld I would not really consider this "sandbox" this is a very limited game and is extremely limited as to what you can do. There are no housing you can make there and can only make certian items in the game with virtually no customization to the items.  I have played Afterworld for about 2 years.  It is pretty much a grinding game where most of the time in this game you are out picking rocks and chopping trees.  The economy in the game itself is pretty much flat and you can not really make any real amount of money in the game. It has been like this for years now and there is no sign of any kind of improvement.

Also as per your own defination for an "open world" I would not consider afterworld an open world either it is just a series of smaller areas that you move between. 

"An open world, not a collection of small maps" is how you are defining a "sandbox" type game.

There is no ability really in Afterworld the change aspects of the game either the game is pretty well locked in when it comes to that.  There isn't really any way that a player can modify the game really and you can't take control of structures in Afterworld either. 

I really would not consider afterworld a "sandbox" type game yes I do admit there are some things there that may be sandbox like but I don't think they are quite there yet to be called a full "sandbox" game they may be on the way there but they need a lot of improvements still to be considered a "sandbox" game.

 

Now for the 2nd game Fallen Earth yes this game was very sandboxy and you could customize a lot of the items in the game but when they released the 2.4 patch for Fallen Earth they nerfed a lot of the crafting queues for over night crafting and basically ruined a lot of of the crafting aspect to this game.  A lot of the crafting really got wrecked when they released this 2.4 patch so if you are expecting an awesome crafting system in Fallen Earth now you are going to be extremely disappointed the crafting system is very limited on queue times now. Before if you donated towards the game you would have a crafting queue of 20 items that you could create now even after you have donated you will only have 2 crafting queues.  A lot of people left this game because of the changes which were done and the development team really angered a lot of the loyal players on this game causing them to leave the game.  There is also no player built housing in Fallen Earth either.  Also Fallen Earth does have some instances as well. Another problem I have with fallen earth is the fact that  it is very loot driven as well.   In order to be able to craft a lot of times you have to kill monsters to be able to get the loot from them such as skins or other items that drop off them so you can craft using those items.  I found Fallen Earth to be quite loot driven and that a lot of the time you are killing monsters to skin them or to get loot off of them so you can create items.  it is quite a loot driven economy. 

Fallen Earth had a really good crafting system in place but in my opinion with the 2.4 patch they pretty well ruined it.  I really wouldn't even consider fallen earth free to play any more but more pay to play because they limit you now to such a degree that you are only going to get to a certian point and then you will end up paying to progress further.  The free part is extremely limited now and not like before the 2.4 patch where you were free to do anything.

Again there is no housing system in Fallen Earth that are player run and no real way for a player to be able to take control of buildings in the game. There is also not really any way to physically change the in game play either again it is really locked when it comes to this as well.

I know you may have heard some good things about Fallen Earth in the past and how great the crafting was well I am telling you that has all changed . You will be extremely disappointed now on what they have done with the game and in my opinion this game isn't worth your time any more.

 

[mod edit]
  Loktofeit

Hard Core Member

Joined: 1/13/10
Posts: 12401

Currently playing EVE, SMITE, ArcheAge, and Combat Arms

8/12/12 4:22:48 PM#156
Originally posted by darkshad9999

So I see that you have two games that I have played listed as Sandbox type games.  The two I saw were  Afterworld and Fallen Earth.

Lets start with Afterworld I would not really consider this "sandbox" this is a very limited game and is extremely limited as to what you can do. There are no housing you can make there and can only make certian items in the game with virtually no customization to the items.  I have played Afterworld for about 2 years.  It is pretty much a grinding game where most of the time in this game you are out picking rocks and chopping trees.  The economy in the game itself is pretty much flat and you can not really make any real amount of money in the game. It has been like this for years now and there is no sign of any kind of improvement.

Also as per your own defination for an "open world" I would not consider afterworld an open world either it is just a series of smaller areas that you move between. 

"An open world, not a collection of small maps" is how you are defining a "sandbox" type game.

There is no ability really in Afterworld the change aspects of the game either the game is pretty well locked in when it comes to that.  There isn't really any way that a player can modify the game really and you can't take control of structures in Afterworld either. 

A game that has many of these features can be considered a sandbox and a game that has few of these features is not.

•An open world, not a collection of small maps
•A non-instanced game world, no private instances for story mode or private dungeons (zones are okay if technically needed)
•Gameplay features other than combat activities, for example: fishing, harvesting, prospecting, crafting, diplomacy, music, trading
•Character progression or development outside of combat (see above examples)
•Open-ended gameplay, no "game starts at level 50" game design
•Player-driven in-game economy, not a loot-driven economy, no bind-on-equip or bind-on acquire items
•Character development that can be customised via skills and/or customisations of class roles, not a class system where every level 50 warrior has the exact same skills and attributes
•Non-linear character development where characters are not limited to developer-defined roles, for example: free skill trees or multi-classing of characters
•In-depth crafting system. A crafting system is considered in-depth if the majority of items in the game is player-made and when crafted items can be at least as good as dropped items
•In-depth resource system. A resource system is considered in-depth if items can be made from raw resources that influence the resulting item (either it's stats or it's appearance is okay)
•Persistent game world. A game where the world (or parts of the world) reset to a known state in regular intervals is not persistent
•Player's ability to change aspects of the game world, either by being able to modify the physical game world or by being able to take ownership of structures in the game world
•Some form of customizable player housing/building

 

From MMOHut:

"Afterworld lets you join the free-market economy set up in Siberia in the wake of an apocalyptic event. You develop your character through the use of skills, with over 100 to choose from. Each skill uses unique game mechanics to raise. Crafting is the focus of the game, and it offers over 1000 items to make. The system also features branching construction paths, so you can choose even more what and how you want your goods to develop. The game offers 18 different locations to explore, stretching over 100 square kilometers for a very expansive game world."

 

Seems like it meets the criteria.

"And wikipedia is as accurate as Britannica. Wikipedia is very reliable. You would be hard pressed to find a more reliable source for these kinds of things." -fivoroth

  darkshad9999

Novice Member

Joined: 8/12/12
Posts: 6

8/13/12 2:17:43 AM#157
Originally posted by Loktofeit

 

From MMOHut:

"Afterworld lets you join the free-market economy set up in Siberia in the wake of an apocalyptic event. You develop your character through the use of skills, with over 100 to choose from. Each skill uses unique game mechanics to raise. Crafting is the focus of the game, and it offers over 1000 items to make. The system also features branching construction paths, so you can choose even more what and how you want your goods to develop. The game offers 18 different locations to explore, stretching over 100 square kilometers for a very expansive game world."

 

Seems like it meets the criteria.

 

Nope it doesn't it really isn't sandbox for Afterworld.  It is pretty much grind and kill stuff to loot stuff off of items so you can make stuff.  You do have to kill stuff to  get materials so it is loot based.  100 Square kilometers LOL I doubt it I have been though every map on the game in fact some of the maps got removed such as the valley of death which used to be in the game.  Don't believe everything you read from another website. I have played the game. As I said before it may have a few bits and pieces of a "sandbox" game but still lacks a lot.  As I said crafting is very boring and mundane on this game with absolutely NO customization to items what so ever.  The game is most definately loot driven as well because you have to kill stuff to get hides and other materials so you can actually craft and it is the only way to get some of the materials.  So this game still depends on you grinding and killing stuff so no it doesn't meet the criteria.

 

Have you even played the game or are you just reading what some one else is saying on another website.

It also has no player run housing what so ever in the game. The items can not be customized in any way so I would not consider the crafting system to really be in-depth.

Nor is there any part of the game that is "persistant" either in Afterworld nothing basically resets in the world.

I have played the game for quite a while.  I know what aspects of the game are present and what are not.

Nor do I believe there is a 1000 items to craft either in the game again stop reading what is put on another website and go play the game.  I have been in the game and there are no where close to that many items that are craftable.  Sounds like you are relying on all 3rd party information as your source of information.

I am sorry it does not meet the criteria what so ever it may have a few aspects of  a sandbox game but has a long way to go before it could ever earn the title of a "sandbox" mmorpg.

  MadnessRealm

Elite Member

Joined: 1/02/09
Posts: 2715

Ignorance is Bliss.

8/13/12 6:24:02 AM#158
Originally posted by Loktofeit
Originally posted by Razeekster
I wouldn't consider Mabinogi or Free Realms sandbox games. Mabinogi has some qualities, but not enough to call it a sandbox game. Actually now that I think about... I don't know how you can call it a sandbox game at all. The player has no impact on the world and can't change it.

I'll let someone else field Mabinogi, but below in green are true of Free Realms, so it fits the criteria for this list.

If I were to say, Mabinogi would be 75% Sandbox and 25% Themepark. To use your lists of criterias for comparison :

 

•An open world, not a collection of small maps
•A non-instanced game world, no private instances for story mode or private dungeons (zones are okay if technically needed)
•Gameplay features other than combat activities, for example: fishing, harvesting, prospecting, crafting, diplomacy, music, trading
•Character progression or development outside of combat (see above examples)
•Open-ended gameplay, no "game starts at level 50" game design

•Player-driven in-game economy, not a loot-driven economy, no bind-on-equip or bind-on acquire items
•Character development that can be customised via skills and/or customisations of class roles, not a class system where every level 50 warrior has the exact same skills and attributes
•Non-linear character development where characters are not limited to developer-defined roles, for example: free skill trees or multi-classing of characters
•In-depth crafting system. A crafting system is considered in-depth if the majority of items in the game is player-made and when crafted items can be at least as good as dropped items
•In-depth resource system. A resource system is considered in-depth if items can be made from raw resources that influence the resulting item (either it's stats or it's appearance is okay) (appearance only and very limited)
•Persistent game world. A game where the world (or parts of the world) reset to a known state in regular intervals is not persistent
•Player's ability to change aspects of the game world, either by being able to modify the physical game world or by being able to take ownership of structures in the game world (very minor - Guild Castles for guild battle events which are weekly I think)
•Some form of customizable player housing/building

------
Your daily dose of common sense since 2009!

  Loktofeit

Hard Core Member

Joined: 1/13/10
Posts: 12401

Currently playing EVE, SMITE, ArcheAge, and Combat Arms

8/13/12 6:44:42 AM#159
Originally posted by darkshad9999
Originally posted by Loktofeit

 

From MMOHut:

"Afterworld lets you join the free-market economy set up in Siberia in the wake of an apocalyptic event. You develop your character through the use of skills, with over 100 to choose from. Each skill uses unique game mechanics to raise. Crafting is the focus of the game, and it offers over 1000 items to make. The system also features branching construction paths, so you can choose even more what and how you want your goods to develop. The game offers 18 different locations to explore, stretching over 100 square kilometers for a very expansive game world."

 

Seems like it meets the criteria.

 

Nope it doesn't it really isn't sandbox for Afterworld.  It is pretty much grind and kill stuff to loot stuff off of items so you can make stuff.  You do have to kill stuff to  get materials so it is loot based.  100 Square kilometers LOL I doubt it I have been though every map on the game in fact some of the maps got removed such as the valley of death which used to be in the game.  Don't believe everything you read from another website. I have played the game. As I said before it may have a few bits and pieces of a "sandbox" game but still lacks a lot.  As I said crafting is very boring and mundane on this game with absolutely NO customization to items what so ever.  The game is most definately loot driven as well because you have to kill stuff to get hides and other materials so you can actually craft and it is the only way to get some of the materials.  So this game still depends on you grinding and killing stuff so no it doesn't meet the criteria.

 

Have you even played the game or are you just reading what some one else is saying on another website.

It also has no player run housing what so ever in the game. The items can not be customized in any way so I would not consider the crafting system to really be in-depth.

Nor is there any part of the game that is "persistant" either in Afterworld nothing basically resets in the world.

I have played the game for quite a while.  I know what aspects of the game are present and what are not.

Nor do I believe there is a 1000 items to craft either in the game again stop reading what is put on another website and go play the game.  I have been in the game and there are no where close to that many items that are craftable.  Sounds like you are relying on all 3rd party information as your source of information.

I am sorry it does not meet the criteria what so ever it may have a few aspects of  a sandbox game but has a long way to go before it could ever earn the title of a "sandbox" mmorpg.

I haven't played in a over year, but I've definitely played it. To your points:

no one said it has housing

the lack of resets supports persistence, not voids it.

craftable items - I don't know about 1,000 being true but it is certainly hundreds. Here's a partial list:

  • http://wiki.afterworld.ru/wiki/Category:ASP
  • http://wiki.afterworld.ru/wiki/Category:MFP
  • http://wiki.afterworld.ru/wiki/Category:Protection_Kit_Crafting_Terminal
  • http://wiki.afterworld.ru/wiki/Category:Non-CD_Components (multiple items in each subcategory)\
 
It seems the world and housing are your two points of contention, but you're preaching to the choir. If you look at the list, I didn't check either of those as criteria it met. it does meet most others, however.

"And wikipedia is as accurate as Britannica. Wikipedia is very reliable. You would be hard pressed to find a more reliable source for these kinds of things." -fivoroth

  TruthXHurts

Novice Member

Joined: 6/20/10
Posts: 1641

I am here to chew bubblegum and to kick ass... and I'm all out of bubblegum!

8/13/12 11:37:24 AM#160

Darkwind: War on Wheels

 

 

  • An open world, not a collection of small maps - The world is open but each encounter is instnaced whether it be open PVP or a scouting encounter
  • A non-instanced game world, no private instances for story mode or private dungeons (zones are okay if technically needed) - The world is not instanced but the encounters within it are. You have a static map that you cancreate your own Gang Camp.
  • Gameplay features other than combat activities, for example: fishing, harvesting, prospecting, crafting, diplomacy, music, trading - Trade runs and instnace scavenging of junk piles. You can also do some arena or league racing/deathracing
  • Character progression or development outside of combat (see above examples) - Using your character increases their skill levels. 
  • Open-ended gameplay, no "game starts at level 50" game design - Completely open sandbox world. There is no endgame. There are places that you have no businness going though if you don't have the skill/equipment ot survive.
  • Player-driven in-game economy, not a loot-driven economy, no bind-on-equip or bind-on acquire items - You keep what you kill. The only loot in game is what you can salvage from defeated enemies. You can freely trade with other players and NPC in towns
  • Character development that can be customised via skills and/or customisations of class roles, not a class system where every level 50 warrior has the exact same skills and attributes - Completely open skill system. You recruit gang members and choose what areas you wnat them to progress in. 
  • Non-linear character development where characters are not limited to developer-defined roles, for example: free skill trees or multi-classing of characters Perma Death, Permenent and short term injuries, Old age, and specializations give you real immersion. No respawning and running back to the encounter if you mess up. You are either gong ot be dead, walking home, or taken to the Gladiator Pits.
  • In-depth crafting system. A crafting system is considered in-depth if the majority of items in the game is player-made and when crafted items can be at least as good as dropped items - The Gang Camps allow you to gather materials and create your own weapons/Vehicles. You can also fully customize your car and character skins, and sell them.
  • In-depth resource system. A resource system is considered in-depth if items can be made from raw resources that influence the resulting item (either it's stats or it's appearance is okay) Car Parts, Scrap Metal, and Fuel. The resources are fairly limited. 
  • Persistent game world. A game where the world (or parts of the world) reset to a known state in regular intervals is not persistent The world is fully persistent.
  • Player's ability to change aspects of the game world, either by being able to modify the physical game world or by being able to take ownership of structures in the game world Multiple Gang player camps can be created anywhere in the world.
  • Some form of customizable player housing/building No housing customization.

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