Being able to go anywhere, battle random monsters and do random quests can hardly be called design as it's too broad and generic. There is a lot of demand for this type of games, provided you have top notch visuals, which keeps the entry barrier high enough and rewards investment. If one can produce such a game, which usually takes 5 years and a small fortune, the actual design (combat, quests, character system, etc) won't really matter because that high entry barrier keeps supply low.
Now you are just playing word games. Sorry, but if you can't admit that sandbox is a design choice and are jumping through loops to argue against something so obvious,... well then what is the chance of convincing you of anything else? Besides, there are many ways you can simulate the feeling of open world without necessarily investing 50+ milion dollars on world building. Hell, some indie games do it for a fraction of a budget, so your argument is flawed.
In other words, your analogy was flawed.
It wasn't an analogy. It is a fact. Sandbox is a design choice. How much it costs, doesn't affect that fact.
Shooters have always been more popular than RPGs but in the RPG realm sandbox games rule supreme.
First of all, you are missing my point. The point was that the popularity is determined by more things than just choice of genre. Second of all, you are factually wrong. I could have just as well used Diablo 3 for example which sold 30 million copies. It outsold Skyrim by 7,5 million units.
Even the way you present it: fanatics vs 'us reasonable folk who appreciate flexibility' suggests strong bias.
The whole point of your game are choices and consequences. When you take away player's freedom to do something that even a half decent RPGs lets you do - like walking around after you accept a quest - you are objectively and factually reducing the player's choices. Now this is true regardless of any biases that might exist. Same thing when you force the player to wear centurion armor. Same thing with meta-knowledge save-scumming playstyle, since it is the only way to achieve anything, etc. Yes, there is a personal preference involved in the sense that some people don't like being ass-shafted on every turn, while others enjoy that type of activity. But that doesn't change the fact that ass-shafting is actually happening. Now, if you think that this is great RPG design, fine. But lets not pretend that ass-shafting is not happening.
You didn't get to do this one thing your way, so you dismiss both the explanation and the fact that the infiltration quest has tons of different options, more than any other quest I can think of. If you disagree, name a quest with more options.
This is clearly just a strawman of my position, so it doesn't deserve a reply.
Obviously the game is well received on the Codex (i.e. within the same RPG community). It has flaws (more than I like) but the overall consensus here is that it's a good RPG. Then we have some people like you, Lhynn, and Jazz who are convinced that it's actually a bad RPG. So either you're right and the rest of the Codex is wrong and AoD *is* a bad RPG or you simply prefer a very different design. Either way, there isn't much room for dialogue here.
Yeah, I see this isn't going anywhere. You are stubborn as a mule. The problem is that the whole point of your game are choices and consequences, and I am flabbergasted as to how many people are praising it for that aspect, while being completely ok with the fact that you can't chose to do some rudimentary things that should be there by default, so forgive me for taking the Codex' opinion - whose active member you were even before you delved into the dev waters - with a grain of salt. Especially with having to read lunatic ramblings of people like Lurker King.
Ignore? My entire point was that there are a lot of people who like this design. I know it's a niche design and we'll never sell hundreds of thousands of copies but we're fine with that and more than happy to serve that particular player base. We sold 85,000 copies, most of them on Steam where the game is also well received, so this particular design isn't something that appeals only to the Codex.
Nice spin
In reality what you were doing was using extremely skewed statistics to argue how there were only 2 complaints about that 1 particular quest, trying to present the whole spectrum of issues as only 2 irrational people making a fuss about nothing. Like I said - a nice spin.
They must be new to the internet because everyone else complains non-stop about everything.
No matter how you count these complaints, even if you group them all together they are still a minority, even on the Codex
As were our complaints when it comes to Skyrim, Oblivion, etc. Doesn't mean that there aren't actual problems, nor does it mean that echochamber effect does not exist.