Plateau Holding
Ninety-six hours across four months, built entirely around an irrigation channel we dug in the wrong place on the first afternoon and then refused to move. The game never once told us to care about it.
The Sandbox Notebook
Open-ended games, written down
Every entry here is assembled from notes written during play, because a sandbox game is remembered as a story and a story is not evidence.
Sandbox games are usually reviewed by describing their possibilities. That is a description of a toolkit, not of an experience, so this notebook records what actually happened in one specific set of hands.
Time recorded at the desk as sessions happened, never reconstructed. The figure that matters most in a game with no ending.
How much of what we remember came from the game and how much we brought to it. Both counted separately, both stated.
The first objective we set ourselves without being asked, and how long the game took to make us want one.
Every notebook ends. Boredom, satisfaction, a save corrupted, or a patch that broke a favourite arrangement — always named.
Hours logged is the honest measure here. A sandbox game that holds somebody for ninety hours has done something a game with a better first afternoon has not.
Ninety-six hours across four months, built entirely around an irrigation channel we dug in the wrong place on the first afternoon and then refused to move. The game never once told us to care about it.
Seventy-one hours, of which the last forty were spent building something with no function whatsoever. This entry is mostly about the moment a survival game stops being about survival.
Fifty-two hours and the highest invented-content score in the notebook. Almost nothing memorable here was authored by anybody at the studio, which is both the achievement and the problem.
Forty-four hours, ended by a flood we caused and could not undo. The only game here where a permanent consequence closed the notebook, and the entry argues that was the best thing about it.
Thirty-eight hours in a modular station that grew outward in a spiral because we never once demolished anything. A game about the cost of never going back.
Twenty-nine hours and the lowest invented score here. A beautiful place that supplies everything and therefore leaves very little for you to add.
Two running ledgers assembled from all fourteen notebooks rather than from any single game. They are revised when a count changes and not on a schedule.
Time from starting a game to setting our own first objective, measured in every notebook. The range is twelve minutes to four hours, and the fast ones are not the good ones.
Every memorable event in every notebook, sorted by whether the game authored it or we did. The best-remembered games sit in the middle rather than at either end.