That doesn't really connect to Clint's point, though?
The claim was that we would probably be able to ignore the story if desired without losing out on much progression-wise.
That's what I'm used to, mostly, isn't that how your MMOs work too?
Well, yeah, my experience is barely any real story and progression that's completely outside of anything that's related to the story. But L2 is pretty much a sandbox when it comes to that.
But isn't the whole point of the "themebox" marketing that we'll have more of a story-centered gameplay? Obviously that might be false marketing, but we wouldn't know that until we're way later in testing, if at all.
Well hopefully without derailing the thread I'll give my experience, as usual.
FFXI story has 3 core progression paths and then 1 additional one per expansion (technically it's just 1 for expansion in all cases depending on what you count the base game as).
You could engage with them at any point, or ignore them entirely and only lose out on a few things. Some had strong enough incentives that you'd do them eventually for your own convenience, others you could just never touch at all unless you wanted some non-defining gear piece.
But they were there, as structure, they gave the world a basis for anyone who wanted to adventure, and you could get your group together for just 'going through the story', with breaks to level. Overleveling didn't really affect much for the first few years because the instanced battlefields would cap your level to whatever would be challenging (forced socialization since very few level 30 characters can solo the level 30 cap mission).
I don't really know what people mean by 'story centered gameplay' or not, therefore. I know 'I could do this, it gives me the option of a goal, and I can also ignore it'.
And, to tie that back, I guess, it would actually be reasonable/fair for a Sandbox game to never let you be safe because the Story is minimal or personal and there is no targeted progression path that you can just be 'locked out of', whereas this type would need some protections to stop the psychos from 'sitting at the entrance point to the Level 30 cap mission and slaughtering any group who approach wanting to enter the instance'.