The Sandbox offers a unique way to create, assemble and share 3D voxel models. In The Sandbox metaverse, it should be the same. If I buy a physical comic book, for instance, I know that I own it and I can also re-sell it to someone else if I want. To us, true digital ownership in a virtual world is based on the dynamics of real world products. An environment that facilitates collaboration and working socially.The ability to create content with a consistent aesthetic and interoperability.
True ownership and value for players and their creations.
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In The Sandbox, creators will be able to craft, play, share, and trade their own game worlds and assets, without central control, with true full ownership, enjoying copyright security alongside the ability to earn cryptocurrency. The Sandbox franchise’s upcoming game is a 3D voxel-based ecosystem with user generated content (UGC) made by the players.
But we wanted to have our own, The Sandbox-style take on voxel creations, as we spelled out in our white paper for The Sandbox:
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Taking a cue from the success of games like Minecraft and Roblox, we were aware that millions of creators already knew how to craft items and worlds in voxels, the square, 3D versions of pixels. While keeping the creation process intuitive, we wanted to move to 3D. With these limits in mind we set about to start planning The Sandbox 3, a new title to advance our franchise. Even if we wanted to build a system for players to sell content to each other, there was no way for us to verify who the true author was. And because pixel art doesn’t come with any way to prove its ownership, one creator’s work could be copied by another with no credit given. They created in pixels, which meant the creation process was very intuitive - but also limiting with no way to connect small, 2D worlds into a larger, shared experience. They could make a name for themselves, but their work didn’t help them pay their bills, no matter how many players enjoyed their work. They created little pixel worlds, game adventures, even musical works they could share with players. Our creators, the heart of our game’s success, had no way to profit from the creations. Life was good.īut all I could see were the limits of our game. As Pixowl, we’d crafted - with the help of millions of players and creators - one of the biggest independent user-generated content and gaming platforms, with tens of millions of downloads and over one million monthly active users. Over two years ago, we looked at the success we had created with the original The Sandbox and The Sandbox 2 games on mobile.