@waahahah: I don't think GTA V is stagnating. I also don't agree that it's the benchmark for sandbox open world games because of its narrative. I'd argue its main mission design is actually not great at sandbox gameplay in how restrictive your choices are.
In actuality, I think the narrative and cinematic structure of the game is at odds with the open world design. Too many of the main missions are overly linear and ball down to a lacking 3rd person shooter. With all the mechanics and variety of vehicles at your disposal, you'd think the mission design would accommodate this abundance of awesome variety but instead you're mostly doing one thing in linear order. There are improvements over GTA IV with the introduction of multiple characters but this is often limited to three rigid choices. It's not a player's choice. It's not a good sandbox, really. (At least not in the main missions)
It's telling when half-way through the game you play that mission as Franklin where you need to rescue Michael from the meat factory and it plays out like a corridor shooter with little to no variety in how you tackle this mission and it's totally isolated from the rest of the map and its mechanics. GTA Online, I think is almost a better use of the sandbox than the single player game and I think part of that is thanks to the rigid narrative taking precedence over the actual sandbox.
The side activities in GTA V are very well defined. Things like golf and tennis had a huge amount of effort to them but they were also completely detached from the core mechanics. On the flip side, the BoTW equivalent used the core mechanics to invent shield surfing, archery, bowling and flying mini-games that utilized the core mechanics you actually use in the game. GTA V's stranger missions have a stronger narrative focus and create some interesting stories (see the Epsilon mission. That mission is funny!) But the gameplay? One mission, 'Exercising the Truth' has you literally running up and down... Certainly not a great use of a sandbox either.
Breath of the Wild's side content may not be as contextually meaningful but it has you doing some pretty neat stuff inside the sandbox. Take, for example, missions like Eventide Island, Hunt for the Giant Horse or the Trial of Thunder. They have no narrative but in return you get unique game-play opportunities that still use the core mechanics in meaningful and memorable ways AND can be tackled in a multitude of ways using all those mechanics at your disposal - like a sandbox should do.
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