Yes, a lot of people interpret “EVE is a sandbox” to mean “my playstyle is EVE, and your playstyle is trash”.
As far as what the game supports or doesn’t support, everyone points to a different claim or ad or video from some time in the past 16 years and says “See, this is what EVE is intended for and always has been!”.
Regardless of personal bias, all these opinions and stances on ‘what makes EVE great’ are essentially a lot of sound and fury, signifying nothing. EVE is a game, and it is a business. It exists in the MMO mixed PVE/PVP sci-fi genre. Games in those niches follow a certain design pattern. That design pattern has been tested, analyzed and reviewed for well over 20 years now.
- If your game doesn’t support interesting solo play, you lose about 50% of your audience.
- If your game doesn’t support viable PvE, you lose about 50% of your audience.
- If your game doesn’t have an interesting, viable, engaging NPE/onboarding experience, you lose at least 90% of your new signups.
- If your game allows new player ganking/griefing/PKing by more experienced players, you’ll lose about 30% of your players from that.
- If your game requires team/group/corp support, or multiple accounts and multi-boxing to reach ‘end game’ play, then you lose 30-50% of your potential end-game players.
- If your game is sci-fi you’ve already lost 40% of your potential player base vs. fantasy MMOs.
(Numbers are just examples, not meant to be individually accurate and verifiable.)
These and various other market realities apply, simply because of the niche the game is trying to fill. Many of the above ‘audience’ slices overlap, for instance solo players and players looking for decent PvE will have a lot of overlap.
The takeaway is that if your niche has too many overlapping “this design choice throws away X% of our potential players” features, and not enough “this design choice retains players” features… then you end up with a game that loses population rapidly after the initial growth phase.
EVE has spent too long trying to force players into various specific playstyles that CCP thinks bring in the most money, and nowhere near enough effort making the game appealing to more players - PVE and PVP styles both.