History Main / FollowThePlottedLine

12th Nov '17 2:29:54 PM DRCEQ
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* The Assault maps in ''VideoGame/OverWatch'' feature red and blue lines that lead players to the control points.
9th Nov '17 12:49:35 PM Malady
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* The plot of ''VideoGame/GoldenSun Dark Dawn'' appears to be this trope at first. Early in the game, you are doing things like activating magical machines and taking sides in battles for the sole purpose of advancing the plot. The twist: Everything you've done is part of the villains' insane BatmanGambit, effectively tricking you into activating an ancient superweapon for them. Your characters vow revenge, and this trope again takes place, with you wandering around a vast sea without any real clue to where to go next, but still finding everything you need to find anyways. [[spoiler:As it happens, you're ''still'' pawns in [[TheChessmaster their master plan]], right up until the final boss. [[MagnificentBastard Maybe even after that.]]]]

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* The plot of ''VideoGame/GoldenSun Dark Dawn'' appears to be this trope at first. Early in the game, you are doing things like activating magical machines and taking sides in battles for the sole purpose of advancing the plot. The twist: Everything you've done is part of the villains' insane BatmanGambit, effectively tricking you into activating an ancient superweapon for them. Your characters vow revenge, and this trope again takes place, with you wandering around a vast sea without any real clue to where to go next, but still finding everything you need to find anyways. [[spoiler:As it happens, you're ''still'' pawns in [[TheChessmaster their master plan]], right up until the final boss. [[MagnificentBastard Maybe even after that.]]]] ]]]]



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5th Mar '17 5:05:06 PM nombretomado
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* This trope would've been a perfect one-line description for the entire game of ''DungeonSiege'', more so for the first game in the series. There's [[ButThouMust nowhere to go but forwards]], so everything in the plot has to justify this in one way or another. Expect massive amounts of BrokenBridge syndrome.

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* This trope would've been a perfect one-line description for the entire game of ''DungeonSiege'', ''VideoGame/DungeonSiege'', more so for the first game in the series. There's [[ButThouMust nowhere to go but forwards]], so everything in the plot has to justify this in one way or another. Expect massive amounts of BrokenBridge syndrome.
11th Jan '17 11:29:13 AM mogryo
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** In the first instance, the bad guy was telling Adam the truth to get him to come close enough to [[spoiler: take him out in a suicide explosion]]. In the second case, Adam doesn't actually get the information directly from the character he's interrogating, but rather confirms an earlier supposition based on a recording he found - that she didn't know existed - with the various things she says while she's trying to distract him.
10th Jan '17 5:26:54 AM DarkStorm
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** The latest game in the series, ''VideoGame/PokemonSunAndMoon'', lampshades this by having the [=NPCs=] explicitly tell you that they'll let you pass when you beat the various Trials, because the whole route is pre-determined for all who attempt the Island Challenge. (Things start to fall apart on the fourth island, though, which isn't organized as well as the others)
2nd Jan '17 2:22:51 PM nombretomado
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* ''VideoGame/{{Portal}}'''s lengthy endgame, where Chell runs wild in the bowels of the Enrichment Center, is carefully set up so you can only go in one direction at any given time, and that route ''just so happens'' to lead directly to GLaDOS. This lends credence to [[AlternativeCharacterInterpretation theories]] like that it was just a test or that [=GLaDOS=] [[http://www.game-ism.com/2008/04/13/the-clone-the-cube-and-the-construct-part-1/ wanted to be destroyed]] (or simply have her morality core removed), or can be attributed to [[TheGhost Rattman's]] subtle aid.

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* ''VideoGame/{{Portal}}'''s lengthy endgame, where Chell runs wild in the bowels of the Enrichment Center, is carefully set up so you can only go in one direction at any given time, and that route ''just so happens'' to lead directly to GLaDOS.[=GLaDOS=]. This lends credence to [[AlternativeCharacterInterpretation theories]] like that it was just a test or that [=GLaDOS=] [[http://www.game-ism.com/2008/04/13/the-clone-the-cube-and-the-construct-part-1/ wanted to be destroyed]] (or simply have her morality core removed), or can be attributed to [[TheGhost Rattman's]] subtle aid.
20th Dec '16 5:20:59 PM HawkbitAlpha
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* In one of the story branches, ''VideoGame/TheStanleyParable'' has a literal plotted line, painted yellow, used as a desperation maneuver by the narrator to get the story back on track. It ultimately starts to zigzag, loop in circles, go into the ceiling and back out, before finally leading Stanley and the narrator right back to the office. After the narrator restarts the game, he tells Stanley to just ignore the adventure line.

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* In one of the story branches, ''VideoGame/TheStanleyParable'' has [[StealthPun a literal plotted line, line]], painted yellow, used as a desperation maneuver by the narrator to get the story back on track. It ultimately starts to zigzag, loop in circles, go into the ceiling and back out, before finally leading Stanley and the narrator right back to the office. After the narrator restarts the game, he tells Stanley to just ignore the adventure line.
18th Oct '16 6:03:26 PM NESBoy
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* ''VideoGame/TimeDiverEonMan'' always begins in "Peaceful Present Age" and always ends in "Peaceful Future". However, the other three strages ("[[BadFuture Devastated Future]]", "[[BadPresent Devastated Present Age]]", and "Past") are randomized.
16th Jun '16 7:17:30 AM eliaskelham
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* All three ''VideoGame/{{Uncharted}}'' games (''[[VideoGame/UnchartedDrakesFortune Drake's Fortune]]'', ''[[VideoGame/Uncharted2AmongThieves Among Thieves]]'', and ''[[VideoGame/Uncharted3DrakesDeception Drake's Deception]]'') play this trope straight. The linear path takes you all over the place and yet you always end up where you need to be.

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* All three the ''VideoGame/{{Uncharted}}'' games (''[[VideoGame/UnchartedDrakesFortune Drake's Fortune]]'', ''[[VideoGame/Uncharted2AmongThieves Among Thieves]]'', and ''[[VideoGame/Uncharted3DrakesDeception Drake's Deception]]'') play this trope straight. The linear path takes you all over the place and yet you always end up where you need to be.
3rd Jun '16 10:13:49 AM nombretomado
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* ''VideoGame/GodOfWar'': Both of the PS2 games involve Kratos traversing a highly dangerous temple/maze/whatever to get [[MacGuffin Pandora's Box/The Sisters of Fate]] - something that hundreds of adventurers have tried and failed to do (as evidenced by their bodies being strewn around in the first game, and by actually fighting some of them in the second game.) Fair enough - except that to progress through each area, Kratos has to ''destroy entire buildings'' to get whatever token is needed for the next area. So do these temples just rebuild themselves for every adventurer that goes through them?

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* ''VideoGame/GodOfWar'': Both of the PS2 [=PS2=] games involve Kratos traversing a highly dangerous temple/maze/whatever to get [[MacGuffin Pandora's Box/The Sisters of Fate]] - something that hundreds of adventurers have tried and failed to do (as evidenced by their bodies being strewn around in the first game, and by actually fighting some of them in the second game.) Fair enough - except that to progress through each area, Kratos has to ''destroy entire buildings'' to get whatever token is needed for the next area. So do these temples just rebuild themselves for every adventurer that goes through them?
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