History Main / FollowThePlottedLine

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?
26th Mar '16 8:22:11 PM Odacon_Spy
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* Toyed with in ''VideoGame/{{CallOfJuarezGunslinger}}''. The protagonist narrates the player's actions as each mission is a story from the past. Occasionally the narrator will correct himself, and the routes will open and close in relation to the narrative. One great example is when Silas tells of how he found himself surrounded by Apaches. An audience member asks him what happened to the attacking cowboys he spoke of a moment ago, and Silas quickly corrects himself to saying that the cowboys attacked him in Apache style. At the same moment the gunslinging Indians the player is fighting are suddenly replaced by cowboys

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* Toyed with in ''VideoGame/{{CallOfJuarezGunslinger}}''.''VideoGame/CallOfJuarezGunslinger''. The protagonist narrates the player's actions as each mission is a story from the past. Occasionally the narrator will correct himself, and the routes will open and close in relation to the narrative. One great example is when Silas tells of how he found himself surrounded by Apaches. An audience member asks him what happened to the attacking cowboys he spoke of a moment ago, and Silas quickly corrects himself to saying that the cowboys attacked him in Apache style. At the same moment the gunslinging Indians the player is fighting are suddenly replaced by cowboys
3rd Jan '16 11:54:53 AM nombretomado
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* ''SoulNomadAndTheWorldEaters'' has a good plot, but it is practically just a string of plot-important conversations and fights, and the only choices you get to make are which of your friends you want to raise relationship with, and a few that lead to special encounters or bad endings (and those are marked as such). On the other hand, you have all the time in the world to do non-plot-related business, such as visiting towns to mug, steal and kidnap (yes, you are the hero, really) or spend an inordinate time setting up your rooms and doing inspections.

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* ''SoulNomadAndTheWorldEaters'' ''VideoGame/SoulNomadAndTheWorldEaters'' has a good plot, but it is practically just a string of plot-important conversations and fights, and the only choices you get to make are which of your friends you want to raise relationship with, and a few that lead to special encounters or bad endings (and those are marked as such). On the other hand, you have all the time in the world to do non-plot-related business, such as visiting towns to mug, steal and kidnap (yes, you are the hero, really) or spend an inordinate time setting up your rooms and doing inspections.
19th Dec '15 2:52:33 PM nombretomado
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* ''ShadowTheHedgehog'' (the game, not the character in general). Not only open-ended, but most stages along the way can be reached in different ways by different paths through the storyline. Since there's no indication that any of these locations are even geographically similar, Shadow himself generally uses Chaos Control, a teleportation ability, to move from one location to the next.

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* ''ShadowTheHedgehog'' ''VideoGame/ShadowTheHedgehog'' (the game, not the character in general). Not only open-ended, but most stages along the way can be reached in different ways by different paths through the storyline. Since there's no indication that any of these locations are even geographically similar, Shadow himself generally uses Chaos Control, a teleportation ability, to move from one location to the next.
7th Nov '15 5:26:03 PM nombretomado
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* ''RedDeadRedemption'': John Marston sure does have a knack for stumbling into the various plot relevant areas at just the right time. It's even kind of inverted at some points; you might have to go far out of your way to find a plot point, but the resulting cutscene will play out as though the player just happened to be around when the plot picks up.

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* ''RedDeadRedemption'': ''VideoGame/RedDeadRedemption'': John Marston sure does have a knack for stumbling into the various plot relevant areas at just the right time. It's even kind of inverted at some points; you might have to go far out of your way to find a plot point, but the resulting cutscene will play out as though the player just happened to be around when the plot picks up.
12th Sep '15 5:25:54 PM nombretomado
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* The ''VideoGame/DevilMayCry'' series and the Xbox ''NinjaGaiden'' games are particular examples of this; in most cases you are just following the route, kicking ass and solving the occasional puzzle with no real motivation or target other than the next scrap, yet you always seem to end up right where you need to be for the storyline to progress.

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* The ''VideoGame/DevilMayCry'' series and the Xbox ''NinjaGaiden'' ''VideoGame/NinjaGaiden'' games are particular examples of this; in most cases you are just following the route, kicking ass and solving the occasional puzzle with no real motivation or target other than the next scrap, yet you always seem to end up right where you need to be for the storyline to progress.
11th Aug '15 10:27:31 AM Vogie
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* Toyed with in ''VideoGame/{{CallOfJuarezGunslinger}}''. The protagonist narrates the player's actions as each mission is a story from the past. Occasionally the narrator will correct himself, and the routes will open and close in relation to the narrative. One great example is when Silas tells of how he found himself surrounded by Apaches. An audience member asks him what happened to the attacking cowboys he spoke of a moment ago, and Silas quickly corrects himself to saying that the cowboys attacked him in Apache style. At the same moment the gunslinging Indians the player is fighting are suddenly replaced by cowboys
27th May '15 7:57:51 PM Prfnoff
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Many (perhaps even the vast majority) of games before the 32-bit era fall under this trope, as the StoryToGameplayRatio was very low then, and, as a result, you just made your way through various stages until, seemingly coincidentally, you ended up at the BigBad.



[[AC:General]]
* Many (perhaps even the vast majority) of games before the 32-bit era fall under this trope, as the StoryToGameplayRatio was very low then, and, as a result, you just made your way through various stages until, seemingly coincidentally, you ended up at the BigBad.
* Many FightingGames operate like this, you fight a random assortment of opponents all over the world and somehow end at the Big Bad in the end.
9th Apr '15 7:34:36 PM jormis29
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* All three ''{{Uncharted}}'' games (''Drake's Fortune'', ''Among Thieves'', and ''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.

to:

* All three ''{{Uncharted}}'' ''VideoGame/{{Uncharted}}'' games (''Drake's Fortune'', ''Among Thieves'', (''[[VideoGame/UnchartedDrakesFortune Drake's Fortune]]'', ''[[VideoGame/Uncharted2AmongThieves Among Thieves]]'', and ''Drake's Deception'') ''[[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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