History Main / NoSidePathsNoExplorationNoFreedom

24th May '18 9:15:03 AM MyFinalEdits
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* ''VideoGame/CastlevaniaOrderOfEcclesia'' has many levels that are very short and only have one path from left to right. It's a departure from the more recent {{Metroidvania}}s, but not too different from the 16-bit and earlier entries in the ''Franchise/{{Castlevania}}'' series.

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* ''VideoGame/CastlevaniaOrderOfEcclesia'' has many levels that are very short and only have one path from left to right. It's a departure from the more recent usual {{Metroidvania}}s, but not too different from the 16-bit and earlier entries in the ''Franchise/{{Castlevania}}'' series.
16th May '18 2:47:18 PM ZeroDozer
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** The bulk of ''VideoGame/FinalFantasyXIII'' is this. There are occasional minor branches, but it's usually for treasure. Out of the 13 chapters, Chapter 11 (Gran Pulse) is the only one that does not follow this rule, but ironically, it's more of a QuicksandBox. Shopping is done at save points, and while there are towns, they're no more interactive or open than any other area. WordOfGod states that the linearity was a story-writing decision and had nothing to do with fanbase opinion or development issues, but fans tend to think it had more to do with complaints over ''XII'' being [[QuicksandBox "too open."]]
* ''Franchise/{{Grandia}}''

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** The bulk of ''VideoGame/FinalFantasyXIII'' is this. There are occasional minor branches, but it's usually for treasure. Out of the 13 chapters, Chapter 11 (Gran Pulse) is the only one that does not follow this rule, but ironically, it's more of a QuicksandBox. Shopping is done at save points, and while there are towns, they're no more interactive or open than any other area. WordOfGod states that the linearity was a story-writing decision and had nothing to do with fanbase opinion or development issues, but fans tend to think it had more to do with complaints over ''XII'' being [[QuicksandBox "too open."]]
open"]].
** ''VideoGame/FinalFantasyXV'' decides to close its so-promised WideOpenSandbox once you hit Chapter 9 out of 15, "for plot reasons". Players didn't take well to that, especially considering how advertised the sandbox aspect was, and how rushed the second half of the game feels.
* ''Franchise/{{Grandia}}''''Franchise/{{Grandia}}'':
7th Apr '18 9:41:45 PM nombretomado
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* The games ''Ringworld'' and ''Ringworld II: Revenge of the Patriach'' surprisingly had this, despite the mind-boggling vastness of the [[{{Ringworld}} source material]]. You never really get to explore the Ringworld. Your ship essentially took you directly to the location of your next mission or subquest. So you mostly end up exploring primitive villages and caves that look like they're out of any other adventure game.

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* The games ''Ringworld'' and ''Ringworld II: Revenge of the Patriach'' surprisingly had this, despite the mind-boggling vastness of the [[{{Ringworld}} [[Literature/{{Ringworld}} source material]]. You never really get to explore the Ringworld. Your ship essentially took you directly to the location of your next mission or subquest. So you mostly end up exploring primitive villages and caves that look like they're out of any other adventure game.
23rd Jan '18 6:22:22 AM Cryoclaste
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* The original ''VideoGame/FarCry'', while having some choice of paths, was still highly linear, in contrast to the WideOpenSandbox gameplay of the Ubisoft Montreal-developed numbered sequels. The XBox adaptation ''Instincts'', and its sequel ''Evolution'', were even more strict due to processing limitations.

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* The original ''VideoGame/FarCry'', while having some choice of paths, was still highly linear, in contrast to the WideOpenSandbox gameplay of the Ubisoft Montreal-developed numbered sequels. The XBox Xbox adaptation ''Instincts'', and its sequel ''Evolution'', were even more strict due to processing limitations.
22nd Jan '18 11:55:56 AM RacattackForce
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* ''VideoGame/MetroidFusion'' is far, far less open-ended than the other games, very near to this level. Taken even further in ''VideoGame/MetroidOtherM'' which which consists mostly of corridors with one entrance and one exit and leaves virtually no room for exploration at all except in the very end, after you have defeated the story mode.

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* ''VideoGame/MetroidFusion'' is far, far less open-ended than the other games, very near to this level. Taken even further games in the franchise, but the much-despised ''VideoGame/MetroidOtherM'' which which is the pinnacle of this trope within the series. The game consists mostly of corridors with one entrance and one exit and leaves virtually no room for exploration at all except in for the very end, after you have defeated the story mode.post-game.
14th Jan '18 4:13:24 PM MyFinalEdits
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* Perhaps taken to an extreme in ''VideoGame/RockmanXover''. You move automatically, only jumping and shooting at enemies, then arrive at a boss (which turns into a turn-based fight that's hard to lose). All for the ''Franchise/MegaMan'' franchise's [[MilestoneCelebration 25th anniversary.]] [[InternetBackdraft Fans raged.]]
** Before then, the ''VideoGame/MegaManClassic'' series often does this, how severely depending on the game. Probably the most obvious is in ''VideoGame/MegaMan1'', which requires the player to go out of the main path all of ''one'' time, and that's to obtain the Magnet Beam required to complete the game. It otherwise is as linear can be. ''VideoGame/MegaMan2'' and ''VideoGame/MegaMan3'' are similar; all mandatory items are given to you automatically throughout the game, but there are a couple more paths in the levels. Due to the addition of more items to collect this trope started getting phased out in ''VideoGame/MegaMan4'', but ''VideoGame/MegaMan9'' completely got rid of these for level design inspired by the early games. ''VideoGame/MegaMan10'' does have larger and more branching levels akin to the later classic games, but is generally linear.

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* Perhaps taken to an extreme in ''VideoGame/RockmanXover''. You move automatically, only jumping and shooting at enemies, then arrive at a boss (which turns into a turn-based fight that's hard to lose). All for the ''Franchise/MegaMan'' franchise's [[MilestoneCelebration 25th anniversary.]] [[InternetBackdraft Fans raged.]]
** Before then, the
lose).
* The
''VideoGame/MegaManClassic'' series often does this, how severely depending on the game. Probably the most obvious is in ''VideoGame/MegaMan1'', which game.
** ''VideoGame/MegaMan1''
requires the player to go out of the main path all of ''one'' time, and that's to obtain the Magnet Beam required to complete the game. It otherwise is as linear can be. be.
**
''VideoGame/MegaMan2'' and ''VideoGame/MegaMan3'' are similar; all mandatory items are given to you automatically throughout the game, but there are a couple more paths in the levels. levels.
**
Due to the addition of more items to collect this trope started getting phased out in ''VideoGame/MegaMan4'', but ''VideoGame/MegaMan9'' completely got rid of these for level design inspired by the early games. ''VideoGame/MegaMan10'' does have larger and more branching levels akin to the later classic games, but is generally linear.
14th Jan '18 12:37:25 PM Magmortar75
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Added DiffLines:

** Before then, the ''VideoGame/MegaManClassic'' series often does this, how severely depending on the game. Probably the most obvious is in ''VideoGame/MegaMan1'', which requires the player to go out of the main path all of ''one'' time, and that's to obtain the Magnet Beam required to complete the game. It otherwise is as linear can be. ''VideoGame/MegaMan2'' and ''VideoGame/MegaMan3'' are similar; all mandatory items are given to you automatically throughout the game, but there are a couple more paths in the levels. Due to the addition of more items to collect this trope started getting phased out in ''VideoGame/MegaMan4'', but ''VideoGame/MegaMan9'' completely got rid of these for level design inspired by the early games. ''VideoGame/MegaMan10'' does have larger and more branching levels akin to the later classic games, but is generally linear.
8th Jan '18 6:50:43 AM Cryoclaste
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* ''VideoGame/BreathOfFireDragonQuarter'' is extremely linear in comparison to the rest of the ''BreathOfFire'' series, with no sidequests to be had and very limited chances to backtrack. FridgeBrilliance sets in once you remember that 2/3 of your party members ''will die'' if you don't reach [[spoiler: the surface]] in time. You do not have time to mess about.

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* ''VideoGame/BreathOfFireDragonQuarter'' is extremely linear in comparison to the rest of the ''BreathOfFire'' ''Franchise/BreathOfFire'' series, with no sidequests to be had and very limited chances to backtrack. FridgeBrilliance sets in once you remember that 2/3 of your party members ''will die'' if you don't reach [[spoiler: the surface]] in time. You do not have time to mess about.
16th Dec '17 1:21:52 PM nombretomado
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* ''TheConduit'' has this in its single-player campaign. It's all the more noticeable because the first two-thirds of the game are set in locations with lots of corridors (office buildings, underground bunkers, etc.). The last few levels of the game offer significantly larger areas, but progression is still very linear.

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* ''TheConduit'' ''VideoGame/TheConduit'' has this in its single-player campaign. It's all the more noticeable because the first two-thirds of the game are set in locations with lots of corridors (office buildings, underground bunkers, etc.). The last few levels of the game offer significantly larger areas, but progression is still very linear.
17th Oct '17 3:56:04 PM KamenRiderOokalf
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** And then there was the time they thought to include a choice of two paths where one path was a trap that looped back around to the beginning of the area. After watching one playtester repeatedly take this path for ''half an hour straight' without ever realizing that they were going in circles, Valve was convinced that making the game as linear as possible was the only way to go.

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** And then there was the time they thought to include a choice of two paths where one path was a trap that looped back around to the beginning of the area. After watching one playtester repeatedly take this path for ''half an hour straight' straight'' without ever realizing that they were going in circles, Valve was convinced that making the game as linear as possible was the only way to go.
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