History Main / NoSidePathsNoExplorationNoFreedom

29th Dec '16 11:31:02 AM WillKeaton
Is there an issue? Send a Message


* VideoGame/TalesOfLegendia has, for the most part, very linear dungeons. Almost any time there is a fork in the path, one way will lead to a dead end, so there is really only one path to the end of the dungeon. Even the world map tends to have constricted, corridor-like paths instead of allowing more open exploration. The first half of the game especially gives the impression of being ushered through a very pretty tunnel.

to:

* VideoGame/TalesOfLegendia ''VideoGame/TalesOfLegendia'' has, for the most part, very linear dungeons. Almost any time there is a fork in the path, one way will lead to a dead end, so there is really only one path to the end of the dungeon. Even the world map tends to have constricted, corridor-like paths instead of allowing more open exploration. The first half of the game especially gives the impression of being ushered through a very pretty tunnel.
29th Dec '16 11:30:28 AM WillKeaton
Is there an issue? Send a Message


** ''VideoGame/TheLegendOfZeldaPhantomHourglass'' has very linear dungeons that feel claustrophobic as a result, although the world is a little less linear. The DistantSequel ''VideoGame/TheLegendOfZeldaSpiritTracks'' has more open dungeons, but you're literally railroaded through the overworld.

to:

** ''VideoGame/TheLegendOfZeldaPhantomHourglass'' has very linear dungeons that feel claustrophobic as a result, although the world is a little less linear. The DistantSequel distant sequel ''VideoGame/TheLegendOfZeldaSpiritTracks'' has more open dungeons, but you're literally railroaded through the overworld.
29th Dec '16 11:28:25 AM WillKeaton
Is there an issue? Send a Message


The most common incarnation is to simply have several rooms chained, each with a single entrance and a single exit, or to have long corridors with no side branches and few if any side rooms. The only options for progress are "forward" or "backward." This applies even when the rooms are tightly packed together and should have (you'd think) some degree of interconnectivity; imagine living in a New Orleans [[http://en.wikipedia.org/wiki/Shotgun_house shotgun house]], where you have to travel from the front porch into the living room, then through the kitchen, to the dining room, through the spare bedroom, and finally into the den, just to get to the bathroom. ''Every'' time you wanted to go to the bathroom. No shortcuts.

to:

The most common incarnation is to simply have several rooms chained, each with a single entrance and a single exit, or to have long corridors with no side branches and few if any side rooms. The only options for progress are "forward" or "backward." This applies even when the rooms are tightly packed together and should have (you'd think) some degree of interconnectivity; imagine living in a New Orleans [[http://en.wikipedia.org/wiki/Shotgun_house shotgun house]], house,]] where you have to travel from the front porch into the living room, then through the kitchen, to the dining room, through the spare bedroom, and finally into the den, just to get to the bathroom. ''Every'' time you wanted to go to the bathroom. No shortcuts.



This is becoming [[http://h-2.abload.de/img/thumbs_hornoxe_com_picnamg.jpg much more common these days]], what with the enormous graphical detail of modern level design limiting the number of paths that can be [[CopyAndPasteEnvironments made at the required quality]]. Also, [[StoryToGameplayRatio story]] is much easier to place in a game that is linear as opposed to one that involves heavy exploration. Also, if the game designers want to keep a tighter, more evenly-paced story, sometimes [[TropesAreNotBad this is the best design method]] to ensure that.

to:

This is becoming [[http://h-2.abload.de/img/thumbs_hornoxe_com_picnamg.jpg much more common these days]], days,]] what with the enormous graphical detail of modern level design limiting the number of paths that can be [[CopyAndPasteEnvironments made at the required quality]]. Also, [[StoryToGameplayRatio story]] is much easier to place in a game that is linear as opposed to one that involves heavy exploration. Also, if the game designers want to keep a tighter, more evenly-paced story, sometimes [[TropesAreNotBad this is the best design method]] to ensure that.
21st Oct '16 11:35:30 PM DastardlyDemolition
Is there an issue? Send a Message


* ''VideoGame/MassEffect2''. In VideoGame/MassEffect1, sidequests were done in wide-open tank sections where you could explore an implausibly rough square mile of terrain, and occasionally, you'd get out to shoot some guys in the same three buildings on every planet. They've been replaced with linear corridors filled with guys to shoot. Whether or not this is an improvement...

to:

* ''VideoGame/MassEffect2''. In VideoGame/MassEffect1, sidequests were done in wide-open tank sections where you could explore an implausibly rough square mile of terrain, and occasionally, you'd get out to shoot some guys in the same three buildings on every planet. They've been replaced with linear corridors filled with guys to shoot. Whether or not this is an improvement...[[note]]One hand, you don't have to drive around in a not-so AwesomePersonnelCarrier that moves like a drunken rhino and has tissue paper armor. On the other hand, the open world segments wouldn't have been so bad if they were handled better...[[/note]]
8th Oct '16 10:49:57 AM kome360
Is there an issue? Send a Message

Added DiffLines:

* ''VideoGame/RememberMe'' is one of the straightest platformers in video game history. Which is a major disappointment, seeing as how the game is about an outlaw who has the power to rewrite memories to her whim, which are also pre-scripted events.
3rd Oct '16 1:22:23 PM MyFinalEdits
Is there an issue? Send a Message


* [[VideoGame/LivePowerfulProBaseball Power Pro Kun Pocket 7 (GBA)]] has its second success mode as a parody of RPG genre. All dungeons in it are narrow paths that you can only walk stright to bosses, or backward to retreat the missions.

to:

* [[VideoGame/LivePowerfulProBaseball ''[[VideoGame/LivePowerfulProBaseball Power Pro Kun Pocket 7 (GBA)]] (GBA)]]'' has its second success mode as a parody of RPG genre. All dungeons in it are narrow paths that you can only walk stright to bosses, or backward to retreat the missions.
3rd Oct '16 5:24:13 AM Morgenthaler
Is there an issue? Send a Message


* [[LivePowerfulProBaseball Power Pro Kun Pocket 7 (GBA)]] has its second success mode as a parody of RPG genre. All dungeons in it are narrow paths that you can only walk stright to bosses, or backward to retreat the missions.

to:

* [[LivePowerfulProBaseball [[VideoGame/LivePowerfulProBaseball Power Pro Kun Pocket 7 (GBA)]] has its second success mode as a parody of RPG genre. All dungeons in it are narrow paths that you can only walk stright to bosses, or backward to retreat the missions.
21st Sep '16 10:15:54 AM erforce
Is there an issue? Send a Message


* ''{{PN03}}'''s level's each have a strictly linear path to the goal, with occasional dead-end rooms.

to:

* ''{{PN03}}'''s ''VideoGame/{{PN03}}'''s level's each have a strictly linear path to the goal, with occasional dead-end rooms.



* ''{{Strife}}'' initially tries to present itself like some kind of proto-VideoGame/DeusEx FPS/RPG-hybrid, immediately throwing the player into a wide open town and even immediately giving them a choice as to which quest they want to partake in (kill a prisoner in an Order-controlled facility on behalf of LaResistance, or steal a chalice from the same building.) Unfortunately, the former quest is the only "correct" one, and the latter will quickly render the game {{Unwinnable}}. This sets a precedent for the rest of the game, giving the player the illusion of freedom when in reality they have no choice but to perform an exact series of tasks in an exact order, or risk rendering the game {{Unwinnable}}, either deliberately or via ScriptBreaking. There's only one true choice the player can make, and that's just if they want [[MultipleEndings the good ending or the bad ending.]]

to:

* ''{{Strife}}'' ''VideoGame/{{Strife}}'' initially tries to present itself like some kind of proto-VideoGame/DeusEx FPS/RPG-hybrid, immediately throwing the player into a wide open town and even immediately giving them a choice as to which quest they want to partake in (kill a prisoner in an Order-controlled facility on behalf of LaResistance, or steal a chalice from the same building.) Unfortunately, the former quest is the only "correct" one, and the latter will quickly render the game {{Unwinnable}}. This sets a precedent for the rest of the game, giving the player the illusion of freedom when in reality they have no choice but to perform an exact series of tasks in an exact order, or risk rendering the game {{Unwinnable}}, either deliberately or via ScriptBreaking. There's only one true choice the player can make, and that's just if they want [[MultipleEndings the good ending or the bad ending.]]



* The original ''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.

to:

* The original ''FarCry'', ''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.
20th Sep '16 8:31:51 PM nombretomado
Is there an issue? Send a Message


* In the [[{{Avernum}} Blades Of Avernum]] community, anything designed by Terror's Martyr. The {{Avernum}} series is known for its huge outdoors and nonlinear approach to play... meanwhile, Terror's Martyr designs tiny, tiny outdoor sections, and scripted blocks to your path everywhere, so that you don't wander off the correct order of completing his scenarios.

to:

* In the [[{{Avernum}} ''[[VideoGame/{{Avernum}} Blades Of Avernum]] Avernum]]'' community, anything designed by Terror's Martyr. The {{Avernum}} ''VideoGame/{{Avernum}}'' series is known for its huge outdoors and nonlinear approach to play... meanwhile, Terror's Martyr designs tiny, tiny outdoor sections, and scripted blocks to your path everywhere, so that you don't wander off the correct order of completing his scenarios.
8th Aug '16 4:07:53 PM UmbrellasWereAwesome
Is there an issue? Send a Message


* ''Franchise/{{Halo}}''.
** Assault on the Control Room: Hallway, bridge, hallway, nondescript circular room, hallway, canyon, hallway, underground room, hallway, canyon, ad nauseum. Complete with the usual CopyAndPasteEnvironments. It doesn't help that it's the longest level. And then, a couple hours later, ''you have to go through it again.'' The only difference is you're coming the other direction and now it's full of Flood enemies, quite a few of which have rocket launchers and will not hesitate to fire them in close quarters.
** The Library. A series of long, identical, Flood-infested, albeit spacious, hallways.
** ''VideoGame/{{Halo 3}}'': In the final battle against the Prophet, you have one long hallway to the battle, one long hallway back.
** Sacred Icon/Quarantine Zone, especially the vehicle sections, is one big gauntlet, ie sticking around to fight the enemies will just get you killed repeatedly.
** Crow's Nest is somewhat this, but has an unusual amount of {{Backtracking}}.

to:

* ''Franchise/{{Halo}}''.
''Franchise/{{Halo}}'':
** Assault ''VideoGame/HaloCombatEvolved'':
*** "Assault
on the Control Room: Room": Hallway, bridge, hallway, nondescript circular room, hallway, canyon, hallway, underground room, hallway, canyon, ad nauseum. Complete with the usual CopyAndPasteEnvironments. It doesn't help that it's the longest level. And then, a couple hours later, ''you have to go through it again.'' The only difference is you're coming the other direction and now it's full of Flood enemies, quite a few of which have rocket launchers and will not hesitate to fire them in close quarters.
** *** The Library.Library". A series of long, identical, Flood-infested, albeit spacious, hallways.
** ''VideoGame/{{Halo 3}}'': 2}}'': Sacred Icon/Quarantine Zone, especially the vehicle sections, is one big gauntlet, i.e. sticking around to fight the enemies will just get you killed repeatedly.
** ''VideoGame/{{Halo 3}}'':
***
In the final battle against the Prophet, you have one long hallway to the battle, one long hallway back.
** Sacred Icon/Quarantine Zone, especially the vehicle sections, is one big gauntlet, ie sticking around to fight the enemies will just get you killed repeatedly.
** Crow's Nest
*** "Crow's Nest" is somewhat this, but has an unusual amount of {{Backtracking}}.
This list shows the last 10 events of 295. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=Main.NoSidePathsNoExplorationNoFreedom