History Main / NoSidePathsNoExplorationNoFreedom

17th Oct '17 3:56:04 PM KamenRiderOokalf
Is there an issue? Send a Message


** 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.

to:

** 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.
9th Oct '17 6:03:43 PM nombretomado
Is there an issue? Send a Message


* ElectronicArts' [=PS2=] ThirdPersonShooter ''X-Squad''.

to:

* ElectronicArts' Creator/ElectronicArts' [=PS2=] ThirdPersonShooter ''X-Squad''.
18th Jun '17 3:06:58 PM flameclaw0x7
Is there an issue? Send a Message

Added DiffLines:

As usual, TropesAreNotBad. Keeping gameplay linear makes introduction of gameplay elements easier, as a designer can be certain that the player has learned a skill from the previous room, and that they will not be thoroughly confused when the following room uses the same skill.
11th May '17 5:18:49 PM DustSnitch
Is there an issue? Send a Message


{{Railroading}} is the SuperTrope.

to:

{{Railroading}} is the SuperTrope.
TabletopGame equivalent, where a Game Master tries to keep the party from deviating from his set plot.
6th May '17 6:45:00 AM TheCuza
Is there an issue? Send a Message


** 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.



* Allegedly ''VideoGame/Left4Dead'' would've been more open to go along with the AI director giving a different experience every time, but it was decided that people would just optimize for the best route and only do that.

to:

* Allegedly Allegedly, ''VideoGame/Left4Dead'' would've been more open to go along with the AI director giving a different experience every time, but someone on the dev team eventually realized that it was decided that people pointless to do so, because someone would just optimize for inevitably determine what the best possible route for each level is, and only then [[ComplacentGamingSyndrome nobody would ever do that. anything else again]].
9th Apr '17 9:32:51 AM nombretomado
Is there an issue? Send a Message


** The somewhat dubious on-foot and in-walker sections of the ''RogueSquadron'' sequels feature this - on levels like Jabba's sail barge, it's reasonably forgivable given that they're fairly limited environments. But on the various levels where you're progressing through large facilities or ships (like Hoth Station, or Yavin Base) or ''planets'' like Dagobah or the Hoth exterior level, it's a bit more irksome. Part of the walker sections become literal on-rails shooters, too. A few of the ship-based levels are similar.

to:

** The somewhat dubious on-foot and in-walker sections of the ''RogueSquadron'' ''VideoGame/RogueSquadron'' sequels feature this - on levels like Jabba's sail barge, it's reasonably forgivable given that they're fairly limited environments. But on the various levels where you're progressing through large facilities or ships (like Hoth Station, or Yavin Base) or ''planets'' like Dagobah or the Hoth exterior level, it's a bit more irksome. Part of the walker sections become literal on-rails shooters, too. A few of the ship-based levels are similar.
15th Mar '17 5:18:33 PM MyFinalEdits
Is there an issue? Send a Message


* ''VideoGame/CliveBarkersJericho'' is perhaps the worst, with monochrome and identical layouts and shallow sidelets that are fruitless to explore. There are no pickups in the game and plot coupons are only delivered on the intended track.

to:

* ''VideoGame/CliveBarkersJericho'' is perhaps the worst, with has monochrome and identical layouts and shallow sidelets that are fruitless to explore. There are no pickups in the game and plot coupons are only delivered on the intended track.



* The original three ''Franchise/CrashBandicoot'' games had 3D levels which were very straight and narrow corridors with enemies, items and obstacles, Naughty Dog chose that level design thanks to the limitations of the original PlayStation.
** They tried to make an effort to avert this starting with the second game, since in the first the levels not only are linear, but also have to be done in a forced order. Not just with branching paths on a few levels (that need to be explored for [[HundredPercentCompletion 100% Completion]]) and extra-hard side paths but also often forcing the player to defy logic and jump into hazards they normally wouldn't to reach secret levels.

to:

* The original three ''Franchise/CrashBandicoot'' games had 3D levels which were very straight and narrow corridors with enemies, items and obstacles, Naughty Dog chose that level design thanks to the limitations of the original PlayStation.
** They
PlayStation, but tried to make an effort to avert this downplay it starting with the second game, since in the first the levels not only are linear, but also have to be done in a forced order. Not just with branching paths on a few levels (that need to be explored for [[HundredPercentCompletion 100% Completion]]) and extra-hard side paths but also often forcing the player to defy logic and jump into hazards they normally wouldn't to reach secret levels.
15th Mar '17 3:31:21 PM VictorDamazio
Is there an issue? Send a Message


* The original three ''Franchise/CrashBandicoot'' games had 3D levels which were very straight and narrow corridors with enemies, items and obstacles, Naughty Dog chose that level design thanks to the limitations of the PlayStation 1.

to:

* The original three ''Franchise/CrashBandicoot'' games had 3D levels which were very straight and narrow corridors with enemies, items and obstacles, Naughty Dog chose that level design thanks to the limitations of the PlayStation 1.original PlayStation.
15th Mar '17 3:29:23 PM VictorDamazio
Is there an issue? Send a Message


* The ''Franchise/CrashBandicoot'' games make an effort to avert this starting with the second game, since in the first the levels not only are linear, but also have to be done in a forced order. Not just with branching paths on a few levels (that need to be explored for [[HundredPercentCompletion 100% Completion]]) and extra-hard side paths but also often forcing the player to defy logic and jump into hazards they normally wouldn't to reach secret levels.

to:

* The original three ''Franchise/CrashBandicoot'' games had 3D levels which were very straight and narrow corridors with enemies, items and obstacles, Naughty Dog chose that level design thanks to the limitations of the PlayStation 1.
** They tried to
make an effort to avert this starting with the second game, since in the first the levels not only are linear, but also have to be done in a forced order. Not just with branching paths on a few levels (that need to be explored for [[HundredPercentCompletion 100% Completion]]) and extra-hard side paths but also often forcing the player to defy logic and jump into hazards they normally wouldn't to reach secret levels.
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.
This list shows the last 10 events of 304. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=Main.NoSidePathsNoExplorationNoFreedom