History Main / NoSidepathsNoExplorationNoFreedom

18th Jun '17 3:06:58 PM flameclaw0x7
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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
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{{Railroading}} is the SuperTrope.

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{{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
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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.



* 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.

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* 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
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** 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.

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** 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
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* ''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.

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* ''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.

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* 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
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* 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.

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* 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
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* 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
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* 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.

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* 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
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** ''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.

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** ''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
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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.

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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.

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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.
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