History Main / NoSidepathsNoExplorationNoFreedom

21st Sep '16 10:15:54 AM erforce
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* ''{{PN03}}'''s level's each have a strictly linear path to the goal, with occasional dead-end rooms.

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* ''{{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.]]

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* ''{{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.

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* 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
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* 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.

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* 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
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* ''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}}.

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* ''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}}.
16th Jul '16 12:24:49 AM DastardlyDemolition
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* The ''Operation: Anchorage'' DLC to ''VideoGame/{{Fallout 3}}'' plays out this way, being almost completely linear, in contrast with the main game and other DLC's. Similarly, the final core quest, "Take it Back!", is a straightforward gauntlet, and [[PointOfNoReturn you can't leave]] once you start it. Same with ''VideoGame/FalloutNewVegas''' ''Lonesome Road'' expansion pack, which also throws a sizable number of {{insurmountable waist height fence}}s in your way but unlike ''Operation: Anchorage'', you ''can'' leave. Hell, even the theme of Lonesome Road is that "men are defined by the roads they walk".

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* The ''Operation: Anchorage'' DLC to ''VideoGame/{{Fallout 3}}'' plays out this way, being almost completely linear, in contrast with the main game and other DLC's. Similarly, the final core quest, "Take it Back!", is a straightforward gauntlet, and [[PointOfNoReturn you can't leave]] once you start it. Same with ''VideoGame/FalloutNewVegas''' ''Lonesome Road'' expansion pack, which also throws a sizable number of {{insurmountable waist height fence}}s in your way but unlike ''Operation: Anchorage'', you ''can'' leave. Hell, even the theme of Lonesome Road is that "men are defined by change through the roads they walk".
16th Jul '16 12:22:36 AM DastardlyDemolition
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* The Operation Anchorage DLC to ''VideoGame/{{Fallout 3}}'' plays out this way, being almost completely linear, in contrast with the main game and other DLC's. Similarly, the final core quest, "Take it Back!", is a straightforward gauntlet, and [[PointOfNoReturn you can't leave]] once you start it. Same with ''VideoGame/FalloutNewVegas''' ''Lonesome Road'' expansion pack, which also throws a sizable number of {{insurmountable waist height fence}}s in your way.

to:

* The Operation Anchorage ''Operation: Anchorage'' DLC to ''VideoGame/{{Fallout 3}}'' plays out this way, being almost completely linear, in contrast with the main game and other DLC's. Similarly, the final core quest, "Take it Back!", is a straightforward gauntlet, and [[PointOfNoReturn you can't leave]] once you start it. Same with ''VideoGame/FalloutNewVegas''' ''Lonesome Road'' expansion pack, which also throws a sizable number of {{insurmountable waist height fence}}s in your way.way but unlike ''Operation: Anchorage'', you ''can'' leave. Hell, even the theme of Lonesome Road is that "men are defined by the roads they walk".
16th Jul '16 12:14:07 AM DastardlyDemolition
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* In an extreme case of TropesAreNotBad, ''VideoGame/{{Painkiller}}: Resurrection'' attempted to avert this by giving a more open-ended level design compared to previous installments. It didn't work out that well. VideoGame/{{Painkiller}} itself uses this trope to it's advantage as the game play boils down to "kill everything that moves" and "complete these optional objectives for power-ups" while still being entertaining.

to:

* In an extreme case of TropesAreNotBad, ''VideoGame/{{Painkiller}}: Resurrection'' attempted to avert this by giving a more open-ended level design compared to previous installments. It didn't work out that well. VideoGame/{{Painkiller}} ''VideoGame/{{Painkiller}}'' itself uses this trope to it's advantage as the game play boils down to "kill everything that moves" and "complete these optional objectives for power-ups" while still being entertaining.
16th Jul '16 12:13:40 AM DastardlyDemolition
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* In an extreme case of TropesAreNotBad, ''{{Painkiller}}: Resurrection'' attempted to avert this by giving a more open-ended level design compared to previous installments. It didn't work out that well.

to:

* In an extreme case of TropesAreNotBad, ''{{Painkiller}}: ''VideoGame/{{Painkiller}}: Resurrection'' attempted to avert this by giving a more open-ended level design compared to previous installments. It didn't work out that well. VideoGame/{{Painkiller}} itself uses this trope to it's advantage as the game play boils down to "kill everything that moves" and "complete these optional objectives for power-ups" while still being entertaining.
10th Jul '16 6:52:29 AM Minishear
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Added DiffLines:

* ''VideoGame/GodHand'' is strict Point A to Point B. There's occasionally space to look around for breakable objects to maybe get items from, but besides that there's exactly one entrance and one exit with no possibility of backtracking, other than a single time you need to make a detour in Stage 3 to get the key for a locked door.
17th Jun '16 10:37:23 PM toonyloon
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* ''{{VideoGame/Uncharted}}''. The game's missions and puzzles are all played in a set order, following closely the plot, and there are no sidequests, exploration, or the ability to stray from the path set by the story.

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* ''{{VideoGame/Uncharted}}''.The ''{{VideoGame/Uncharted}}'' series. The game's missions and puzzles are all played in a set order, following closely the plot, and there are no sidequests, exploration, or the ability to stray from the path set by the story.
16th Jun '16 8:09:22 PM Dere
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* The ''Franchise/SonicTheHedgehog'':
** Games released between 2007 and 2009 are sometimes criticized for being a speedy game with some platforming rather than the other way around (i.e., too much running). ''VideoGame/SonicColors'' averts this with a decent number of alternate routes, and in some levels, two goal rings, as does ''VideoGame/SonicGenerations''.

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* The ''Franchise/SonicTheHedgehog'':
** Games Sonic games released between 2007 and 2009 are sometimes criticized for being a speedy game with some platforming rather than the other way around (i.e., too much running). ''VideoGame/SonicColors'' averts this with a decent number of alternate routes, and in some levels, two goal rings, as does ''VideoGame/SonicGenerations''.
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