History Main / NoSidepathsNoExplorationNoFreedom

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.

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
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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.

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.

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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.
21st Oct '16 11:35:30 PM DastardlyDemolition
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* ''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...

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* ''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
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* ''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
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* [[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.

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* [[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
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* [[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.
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