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** ''VideoGame/FinalFantasyXIV'' is rather straightforward for an MMORPG, and while there's a lot of side quests and the like to go through, going through the Main Scenario questline is very important for unlocking new content and features, and each expansion needs to be followed by the previous.
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* ''VideoGame/EarthBound'', while linear overall, gives each individual area a wide-open feel and lets you choose to do certain objectives immediately or later on, especially after reaching Summers.

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* ''VideoGame/EarthBound'', while linear overall, overall and having some rather blatant cases of {{Railroading}}, gives each individual area a wide-open feel and lets you choose to do certain objectives immediately or later on, especially after reaching Summers. The dungeons leading to the "Your Sanctuary" {{Plot Coupon}}s can be completed in practically any order, though some are unlocked much later than others.
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** ''VideoGame/GoldenSun2001'' is the most linear of the three, but still has nothing indicating which way to go from Bilibin. The intended next destination is Kolima, at which point you'll be sent to Imil after beating the boss of the forest, but there's nothing to stop you from going to Imil first and it'll make Kolima Forest easier as you pick up a new party member in Imil.

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** ''VideoGame/GoldenSun2001'' ''VideoGame/GoldenSun1'' is the most linear of the three, but still has nothing indicating which way to go from Bilibin. The intended next destination is Kolima, at which point you'll be sent to Imil after beating the boss of the forest, but there's nothing to stop you from going to Imil first and it'll make Kolima Forest easier as you pick up a new party member in Imil.
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* ''VideoGame/{{Kunai}}'' lands pretty squarely in this territory. The game's set up Metroidvania-style, with progress primarily driven by finding new areas and the weapons within to further the plot. For those willing to seek them out, the game also includes pickups for main character Tabby's health and different headwear for your ninja robot.
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* ''VideoGame/TheLegendOfZeldaBreathOfTheWild'', allows you to go anywhere you want once you're done with the Great Plateau, you could fight Ganon immediately if you want, while having only 3-4 hearts, and you can do any Divine Beast in any order. No place is out of reach.

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* ''VideoGame/TheLegendOfZeldaBreathOfTheWild'', allows you to go anywhere you want once you're done with the Great Plateau, you could fight Ganon immediately if you want, want (which speedrunners actually do), while having only 3-4 hearts, and you can do any Divine Beast in any order. No place is out of reach.

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Moving Iji to 2 because Doom is in 2, and freedom-wise it's more-or-less the same (find the keys, find secret areas too, get to the next level)


* ''VideoGame/{{Iji}}'' has linear progression between levels, and the levels themselves have varying degrees of freedom (usually in the form of "door guarded by a remote trigger", but always rewarding exploration off the beaten path with lore and loot). The bigger levels are like miniature Metroidvanias.



* ''VideoGame/{{Iji}}'' has linear progression between levels, and the levels themselves have varying degrees of freedom (usually in the form of "door guarded by a remote trigger", but always rewarding exploration off the beaten path with lore and loot). The bigger levels are like miniature Metroidvanias.
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* ''VideoGame/{{Iji}}'', where each level is a miniature Metroidvania.

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* ''VideoGame/{{Iji}}'', where each level is ''VideoGame/{{Iji}}'' has linear progression between levels, and the levels themselves have varying degrees of freedom (usually in the form of "door guarded by a remote trigger", but always rewarding exploration off the beaten path with lore and loot). The bigger levels are like miniature Metroidvania.Metroidvanias.
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There's plenty of ways around the Beef Gates, so I'm chopping down that paragraph and rebuilding.


* The ''VideoGame/{{Fallout}}'' series is highly open, and you can go anywhere right from the start. Now, that does ''not'' mean that you'll be able to survive wherever you go; except in ''VideoGame/{{Fallout 3}}'', LevelScaling is absolutely not in effect, and [[BeefGate threat placement]] means that if you go to some locations before you're ready to handle the enemies there, you'll be gecko chow in short order. In ''VideoGame/FalloutNewVegas'', this is the main incentive keeping you from rushing to New Vegas right at the outset.

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* The ''VideoGame/{{Fallout}}'' series is highly open, and you can go anywhere right from the start. Now, that does ''not'' mean that you'll be able to survive wherever you go; except in ''VideoGame/{{Fallout 3}}'', LevelScaling is absolutely not in effect, and start, [[BeefGate threat placement]] means to the extent that if you go to some locations before can survive where you go]]. There's a main story in each, but except in the first game (which has a rather strict time limit) you're ready free to handle ignore it and run the enemies there, you'll be gecko chow in short order. In ''VideoGame/FalloutNewVegas'', this sidequests for a year's play or so. ''VideoGame/Fallout2'' is a borderline 6, as you can speedrun the main incentive keeping you from rushing quest immediately after leaving Arroyo if you're brazen enough and know where to New Vegas right at go, or wander the outset.wasteland solving quests in every town, with only a 13-year time limit to constrain you.

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* Half of the character's stories in ''VideoGame/SaGaFrontier'' fall into this category; Red, Emelia, Asellus, and [=T260G=] are all largely linear, with some exploration allowed, especially at the end of the game.



* Most of the character's stories in ''VideoGame/SaGaFrontier'' fall into this category; Blue, Coon/Riki, Red, Emelia, and [=T260G=] have linear questlines but exist in an open world with a massive amount of sidequests and explorable areas. Red has a bit of a storyline to follow before OpeningTheSandbox, though, and Blue is a unique case as his questline is composed of what would be sidequests for everyone else.



* ''VideoGame/RomancingSaGa'' and ''VideoGame/RomancingSaGa3''. ''VideoGame/RomancingSaGa2'' is closer to a 6 than a 5, but still has that overarching plot. Relatedly: Blue's, Lute's, and Coon's/Riki's stories in ''VideoGame/SaGaFrontier''.

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* ''VideoGame/RomancingSaGa'' and ''VideoGame/RomancingSaGa3''. ''VideoGame/RomancingSaGa2'' is closer to a 6 than a 5, but still has that overarching plot. Relatedly: Blue's, Lute's, plot.
* Asellus' story in ''VideoGame/SaGaFrontier''. She has a linear opening, but then spends her time WalkingTheEarth
and Coon's/Riki's stories in ''VideoGame/SaGaFrontier''.exploring, while occasionally the plot interjects a boss or dungeon as Orlouge tries to get White Rose back. After the end of that arc, Asellus is free to finish up sidequests before TheVeryDefinitelyFinalDungeon.


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* In ''VideoGame/SagaFrontier'', Lute's quest. His entire game is about playing in the sandbox until he finds the main quest, and then he has to complete sidequests until he's buff enough to survive TheVeryDefinitelyFinalDungeon. You ''can'' go pretty much straight from the beginning to the ending if you like getting slaughtered.
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* ''VideoGame/MetroExodus:''
** Some levels (e.g. Taiga and Novosibirsk) are effectively long corridors with wide spots which allow some exploration. You go in at one end and work your way through to the other. A long, twisty, scenic corridor, but still a corridor.
** Other levels (e.g. Volga and Caspian) are much more open, allowing exploration from the start. However, you can only leave the area after completing the story missions, and these come in a set order.
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** ''VideoGame/FinalFantasyXIII2'' and ''LightningReturnsFinalFantasyXIII''. After the first couple of hours in either game, you can do what you want.

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** ''VideoGame/FinalFantasyXIII2'' and ''LightningReturnsFinalFantasyXIII''.''VideoGame/LightningReturnsFinalFantasyXIII''. After the first couple of hours in either game, you can do what you want.
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** ''[[VideoGame/GoldenSunTheBrokenSeal Broken Seal]]'' is the most linear of the three, but still has nothing indicating which way to go from Bilibin. The intended next destination is Kolima, at which point you'll be sent to Imil after beating the boss of the forest, but there's nothing to stop you from going to Imil first and it'll make Kolima Forest easier as you pick up a new party member in Imil.
** ''[[GoldenSunDarkDawn Dark Dawn]]'' has a similar structure to ''Lost Age''--fairly linear up until a point (though even heavier on the sidequests that require you to double back to locations you've already been to, [[PointOfNoReturn often with a very small window of opportunity]]) and then a second half in which a bunch of objectives need to be completed in no particular order to unlock the next bit of storyline progression.

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** ''[[VideoGame/GoldenSunTheBrokenSeal Broken Seal]]'' ''VideoGame/GoldenSun2001'' is the most linear of the three, but still has nothing indicating which way to go from Bilibin. The intended next destination is Kolima, at which point you'll be sent to Imil after beating the boss of the forest, but there's nothing to stop you from going to Imil first and it'll make Kolima Forest easier as you pick up a new party member in Imil.
** ''[[GoldenSunDarkDawn ''[[VideoGame/GoldenSunDarkDawn Dark Dawn]]'' has a similar structure to ''Lost Age''--fairly linear up until a point (though even heavier on the sidequests that require you to double back to locations you've already been to, [[PointOfNoReturn often with a very small window of opportunity]]) and then a second half in which a bunch of objectives need to be completed in no particular order to unlock the next bit of storyline progression.
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* Mainline ''Franchise/{{Pokemon}}'' games from the third generation (''VideoGame/PokemonRubyAndSapphire'') onwards have the player character traverse whatever region they find themselves in a pretty linear manner, though there may occasionally be some zig-zagging and an optional area or two involved. Generations I and II and their remakes edge into Level 3 territory, as while they also share the requirement of the player having to collect all eight Gym Badges before fighting the Elite Four, there's some flexibility in how to do this (though they both still have a very obvious recommended order). To wit, in [[VideoGame/PokemonRedAndBlue Kanto]], there is nothing stopping you from temporarily skipping Lt. Surge in favor of doing Erika, Koga, and Sabrina in any order after completing the S.S. Anne.[[note]]The Gen VII ''Pokémon Yellow'' [[VideoGame/PokemonLetsGoPikachuAndLetsGoEevee remakes]] will force you go through Rock Tunnel blind if you choose to do this, as Diglett Cave is blocked until you either beat Lt. Surge or make it to Lavender Town. But as a trade-off for that inconvenience, since moves required from overworld traversal aren't linked to gym badges in these games, you can add Blaine to the list of "any order Gym Leaders," since beating Koga is no longer a requirement to reach him.[[/note]] Meanwhile, after getting the fourth gym badge over in [[VideoGame/PokemonGoldAndSilver Johto]], you can fight Chuck, Jasmine, and Pryce in any order before the game allows you to take on Claire; and the post-game is ''completely'' open in the order you may choose to get the Kanto badges, though you'll still require every badge to unlock the final location, where the TrueFinalBoss resides.

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* Mainline ''Franchise/{{Pokemon}}'' games from the third generation (''VideoGame/PokemonRubyAndSapphire'') onwards have the player character traverse whatever region they find themselves in a pretty linear manner, though there may occasionally be some zig-zagging and an optional area or two involved. Generations I and II and their remakes edge into Level 3 territory, as while they also share the requirement of the player having to collect all eight Gym Badges before fighting the Elite Four, there's some flexibility in how to do this (though they both still have a very obvious recommended order). To wit, in [[VideoGame/PokemonRedAndBlue Kanto]], there is nothing stopping you from temporarily skipping Lt. Surge in favor of doing Erika, Koga, and Sabrina in any order after completing the S.S. Anne.[[note]]The Gen VII ''Pokémon Yellow'' [[VideoGame/PokemonLetsGoPikachuAndLetsGoEevee remakes]] will force you go through Rock Tunnel blind if you choose to do this, as Diglett Cave is blocked until you either beat Lt. Surge or make it to Lavender Town. But as a trade-off for that inconvenience, since [[AbilityRequiredToProceed moves required from for overworld traversal traversal]] aren't linked to gym badges in these games, you can add Blaine to the list of "any order Gym Leaders," since beating Koga is no longer a requirement to reach him.[[/note]] Meanwhile, after getting the fourth gym badge over in [[VideoGame/PokemonGoldAndSilver Johto]], you can fight Chuck, Jasmine, and Pryce in any order before the game allows you to take on Claire; and the post-game is ''completely'' open in the order you may choose to get the Kanto badges, though you'll still require every badge to unlock the final location, where the TrueFinalBoss resides.
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* UpToEleven with ''VideoGame/{{Roblox}}'', where you can create and/or play any kind of game posible.

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* UpToEleven with ''VideoGame/{{Roblox}}'', though it's not technically a video game, where you can create and/or play any kind of game posible.
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* UpToEleven with ''VideoGame/{{Roblox}}'', where you can create and/or play any kind of game posible.
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* ''VideoGame/DonkeyKong64'', at first, limits the player to the events and places tailored for the eponymous character,... then adding the content meant for Diddy Kong once he is freed from his captivity, and so on with Tiny, Lanky and finally Chunky. By that point, every subsequent world unlocked has a ''copious'' amount of stuff to offer from the get-go now that all characters are available.

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* ''VideoGame/DonkeyKong64'', at first, limits the player to the events and places tailored for the eponymous character,... character, then adding it adds the content meant for Diddy Kong once he is freed from his captivity, and so on with Tiny, Lanky and finally Chunky. By that point, every subsequent world unlocked has a ''copious'' amount of stuff to offer from the get-go now that all characters are available.



* ''VideoGame/TheLegendOfZeldaBreathOfTheWild'', allows you to go anywhere you want once you're done with the Great Plateau, you could fight Ganon immediately if you want, while having only 3-4 hearts, and you can do any Divine Beast in any order. Just like Xenoblade X, no place is out of reach.

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* ''VideoGame/TheLegendOfZeldaBreathOfTheWild'', allows you to go anywhere you want once you're done with the Great Plateau, you could fight Ganon immediately if you want, while having only 3-4 hearts, and you can do any Divine Beast in any order. Just like Xenoblade X, no No place is out of reach.
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* ''VideoGame/TheLegendOfZeldaBreathOfTheWild'', allows you to go anywhere you want once you're done with the Great Plateau, you could fight Ganon immediately if you want, while having only 3-4 hearts, and you can do any Divine Beast in any order. Just like Xenoblade X, no place is out of reach.

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* {{Kinetic Novel}}s are an extreme example of {{Visual Novel}}s which have no choices, no interactivity and only one ending. They're essentially little more than ordinary novels, except with pictures and sound; all you do is click through text.


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* ''VideoGame/{{Hexen}}'' straddles Level 2 and 3. Compared to ''Doom'', instead of a linear series of maps it is made up of level hubs. Within the confines of a single hub, you can freely travel from level to level and backtrack to previous maps, but can't return to a previous hub. The gameplay still requires you to locate switches and keys to open the way forward; sometimes you have several tasks you can approach in any order, though other times there's a linear sequence you need to stick to. Like in ''Doom'', there's also quite a lot of secret areas to explore if you so wish. The game overall feels a bit more open than ''Doom''.


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* The first two games in the ''VideoGame/{{Gothic}}'' series. You can explore most of the expansive game world from the beginning, though a lot of the areas are [[BeefGate inhabited by powerful enemies]] and some plot-critical areas are locked until later in the game. There's also a healthy amount of optional areas to explore.
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** ''VideoGame/HollowKnight'' is a metroidvania in which some areas are locked until you have certain spells, artefacts or charms. You can defeat the final boss without exploring the entire game, the Hive specially.

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** * ''VideoGame/HollowKnight'' is a metroidvania in which some areas are locked until you have certain spells, artefacts or charms. You can defeat the final boss without exploring the entire game, the Hive specially.

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** ''VideoGame/HollowKnight'' is a metroidvania in which some areas are locked until you have certain spells, artefacts or charms. You can defeat the final boss without exploring the entire game, the Hive specially.


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* ''VideoGame/TheWitcher3WildHunt'', almost all sidequests that are not mercenary contracts (although even the contracts may contain this as well) have a moral decision accopled to them and half the game is spent on sidequests and exploration, though there is a leveling system.
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* ''VideoGame/TimeAllThingsComeToAnEnd'' is an InteractiveFiction example. The game persistently locks the player in small areas (typically 3-10 locations in size). Exploration is allowed within these areas, but no backtracking to regions previously visited. This makes the game [[NintendoHard very difficult]] as essential items can easily be missed and LostForever.
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* Mainline ''Franchise/{{Pokemon}}'' games from the third generation (''VideoGame/PokemonRubyAndSapphire'') onwards have the player character traverse whatever region they find themselves in a pretty linear manner, though there may occasionally be some zig-zagging and an optional area or two involved. Generations I and II and their remakes edge into Level 3 territory, as while they also share the requirement of the player having to collect all eight Gym Badges before fighting the Elite Four, there's some flexibility in how to do this (though they both still have a very obvious recommended order). To wit, in [[VideoGame/PokemonRedAndBlue Kanto]], there is nothing stopping you from temporarily skipping Lt. Surge in favor of doing Erika, Koga, and Sabrina in any order after completing the S.S. Anne.[[note]]The Gen VII ''Pokémon Yellow'' [[VideoGame/PokemonLetsGoPikachuAndLetsGoEevee remakes]] will force you go through Rock Tunnel blind if you choose to do this though, as Diglett Cave is blocked until you either beat Lt. Surge or make it to Lavender Town. As a trade-off, since water traversal isn't linked to gym badges in these games, you can add Blaine to the list, since beating Koga is no longer a requirement to reach him.[[/note]] Meanwhile, after getting the fourth gym badge over in [[VideoGame/PokemonGoldAndSilver Johto]], you can fight Chuck, Jasmine, and Pryce in any order before the game allows you to take on Claire; and the post-game is ''completely'' open in the order you may choose to get the Kanto badges, though you'll still require every badge to unlock the final location, where the TrueFinalBoss resides.

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* Mainline ''Franchise/{{Pokemon}}'' games from the third generation (''VideoGame/PokemonRubyAndSapphire'') onwards have the player character traverse whatever region they find themselves in a pretty linear manner, though there may occasionally be some zig-zagging and an optional area or two involved. Generations I and II and their remakes edge into Level 3 territory, as while they also share the requirement of the player having to collect all eight Gym Badges before fighting the Elite Four, there's some flexibility in how to do this (though they both still have a very obvious recommended order). To wit, in [[VideoGame/PokemonRedAndBlue Kanto]], there is nothing stopping you from temporarily skipping Lt. Surge in favor of doing Erika, Koga, and Sabrina in any order after completing the S.S. Anne.[[note]]The Gen VII ''Pokémon Yellow'' [[VideoGame/PokemonLetsGoPikachuAndLetsGoEevee remakes]] will force you go through Rock Tunnel blind if you choose to do this though, this, as Diglett Cave is blocked until you either beat Lt. Surge or make it to Lavender Town. As But as a trade-off, trade-off for that inconvenience, since water moves required from overworld traversal isn't aren't linked to gym badges in these games, you can add Blaine to the list, list of "any order Gym Leaders," since beating Koga is no longer a requirement to reach him.[[/note]] Meanwhile, after getting the fourth gym badge over in [[VideoGame/PokemonGoldAndSilver Johto]], you can fight Chuck, Jasmine, and Pryce in any order before the game allows you to take on Claire; and the post-game is ''completely'' open in the order you may choose to get the Kanto badges, though you'll still require every badge to unlock the final location, where the TrueFinalBoss resides.
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None


* Mainline ''Franchise/{{Pokemon}}'' games from the third generation (''VideoGame/PokemonRubyAndSapphire'') onwards have the player character traverse whatever region they find themselves in a pretty linear manner, though there may occasionally be some zig-zagging and an optional area or two involved. Generations I and II and their remakes edge into Level 3 territory, as while they also share the requirement of the player having to collect all eight Gym Badges before fighting the Elite Four, there's some flexibility in how to do this (though they both still have a very obvious recommended order). To wit, in [[VideoGame/PokemonRedAndBlue Kanto]], there is nothing stopping you from temporarily skipping Lt. Surge in favor of doing Erika, Koga, Sabrina, and Blaine after completing the S.S. Anne.[[note]]The Gen VII ''Pokémon Yellow'' [[VideoGame/PokemonLetsGoPikachuAndLetsGoEevee remakes]] will force you go through Rock Tunnel blind if you choose to do this though, as Diglett Cave is blocked until you either beat Lt. Surge or make it to Lavender Town. As a trade-off, since water traversal isn't linked to gym badges in these games, you can now tackle Blaine before Koga.[[/note]] Meanwhile, after getting the fourth gym badge over in [[VideoGame/PokemonGoldAndSilver Johto]], you can fight Chuck, Jasmine, and Pryce in any order before the game allows you to take on Claire; and the post-game is ''completely'' open in the order you may choose to get the Kanto badges, though you'll still require every badge to unlock the final location, where the TrueFinalBoss resides.

to:

* Mainline ''Franchise/{{Pokemon}}'' games from the third generation (''VideoGame/PokemonRubyAndSapphire'') onwards have the player character traverse whatever region they find themselves in a pretty linear manner, though there may occasionally be some zig-zagging and an optional area or two involved. Generations I and II and their remakes edge into Level 3 territory, as while they also share the requirement of the player having to collect all eight Gym Badges before fighting the Elite Four, there's some flexibility in how to do this (though they both still have a very obvious recommended order). To wit, in [[VideoGame/PokemonRedAndBlue Kanto]], there is nothing stopping you from temporarily skipping Lt. Surge in favor of doing Erika, Koga, Sabrina, and Blaine Sabrina in any order after completing the S.S. Anne.[[note]]The Gen VII ''Pokémon Yellow'' [[VideoGame/PokemonLetsGoPikachuAndLetsGoEevee remakes]] will force you go through Rock Tunnel blind if you choose to do this though, as Diglett Cave is blocked until you either beat Lt. Surge or make it to Lavender Town. As a trade-off, since water traversal isn't linked to gym badges in these games, you can now tackle add Blaine before Koga.to the list, since beating Koga is no longer a requirement to reach him.[[/note]] Meanwhile, after getting the fourth gym badge over in [[VideoGame/PokemonGoldAndSilver Johto]], you can fight Chuck, Jasmine, and Pryce in any order before the game allows you to take on Claire; and the post-game is ''completely'' open in the order you may choose to get the Kanto badges, though you'll still require every badge to unlock the final location, where the TrueFinalBoss resides.
Is there an issue? Send a MessageReason:
None


* Mainline ''Franchise/{{Pokemon}}'' games from the third generation (''VideoGame/PokemonRubyAndSapphire'') onwards have the player character traverse whatever region they find themselves in a pretty linear manner, though there may occasionally be some zig-zagging and an optional area or two involved. Generations I and II and their remakes edge into Level 3 territory, as while they also share the requirement of the player having to collect all eight Gym Badges before fighting the Elite Four, there's some flexibility in how to do this (though they both still have a very obvious recommended order). To wit, in [[VideoGame/PokemonRedAndBlue Kanto]], there is nothing stopping you from skipping Lt. Surge in favor of doing Erika, Koga, Sabrina, and/or Blaine after completing the S.S. Anne.[[note]]The Gen VII ''Pokémon Yellow'' [[VideoGame/PokemonLetsGoPikachuAndLetsGoEevee remakes]] will force you go through Rock Tunnel blind if you choose to do this though, as Diglett Cave is blocked until you either beat Lt. Surge or make it to Lavender Town.[[/note]] Meanwhile, after getting the fourth gym badge over in [[VideoGame/PokemonGoldAndSilver Johto]], you can effectively fight Chuck, Jasmine, and Pryce in any order; and the post-game is ''completely'' open in the order you may choose to get the Kanto badges, though you'll still require every badge to unlock the final location, where the TrueFinalBoss resides.

to:

* Mainline ''Franchise/{{Pokemon}}'' games from the third generation (''VideoGame/PokemonRubyAndSapphire'') onwards have the player character traverse whatever region they find themselves in a pretty linear manner, though there may occasionally be some zig-zagging and an optional area or two involved. Generations I and II and their remakes edge into Level 3 territory, as while they also share the requirement of the player having to collect all eight Gym Badges before fighting the Elite Four, there's some flexibility in how to do this (though they both still have a very obvious recommended order). To wit, in [[VideoGame/PokemonRedAndBlue Kanto]], there is nothing stopping you from temporarily skipping Lt. Surge in favor of doing Erika, Koga, Sabrina, and/or and Blaine after completing the S.S. Anne.[[note]]The Gen VII ''Pokémon Yellow'' [[VideoGame/PokemonLetsGoPikachuAndLetsGoEevee remakes]] will force you go through Rock Tunnel blind if you choose to do this though, as Diglett Cave is blocked until you either beat Lt. Surge or make it to Lavender Town. As a trade-off, since water traversal isn't linked to gym badges in these games, you can now tackle Blaine before Koga.[[/note]] Meanwhile, after getting the fourth gym badge over in [[VideoGame/PokemonGoldAndSilver Johto]], you can effectively fight Chuck, Jasmine, and Pryce in any order; order before the game allows you to take on Claire; and the post-game is ''completely'' open in the order you may choose to get the Kanto badges, though you'll still require every badge to unlock the final location, where the TrueFinalBoss resides.
Is there an issue? Send a MessageReason:
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* Mainline ''Franchise/{{Pokemon}}'' games from the third generation (''VideoGame/PokemonRubyAndSapphire'') onwards have the player character traverse whatever region they find themselves in a pretty linear manner, though there may occasionally be some zig-zagging involved. Generations I and II edge into Level 3 territory, as while they also share the requirement of the player having to collect all eight Gym Badges before fighting the Elite Four, there was some flexibility in how to do this (though they both still have a very obvious recommended order). To wit, in [[VideoGame/PokemonRedAndBlue Kanto]], there is nothing stopping you from skipping Lt. Surge in favor of doing Erika, Koga, Sabrina, and/or Blaine after completing the S.S. Anne.[[note]]The Gen VII ''Pokémon Yellow'' [[VideoGame/PokemonLetsGoPikachuAndLetsGoEevee remakes]] will force you go through Rock Tunnel blind if you choose to do this though, as Diglett Cave is blocked until you either beat Lt. Surge or make it to Lavender Town.[[/note]] Meanwhile, after getting the fourth gym badge over in [[VideoGame/PokemonGoldAndSilver Johto]], you can effectively fight Chuck, Jasmine, and Pryce in any order. And the post-game is ''completely'' open in the order you may choose to get the Kanto badges, though you'll still require every badge to unlock the final location in the game, where the TrueFinalBoss resides.

to:

* Mainline ''Franchise/{{Pokemon}}'' games from the third generation (''VideoGame/PokemonRubyAndSapphire'') onwards have the player character traverse whatever region they find themselves in a pretty linear manner, though there may occasionally be some zig-zagging and an optional area or two involved. Generations I and II and their remakes edge into Level 3 territory, as while they also share the requirement of the player having to collect all eight Gym Badges before fighting the Elite Four, there was there's some flexibility in how to do this (though they both still have a very obvious recommended order). To wit, in [[VideoGame/PokemonRedAndBlue Kanto]], there is nothing stopping you from skipping Lt. Surge in favor of doing Erika, Koga, Sabrina, and/or Blaine after completing the S.S. Anne.[[note]]The Gen VII ''Pokémon Yellow'' [[VideoGame/PokemonLetsGoPikachuAndLetsGoEevee remakes]] will force you go through Rock Tunnel blind if you choose to do this though, as Diglett Cave is blocked until you either beat Lt. Surge or make it to Lavender Town.[[/note]] Meanwhile, after getting the fourth gym badge over in [[VideoGame/PokemonGoldAndSilver Johto]], you can effectively fight Chuck, Jasmine, and Pryce in any order. And order; and the post-game is ''completely'' open in the order you may choose to get the Kanto badges, though you'll still require every badge to unlock the final location in the game, location, where the TrueFinalBoss resides.
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* Mainline ''Franchise/{{Pokemon}}'' games from the third generation (''VideoGame/PokemonRubyAndSapphire'') onwards have the player character traverse whatever region they find themselves in a pretty linear manner, though there may occasionally be some zig-zagging involved. Generations I and II edge into Level 3 territory, as while they also share the requirement of the player having to collect all eight Gym Badges before fighting the Elite Four, there was some flexibility in how to do this (though they both still have a very obvious recommended order). To wit, in [[VideoGame/PokemonRedAndBlue Kanto]], there is nothing stopping you from skipping Lt. Surge in favor of doing Erika, Koga, Sabrina, and/or Blaine after completing the S.S. Anne.[[note]]The Gen VII ''Pokémon Yellow'' [[VideoGame/PokemonLetsGoPikachuAndLetsGoEevee remakes]] will force you go through Rock Tunnel blind if you choose to do this though, as Diglett Cave is blocked until you either beat Lt. Surge or make it to Lavender Town.[[/note]] Meanwhile, after getting the fourth gym badge over in [[VideoGame/PokemonGoldAndSilver Johto]], you can effectively fight Chuck, Jasmine, and Pryce in any order, while the post-game is ''completely'' open in the order you may choose to get the Kanto badges.

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* Mainline ''Franchise/{{Pokemon}}'' games from the third generation (''VideoGame/PokemonRubyAndSapphire'') onwards have the player character traverse whatever region they find themselves in a pretty linear manner, though there may occasionally be some zig-zagging involved. Generations I and II edge into Level 3 territory, as while they also share the requirement of the player having to collect all eight Gym Badges before fighting the Elite Four, there was some flexibility in how to do this (though they both still have a very obvious recommended order). To wit, in [[VideoGame/PokemonRedAndBlue Kanto]], there is nothing stopping you from skipping Lt. Surge in favor of doing Erika, Koga, Sabrina, and/or Blaine after completing the S.S. Anne.[[note]]The Gen VII ''Pokémon Yellow'' [[VideoGame/PokemonLetsGoPikachuAndLetsGoEevee remakes]] will force you go through Rock Tunnel blind if you choose to do this though, as Diglett Cave is blocked until you either beat Lt. Surge or make it to Lavender Town.[[/note]] Meanwhile, after getting the fourth gym badge over in [[VideoGame/PokemonGoldAndSilver Johto]], you can effectively fight Chuck, Jasmine, and Pryce in any order, while order. And the post-game is ''completely'' open in the order you may choose to get the Kanto badges.badges, though you'll still require every badge to unlock the final location in the game, where the TrueFinalBoss resides.
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* Mainline ''Franchise/{{Pokemon}}'' games from the third generation (''VideoGame/PokemonRubyAndSapphire'') onwards have the player character traverse whatever region they find themselves in a pretty linear manner, though there may occasionally be some zig-zagging involved. Generations I and II edge into Level 3 territory, as while they also share the requirement of the player having to collect all eight Gym Badges before fighting the Elite Four, there was some flexibility in how to do this (though they both still have a very obvious recommended order). To wit, in [[VideoGame/PokemonRedAndBlue Kanto]], there is nothing stopping you from skipping Lt. Surge in favor of doing Erika, Koga, Sabrina, and/or Blaine after completing the S.S. Anne.[[note]]The Gen VII ''Pokémon Yellow'' [[VideoGame/PokemonLetsGoPikachuAndLetsGoEevee remakes]] will force you go through Rock Tunnel blind if you choose to do this though, as Diglett Cave is blocked until you either beat Lt. Surge or make it to Lavender Town.[[/note]] Meanwhile, after getting the fourth gym badge over in [[VideoGame/PokemonGoldAndSilver Johto]], you can effectively fight Chuck, Jasmine, and Pryce in any order, while the post-game is ''completely'' open in the order you may choose to get the Kanto badges.

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Mistaken placement; sorry.


* ''VideoGame/{{Mother 3}}'' is the most linear game in the series, having a chapter-based progression system, multiple limited-time areas, a PointOfNoReturn with a good chunk of gameplay left, most chapters restricting you to specific areas, and overall more linear level design save for a handful of dungeons. Chapter 7 raises it to level 3, as it opens nearly the entire game up to this point and allows you to complete all but the first and last main objectives in any order, before it falls back here for the final chapter.



* ''VideoGame/{{Mother 3}}'' is the most linear game in the series, having a chapter-based progression system, multiple limited-time areas, a PointOfNoReturn with a good chunk of gameplay left, most chapters restricting you to specific areas, and overall more linear level design save for a handful of dungeons. Chapter 7 raises it to level 3, as it opens nearly the entire game up to this point and allows you to complete all but the first and last main objectives in any order, before it falls back here for the final chapter.

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* ''VideoGame/{{Mother 3}}'' is the most linear game in the series, having a chapter-based progression system, multiple limited-time areas, a PointOfNoReturn with a good chunk of gameplay left, most chapters restricting you to specific areas, and overall more linear level design save for a handful of dungeons. Chapter 7 raises it to level 3, as it opens nearly the entire game up to this point and allows you to complete all but the first and last main objectives in any order, before it falls back here for the final chapter.



* The ''VideoGame/{{MOTHER}}'' series, though [[VideoGame/{{MOTHER 1}} the first game]] is a Level 4 verging on Level 5, as it only has ''three boss battles'', including the FinalBoss.

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* The ''VideoGame/{{MOTHER}}'' series, though [[VideoGame/{{MOTHER 1}} the first game]] is ''VideoGame/EarthBound'', while linear overall, gives each individual area a Level 4 verging on Level 5, as it only has ''three boss battles'', including the FinalBoss.wide-open feel and lets you choose to do certain objectives immediately or later on, especially after reaching Summers.


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* ''VideoGame/EarthBoundBeginnings'' starts out fairly linear, but once you clear Duncan's Factory in the second town, the entire map save for the cave leading to the FinalBoss and a room branching off of it is opened up. While there are only a few sidequests on account of being an NES game, you can visit new towns and gather the remaining Melodies to unlock the final battle in whatever order you wish following this point.
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* Although many ''Literature/FightingFantasy'' books were only level 1 or 2, some authors (in particular Jonathan Green and Keith Martin) managed to reach level 5 by keeping track of events with a system of codewords, reference modifiers and alphanumeric codes to keep track of events, as well as including a large number of optional encounters that give you various different ways of fighting the endgame. A remarkable example based on the ''Literature/LordOfTheRings'' is ''A Spy in Isengard'': You could go anywhere on the map, at your own pace and schedule, and return to locations you had previously visited if you wanted. There was an overarching quest, with a time limit, but if you didn't finish in time, that was merely a suboptimal ending, not a total defeat. Also, you could choose one of three different possible end points, although you did have to choose at the beginning. Some of the other books in the series had similar mechanics, although few would rank as high on the scale, but some, like ''Treason at Helm's Deep'', which would probably constitute a level two, were much more linear. Since your typical gamebook was a level two or three, this was a pretty impressive feat. The first book in the series, ''Night of the Nazgûl'', was also about a five technically, but since a ''lot'' of the location passages referred to the same encounter passages, it was like playing in a WideOpenSandbox where you could go anywhere, but almost everywhere was identical to at least several other locations.

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* Although many ''Literature/FightingFantasy'' books were only level 1 or 2, some authors (in particular Jonathan Green and Keith Martin) managed to reach level 5 by keeping track of events with a system of codewords, reference modifiers and alphanumeric codes to keep track of events, as well as including a large number of optional encounters that give you various different ways of fighting the endgame. A remarkable example based on the ''Literature/LordOfTheRings'' ''Literature/TheLordOfTheRings'' is ''A Spy in Isengard'': You could go anywhere on the map, at your own pace and schedule, and return to locations you had previously visited if you wanted. There was an overarching quest, with a time limit, but if you didn't finish in time, that was merely a suboptimal ending, not a total defeat. Also, you could choose one of three different possible end points, although you did have to choose at the beginning. Some of the other books in the series had similar mechanics, although few would rank as high on the scale, but some, like ''Treason at Helm's Deep'', which would probably constitute a level two, were much more linear. Since your typical gamebook was a level two or three, this was a pretty impressive feat. The first book in the series, ''Night of the Nazgûl'', was also about a five technically, but since a ''lot'' of the location passages referred to the same encounter passages, it was like playing in a WideOpenSandbox where you could go anywhere, but almost everywhere was identical to at least several other locations.

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