History Main / SlidingScaleOfLinearityVsOpenness

10th Jun '17 2:34:10 PM Gosicrystal
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* ''VideoGame/{{Minecraft}}'' looks to be shaping up to be at this level.
** Though [[WordOfGod Notch states]] that he wants a "climax" of some sort, he also speaks of "emergent" plot and gameplay; it would probably be a surprise if you ''had'' to try to "win". That "climax" is the [[spoiler: Enderdragon]], but most of the game's fun comes from the amount of things you can do.

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* ''VideoGame/{{Minecraft}}'' looks to be shaping up to be lets you do virtually ''anything'' whenever, wherever and however you want, with no plot at this level.
** Though [[WordOfGod Notch states]] that he wants a
all. There's only one "climax" of some sort, he also speaks of "emergent" plot in the game, and gameplay; it would probably be a surprise if that's reaching and fighting The Ender Dragon, which takes you ''had'' to try to "win". That "climax" is the [[spoiler: Enderdragon]], but most of the game's fun comes from the amount of things credits, but even this is completely optional.[[note]]Another boss you can do.battle is The Wither, but this one doesn't take you to the credits.[[/note]] However, default ''Minecraft'' is not the only way you can play this game:



** There are Survival Maps made which basically follow the basic rules of Minecraft, but add some theme or twist, like being stranded on an island, or being stuck in the sky, or something along those lines. These maps tend to be anywhere from level 3 to 5.

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** There are Survival Maps made which basically follow the basic rules of Minecraft, ''Minecraft'', but add some theme or twist, like being stranded on an island, or being stuck in the sky, or something along those lines. These maps tend to be anywhere from level 3 to 5.
9th May '17 8:27:50 PM MyFinalEdits
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* ''VideoGame/SuperMarioBros1'', ''[[VideoGame/SuperMarioBrosTheLostLevels The Lost Levels]]'' and the first ''VideoGame/SuperMarioLand'' just barely made it to this level with its hidden bonus areas, while ''VideoGame/SuperMarioBros2'' does for having alternate routes and shortcuts in many levels. ''VideoGame/SuperMarioBros3'' almost exceeds it, as the introduction of world maps occasionally gives the option of skipping certain levels.

to:

* ''VideoGame/SuperMarioBros1'', ''[[VideoGame/SuperMarioBrosTheLostLevels The Lost Levels]]'' and the first ''VideoGame/SuperMarioLand'' just barely made it to this level with its their hidden bonus areas, while ''VideoGame/SuperMarioBros2'' does for having alternate routes and shortcuts in many levels. ''VideoGame/SuperMarioBros3'' almost exceeds it, as the introduction of world maps occasionally gives the option of skipping certain levels.



* ''VideoGame/SuperMario64'', ''VideoGame/SuperMarioSunshine'' and to a lesser extent the first ''VideoGame/SuperMarioGalaxy''. The former two remain 4's throughout and verge on 5 when enough of their respective {{Hub Level}}s are opened up, the latter is a level 4 in terms of overall structure but most levels themselves are either Level 2 (Good Egg Galaxy, Battlerock Galaxy, etc.) or 3 (Beach Bowl Galaxy, Gold Leaf Galaxy, etc.) depending on the case. ''VideoGame/SuperMarioOdyssey'' is also intended to be this.
* ''VideoGame/SuperMarioLand2SixGoldenCoins'' is unique among the 2D ''Mario'' games in that it allows the player to tackle the six main Zones in any order. The only requirement is that all of them have to be completed eventually in order to unlock the final, single-level world (Wario's Castle).

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* ''Franchise/SuperMarioBros'':
**
''VideoGame/SuperMario64'', ''VideoGame/SuperMarioSunshine'' and to a lesser extent the first ''VideoGame/SuperMarioGalaxy''. The former two remain 4's throughout and verge on 5 when enough of their respective {{Hub Level}}s are opened up, the latter is a level 4 in terms of overall structure but most levels themselves are either Level 2 (Good Egg Galaxy, Battlerock Galaxy, etc.) or 3 (Beach Bowl Galaxy, Gold Leaf Galaxy, etc.) depending on the case. ''VideoGame/SuperMarioOdyssey'' is also intended to be this.
* ** ''VideoGame/SuperMarioLand2SixGoldenCoins'' is unique among the 2D ''Mario'' games in that it allows the player to tackle the six main Zones in any order. The only requirement is that all of them have to be completed eventually in order to unlock the final, single-level world (Wario's Castle).




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* Progression in all ''VideoGame/MonsterHunter'' games is regulated by the player's current Hunter Rank, but in each chapter only a few quests are required to raise it, thus leaving the (many) other ones for optional grinding, exploration, and overall leisure. And near the end the HR can be raised without any constraints by simply accumulating rank points.
9th May '17 6:03:48 PM Golondrina
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* ''{{Elona}}'': Like ''VideoGame/DwarfFortress's'' Adventure Mode, except more pretty. You can do the main quest, but you're not forced into it, you can take as long as you like, and you can even turn it off.

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* ''{{Elona}}'': ''VideoGame/{{Elona}}'': Like ''VideoGame/DwarfFortress's'' Adventure Mode, except more pretty. You can do the main quest, but you're not forced into it, you can take as long as you like, and you can even turn it off.
30th Mar '17 11:11:21 PM RacattackForce
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* ''VideoGame/SuperMario64'', ''VideoGame/SuperMarioSunshine'' and to a lesser extent the first ''VideoGame/SuperMarioGalaxy''. The former two remain 4's throughout and verge on 5 when enough of their respective {{Hub Level}}s are opened up, the latter is a level 4 in terms of overall structure but most levels themselves are either Level 2 (Good Egg Galaxy, Battlerock Galaxy, etc.) or 3 (Beach Bowl Galaxy, Gold Leaf Galaxy, etc.) depending on the case. ''VideoGame/SuperMarioOdyssey'' aims to bring back the open-ended structure and style of old-school 3D platformers, in contrast to ''VideoGame/SuperMarioGalaxy2'' and [[VideoGame/SuperMario3DLand the 3D]] [[VideoGame/SuperMario3DWorld duology]], which were Level 3 (like the 2D games).

to:

* ''VideoGame/SuperMario64'', ''VideoGame/SuperMarioSunshine'' and to a lesser extent the first ''VideoGame/SuperMarioGalaxy''. The former two remain 4's throughout and verge on 5 when enough of their respective {{Hub Level}}s are opened up, the latter is a level 4 in terms of overall structure but most levels themselves are either Level 2 (Good Egg Galaxy, Battlerock Galaxy, etc.) or 3 (Beach Bowl Galaxy, Gold Leaf Galaxy, etc.) depending on the case. ''VideoGame/SuperMarioOdyssey'' aims is also intended to bring back the open-ended structure and style of old-school 3D platformers, in contrast to ''VideoGame/SuperMarioGalaxy2'' and [[VideoGame/SuperMario3DLand the 3D]] [[VideoGame/SuperMario3DWorld duology]], which were Level 3 (like the 2D games).be this.
30th Mar '17 11:09:16 PM RacattackForce
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* ''VideoGame/SuperMarioWorld'' is still mostly linear, but does offer some options as to the routes you take. Many levels have two different exits which set you off on different paths along the map. Though all the road splits either eventually meet up again or lead to the bonus areas, you do have some choices how you progress through the map if you're not trying to find everything to get HundredPercentCompletion. The most open-ended area is the Forest of Illusion, since its primary theme is having a maze-like map that can only be fully unveiled by finding all secret exits. This trend is kept for the ''VideoGame/NewSuperMarioBros'' subseries.

to:

* ''VideoGame/SuperMarioWorld'' is still mostly linear, but does offer some options as to the routes you take. Many levels have two different exits which set you off on different paths along the map. Though all the road splits either eventually meet up again or lead to the bonus areas, you do have some choices how you progress through the map if you're not trying to find everything to get HundredPercentCompletion. The most open-ended area is the Forest of Illusion, since its primary theme is having a maze-like map that can only be fully unveiled by finding all secret exits. This trend is kept for the ''VideoGame/NewSuperMarioBros'' subseries.subseries and some of the 3D installments (''VideoGame/SuperMarioGalaxy2'' and [[VideoGame/SuperMario3DLand the 3D]] [[VideoGame/SuperMario3DWorld duology]]) .
30th Mar '17 11:05:13 PM RacattackForce
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* ''VideoGame/SuperMario64'', ''VideoGame/SuperMarioSunshine'' and to a lesser extent the first ''VideoGame/SuperMarioGalaxy''. The former two remain 4's throughout and verge on 5 when enough of their respective {{Hub Level}}s are opened up, the latter is a level 4 in terms of overall structure but most levels themselves are either Level 2 (Good Egg Galaxy, Battlerock Galaxy, etc.) or 3 (Beach Bowl Galaxy, Gold Leaf Galaxy, etc.) depending on the case. After ''VideoGame/SuperMarioGalaxy2'' and [[VideoGame/SuperMario3DLand the 3D]] [[VideoGame/SuperMario3DWorld duology]] went as far as replacing the Hub archetype with 2D-style maps to locate their levels, ''VideoGame/SuperMarioOdyssey'' aims to bring back the open-ended structure and style of old-school 3D platformers.

to:

* ''VideoGame/SuperMario64'', ''VideoGame/SuperMarioSunshine'' and to a lesser extent the first ''VideoGame/SuperMarioGalaxy''. The former two remain 4's throughout and verge on 5 when enough of their respective {{Hub Level}}s are opened up, the latter is a level 4 in terms of overall structure but most levels themselves are either Level 2 (Good Egg Galaxy, Battlerock Galaxy, etc.) or 3 (Beach Bowl Galaxy, Gold Leaf Galaxy, etc.) depending on the case. After ''VideoGame/SuperMarioOdyssey'' aims to bring back the open-ended structure and style of old-school 3D platformers, in contrast to ''VideoGame/SuperMarioGalaxy2'' and [[VideoGame/SuperMario3DLand the 3D]] [[VideoGame/SuperMario3DWorld duology]] went as far as replacing duology]], which were Level 3 (like the Hub archetype with 2D-style maps to locate their levels, ''VideoGame/SuperMarioOdyssey'' aims to bring back the open-ended structure and style of old-school 3D platformers.2D games).
18th Mar '17 10:06:37 PM MyFinalEdits
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* Most ''Franchise/TheLegendOfZelda'' games have a fixed order to complete the dungeons, but allow the player to explore the overworld to do sidequests and play minigames, and new areas become available for this purpose as the dungeons are cleared. Some games, like ''[[VideoGame/TheLegendOfZeldaALinkToThePast A Link to the Past]]'' and ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time'', do allow the player to complete dungeons in a different order after the Master Sword was collected. Exceptions to the Level 4 family include ''VideoGame/TheLegendOfZeldaI'' (at Level 5 for having an overall nonlinear progression), ''[[VideoGame/TheLegendOfZeldaSpiritTracks Spirit Tracks]]'' (at Level 3 during most of the playthrough due to the need to travel through the overworld via train) and ''[[VideoGame/TheLegendOfZeldaBreathOfTheWild Breath of the Wild]]'' (at level 6 for being fully open-ended to the point of allowing the player to defeat the FinalBoss ''while bypassing almost everything else'').

to:

* Most ''Franchise/TheLegendOfZelda'' games have a fixed order to complete the dungeons, but allow the player to explore the overworld to do sidequests and play minigames, and new areas become available for this purpose as the dungeons are cleared. Some games, like ''[[VideoGame/TheLegendOfZeldaALinkToThePast A Link to the Past]]'' and ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time'', Time]]'', do allow the player to complete dungeons in a different order after the Master Sword was collected. Exceptions to the Level 4 family include ''VideoGame/TheLegendOfZeldaI'' (at Level 5 for having an overall nonlinear progression), ''[[VideoGame/TheLegendOfZeldaSpiritTracks Spirit Tracks]]'' (at Level 3 during most of the playthrough due to the need to travel through the overworld via train) and ''[[VideoGame/TheLegendOfZeldaBreathOfTheWild Breath of the Wild]]'' (at level 6 for being fully open-ended to the point of allowing the player to defeat the FinalBoss ''while bypassing almost everything else'').
18th Mar '17 10:05:11 PM MyFinalEdits
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* ''VideoGame/SuperMarioBros1'' and by extension ''[[VideoGame/SuperMarioBrosTheLostLevels The Lost Levels]]'' just barely made it to this level with its hidden bonus areas, while ''VideoGame/SuperMarioBros2'' does for having alternate routes and shortcuts in many levels. ''VideoGame/SuperMarioBros3'' almost exceeds it, as the introduction of world maps occasionally gives the option of skipping certain levels.

to:

* ''VideoGame/SuperMarioBros1'' and by extension ''VideoGame/SuperMarioBros1'', ''[[VideoGame/SuperMarioBrosTheLostLevels The Lost Levels]]'' and the first ''VideoGame/SuperMarioLand'' just barely made it to this level with its hidden bonus areas, while ''VideoGame/SuperMarioBros2'' does for having alternate routes and shortcuts in many levels. ''VideoGame/SuperMarioBros3'' almost exceeds it, as the introduction of world maps occasionally gives the option of skipping certain levels.



* ''VideoGame/SuperMarioWorld'' is still mostly linear, but does offer some options as to the routes you take. Many levels have two different exits which set you off on different paths along the map. Though all the road splits either eventually meet up again or lead to the bonus areas, you do have some choices how you progress through the map if you're not trying to find everything to get HundredPercentCompletion. The most open-ended area is the Forest of Illusion, since its primary theme is having a maze-like map that can only be fully unveiled by finding all secret exits.

to:

* ''VideoGame/SuperMarioWorld'' is still mostly linear, but does offer some options as to the routes you take. Many levels have two different exits which set you off on different paths along the map. Though all the road splits either eventually meet up again or lead to the bonus areas, you do have some choices how you progress through the map if you're not trying to find everything to get HundredPercentCompletion. The most open-ended area is the Forest of Illusion, since its primary theme is having a maze-like map that can only be fully unveiled by finding all secret exits. This trend is kept for the ''VideoGame/NewSuperMarioBros'' subseries.


Added DiffLines:

* ''VideoGame/SuperMarioLand2SixGoldenCoins'' is unique among the 2D ''Mario'' games in that it allows the player to tackle the six main Zones in any order. The only requirement is that all of them have to be completed eventually in order to unlock the final, single-level world (Wario's Castle).
18th Mar '17 9:53:44 PM MyFinalEdits
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* ''VideoGame/SuperMario64'', ''VideoGame/SuperMarioSunshine'' and to a lesser extent the first ''VideoGame/SuperMarioGalaxy''. The former two remain 4's throughout and verge on 5 when enough of their respective {{Hub Level}}s are opened up, the latter is a level 4 in terms of overall structure but most levels themselves are either Level 2 (Good Egg Galaxy, Battlerock Galaxy, etc.) or 3 (Beach Bowl Galaxy, Gold Leaf Galaxy, etc.) depending on the case. After ''VideoGame/SuperMarioGalaxy2'' and [[VideoGame/SuperMario3D the 3D]] [[VideoGame/SuperMario3DWorld duology]] went as far as replacing the Hub archetype with 2D-style maps to locate their levels, ''VideoGame/SuperMarioOdyssey'' aims to bring back the open-ended structure and style of old-school 3D platformers.

to:

* ''VideoGame/SuperMario64'', ''VideoGame/SuperMarioSunshine'' and to a lesser extent the first ''VideoGame/SuperMarioGalaxy''. The former two remain 4's throughout and verge on 5 when enough of their respective {{Hub Level}}s are opened up, the latter is a level 4 in terms of overall structure but most levels themselves are either Level 2 (Good Egg Galaxy, Battlerock Galaxy, etc.) or 3 (Beach Bowl Galaxy, Gold Leaf Galaxy, etc.) depending on the case. After ''VideoGame/SuperMarioGalaxy2'' and [[VideoGame/SuperMario3D [[VideoGame/SuperMario3DLand the 3D]] [[VideoGame/SuperMario3DWorld duology]] went as far as replacing the Hub archetype with 2D-style maps to locate their levels, ''VideoGame/SuperMarioOdyssey'' aims to bring back the open-ended structure and style of old-school 3D platformers.
18th Mar '17 9:52:16 PM MyFinalEdits
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* ''VideoGame/ConkersBadFurDay'', unlike most Creator/{{Rare}} platform games, follows a mostly linear design and storyline, with very few collectibles (namely money and items that are specific to the chapters' objectives). However, during the first half of the game, it's still possible to leave a chapter's area and start another (indeed, Windy, Barn Boys, Bats Tower and Sloprano can be played this way, the only condition is that all of them have to be eventually completed). During the second half, which is set in nightime, the linearity dominates the progression completely, and the last three chapters (Spooky, It's War and Heist) have to be played in that order to finish the game (and once the very last one starts, [[PointOfNoReturn it won't be possible to turn back]]).

to:

* ''VideoGame/ConkersBadFurDay'', unlike most Creator/{{Rare}} platform games, follows a mostly linear design and storyline, with very few collectibles (namely money and items that are specific to the chapters' objectives). However, during the first half of the game, it's still possible to leave a chapter's area and start another (indeed, Windy, Barn Boys, Bats Tower and Sloprano can be played this way, the only condition is that all of them have to be eventually completed). During the second half, which is set in nightime, the linearity dominates the progression completely, and the last three chapters (Spooky, It's War and Heist) have to be played in that order to finish the game (and once the very last one starts, [[PointOfNoReturn it won't be possible to turn back]]).



* The original ''VideoGame/SuperMarioBros'' just barely made it to this level with its hidden bonus areas. ''VideoGame/SuperMarioBros3'' almost exceeds it.
* ''VideoGame/{{Half-Life}}'' (justified in-story from the second game onwards as behind-the-scenes manipulation)

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* ''VideoGame/SuperMarioBros1'' and by extension ''[[VideoGame/SuperMarioBrosTheLostLevels The original ''VideoGame/SuperMarioBros'' Lost Levels]]'' just barely made it to this level with its hidden bonus areas. areas, while ''VideoGame/SuperMarioBros2'' does for having alternate routes and shortcuts in many levels. ''VideoGame/SuperMarioBros3'' almost exceeds it.
it, as the introduction of world maps occasionally gives the option of skipping certain levels.
* ''VideoGame/{{Half-Life}}'' ''VideoGame/HalfLife'' (justified in-story from the second game onwards as behind-the-scenes manipulation)manipulation).



* ''VideoGame/StarFoxAdventures''. Despite being an action-adventure game in the style of ''Zelda'', it follows a mostly linear story progression, which is an oddity for a Rareware game. Backtracking is still allowed to collect Cheat Tokens, Energy Cells and even play a special sidequest in [=LightFoot=] Village (whose reward is still a Cheat Token). [[PointOfNoReturn At one near-end point, though, the game will lock all main areas and the player only has the option to go forward in the events until the credits roll]].

to:

* ''VideoGame/StarFoxAdventures''. Despite being an action-adventure game in the style of ''Zelda'', it follows a mostly linear story progression, progression and its world design is tailord to reflect this, which is an oddity for a Rareware game. Backtracking is still allowed to collect Cheat Tokens, Energy Cells and even play a special hide-and-seek sidequest in [=LightFoot=] Village (whose reward is still a Cheat Token). [[PointOfNoReturn At one near-end point, though, the game will lock all main areas and the player only has the option to go forward in the events until the credits roll]].



* ''VideoGame/PandorasTower'' starts in a linear fashion as you clear the towers one by one, but after the first five you're invited to complete the following five in any order; this allows you to get certain collectible items earlier to upgrade more often your weapons and tools, as well as bring gifts to Elena to increase the affection status between her and Aeron. When they're all cleared, two more towers open and require to be beaten simultaneously, but the ability to warp between them means that the order of going through the rooms is up to the player. And then there's the final level.

to:

* ''VideoGame/PandorasTower'' starts in a linear fashion as you clear the towers one by one, but after the first five you're invited to complete the following five in any order; this allows you to get certain collectible items earlier to upgrade more often your weapons and tools, as well as bring gifts to Elena to increase the affection status between her and Aeron. When they're all cleared, two more towers open and require to be beaten simultaneously, but the ability to warp between them means that the order of going through the rooms is up to the player. And then there's After that, the final level.level is unlocked.



* Most ''Franchise/TheLegendOfZelda'' games have a fixed order to complete the dungeons, but allow the player to explore the overworld to do sidequests and play minigames, and new areas become available for this purpose as the dungeons are cleared. Some games, like ''VideoGame/TheLegendOfZeldaALinkToThePast'' and ''VideoGame/TheLegendOfZeldaOcarinaOfTime'', do allow the player to complete dungeons in a different order after the Master Sword was collected. Some exceptions include ''VideoGame/TheLegendOfZeldaI'' (at Level 5 for having an overall nonlinear progression), and ''VideoGame/TheLegendOfZeldaSpiritTracks'' (at Level 3 during most of the playthrough due to the need to travel through the overworld via train).

to:

* Most ''Franchise/TheLegendOfZelda'' games have a fixed order to complete the dungeons, but allow the player to explore the overworld to do sidequests and play minigames, and new areas become available for this purpose as the dungeons are cleared. Some games, like ''VideoGame/TheLegendOfZeldaALinkToThePast'' ''[[VideoGame/TheLegendOfZeldaALinkToThePast A Link to the Past]]'' and ''VideoGame/TheLegendOfZeldaOcarinaOfTime'', ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time'', do allow the player to complete dungeons in a different order after the Master Sword was collected. Some exceptions Exceptions to the Level 4 family include ''VideoGame/TheLegendOfZeldaI'' (at Level 5 for having an overall nonlinear progression), and ''VideoGame/TheLegendOfZeldaSpiritTracks'' ''[[VideoGame/TheLegendOfZeldaSpiritTracks Spirit Tracks]]'' (at Level 3 during most of the playthrough due to the need to travel through the overworld via train).train) and ''[[VideoGame/TheLegendOfZeldaBreathOfTheWild Breath of the Wild]]'' (at level 6 for being fully open-ended to the point of allowing the player to defeat the FinalBoss ''while bypassing almost everything else'').



* Many of the 3D ''Franchise/SuperMarioBros'' games. ''VideoGame/SuperMarioGalaxy'' is a level 4 in terms of overall structure but most levels themselves are Level 2, while ''VideoGame/SuperMarioSunshine'' and ''VideoGame/SuperMario64'' remain 4's throughout (and verge on 5 when enough of the game is opened up).

to:

* Many of ''VideoGame/SuperMario64'', ''VideoGame/SuperMarioSunshine'' and to a lesser extent the 3D ''Franchise/SuperMarioBros'' games. ''VideoGame/SuperMarioGalaxy'' first ''VideoGame/SuperMarioGalaxy''. The former two remain 4's throughout and verge on 5 when enough of their respective {{Hub Level}}s are opened up, the latter is a level 4 in terms of overall structure but most levels themselves are either Level 2, while ''VideoGame/SuperMarioSunshine'' 2 (Good Egg Galaxy, Battlerock Galaxy, etc.) or 3 (Beach Bowl Galaxy, Gold Leaf Galaxy, etc.) depending on the case. After ''VideoGame/SuperMarioGalaxy2'' and ''VideoGame/SuperMario64'' remain 4's throughout (and verge on 5 when enough of [[VideoGame/SuperMario3D the game is opened up).3D]] [[VideoGame/SuperMario3DWorld duology]] went as far as replacing the Hub archetype with 2D-style maps to locate their levels, ''VideoGame/SuperMarioOdyssey'' aims to bring back the open-ended structure and style of old-school 3D platformers.



* Remarkably, ''[[LordOfTheRings A Spy in Isengard]]'' managed to reach a high level five, maybe even a low six, with a [[ChooseYourOwnAdventure gamebook]]. 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.

to:

* Remarkably, ''[[LordOfTheRings A Spy in Isengard]]'' managed to reach a high level five, maybe even a low six, with a [[ChooseYourOwnAdventure gamebook]]. 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.
**
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.



* ''Franchise/TheElderScrolls'' titles typically fall into this category. In ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'', for example, it's very easy to forgo the main quest, especially since there is a time limit respond to a PC's letter. Beyond that, you are on your own to explore and seek out sidequests. ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' is much the same -- there's a main quest, you have a pointer to it, and it's 100% optional. (The [[ExpansionPack Expansion Packs]] for it shade down into Level 5, being far more structured and having less non-main-quest content.) ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'' and ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'' took a major step back in terms of openness, as they have a lot of areas unaccessable to player until he took the related quest.

to:

* ''Franchise/TheElderScrolls'' ''Franchise/TheElderScrolls'':
** Most
titles typically fall into this category. In ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'', for example, it's very easy to forgo the main quest, especially since there is a time limit respond to a PC's letter. Beyond that, you are on your own to explore and seek out sidequests. ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' is much the same -- there's a main quest, you have a pointer to it, and it's 100% optional. (The [[ExpansionPack Expansion Packs]] for it shade down into Level 5, being far more structured and having less non-main-quest content.) ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'' and ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'' took a major step back in terms of openness, as they have a lot of areas unaccessable to player until he took the related quest.



* ''VideoGame/WorldOfWarcraft'': While there are plenty of quests to give your character something to do, there is no overarching motivation or plot for your character beyond the eternal pursuit of loot.

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* ''VideoGame/WorldOfWarcraft'': ''VideoGame/WorldOfWarcraft'':
**
While there are plenty of quests to give your character something to do, there is no overarching motivation or plot for your character beyond the eternal pursuit of loot.



** Turrets, my friend, turrets. Note also that this is a rare ''aversion'' of SciFiWritersHaveNoSenseOfScale, at least in terms of how crazy huge a galaxy is (travel is still ludicrously fast for gameplay reasons.)



* ''VideoGame/{{Minecraft}}'' looks to be shaping up to be at this level. Though [[WordOfGod Notch states]] that he wants a "climax" of some sort, he also speaks of "emergent" plot and gameplay; it would probably be a surprise if you ''had'' to try to "win".
** That "climax" you pointed out being the [[spoiler: Enderdragon]], but most of the game's fun comes from the amount of things you can do.

to:

* ''VideoGame/{{Minecraft}}'' looks to be shaping up to be at this level. level.
**
Though [[WordOfGod Notch states]] that he wants a "climax" of some sort, he also speaks of "emergent" plot and gameplay; it would probably be a surprise if you ''had'' to try to "win".
**
"win". That "climax" you pointed out being is the [[spoiler: Enderdragon]], but most of the game's fun comes from the amount of things you can do.



*** There's actually Survival Maps made which basically follow the basic rules of Minecraft, but add some theme or twist, like being stranded on an island, or being stuck in the sky, or something along those lines. These maps tend to be anywhere from level 3 to 5.

to:

*** There's actually ** There are Survival Maps made which basically follow the basic rules of Minecraft, but add some theme or twist, like being stranded on an island, or being stuck in the sky, or something along those lines. These maps tend to be anywhere from level 3 to 5.
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