History Main / SlidingScaleOfLinearityVsOpenness

22nd Oct '17 4:40:26 PM MyFinalEdits
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* ''VideoGame/EtrianOdysseyIV: Legends of the Titan'' has plenty of [[MiniDungeon Caves]], only a few of which are required to progress through the campaign. The Mazes are the only explicitly-mandatory destinations, but their large size and scope allows the [[PlayerCharacter customized party]] to explore them extensively at their own pace.

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* ''VideoGame/EtrianOdysseyIV: ''VideoGame/EtrianOdyssey IV: Legends of the Titan'' has plenty of [[MiniDungeon Caves]], only a few of which are required to progress through the campaign. The Mazes are the only explicitly-mandatory destinations, but their large size and scope allows the [[PlayerCharacter customized party]] to explore them extensively at their own pace.
22nd Oct '17 12:48:06 PM Malady
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* 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.

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* 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.



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3rd Oct '17 7:33:12 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 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. The worlds in the Super Mario Challenge mode of ''VideoGame/SuperMarioMaker'' are have linear maps, but the levels you play in them are guaranteed to vary when the mode is played online, which in turn guarantees a near-unlimited replay value.

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* ''VideoGame/SuperMarioBros1'', ''[[VideoGame/SuperMarioBrosTheLostLevels The Lost Levels]]'' and the first ''VideoGame/SuperMarioLand'' just barely made it to this level with 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. The worlds in the Super Mario Challenge mode of ''VideoGame/SuperMarioMaker'' are always have linear maps, but the levels you play in them are guaranteed to vary when the mode is played online, which in turn guarantees a near-unlimited replay value.
3rd Oct '17 7:31:55 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 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.

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* ''VideoGame/SuperMarioBros1'', ''[[VideoGame/SuperMarioBrosTheLostLevels The Lost Levels]]'' and the first ''VideoGame/SuperMarioLand'' just barely made it to this level with 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. The worlds in the Super Mario Challenge mode of ''VideoGame/SuperMarioMaker'' are have linear maps, but the levels you play in them are guaranteed to vary when the mode is played online, which in turn guarantees a near-unlimited replay value.



* The ''Franchise/TombRaider'' series in general; levels throughout the series might only have one exit, but are frequently quite open beyond that. Some of the games are arguably closer to level 2 however; and others verge on Level 4.

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* The ''Franchise/TombRaider'' series in general; levels throughout the series might only have one exit, but are frequently quite open beyond that. Some of the games are arguably closer to approach level 2 however; 2, and others verge on Level 4.



** ''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.

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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, up; the latter is a level 4 in terms of overall structure, structure and freedom to skip (or get ahead into) levels if the current number of Stars allow it, 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.
3rd Oct '17 4:56:15 PM Pocketim
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* The ''Franchise/RatchetAndClank'' games.

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* The ''Franchise/RatchetAndClank'' games.games can reach this level depending on the game. The first and second games in the series would often open up multiple planets at once for you to explore, each with several branching paths and multiple objectives to complete, with even more routes opening up as you obtain more gadgets. ''VideoGame/RatchetAndClankUpYourArsenal'' by comparison is far more straightforward and linear and is more akin to a Level 3, as there's still a few side quests and secrets encouraging revisiting and exploring levels, but the main story doesn't emphasize it.
1st Oct '17 10:42:08 AM nombretomado
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* The original ''KingsBounty'' was either a very high five or a low six. There is a time-limited quest that drives the game, and, in theory, the way to complete the quest is to go fight the enemy bosses, which you are encouraged to do in order, since they get tougher as you go. But you don't have to fight the bosses in order, or at all: a PacifistRun is possible. There are some other limitations, mind you. You start out in the first continent and cannot travel to any of the others until you find the maps, but once you find the maps to open up each continent, you can sail back and forth at will. Also, you have access to a limited number of warrants at a time, so if you go after a later boss before catching at least some of the earlier bosses, you'll have to let him go, since you won't have the legal authority to arrest him. Within those limitations, however, you have a lot of freedom to explore and do what you feel like.

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* The original ''KingsBounty'' ''VideoGame/KingsBounty'' was either a very high five or a low six. There is a time-limited quest that drives the game, and, in theory, the way to complete the quest is to go fight the enemy bosses, which you are encouraged to do in order, since they get tougher as you go. But you don't have to fight the bosses in order, or at all: a PacifistRun is possible. There are some other limitations, mind you. You start out in the first continent and cannot travel to any of the others until you find the maps, but once you find the maps to open up each continent, you can sail back and forth at will. Also, you have access to a limited number of warrants at a time, so if you go after a later boss before catching at least some of the earlier bosses, you'll have to let him go, since you won't have the legal authority to arrest him. Within those limitations, however, you have a lot of freedom to explore and do what you feel like.
30th Sep '17 5:01:03 PM nombretomado
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* ''BitTrip RUNNER'' where you move right and only jump, slide and block and kick on certain intervals.

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* ''BitTrip ''VideoGame/BitTrip RUNNER'' where you move right and only jump, slide and block and kick on certain intervals.
23rd Sep '17 9:06:54 PM nombretomado
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* ''[[BattleCity Tank Force]]''. Enemies appear, kill enemies, repeat 35 more times, victory.

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* ''[[BattleCity ''[[VideoGame/BattleCity Tank Force]]''. Enemies appear, kill enemies, repeat 35 more times, victory.
26th Jul '17 11:54:54 AM MyFinalEdits
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* ''VideoGame/StarFoxAdventures''. Despite being an action-adventure game in the style of ''Zelda'', it follows a linear story 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 play a 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]].

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* ''VideoGame/StarFoxAdventures''. Despite being an action-adventure game in the style of ''Zelda'', it follows a linear story progression and its world design is tailord compacted and tailored to reflect this, which is an oddity for a Rareware game. Backtracking is still allowed to collect Cheat Tokens, Energy Cells and play a 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. After that, the final level is unlocked.

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* ''VideoGame/PandorasTower'' starts in a linear fashion as you clear the towers one by one, but after the first five are conquered 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. After that, the final level is unlocked.



* ''VideoGame/NoMoreHeroes'' has a wide open world, but there is little reason to explore it.

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* ''VideoGame/NoMoreHeroes'' has a wide open world, but there is little reason to explore it. Aside from key locations where side jobs, shops and other places can be found, the main reason for Santa Destroy's large space is to collect various collectibles (buried underground or otherwise). ''VideoGame/NoMoreHeroes2DesperateStruggle'' does away with this (the levels, shops, minigames and such are all selectable through a menu accessed as soon as Travis exits his hotel room), and thus dials back to a 3.



** ''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.

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 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.



* 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.

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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 others for optional grinding, exploration, and overall leisure. And near the end the HR can be raised without any constraints by simply accumulating rank points.
* ''VideoGame/EtrianOdysseyIV: Legends of the Titan'' has plenty of [[MiniDungeon Caves]], only a few of which are required to progress through the campaign. The Mazes are the only explicitly-mandatory destinations, but their large size and scope allows the [[PlayerCharacter customized party]] to explore them extensively at their own pace.
29th Jun '17 10:46:42 AM DirtyHarry44Magnum
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* ''VideoGame/MedalOfHonorVanguard'' starts every Operation [[spoiler:except Neptune]] with a parachute jump, allowing players to decide what location they land in, these parachute sections are fairly open. Although the rest of the game is fairly linear outside of this, it does have the occasional open area and sidepaths outside of parachute jumping sections.



* Although most ''VideoGame/MedalOfHonor'' games are linear, there are two exceptions:
** ''VideoGame/MedalOfHonorVanguard'' starts every Operation [[spoiler:except Neptune]] with a parachute jump, allowing players to decide what location they land in, these parachute sections are fairly open. Although the rest of the game is fairly linear outside of this, it does have the occasional open area and sidepaths outside of parachute jumping sections.
** ''VideoGame/MedalOfHonorAirborne'' gives players the option of where to start, and which objectives to accomplish first. While the levels do end in a linear fashion, the game gives freedom for the players on how to progress through the semi-open world portions. Doing so may reveal hidden weapons, skill drops, and ammo resupply stations.

to:

* Although most Unlike the other ''VideoGame/MedalOfHonor'' games are linear, there are two exceptions:
** ''VideoGame/MedalOfHonorVanguard'' starts every Operation [[spoiler:except Neptune]] with a parachute jump, allowing players to decide what location they land in, these parachute sections are fairly open. Although the rest of the game is fairly linear outside of this, it does have the occasional open area and sidepaths outside of parachute jumping sections.
**
titles, ''VideoGame/MedalOfHonorAirborne'' gives players the option of where to start, and which objectives to accomplish first. While the levels do end in a linear fashion, the game gives freedom for the players on how to progress through the semi-open world portions. Doing so may reveal hidden weapons, skill drops, and ammo resupply stations.
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