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* ''VideoGame/MemoirsOfMagic'': The Land of Magic is enormous and can take several minutes to walk across, usually peppering you with random encounters along the way, with very little to do otherwise. This is mitigated somewhat as you unlock more sections of the Boulevard Family Emporium, but comes back into play in the Twilight Sands where you'll often need to cross through several sectors to get where you need to be, often running into inescapable random encounters.
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Naturally this becomes less of a hassle with the GlobalAirship. See also FakeLongevity.

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Naturally this becomes less of a hassle with the GlobalAirship. See also FakeLongevity.
FakeLongevity. The game may try to keep things from getting too boring by putting MonstersEverywhere.
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* Done on a localized level in ''VideoGame/DarkSoulsII'''s BrutalBonusLevel in the ''Crown of the Ivory King'' DLC, Frozen Wasteland. The area is a ''massive'' and mostly empty snow-covered plains where there's a constantly blowing blizzard that blocks your view, only clearing up for a few seconds at a time. You'll be ambushed by lightning horses constantly, even if you think you're moving straight towards the objective. Once you make it to the fog wall, you have to fight a DualBoss. Oh, and there's no bonfires in this entire area. If you die, you have to do this ''all over again every time''. The only good thing people have to say about the area is that it's entirely optional.

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* Done on a localized level in ''VideoGame/DarkSoulsII'''s ''VideoGame/DarkSoulsII'' has the infamous BrutalBonusLevel in from the ''Crown of the Ivory King'' DLC, Frozen Wasteland. the Frigid Outskirts, doing this on a localized level. The area is a ''massive'' and ''massive'', mostly empty snow-covered plains where there's a constantly with blizzards regularly blowing blizzard across the area that blocks completely obscure your view, vision, only clearing up for a few seconds at a time. You'll also be regularly ambushed by lightning horses constantly, even if lightning-throwing reindeer-like monsters that will try to kill you think you're moving straight towards and disorient your path. You only get a vague sense of direction from the objective. Once abandoned buildings for landmarks, and when you make it to finally reach the fog wall, you have to fight you're greeted with a DualBoss. Oh, and there's no bonfires in this entire area. If Also, the area is [[CheckpointStarvation completely devoid of Bonfires]], so if you die, you have to do repeat this ''all over again every process ''every single time''. The only good thing people have to say about the area is that it's entirely optional.
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* Done on a localized level in ''VideoGame/DarkSoulsII'''s BrutalBonusLevel in the ''Crown of the Ivory King'' DLC, Frozen Wasteland. The area is a ''massive'' and mostly empty snow-covered plains where there's a constantly blowing blizzard that blocks your view, only clearing up for a few seconds at a time. You'll be ambushed by lightning horses constantly, even if you think you're moving straight towards the objective. Once you make it to the fog wall, you have to fight a DualBoss. Oh, and there's no bonfires in this entire area. If you die, you have to do this ''all over again every time''. The only good thing people have to say about the area is that it's entirely optional.

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* While linear the maps in ''VideoGame/EnchantedArms'' are rather long. This serves to slowly drain your endurance with the frequent ecounters unless you are strong enough or skilled enough to finish every battle in a single round.

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* While linear the maps in ''VideoGame/EnchantedArms'' are rather long. This serves to slowly drain your endurance with the frequent ecounters encounters unless you are strong enough or skilled enough to finish every battle in a single round.
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Some games have huge expanses of land seemingly built for this reason, although the overworld is noticeably shrunken. This essentially pointless space helps make the world realistically big, but seems to coincide with the point where the player sets the character on 'run'. Luckily, the advance of technology has made such trekking prettier, graphically speaking.

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Some games have huge expanses of land seemingly built for this reason, although the overworld is [[OverworldNotToScale noticeably shrunken.shrunken]]. This essentially pointless space helps make the world realistically big, but seems to coincide with the point where the player sets the character on 'run'. Luckily, the advance of technology has made such trekking prettier, graphically speaking.



!!Examples

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!!Examples
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!!Examples:
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expand fallout example


* Appears in all of the games of the ''{{VideoGame/Fallout}}'' franchise. Aside from the many enemies you will find wandering the wasteland you will also find many quests and other small events.

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* Appears in all of the games of the ''{{VideoGame/Fallout}}'' franchise. Aside from the many enemies you will find wandering the wasteland from quest location to quest location you will also find many new quests and other small events.
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* A lot of time in ''VideoGame/SunlessSea'' is spent just zailing around doing nothing else encountering various things in the sea.

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* A lot of time in ''VideoGame/SunlessSea'' is spent just zailing around doing nothing else encountering various things in the sea.zee.
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Adding examples from a skies of arcadia, fallout, enchanted arms, and suikoden

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* While linear the maps in ''VideoGame/EnchantedArms'' are rather long. This serves to slowly drain your endurance with the frequent ecounters unless you are strong enough or skilled enough to finish every battle in a single round.
* Appears in all of the games of the ''{{VideoGame/Fallout}}'' franchise. Aside from the many enemies you will find wandering the wasteland you will also find many quests and other small events.


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* Sailing the sky in ''VideoGame/SkiesOfArcadia'' takes up much of your time. Between traveling from destination to destination and finding all of the uncharted islands you will be seeing a lot of clouds, and many, many more random encounters.
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Adding Suikoden examples

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* Both played straight and [[SubvertedTrope subverted]] in the ''{{VideoGame/Suikoden}}'' series.
** In ''VideoGame/SuikodenI'' the world map is rather large and it takes a bit of walking to get from one place to another. However the trope ends up [[SubvertedTrope subverted]] in that when the game detects that you are walking in a straight line in one direction it will decrease the encounter rate. If the player starts zig zagging or walking in circles then the encounter rate would go up.
** ''VideoGame/SuikodenIV'' played this straight to an extent that annoyed many players. The world map this time is an open ocean that you sail about in your [[CoolBoat headquarters]]. The map is rather large, the islands are very far apart, and the ship is very slow. These facts are then exacerbated by the extremely high encounter rate while at sea.
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Updated final fantasy 12 example
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* In ''VideoGame/FinalFantasyXII'' all of the maps that are not dungeons, and even some of the dungeons are rather large open areas. That a large number of the areas seem rather pointless is one of the complaints against the game.

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* In ''VideoGame/FinalFantasyXII'' all of the maps that are not dungeons, and even some of the dungeons are rather large open areas.areas, filled with monsters. That a large number of the areas seem rather pointless is one of the complaints against the game.
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Fix typo for skyrim example link


* While there ''is'' a fast travel feature in ''[[Videogmae/TheElderScrollsVSkyrim Skyrim]],'' as well as the option to take carriages to all hold capitals, the game still largely requires the player to walk to most destinations. This is also the best way to trigger random events, which often come in the form of battles (such as a dragon attack, or a vampire ambush).

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* While there ''is'' a fast travel feature in ''[[Videogmae/TheElderScrollsVSkyrim ''[[Videogame/TheElderScrollsVSkyrim Skyrim]],'' as well as the option to take carriages to all hold capitals, the game still largely requires the player to walk to most destinations. This is also the best way to trigger random events, which often come in the form of battles (such as a dragon attack, or a vampire ambush).
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Crosswicking examples that linked into here

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* In ''VideoGame/CavesOfQud'' if you manage to get lost on the Qud's world map (and you will), you'll certainly feel like you're getting brutalized by this trope.


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* In ''VideoGame/LegacyOfTheAncients'' you're going to spend most of this game wandering the landscape, fighting critters, and wandering from town to town. Museum coins aren't very common.


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* A lot of time in ''VideoGame/SunlessSea'' is spent just zailing around doing nothing else encountering various things in the sea.
* VideoGame/TouhouLabyrinth: The dungeons have you control a chibified Reimu wandering around a seemingly empty area, with an encounter percentage rising for every step you take to let you know when the enemies will attack.

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Alphbatizing examples, also split up the example containing dragonquest 8 and final fantasy 12 into two separate examples. Reworded final fantasy 10 example.


* ''Franchise/{{Pokemon}}''. You're traveling across the entire region, battling all Pokémon and trainers in your path (if you so choose).
** In ''VideoGame/PokemonGoldAndSilver'' (and their remakes, ''[=HeartGold=]'' and ''[=SoulSilver=]'') you're traveling across not only one entire region, but two. Luckily, you already have all the [=HMs=] and over-leveled Pokémon you need, so you don't have to trek all the way across the region after you've explored it once like you do before you get Fly.
* Some of the areas in ''VideoGame/FinalFantasyI'' seemed to be placed as far out of the way as possible, just to make travel take as long as possible and give plenty of time for random monsters to do their thing. It wasn't uncommon to arrive at a new area and find that one needed to grind a bit before one would be able to survive the trip to the dungeon of the region, to say nothing of actually making it to the bottom of that dungeon.

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* ''Franchise/{{Pokemon}}''. ''VideoGame/BreathOfFireII'' has this in general, but the worst case happens when you reach Capitan and save the townspeople there. Ray wants to reward you with a blessing, so you have to go back to the hideout... at the other end of the continent. Once you have the blessing, you have to walk back to Capitan, where Sana the Fire Shaman drags the main character off for some [[DoesThisRemindYouOfAnything private business involving "uniting"]]. When you've finished setting the house on fire you get back to town and a man says your friends got bored and walked back to the hideout on their own. You're traveling across then (thankfully!) warped back home and told to get a carpenter... from Capitan. Once you get there for the entire region, battling all Pokémon ''third'' time and trainers in your path (if you so choose).
** In ''VideoGame/PokemonGoldAndSilver'' (and their remakes, ''[=HeartGold=]'' and ''[=SoulSilver=]'')
hire a carpenter, you're traveling across finally allowed to move on with the plot. Fortunately not only one entire region, but two. Luckily, you already have all the [=HMs=] and over-leveled Pokémon you need, so you don't have to trek all the way across the region too long after you've explored it once like you do before you get Fly.
* Some of the areas in ''VideoGame/FinalFantasyI'' seemed
you'll start to be placed as far out of the way as possible, just to make travel take as long as possible and give plenty of time for random monsters to do their thing. It wasn't uncommon to arrive at a new area and find gather transport methods that one needed to grind save a bit before one would be able to survive the trip to the ''lot'' of frustration.
* The bonus
dungeon of in the region, DS version of ''VideoGame/ChronoTrigger'' requires you to say nothing of actually making it to go back and forth through a single section, fighting the bottom of that dungeon.exact same enemies every time, because every time you bring back the fruit the questgiver asked about it's not the right one.



* Both ''VideoGame/FinalFantasyXII'' and ''VideoGame/DragonQuestVIII'' have enormous expanses of fairly flat world to explore; in fact, one of the complaints against the former is the sheer number of areas that seem rather pointless
* The Mi'ihen Highroad and the Calm Lands in ''VideoGame/FinalFantasyX'' probably fit this trope. Then again, you can also rent chocobos.
* ''VideoGame/PhantasyStarII'' has sprawling dungeons with no scenery and few rewards, often little more than the FetchQuest object/person you're there to find. The sprawl generally doesn't even involve branches or side rooms - it's all one crooked line you have to walk through, just fighting as you go. One rapidly gets the impression that the only reason these places are so large is to give the random encounters time to wear down the player.
* ''VideoGame/BreathOfFireII'' has this in general, but the worst case happens when you reach Capitan and save the townspeople there. Ray wants to reward you with a blessing, so you have to go back to the hideout... at the other end of the continent. Once you have the blessing, you have to walk back to Capitan, where Sana the Fire Shaman drags the main character off for some [[DoesThisRemindYouOfAnything private business involving "uniting"]]. When you've finished setting the house on fire you get back to town and a man says your friends got bored and walked back to the hideout on their own. You're then (thankfully!) warped back home and told to get a carpenter... from Capitan. Once you get there for the ''third'' time and hire a carpenter, you're finally allowed to move on with the plot. Fortunately not too long after you'll start to gather transport methods that save a ''lot'' of frustration.

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* Both ''VideoGame/FinalFantasyXII'' and ''VideoGame/DragonQuestVIII'' have has an enormous expanses of fairly flat world to explore; in fact, one of the complaints against the former is the sheer number of areas that explore filled with useful but ultimately nonessential treasures, which seem rather pointless
* The Mi'ihen Highroad and the Calm Lands in ''VideoGame/FinalFantasyX'' probably fit this trope. Then again, you can also rent chocobos.
* ''VideoGame/PhantasyStarII'' has sprawling dungeons with no scenery and few rewards, often little more than the FetchQuest object/person you're there
to find. The sprawl generally doesn't even involve branches or side rooms - it's all one crooked line you have to walk through, just fighting as you go. One rapidly gets the impression that the be placed around only reason these places are so large is to give the random encounters time to wear down the player.
* ''VideoGame/BreathOfFireII'' has this in general, but the worst case happens when you reach Capitan and save the townspeople there. Ray wants to reward you with a blessing, so you have to go back to the hideout... at the other end of the continent. Once you have the blessing, you have to walk back to Capitan, where Sana the Fire Shaman drags the main character off for some [[DoesThisRemindYouOfAnything private business involving "uniting"]]. When you've finished setting the house on fire you get back to town and a man says your friends got bored and walked back to the hideout on their own. You're then (thankfully!) warped back home and told
to get a carpenter... from Capitan. Once you get there for the ''third'' time and hire a carpenter, you're finally allowed to move on with the plot. Fortunately not too long after you'll start to gather transport methods that save a ''lot'' of frustration.explore more.



* The bonus dungeon in the DS version of ''VideoGame/ChronoTrigger'' requires you to go back and forth through a single section, fighting the exact same enemies every time, because every time you bring back the fruit the questgiver asked about it's not the right one.

to:

* The bonus Some of the areas in ''VideoGame/FinalFantasyI'' seemed to be placed as far out of the way as possible, just to make travel take as long as possible and give plenty of time for random monsters to do their thing. It wasn't uncommon to arrive at a new area and find that one needed to grind a bit before one would be able to survive the trip to the dungeon in of the DS version region, to say nothing of ''VideoGame/ChronoTrigger'' requires actually making it to the bottom of that dungeon.
* The Mi'ihen Highroad and the Calm Lands in ''VideoGame/FinalFantasyX'' fit this trope being rather large areas with nothing of interest within them. The trope is mitigated since
you to go back can rent chocobos and forth through a single section, fighting avoid any encounters.
* In ''VideoGame/FinalFantasyXII'' all of
the exact same enemies every time, because every time you bring back maps that are not dungeons, and even some of the fruit dungeons are rather large open areas. That a large number of the questgiver asked about areas seem rather pointless is one of the complaints against the game.
* ''VideoGame/PhantasyStarII'' has sprawling dungeons with no scenery and few rewards, often little more than the FetchQuest object/person you're there to find. The sprawl generally doesn't even involve branches or side rooms -
it's all one crooked line you have to walk through, just fighting as you go. One rapidly gets the impression that the only reason these places are so large is to give the random encounters time to wear down the player.
* ''Franchise/{{Pokemon}}''. You're traveling across the entire region, battling all Pokémon and trainers in your path (if you so choose).
** In ''VideoGame/PokemonGoldAndSilver'' (and their remakes, ''[=HeartGold=]'' and ''[=SoulSilver=]'') you're traveling across
not only one entire region, but two. Luckily, you already have all the right one.[=HMs=] and over-leveled Pokémon you need, so you don't have to trek all the way across the region after you've explored it once like you do before you get Fly.
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Removed world of warcraft example as the example was only talking about how mounts are aquired and that the process has eased. This has nothing to do with this trope.


* Acquiring mounts in ''VideoGame/WorldOfWarcraft'' requires the player to reach a specific level, get enough money, do a quest, kill a boss or all of the above. However, requirements have gradually been eased.
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Removing example for Journey. This trope is about how long distances of travel are used to fill up time with things like random encounters that otherwise might not show up through normal play. The whole point of journey is traveling, and there are no random encounters. There is nothing to be gained by just walking in circles or such and the only way to meaningfully advance is to explore and walk/fly through the stages.


[[folder:Adventure]]
* In the game ''{{VideoGame/Journey}}'' all you're required to do is walk. And walk. And walk.
[[/folder]]
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Generic "examples" are not allowed.


* Most {{MMORPG}}s attempt to simulate a wide open world and as such have key locations separated by a whole lot of space- which players usually have to walk through. Even the best mounts or personal transports in games which have them take some time to get anywhere. On the flipside, games which allow players to ''teleport'' often functionally split into a bunch of disconnected hubs and locales as players stop walking, leaving the great outdoors to AI controlled mobs and world bosses.



[[folder:Survival Horror]]
* Key in SurvivalHorror games, so as to force the player into spending more precious [[HealingPotion medicine]], ammo, and (in some games) [[TimedMission time]].
[[/folder]]
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* The bonus dungeon in the DS version of ''VideoGame/ChronoTrigger'' requires you to go back and forth through a single section, fighting the exact same enemies every time, because every time you bring back the fruit the questgiver asked about it's not the right one.
Is there an issue? Send a MessageReason:
None


* Acquiring mounts in ''WorldOfWarcraft'' requires the player to reach a specific level, get enough money, do a quest, kill a boss or all of the above. However, requirements have gradually been eased.

to:

* Acquiring mounts in ''WorldOfWarcraft'' ''VideoGame/WorldOfWarcraft'' requires the player to reach a specific level, get enough money, do a quest, kill a boss or all of the above. However, requirements have gradually been eased.
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None


* ''{{Pokemon}}''. You're traveling across the entire region, battling all Pokémon and trainers in your path (if you so choose).

to:

* ''{{Pokemon}}''.''Franchise/{{Pokemon}}''. You're traveling across the entire region, battling all Pokémon and trainers in your path (if you so choose).
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None


* ''EveOnline'' has several thousands of star systems containing [[CopyAndPasteEnvironments similar planets, space stations and asteroid belts]]. While each ship is equipped with an autopilot, it will do nothing to protect the player from [=NPC=] or player pirates.

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* ''EveOnline'' ''VideoGame/EveOnline'' has several thousands of star systems containing [[CopyAndPasteEnvironments similar planets, space stations and asteroid belts]]. While each ship is equipped with an autopilot, it will do nothing to protect the player from [=NPC=] or player pirates.
Is there an issue? Send a MessageReason:
None


* While there ''is'' a fast travel feature in [[Videogmae/TheElderScrollsVSkyrim Skyrim]], as well as the option to take carriages to all hold capitals, the game still largely requires the player to walk to most destinations. This is also the best way to trigger random events, which often come in the form of battles (such as a dragon attack, or a vampire ambush).

to:

* While there ''is'' a fast travel feature in [[Videogmae/TheElderScrollsVSkyrim Skyrim]], ''[[Videogmae/TheElderScrollsVSkyrim Skyrim]],'' as well as the option to take carriages to all hold capitals, the game still largely requires the player to walk to most destinations. This is also the best way to trigger random events, which often come in the form of battles (such as a dragon attack, or a vampire ambush).
Is there an issue? Send a MessageReason:
None


* While there ''is'' a fast travel feature in ''Skyrim'', as well as the option to take carriages to all hold capitals, the game still largely requires the player to walk to most destinations. This is also the best way to trigger random events, which often come in the form of battles (such as a dragon attack, or a vampire ambush).

to:

* While there ''is'' a fast travel feature in ''Skyrim'', [[Videogmae/TheElderScrollsVSkyrim Skyrim]], as well as the option to take carriages to all hold capitals, the game still largely requires the player to walk to most destinations. This is also the best way to trigger random events, which often come in the form of battles (such as a dragon attack, or a vampire ambush).
Is there an issue? Send a MessageReason:
None

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* While there ''is'' a fast travel feature in ''Skyrim'', as well as the option to take carriages to all hold capitals, the game still largely requires the player to walk to most destinations. This is also the best way to trigger random events, which often come in the form of battles (such as a dragon attack, or a vampire ambush).

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Sorting examples


[[AC: Handheld Consoles]]

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[[AC: Handheld Consoles]][[foldercontrol]]

[[folder:Adventure]]
* In the game ''{{VideoGame/Journey}}'' all you're required to do is walk. And walk. And walk.
[[/folder]]

[[folder:MMORPG]]
* Most {{MMORPG}}s attempt to simulate a wide open world and as such have key locations separated by a whole lot of space- which players usually have to walk through. Even the best mounts or personal transports in games which have them take some time to get anywhere. On the flipside, games which allow players to ''teleport'' often functionally split into a bunch of disconnected hubs and locales as players stop walking, leaving the great outdoors to AI controlled mobs and world bosses.
* Acquiring mounts in ''WorldOfWarcraft'' requires the player to reach a specific level, get enough money, do a quest, kill a boss or all of the above. However, requirements have gradually been eased.
* ''EveOnline'' has several thousands of star systems containing [[CopyAndPasteEnvironments similar planets, space stations and asteroid belts]]. While each ship is equipped with an autopilot, it will do nothing to protect the player from [=NPC=] or player pirates.
[[/folder]]

[[folder:RPG]]




[[AC: NintendoEntertainmentSystem]]




[[AC: Other]]
* Key in SurvivalHorror games, so as to force the player into spending more precious [[HealingPotion medicine]], ammo, and (in some games) [[TimedMission time]].

[[AC: PC Games]]
* Most {{MMORPG}}s attempt to simulate a wide open world and as such have key locations separated by a whole lot of space- which players usually have to walk through. Even the best mounts or personal transports in games which have them take some time to get anywhere. On the flipside, games which allow players to ''teleport'' often functionally split into a bunch of disconnected hubs and locales as players stop walking, leaving the great outdoors to AI controlled mobs and world bosses.
** Acquiring mounts in ''WorldOfWarcraft'' requires the player to reach a specific level, get enough money, do a quest, kill a boss or all of the above. However, requirements have gradually been eased.
** ''EveOnline'' has several thousands of star systems containing [[CopyAndPasteEnvironments similar planets, space stations and asteroid belts]]. While each ship is equipped with an autopilot, it will do nothing to protect the player from [=NPC=] or player pirates.



* In the game ''{{VideoGame/Journey}}'' all you're required to do is walk. And walk. And walk.

[[AC: PlayStation2]]




[[AC: SegaGenesis]]




[[AC: SuperNintendoEntertainmentSystem]]


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[[/folder]]

[[folder:Survival Horror]]
* Key in SurvivalHorror games, so as to force the player into spending more precious [[HealingPotion medicine]], ammo, and (in some games) [[TimedMission time]].
[[/folder]]

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