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** The party will always be a GenderEqualEnsemble. Most party member will be in their teens or twenties, except for one who is much older, being at least in their thirties. There will also often be one party member who is a child and/or a TeamPet.

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** The party will always be a GenderEqualEnsemble. Most party member members will be in their teens or twenties, except for one who is much older, being at least in their thirties. There will also often be one party member who is a child and/or a TeamPet.
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* The ''VideoGame/TalesSeries'', while usually putting a new spin on them each time, has a lot of identifiable recurring elements:
** The story always starts as an apparent ClicheStorm, until about halfway through, a WhamEpisode happens and everything begins to go in a completely unexpected direction, often with the story [[{{Deconstruction}} deconstructing]] the clichés it was playing straight before.
** The story will have something to do with conflict or discrimination between different races.
** The party will always be a GenderEqualEnsemble. Most party member will be in their teens or twenties, except for one who is much older, being at least in their thirties. There will also often be one party member who is a child and/or a TeamPet.
** One party member will always turn out to be TheMole, but they will have a sympathetic reason for their actions and will join the fight against the BigBad for real after they're found out.
** Speaking of the BigBad, they will always be a KnightTemplar who is using extreme measures to try to achieve a mostly noble goal. Often, they will be trying to fix the aforementioned conflict or discrimination issues but going about it the wrong way. The party will sympathize with their goals but not their means, and will usually make a final attempt to convince them to change their ways before the final battle.
** The Elemental Summon Spirits can be expected to make an appearance in some form.
** There will often be a DuelBoss that's very important to the story. Usually, it will happen near the end of the game and be between the hero and one of their allies.
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* The ''VideoGame/SonicTheHedgehog'' series almost always sticks to two basic plots;

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* The ''VideoGame/SonicTheHedgehog'' ''Franchise/SonicTheHedgehog'' series almost always sticks to two basic plots;
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Bonus Boss is a disambiguation


* ''VideoGame/{{Touhou}}'' has a similar plot for each game: some BigBad [[RousseauWasRight (who is never really evil)]] causes some incident that gets the protagonists' attention, protagonists go out and beat up unrelated bosses for a few stages (usually two), until finally encountering someone related to the incident at hand (typically a minion of the Big Bad, but not always), which sets them on the track towards resolving the incident. The Big Bad's BattleButler [[TheDragon is fought on Stage 5]], [[FinalBoss the Big Bad herself on Stage 6]], then everyone [[DefeatMeansFriendship has a tea party]]. In the Extra Stage, the protagonists wind up fighting [[BonusBoss someone who had absolutely no relevance to the events of the main game]], but is usually related to the Big Bad (family, friend or sometimes enemy). This boss is typically presented as more powerful than the Big Bad herself. Some subversions do occur occasionally: In ''Unidentified Fantastic Object'', for example, the first boss is immediately relevant to the story (though the second is not). In ''Double Dealing Character'', meanwhile, [[spoiler:the Big Bad is beaten first, in stage 5, while her UnwittingPawn is the FinalBoss]].

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* ''VideoGame/{{Touhou}}'' has a similar plot for each game: some BigBad [[RousseauWasRight (who is never really evil)]] causes some incident that gets the protagonists' attention, protagonists go out and beat up unrelated bosses for a few stages (usually two), until finally encountering someone related to the incident at hand (typically a minion of the Big Bad, but not always), which sets them on the track towards resolving the incident. The Big Bad's BattleButler [[TheDragon is fought on Stage 5]], [[FinalBoss the Big Bad herself on Stage 6]], then everyone [[DefeatMeansFriendship has a tea party]]. In the Extra Stage, the protagonists wind up fighting [[BonusBoss someone who had absolutely no relevance to the events of the main game]], game, but is usually related to the Big Bad (family, friend or sometimes enemy). This boss is typically presented as more powerful than the Big Bad herself. Some subversions do occur occasionally: In ''Unidentified Fantastic Object'', for example, the first boss is immediately relevant to the story (though the second is not). In ''Double Dealing Character'', meanwhile, [[spoiler:the Big Bad is beaten first, in stage 5, while her UnwittingPawn is the FinalBoss]].

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This trope is listed on the Undead and Undressed page, so I'm adding that game to this example list.


** in ''VideoGame/AceCombat04ShatteredSkies'', Erusea just simply acts out of dickery with no outside influence. In ''VideoGame/AceCombatXSkiesOfDeception'', the war itself was just a ploy for loads of money by the other country's leader, and no enemy squadron acts as Gryphus 1's counterpart, save for the [[BigLippedAlligatorMoment almost-throwaway]] Alect squadron.

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** in In ''VideoGame/AceCombat04ShatteredSkies'', Erusea just simply acts out of dickery with no outside influence. In ''VideoGame/AceCombatXSkiesOfDeception'', the war itself was just a ploy for loads of money by the other country's leader, and no enemy squadron acts as Gryphus 1's counterpart, save for the [[BigLippedAlligatorMoment almost-throwaway]] Alect squadron.


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* In ''VideoGame/AkibasTripUndeadAndUndressed'', three of the game's four (five in the Director's Cut) routes follow the exact same story beats and have identical boss fights, including the FinalBoss, with the only difference being which partner accompanies the main character into battles and gets special images.
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*** ''XV'' has the three roles, but gives them to three male characters (mean, sexy Gladio; childish and innocent Prompto; and Noctis, who like his predecessor in ''XIII'' with whom he is meant to [[ContrastingSequelMainCharacter contast]], combines the strong-hearted prince(ss) role with the boy hero part.)

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*** ''XV'' has the three roles, but gives them to three male characters (mean, sexy Gladio; childish and innocent Prompto; and Noctis, who like his predecessor in ''XIII'' with whom he is meant to [[ContrastingSequelMainCharacter contast]], contrast]], combines the strong-hearted prince(ss) role with the boy hero part.)
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* Creator/TelltaleGames became fairly notorious for this in their post-''VideoGame/TheWalkingDead'' years, and internal documents released after the company folded show that it was company policy in a vain effort to recapture the magic (and success) of ''The Walking Dead'' -- a darkly-toned episodic adventure game based on an existing license that largely ditches traditional inventory puzzles in favor of a focus on choices and QuickTimeEvents, characters occasionally remembering prior decisions, and a big climactic ending where the main character has to make a major choice.

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* Creator/TelltaleGames became fairly notorious for this in their post-''VideoGame/TheWalkingDead'' years, and internal documents released after the company folded show that it was company policy in a vain effort to recapture the magic (and success) of ''The Walking Dead'' -- a darkly-toned episodic adventure game based on an existing license that largely ditches traditional inventory puzzles in favor of a focus on choices (that don’t matter) and QuickTimeEvents, characters occasionally remembering prior decisions, and a big climactic ending where the main character has to make a major choice.
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* ''VideoGame/{{Doom}}'':
** The series is always some variation of "a UAC base is overrun by demons during the middle of a teleportation experiment, and [[FeaturelessProtagonist the Doomguy]] must kill them all". The series is really ambiguous as to whether or not a given ContinuityReboot (''Doom RPG'' series, ''Final Doom'', the first two novels, etc.) is taking place concurrently or on its own timeline, with the exception of ''Doom 3'' which is most certainly its own timeline.
** Most 32-map long {{Game Mod}}s for ''Doom II'' ape the original game's level progression: the first third of the levels is set in a futuristic high-tech base; the second third is set in cities, castles and other "Earth" locations; the final third is set in Hell. Also, map 7, just like the original, typically involves killing Mancubuses and Arachnotrons, and the final level typically involves a boss fight against something that launches monster-spawning cubes and which requires precisely-aimed rockets fired down a shaft of some sort to damage it. The only real deviation from the formula is that the secret levels are actually connected to whatever bare-bones ExcusePlot the mod has, rather than the completely random ''VideoGame/Wolfenstein3D'' interlude from the original game.

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* ''VideoGame/{{Doom}}'':
''Franchise/{{Doom}}'':
** The series is always some variation of "a UAC base is overrun by demons during the middle of a teleportation experiment, and [[FeaturelessProtagonist the Doomguy]] must kill them all". The series is really ambiguous as to whether or not a given ContinuityReboot (''Doom RPG'' series, ''Final Doom'', ''VideoGame/FinalDoom'', the first two novels, etc.) is taking place concurrently or on its own timeline, with the exception of ''Doom 3'' ''VideoGame/Doom3'' which is most certainly its own timeline.
** Most 32-map long {{Game Mod}}s for ''Doom II'' ''VideoGame/DoomII'' ape the original game's level progression: the first third of the levels is set in a futuristic high-tech base; the second third is set in cities, castles and other "Earth" locations; the final third is set in Hell. Also, map 7, just like the original, typically involves killing Mancubuses and Arachnotrons, and the final level typically involves a boss fight against something that launches monster-spawning cubes and which requires precisely-aimed rockets fired down a shaft of some sort to damage it. The only real deviation from the formula is that the secret levels are actually connected to whatever bare-bones ExcusePlot the mod has, rather than the completely random ''VideoGame/Wolfenstein3D'' interlude from the original game.
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** Samus Aran lands on a planet or space station on a mission from the Galactic Federation. Sometimes you might get an explanation for that game's BagOfSpilling, but in any case, Samus must make her way through the various areas and locales presented to the player by using the power-ups she gains by defeating bosses. At some point, generally at the end of the game, you fight a LoadBearingBoss; if it ''is'' at the end of the game, you get Samus barely escaping an EarthShatteringKaboom. Cue credits and our heroine gracing the player with her face [[{{Speedrun}} if they beat the game fast enough]] (or a SequelHook if you're playing the ''Prime'' games).

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** Samus Aran lands on a planet or space station on a mission from the Galactic Federation. Sometimes you might get an explanation for that game's BagOfSpilling, but in any case, Samus must make her way through the various areas and locales presented to the player by using the power-ups she gains by defeating bosses. At some point, generally at the end of the game, you fight a LoadBearingBoss; if it ''is'' at the end of the game, you get Samus barely escaping an EarthShatteringKaboom. Cue credits and our heroine gracing the player with her face [[{{Speedrun}} if they beat the game fast enough]] enough (or a SequelHook if you're playing the ''Prime'' games).
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* In all ''VideoGame/EtrianOdyssey'' games except the fourth and sixth, you're the guide of a new team of explorers determined to delve into the secrets, wonders ''and'' dangers of the Yggdrasil Labyrinth. Whether you're climbing it upward or going downward varies, but in all cases you're exploring six strata, with the first five being mandatory to finish the adventure and the sixth being a formidable BonusDungeon only for the bravest (or craziest) team. The fourth game shakes it up by having the team travel across the world ''towards'' the fabled tree, venturing through four overworld lands (each with its own stratum) in the process. The sixth game does the same thing except the explorers are going ''around'' the tree before getting in.

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* In all ''VideoGame/EtrianOdyssey'' games except the fourth and sixth, you're the guide of a new team of explorers determined to delve into the secrets, wonders ''and'' dangers of the Yggdrasil Labyrinth. Whether you're climbing it upward or going downward varies, but in all cases you're exploring six strata, with the first five being mandatory to finish the adventure and the sixth being a formidable BonusDungeon only for the bravest (or craziest) team. The [[VideoGame/EtrianOdysseyIVLegendsOfTheTitan fourth game game]] shakes it up by having the team travel across the world ''towards'' the fabled tree, venturing through four overworld lands (each with its own stratum) in the process. The [[VideoGame/EtrianOdysseyNexus sixth game game]] does the same thing thing, except the explorers are going ''around'' the tree before getting in.
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The indentation system only allows paragraphs of up to three bullets


*** ''Sun and Moon'' also introduced another twist to the formula that returned in later games, having the villain team actually be secondary threats in favor of a HiddenVillain.

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*** ''Sun and Moon'' also introduced another twist to the formula that returned in later games, having the villain team actually be secondary threats in favor of a HiddenVillain.
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**** ''Sun and Moon'' also introduced another twist to the formula that returned in later games, having the villain team actually be secondary threats in favor of a HiddenVillain.


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*** Another recurring part of the formula are [[TheRival rival characters]] who are meant to be the most personal opponents you fight, who also use the starter Pokemon you do not select. Initially they started off as [[JerksAreWorseThanVillains jerks]], but ''Ruby and Sapphire'' threw [[FriendlyRival Friendly Rivals]] into the mix as the most common rivals throughout the franchise.
*** The professor is also often introduced (although not in the earliest games of the series) from the first moment you start the game, often addressing the player and introducing them to the world of Pokemon, while the player decides their gender, name, and appearance, before actual gameplay then begins. ''Sword and Shield'' broke the trend by having Rose (a chairman [[spoiler:and the true antagonist]]) be the one to introduce the world of Pokemon instead.
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** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' takes the modern Zelda formula and smashes it with full force against the wall. Whatever sticks is tossed into a blender with [[VideoGame/TheLegendOfZeldaI the very first game]]'s nonlinear, open-world formula and some SurvivalSandbox elements such as BreakableWeapons and ItemCrafting (cooking food in this case). The result is an ''[[Franchise/TheElderScrolls Elder Scrolls]]''-esque [[WideOpenSandbox open world]] where you can tackle the quests and dungeons in any order you want, just like in the [[VideoGame/TheLegendOfZeldaI first game]]. No more finding special items and gadgets, those are given to you from the get-go after a few tutorials. And the Master Sword is no longer a SwordOfPlotAdvancement, just a good (and unbreakable) sword. It's also optional; in fact, you can skip it, the quests and the dungeons and just dash straight to the FinalBoss right after the tutorials, in your underwear armed with a few sticks.

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** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' takes the modern Zelda formula and smashes it with full force against the wall. Whatever sticks is tossed into a blender with [[VideoGame/TheLegendOfZeldaI the very first game]]'s nonlinear, open-world formula and some SurvivalSandbox elements such as BreakableWeapons and ItemCrafting (cooking food in this case). The result is an ''[[Franchise/TheElderScrolls Elder Scrolls]]''-esque [[WideOpenSandbox open world]] where you can tackle the quests and dungeons in any order you want, just like in the [[VideoGame/TheLegendOfZeldaI first game]].game. No more finding special items and gadgets, those are given to you from the get-go after a few tutorials. And the Master Sword is no longer a SwordOfPlotAdvancement, just a good (and unbreakable) sword. It's also optional; in fact, you can skip it, the quests and the dungeons and just dash straight to the FinalBoss right after the tutorials, in your underwear armed with a few sticks.



* The ''VideoGame/MegaManX'' series to an extent. New reploids are introduced and they turn out to be evil or just backstab people. Usually Sigma is involved. In fact, [[spoiler:it's a plot twist in the last game when [[HijackedByGanon he really wasn't secretly behind it]] all]].

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* The ''VideoGame/MegaManX'' series to an extent. New reploids are introduced and they turn out to be evil or just backstab people. Usually Sigma is involved. In fact, [[spoiler:it's a plot twist in the last game when [[HijackedByGanon he really wasn't secretly behind it]] all]].it]]]].



** ''VideoGame/MetalGearSolid'' added in a few extra points such as a lead villain who is an EvilCounterpart hellbent on getting revenge on the hero, and sequences involving breaking panels with a Nikita missile to rescue a hostage. As ''VideoGame/MetalGearSolid'' and ''VideoGame/MetalGearGhostBabel'' are just as much ''remakes'' of ''Metal Gear 2'' as they are sequels, they both play the plot structure very straight.

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** ''VideoGame/MetalGearSolid'' added in a few extra points such as a lead villain who is an EvilCounterpart hellbent on getting revenge on the hero, and sequences involving breaking panels with a Nikita missile to rescue a hostage. As ''VideoGame/MetalGearSolid'' ''Metal Gear Solid'' and ''VideoGame/MetalGearGhostBabel'' are just as much ''remakes'' of ''Metal Gear 2'' as they are sequels, they both play the plot structure very straight.



** ''VideoGame/MetalGearSolid3'' and ''VideoGame/MetalGearSolid4'' have different plots, although the latter incorporates a lot of mostly superficial InternalHomage.

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** ''VideoGame/MetalGearSolid3'' ''VideoGame/MetalGearSolid3SnakeEater'' and ''VideoGame/MetalGearSolid4'' ''VideoGame/MetalGearSolid4GunsOfThePatriots'' have different plots, although the latter incorporates a lot of mostly superficial InternalHomage.



* Creator/TelltaleGames became fairly notorious for this in their post-''VideoGame/TheWalkingDead'' years, and internal documents have suggested it was company policy -- a darkly-toned episodic adventure game based on an existing license that largely ditches traditional inventory puzzles in favor of a focus on choices and QuickTimeEvents, characters occasionally remembering prior decisions, and a big climactic ending where the main character has to make a major choice.
* ''VideoGame/{{Touhou}}'' has a similar plot for each game: some BigBad [[RousseauWasRight (who is never really evil)]] causes some incident that gets the protagonists' attention, protagonists go out and beat up unrelated bosses for a few stages (usually two), until finally encountering someone related to the incident at hand (typically a minion of the BigBad, but not always), which sets them on the track towards resolving the incident. The Big Bad's BattleButler [[TheDragon is fought on Stage 5]], [[FinalBoss the Big Bad herself on Stage 6]], then everyone [[DefeatMeansFriendship has a tea party]]. In the Extra Stage, the protagonists wind up fighting [[BonusBoss someone who had absolutely no relevance to the events of the main game]], but is usually related to the BigBad (family, friend or sometimes enemy). This boss is typically presented as more powerful than the BigBad herself. Some subversions do occur occasionally: In ''Unidentified Fantastic Object'', for example, the first boss is immediately relevant to the story (though the second is not). In ''Double Dealing Character'', meanwhile, [[spoiler:the BigBad is beaten first, in stage 5, while her UnwittingPawn is the FinalBoss]].

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* Creator/TelltaleGames became fairly notorious for this in their post-''VideoGame/TheWalkingDead'' years, and internal documents have suggested released after the company folded show that it was company policy in a vain effort to recapture the magic (and success) of ''The Walking Dead'' -- a darkly-toned episodic adventure game based on an existing license that largely ditches traditional inventory puzzles in favor of a focus on choices and QuickTimeEvents, characters occasionally remembering prior decisions, and a big climactic ending where the main character has to make a major choice.
* ''VideoGame/{{Touhou}}'' has a similar plot for each game: some BigBad [[RousseauWasRight (who is never really evil)]] causes some incident that gets the protagonists' attention, protagonists go out and beat up unrelated bosses for a few stages (usually two), until finally encountering someone related to the incident at hand (typically a minion of the BigBad, Big Bad, but not always), which sets them on the track towards resolving the incident. The Big Bad's BattleButler [[TheDragon is fought on Stage 5]], [[FinalBoss the Big Bad herself on Stage 6]], then everyone [[DefeatMeansFriendship has a tea party]]. In the Extra Stage, the protagonists wind up fighting [[BonusBoss someone who had absolutely no relevance to the events of the main game]], but is usually related to the BigBad Big Bad (family, friend or sometimes enemy). This boss is typically presented as more powerful than the BigBad Big Bad herself. Some subversions do occur occasionally: In ''Unidentified Fantastic Object'', for example, the first boss is immediately relevant to the story (though the second is not). In ''Double Dealing Character'', meanwhile, [[spoiler:the BigBad Big Bad is beaten first, in stage 5, while her UnwittingPawn is the FinalBoss]].

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* Many ''Franchise/{{Kirby}}'' platform games (among them ''Kirby's Adventure'', ''Kirby's Return to Dream Land'', and ''Kirby Triple Deluxe'') follow a distinct formula. Popstar, or occasionally a series of other planets, is endangered or inconvenienced in some way and Kirby heads off to stop it. The first world is always a grassland world, and island and snow worlds are also commonly seen, with an average total of about six worlds. Levels are usually connected via a HubLevel. In most cases, the world names are alliterative and spell out a plot-relevant acronym (V-I-B-G-Y-O-R, C-R-O-W-N-E-D, F-L-O-W-E-R, etc). In the later games, the last world will end in a battle against TheDragon, followed immediately by the BigBad introducing themself and a fight against them. After defeating what appears to be the final boss, the plot begins to thicken and it turns out that Kirby's attempts to fix things have actually made them significantly worse. The player, sometimes after an UnexpectedShmupLevel, then goes to the PostFinalLevel and faces the real final boss, which ends with a CoupDeGraceCutscene with quicktime events, and the day is saved and everyone goes home. But an optional BossRush holds the TrueFinalBoss at the end, a souped-up version of the regular final boss who, instead of the CoupDeGraceCutscene, will have an extra, unique phase to them.

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* Many ''Franchise/{{Kirby}}'' platform games (among them ''Kirby's Adventure'', ''Kirby's Return to Dream Land'', and ''Kirby Triple Deluxe'') follow a distinct formula.
**
Popstar, or occasionally a series of other planets, is endangered or inconvenienced in some way and Kirby heads off to stop it. The first world is always a grassland world, and island and snow worlds are also commonly seen, with an average total of about six worlds.seen. Levels are usually connected via a HubLevel. In most cases, The BigBad and/or FinalBoss almost inevitably turns out to be [[VileVillainSaccharineShow way creepier and more threatening than the game would suggest]], often being some {{eldritch|Abomination}} entity. Beating the game will also typically unlock a BossRush mode.
** Games from ''Return to Dreamland'' onward have their own subformula. There are typically six or seven worlds to go through, and
world names are alliterative and spell out a plot-relevant acronym (V-I-B-G-Y-O-R, C-R-O-W-N-E-D, F-L-O-W-E-R, etc). In the later games, the The last world will end in a battle against TheDragon, followed immediately by the BigBad introducing themself and the plot thickening as a fight against them. [[{{Infodump}} lore dump]] ensues. After defeating [[DiscOneFinalBoss what appears to be the final boss, the plot begins to thicken and boss]], it turns out that Kirby's attempts there is an even greater threat to fix things have actually made them significantly worse.deal with. The player, sometimes after an UnexpectedShmupLevel, then goes to the PostFinalLevel and faces the real final boss, which ends with a CoupDeGraceCutscene with quicktime events, and the day is saved and everyone goes home. But an An extra mode unlocks allowing you to play the game again but as another character or something similar. Also, the optional BossRush unlocks, and after beating the normal version, one with extra difficulty will unlock which holds the TrueFinalBoss at the end, a souped-up version of the regular final boss who, instead of the CoupDeGraceCutscene, will have an extra, unique phase to them.
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* Many ''Franchise/{{Kirby}}'' platform games (among them ''Kirby's Adventure'', ''Kirby's Return to Dream Land'', and ''Kirby Triple Deluxe'') follow a distinct formula. Popstar, or occasionally a series of other planets, is endangered or inconvenienced in some way and Kirby heads off to stop it. The first world is always a grassland world, and island and snow worlds are also commonly seen. Levels are usually connected via a HubLevel. In most cases, the world names are alliterative and spell out a plot-relevant acronym (V-I-B-G-Y-O-R, C-R-O-W-N-E-D, F-L-O-W-E-R, etc.) After defeating what appears to be the final boss, the plot begins to thicken and it turns out that Kirby's attempts to fix things have actually made them significantly worse. The player then faces the real final boss, sometimes after an UnexpectedShmupLevel, and the day is saved and everyone goes home.

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* Many ''Franchise/{{Kirby}}'' platform games (among them ''Kirby's Adventure'', ''Kirby's Return to Dream Land'', and ''Kirby Triple Deluxe'') follow a distinct formula. Popstar, or occasionally a series of other planets, is endangered or inconvenienced in some way and Kirby heads off to stop it. The first world is always a grassland world, and island and snow worlds are also commonly seen.seen, with an average total of about six worlds. Levels are usually connected via a HubLevel. In most cases, the world names are alliterative and spell out a plot-relevant acronym (V-I-B-G-Y-O-R, C-R-O-W-N-E-D, F-L-O-W-E-R, etc.) etc). In the later games, the last world will end in a battle against TheDragon, followed immediately by the BigBad introducing themself and a fight against them. After defeating what appears to be the final boss, the plot begins to thicken and it turns out that Kirby's attempts to fix things have actually made them significantly worse. The player then faces the real final boss, player, sometimes after an UnexpectedShmupLevel, then goes to the PostFinalLevel and faces the real final boss, which ends with a CoupDeGraceCutscene with quicktime events, and the day is saved and everyone goes home.home. But an optional BossRush holds the TrueFinalBoss at the end, a souped-up version of the regular final boss who, instead of the CoupDeGraceCutscene, will have an extra, unique phase to them.
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*** Kid gets a [[ElementalRockPaperScissors Fire/Water/Grass starter]] and a Pokédex from the local professor, then leaves their small town to go on a journey to collect eight Gym badges, defeat the region's [[BossBonanza Elite Four and Champion]], and cement themselves as one of the strongest trainers around. Oh, and in the middle of all this, encounter an evil team and find yourself as the only one capable of stopping their plans, which tend to involve you having to fight a legendary Pokémon or two.

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*** Kid You're a kid who gets a [[ElementalRockPaperScissors Fire/Water/Grass starter]] and a Pokédex from the local professor, then leaves their small town to go on a journey to collect eight Gym badges, defeat the region's [[BossBonanza Elite Four and Champion]], and cement themselves as one of the strongest trainers around. Oh, and in the middle of all this, you encounter an evil team and find yourself as the only one capable of stopping their plans, which tend to involve you having to fight a legendary Pokémon or two.

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* In all ''VideoGame/EtrianOdyssey'' games except the fourth and sixth, you're the guide of a new team of explorers determined to explore the secrets, wonders ''and'' dangers of the Yggdrasil Labyrinth. Whether you're climbing it upward or going downward varies, but in all cases you're exploring six strata, with the first five being mandatory to finish the adventure and the sixth being a formidable BonusDungeon only for the bravest (or craziest) team. The fourth game shakes it up by having the team travel across the world ''towards'' the fabled tree, venturing through four overworld lands (each with its own stratum) in the process. The sixth game does the same thing except the explorers are going ''around'' the tree before getting in.
* Similarly, the ''VideoGame/{{Fallout}}'' series follows a similar set of story beats: the hero - usually but not always a Vault Dweller - must leave their home which, through external circumstances, they cannot return to. They must travel through the Wasteland, recruiting companions along the way, to find what they're looking for: either something that will save their home or a lost family member, or both. They can help struggling towns, join themed factions, and complete a number of side quests. Along the way, a larger threat presents itself, and by the time the hero finds what they're looking for, it in some way has been rendered invalid by the larger conflict. Ultimately, the hero takes charge of whatever faction they choose and decide the conflict once and for all. Of all the games, only ''VideoGame/FalloutNewVegas'' strays from this, and even they keep the main beats (searching for an artifact, side quests, goofy side factions, larger conflict) but changes up the details.

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* In all ''VideoGame/EtrianOdyssey'' games except the fourth and sixth, you're the guide of a new team of explorers determined to explore delve into the secrets, wonders ''and'' dangers of the Yggdrasil Labyrinth. Whether you're climbing it upward or going downward varies, but in all cases you're exploring six strata, with the first five being mandatory to finish the adventure and the sixth being a formidable BonusDungeon only for the bravest (or craziest) team. The fourth game shakes it up by having the team travel across the world ''towards'' the fabled tree, venturing through four overworld lands (each with its own stratum) in the process. The sixth game does the same thing except the explorers are going ''around'' the tree before getting in.
* Similarly, the The ''VideoGame/{{Fallout}}'' series follows a similar set of story beats: the hero - usually but not always a Vault Dweller - must leave their home which, through external circumstances, they cannot return to. They must travel through the Wasteland, recruiting companions along the way, to find what they're looking for: either something that will save their home or a lost family member, or both. They can help struggling towns, join themed factions, and complete a number of side quests. Along the way, a larger threat presents itself, and by the time the hero finds what they're looking for, it in some way has been rendered invalid by the larger conflict. Ultimately, the hero takes charge of whatever faction they choose and decide the conflict once and for all. Of all the games, only ''VideoGame/FalloutNewVegas'' strays from this, and even they keep the main beats (searching for an artifact, side quests, goofy side factions, larger conflict) but changes up the details.



** Kid gets a [[ElementalRockPaperScissors Fire/Water/Grass starter]] and a Pokédex from the local professor, then leaves their small town to go on a journey to collect eight Gym badges, defeat the region's [[BossBonanza Elite Four and Champion]], and cement themselves as one of the strongest trainers around. Oh, and in the middle of all this, encounter an evil team and find yourself as the only one capable of stopping their plans, which tend to involve you having to fight a legendary Pokémon or two.

to:

** The mainline entries:
***
Kid gets a [[ElementalRockPaperScissors Fire/Water/Grass starter]] and a Pokédex from the local professor, then leaves their small town to go on a journey to collect eight Gym badges, defeat the region's [[BossBonanza Elite Four and Champion]], and cement themselves as one of the strongest trainers around. Oh, and in the middle of all this, encounter an evil team and find yourself as the only one capable of stopping their plans, which tend to involve you having to fight a legendary Pokémon or two.



*** Oddly enough, ''VideoGame/PokemonLegendsArceus''(a mainline entry in the series) completely abandoned the formula of those games in favor of following the ''Pokémon Mystery Dungeon'' spin-off formula. The only major difference from the PMD formula after making the appropriate human/Pokémon substitutions is [[spoiler:that you don't return back to your original time period at the end of the game]].

to:

*** ** Oddly enough, ''VideoGame/PokemonLegendsArceus''(a ''VideoGame/PokemonLegendsArceus'' (a mainline entry in the series) completely abandoned the formula of those games in favor of following the ''Pokémon Mystery Dungeon'' spin-off formula. The only major difference from the PMD formula after making the appropriate human/Pokémon substitutions is [[spoiler:that you don't return back to your original time period at the end of the game]].

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** In most games, the heroine lands on a planet or spacestation and something happens to her powers: They're either lost, damaged, or simply absent, so she has to rebuild her gear gradually, and make her way through the various areas and locales by using the powerups she gains (often by defeating big bosses) until meeting the final boss.
** Each game in the ''VideoGame/MetroidPrimeTrilogy'' follows a sub-formula on its own. [[VideoGame/MetroidPrime The first game]] is more or less like the 2D games in terms of progression, as you're randomly exploring a world that just happens to be divided into visually distinct regions, occasionally fighting bosses. In [[VideoGame/MetroidPrime2Echoes the second game]], the objective in each of the three main areas is to find a temple, located in the DarkWorld counterpart of said areas; each temple is locked and three keys scattered through the areas are needed to get access to them, and inside lies a MarathonBoss that guards a large percentage of sacred light, the game's PlotCoupon. In [[VideoGame/MetroidPrime3Corruption the third game]], the objective is to disinfect entire planets, [[RuleOfThree three of them again]], and each planet has a Phazon-infected bounty hunter as a MiniBoss; in addition, the three planetary bosses are fought in nearly identical chambers. Last, but not least, each of the three console ''Prime'' titles culminates with a FetchQuest of 9-12 items related to the access to the final stage, where the FinalBoss awaits. ''VideoGame/MetroidPrimeHunters'', being a GaidenGame, breaks the formula by presenting the fetch quest as the ''primary'' objective in the game, and the locations are explored with the purpose of collecting the Octoliths in mind from the get-go.
** ''VideoGame/MetroidOtherM'' seeked to change the formula in various aspects, like being more story-centric (a trend first seen in ''Fusion'' and ''Corruption'', but never to this extent), and Samus having all of her powerups since the beginning, but only using them when she's given the permission to do so (or decides she needs them, in one case).

to:

** In most games, the heroine Samus Aran lands on a planet or spacestation and something happens to her powers: They're either lost, damaged, or simply absent, so she has to rebuild her gear gradually, and space station on a mission from the Galactic Federation. Sometimes you might get an explanation for that game's BagOfSpilling, but in any case, Samus must make her way through the various areas and locales presented to the player by using the powerups power-ups she gains (often by defeating big bosses) until meeting bosses. At some point, generally at the final boss.
end of the game, you fight a LoadBearingBoss; if it ''is'' at the end of the game, you get Samus barely escaping an EarthShatteringKaboom. Cue credits and our heroine gracing the player with her face [[{{Speedrun}} if they beat the game fast enough]] (or a SequelHook if you're playing the ''Prime'' games).
** Each game in the ''VideoGame/MetroidPrimeTrilogy'' follows a sub-formula on its own. [[VideoGame/MetroidPrime The first game]] is more or less like the 2D games in terms of progression, as you're randomly exploring a world that just happens to be divided into visually distinct regions, occasionally fighting bosses. In [[VideoGame/MetroidPrime2Echoes the second game]], the objective in each of the You explore three main areas is to find a temple, located in the DarkWorld counterpart of said areas; that each temple is locked and have a PlotCoupon guarded by a MarathonBoss. After you collect these, you must now explore all three keys scattered through the areas are needed to get access to them, and inside lies a MarathonBoss that guards a large percentage of sacred light, the game's PlotCoupon. In [[VideoGame/MetroidPrime3Corruption the third game]], the objective is to disinfect entire planets, [[RuleOfThree three of them again]], and each planet has a Phazon-infected bounty hunter as a MiniBoss; again in addition, the three planetary bosses are fought in nearly identical chambers. Last, but not least, each of the three console ''Prime'' titles culminates with a FetchQuest of for 9-12 items related to the access to the final stage, where the FinalBoss awaits. ''VideoGame/MetroidPrimeHunters'', being a GaidenGame, breaks skips the formula by presenting first bit and has the fetch quest as the ''primary'' primary objective in the game, and the locations are explored with the purpose of collecting the Octoliths in mind game from the get-go.
** ''VideoGame/MetroidOtherM'' seeked to change the formula in various aspects, like being more story-centric (a trend first seen in ''Fusion'' and ''Corruption'', but never to this extent), and Samus having all of her powerups since the beginning, but only using them when she's given the permission to do so (or decides she needs them, in one case).
get-go.



*** There is some flexibly with how the "evil team" plot affects your Pokémon League challenge. Most entries have you foil their plans or make their leader see reason between the last two Gyms, but others mix-it up a bit. For example, ''[[VideoGame/PokemonBlackAndWhite Black and White]]'' and ''[[VideoGame/PokemonSwordAndShield Sword and Shield]]'' have the villain's plot preempt or interrupt the fight against the Champion, with the former [[spoiler:even having the credits roll once you beat them, leaving the Champion fight as part of the post-game]]. There are also occasionally post-game storylines that serve as epilogues for the events of the main story, such as the Sevii Islands in ''[[VideoGame/PokemonFireRedAndLeafGreen FireRed and LeafGreen]]'' or ''[[VideoGame/PokemonRubyAndSapphire Pokémon Omega Ruby and Alpha Sapphire]]'''s "Delta Episode."

to:

*** There is some flexibly flexibility with how the "evil team" plot affects your Pokémon League challenge. Most entries have you foil their plans or make their leader see reason between by the last two Gyms, eighth Gym, but others mix-it up a bit. For example, ''[[VideoGame/PokemonBlackAndWhite Black and White]]'' and ''[[VideoGame/PokemonSwordAndShield Sword and Shield]]'' have the villain's plot preempt or interrupt the fight against the Champion, with the former [[spoiler:even having the credits roll once you beat them, leaving the Champion fight as part of the post-game]]. There are also occasionally post-game storylines that serve as epilogues for the events of the main story, such as the Sevii Islands in ''[[VideoGame/PokemonFireRedAndLeafGreen FireRed and LeafGreen]]'' or ''[[VideoGame/PokemonRubyAndSapphire Pokémon Omega Ruby and Alpha Sapphire]]'''s "Delta Episode."



*** ''Sword and Shield'' foregoes a standardized Elite Four in favor of the Champion Cup: a single-elimination knockout tournament against [[BossRush your rivals and previous Gym Leaders]].

to:

*** ''Sword and Shield'' foregoes a standardized the Elite Four in favor of the Champion Cup: a single-elimination knockout tournament against [[BossRush your rivals and previous Gym Leaders]].



*** Oddly enough, ''VideoGame/PokemonLegendsArceus''(a mainline entry in the series) completely abandoned the formula of those games in favor of following the ''Pokémon Mystery Dungeon'' spin-off formula. Just swap out "human turned into Pokémon" with "human displace in time-and-space" and your Rescue Team partner for your standard party of Pokémon. The only major difference from the PMD formula after you substitute Pokémon for humans where necessary is [[spoiler:that you don't return back to your original time period at the end of the game]].

to:

*** Oddly enough, ''VideoGame/PokemonLegendsArceus''(a mainline entry in the series) completely abandoned the formula of those games in favor of following the ''Pokémon Mystery Dungeon'' spin-off formula. Just swap out "human turned into Pokémon" with "human displace in time-and-space" and your Rescue Team partner for your standard party of Pokémon. The only major difference from the PMD formula after you substitute Pokémon for humans where necessary making the appropriate human/Pokémon substitutions is [[spoiler:that you don't return back to your original time period at the end of the game]].
Is there an issue? Send a MessageReason:
forgot a bracket... and to delete a sentence.


** Here's the setup for the main series games: kid gets a [[ElementalRockPaperScissors Fire/Water/Grass starter]] and a Pokédex from the local professor, then leaves their small town to go on a journey to collect eight Gym badges, defeat the region's [[BossBonanza Elite Four and Champion]], and cement themselves as one of the strongest trainers around. Oh, and in the middle of all this, encounter an evil team and find yourself as the only one capable of stopping their plans, which tend to involve you having to fight a legendary Pokémon or two.
*** There is some flexibly with how the "evil team" plot affects your Pokémon League challenge. Most entries have you foil their plans or make their leader see reason before you get your final badge, but others mix-it up a bit. ''[[VideoGame/PokemonBlackAndWhite Black and White]]'' and ''[[VideoGame/PokemonSwordAndShield Sword and Shield]]'' have the villain's plot preempt or interrupt the fight against the Champion, with the former [[spoiler:even having the credits roll once you beat them, leaving the Champion fight as a post-game challenge]].plot credits roll once you beat the evil team, and the Champion fight is only in the post-game]]. There are also occasionally post-game storylines that serve as epilogues for the events of the main story, such as the Sevii Islands in ''[VideoGame/PokemonFireRedAndLeafGreen FireRed and LeafGreen]]'' or ''[[VideoGame/PokemonRubyAndSapphire Pokémon Omega Ruby and Alpha Sapphire]]'''s Delta Episode.

to:

** Here's the setup for the main series games: kid Kid gets a [[ElementalRockPaperScissors Fire/Water/Grass starter]] and a Pokédex from the local professor, then leaves their small town to go on a journey to collect eight Gym badges, defeat the region's [[BossBonanza Elite Four and Champion]], and cement themselves as one of the strongest trainers around. Oh, and in the middle of all this, encounter an evil team and find yourself as the only one capable of stopping their plans, which tend to involve you having to fight a legendary Pokémon or two.
two.
*** There is some flexibly with how the "evil team" plot affects your Pokémon League challenge. Most entries have you foil their plans or make their leader see reason before you get your final badge, between the last two Gyms, but others mix-it up a bit. For example, ''[[VideoGame/PokemonBlackAndWhite Black and White]]'' and ''[[VideoGame/PokemonSwordAndShield Sword and Shield]]'' have the villain's plot preempt or interrupt the fight against the Champion, with the former [[spoiler:even having the credits roll once you beat them, leaving the Champion fight as a post-game challenge]].plot credits roll once you beat the evil team, and the Champion fight is only in part of the post-game]]. There are also occasionally post-game storylines that serve as epilogues for the events of the main story, such as the Sevii Islands in ''[VideoGame/PokemonFireRedAndLeafGreen ''[[VideoGame/PokemonFireRedAndLeafGreen FireRed and LeafGreen]]'' or ''[[VideoGame/PokemonRubyAndSapphire Pokémon Omega Ruby and Alpha Sapphire]]'''s Delta "Delta Episode."



*** ''Sword and Shield'' foregoes a standardized Elite Four in favor of a single-elimination knockout tournament against [[BossRush your rivals and previous Gym Leaders]].

to:

*** ''Sword and Shield'' foregoes a standardized Elite Four in favor of the Champion Cup: a single-elimination knockout tournament against [[BossRush your rivals and previous Gym Leaders]].

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** Kid gets his or her starter and Pokédex from the local professor, battles his or her rival whose starter has [[ElementalRockPaperScissors a type advantage]], goes on a journey to get all 8 badges and become champion, runs into an evil team a couple times and defeats them between the 7th and 8th Gyms, maybe fights a few legendary Pokémon, and finally defeats the Elite Four and current Champion.
** By the time ''VideoGame/PokemonBlackAndWhite'' came around, the developers caught on. The games’ story is a {{Deconstruction}} of the classic Pokémon formula, and breaks from the the norm during the endgame. [[spoiler:The climactic battle is with the evil team leader, who has already defeated the Champion by the time the player has beaten the Elite Four. You also have to best TheManBehindTheMan before the credits roll, and the Champion fight is only in the post-game]].
** ''[[VideoGame/PokemonRubyAndSapphire Pokémon Omega Ruby and Alpha Sapphire]]'' zigzag this trope. The story is only about 70% done when you beat the Elite 4, after which it starts an AdaptationExpansion with the Delta Episode. Said Delta Episode's climax involves getting [[OlympusMons Rayquaza]] to destroy an oncoming Meteorite to prevent it from [[ColonyDrop destroying the planet.]] Said Meteorite also contains [[Characters/PokemonGenerationIIIWailmerToDeoxys Deoxys]] inside it. This was originally the climax of [[VideoGame/PokemonMysteryDungeonRescueTeam Pokemon Mystery Dungeon: Rescue Team.]]
** ''VideoGame/PokemonSunAndMoon'' departs from the Gym system and instead implements the Trial system, which involves performing trials and fighting a powerful "Totem Pokémon" at the end. Much like ''Black and White'', the game is also much more story and character based.

to:

** Kid Here's the setup for the main series games: kid gets his or her starter a [[ElementalRockPaperScissors Fire/Water/Grass starter]] and a Pokédex from the local professor, battles his or her rival whose starter has [[ElementalRockPaperScissors a type advantage]], goes then leaves their small town to go on a journey to get all 8 badges and become champion, runs into an evil team a couple times and defeats them between collect eight Gym badges, defeat the 7th and 8th Gyms, maybe fights a few legendary Pokémon, and finally defeats the region's [[BossBonanza Elite Four and current Champion.
** By the time ''VideoGame/PokemonBlackAndWhite'' came around, the developers caught on. The games’ story is a {{Deconstruction}}
Champion]], and cement themselves as one of the classic strongest trainers around. Oh, and in the middle of all this, encounter an evil team and find yourself as the only one capable of stopping their plans, which tend to involve you having to fight a legendary Pokémon formula, or two.
*** There is some flexibly with how the "evil team" plot affects your Pokémon League challenge. Most entries have you foil their plans or make their leader see reason before you get your final badge, but others mix-it up a bit. ''[[VideoGame/PokemonBlackAndWhite Black
and breaks from White]]'' and ''[[VideoGame/PokemonSwordAndShield Sword and Shield]]'' have the villain's plot preempt or interrupt the norm during fight against the endgame. [[spoiler:The climactic battle is Champion, with the evil team leader, who has already defeated former [[spoiler:even having the credits roll once you beat them, leaving the Champion by the time the player has beaten the Elite Four. You also have to best TheManBehindTheMan before the fight as a post-game challenge]].plot credits roll, roll once you beat the evil team, and the Champion fight is only in the post-game]].
**
post-game]]. There are also occasionally post-game storylines that serve as epilogues for the events of the main story, such as the Sevii Islands in ''[VideoGame/PokemonFireRedAndLeafGreen FireRed and LeafGreen]]'' or ''[[VideoGame/PokemonRubyAndSapphire Pokémon Omega Ruby and Alpha Sapphire]]'' zigzag this trope. The story is only about 70% done when you beat the Elite 4, after which it starts an AdaptationExpansion with the Sapphire]]'''s Delta Episode. Said Delta Episode's climax involves getting [[OlympusMons Rayquaza]] to destroy an oncoming Meteorite to prevent it from [[ColonyDrop destroying the planet.]] Said Meteorite also contains [[Characters/PokemonGenerationIIIWailmerToDeoxys Deoxys]] inside it. This was originally the climax of [[VideoGame/PokemonMysteryDungeonRescueTeam Pokemon Mystery Dungeon: Rescue Team.]]
** ''VideoGame/PokemonSunAndMoon'' departs
Episode.
*** The Gen VII Alola games (''[[VideoGame/PokemonSunAndMoon Sun and Moon]]'' and ''[[VideoGame/PokemonUltraSunAndUltraMoon Ultra Sun and Ultra Moon]]'') depart
from the Gym system and instead implements the Trial system, which involves performing trials various tasks and fighting challenges, followed by a fight with a powerful "Totem Pokémon" at the end. Much like ''Black end.
*** ''Sword
and White'', the game is also much more story Shield'' foregoes a standardized Elite Four in favor of a single-elimination knockout tournament against [[BossRush your rivals and character based.previous Gym Leaders]].


Added DiffLines:

*** Oddly enough, ''VideoGame/PokemonLegendsArceus''(a mainline entry in the series) completely abandoned the formula of those games in favor of following the ''Pokémon Mystery Dungeon'' spin-off formula. Just swap out "human turned into Pokémon" with "human displace in time-and-space" and your Rescue Team partner for your standard party of Pokémon. The only major difference from the PMD formula after you substitute Pokémon for humans where necessary is [[spoiler:that you don't return back to your original time period at the end of the game]].
Is there an issue? Send a MessageReason:
None


* Creator/BioWare's {{RPG}}s from ''VideoGame/NeverwinterNights'' onward have had mostly identical structures: a Semi-TutorialLevel, an [[CallToAdventure event that sets up initial quest]], the initial quest [[PyrrhicVictory succeeds at high cost]], the status quo is shaken up and [[OpeningTheSandbox leads to a new, more open area with more sidequests]], the PlayerCharacter attains full status in whatever HeroesRUs [[PurelyAestheticGender s/he]]'d enlisted in (Jedi, Spirit Monk, Spectre, Grey Warden) and receives a [[GottaCatchThemAll larger task to gather]] [[PlotCoupon four clues/allies]]. Each part of TheQuest occurs in a separate zone and in multiple stages that can be [[StoryBranching solved in different ways]], with numerous {{Side Quest}}s in each area. Progress in each area, however, will be completely useless towards completing the others, except in terms of equipment and party members recruited there to aid you in combat. A fifth area will open up after three of them are complete, and you may or may not be [[PlotTunnel forced to complete it immediately]]. [[BranchAndBottleneckPlotStructure Once all five are done]], the plot will continue in a linear fashion to the final area, [[PointOfNoReturn generally without sidequests]], and culminate in a cinematic conclusion. Deviations from the formula include:

to:

* Creator/BioWare's {{RPG}}s from ''VideoGame/NeverwinterNights'' onward have had mostly identical structures: a Semi-TutorialLevel, semi-TutorialLevel, an [[CallToAdventure event that sets up initial quest]], the initial quest [[PyrrhicVictory succeeds at high cost]], the status quo is shaken up and [[OpeningTheSandbox leads to a new, more open area with more sidequests]], the PlayerCharacter attains full status in whatever HeroesRUs [[PurelyAestheticGender s/he]]'d enlisted in (Jedi, Spirit Monk, Spectre, Grey Warden) and receives a [[GottaCatchThemAll larger task to gather]] [[PlotCoupon four clues/allies]]. Each part of TheQuest occurs in a separate zone and in multiple stages that can be [[StoryBranching solved in different ways]], with numerous {{Side Quest}}s in each area. Progress in each area, however, will be completely useless towards completing the others, except in terms of equipment and party members recruited there to aid you in combat. A fifth area will open up after three of them are complete, and you may or may not be [[PlotTunnel forced to complete it immediately]]. [[BranchAndBottleneckPlotStructure Once all five are done]], the plot will continue in a linear fashion to the final area, [[PointOfNoReturn generally without sidequests]], and culminate in a cinematic conclusion. Deviations from the formula include:
Is there an issue? Send a MessageReason:
None


* Creator/BioWare's {{RPG}}s from ''VideoGame/NeverwinterNights'' onward have mostly identical structures: Semi-TutorialLevel, [[CallToAdventure event that sets up initial quest]], initial quest [[PyrrhicVictory succeeds at high cost]], status quo is shaken up and [[OpeningTheSandbox leads to new, more open area with more sidequests]], the PlayerCharacter attains full status in whatever HeroesRUs [[PurelyAestheticGender s/he]] enlisted in (Jedi, Spirit Monk, Spectre, Grey Warden) and gets [[GottaCatchThemAll larger task to gather]] [[PlotCoupon four clues/allies]]. Each part of TheQuest involves a separate zone with multiple stages that can be [[StoryBranching solved in different ways]], with numerous {{Side Quest}}s in each area. Progress in each area will be completely useless towards completing the others, except in terms of equipment and party members recruited there to aid you in combat. A fifth area will open up after three of them are complete, you may or may not be [[PlotTunnel forced to complete it immediately]]. [[BranchAndBottleneckPlotStructure Once all five are done]], the plot will continue in a linear fashion to the final area, [[PointOfNoReturn generally with no sidequests]], culminating in a cinematic conclusion. Deviations from the formula include:

to:

* Creator/BioWare's {{RPG}}s from ''VideoGame/NeverwinterNights'' onward have had mostly identical structures: a Semi-TutorialLevel, an [[CallToAdventure event that sets up initial quest]], the initial quest [[PyrrhicVictory succeeds at high cost]], the status quo is shaken up and [[OpeningTheSandbox leads to a new, more open area with more sidequests]], the PlayerCharacter attains full status in whatever HeroesRUs [[PurelyAestheticGender s/he]] s/he]]'d enlisted in (Jedi, Spirit Monk, Spectre, Grey Warden) and gets receives a [[GottaCatchThemAll larger task to gather]] [[PlotCoupon four clues/allies]]. Each part of TheQuest involves occurs in a separate zone with and in multiple stages that can be [[StoryBranching solved in different ways]], with numerous {{Side Quest}}s in each area. Progress in each area area, however, will be completely useless towards completing the others, except in terms of equipment and party members recruited there to aid you in combat. A fifth area will open up after three of them are complete, and you may or may not be [[PlotTunnel forced to complete it immediately]]. [[BranchAndBottleneckPlotStructure Once all five are done]], the plot will continue in a linear fashion to the final area, [[PointOfNoReturn generally with no without sidequests]], culminating and culminate in a cinematic conclusion. Deviations from the formula include:



** ''VideoGame/DragonAgeII'' intentionally averted the formula, instead opting for a DashedPlotLine with more of a TV season structure. [[BrokenBase This (among other things) was... not very well received]].

to:

** ''VideoGame/DragonAgeII'' intentionally averted the formula, instead opting for a DashedPlotLine with more of a TV season structure. [[BrokenBase This (among other things) was... not very well received]].received.]]
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Not So Different has been renamed, and it needs to be dewicked/moved
Is there an issue? Send a MessageReason:
Not So Different has been renamed, and it needs to be dewicked/moved


** ''VideoGame/MetalGearSolid'' added in a few extra points such as a lead villain who is a NotSoDifferent EvilCounterpart hellbent on getting revenge on the hero, and sequences involving breaking panels with a Nikita missile to rescue a hostage. As ''VideoGame/MetalGearSolid'' and ''VideoGame/MetalGearGhostBabel'' are just as much ''remakes'' of ''Metal Gear 2'' as they are sequels, they both play the plot structure very straight.

to:

** ''VideoGame/MetalGearSolid'' added in a few extra points such as a lead villain who is a NotSoDifferent an EvilCounterpart hellbent on getting revenge on the hero, and sequences involving breaking panels with a Nikita missile to rescue a hostage. As ''VideoGame/MetalGearSolid'' and ''VideoGame/MetalGearGhostBabel'' are just as much ''remakes'' of ''Metal Gear 2'' as they are sequels, they both play the plot structure very straight.
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Bubbly Clouds has been renamed into Level In The Clouds. Swapping wicks for fitting examples, removing wicks for misuse, and adding context whenever necessary


** [[ArchEnemy Bowser]] [[DamselInDistress kidnaps the princess]], [[ExcusePlot go save her]]. Eight worlds. Starts with a [[GreenHillZone grass world]], then usually a [[ShiftingSandLand desert world]] and a [[UnderTheSea water themed world]]. Various other stock location themes in the middle, such as [[SlippySlideyIceWorld ice]], [[BubblyClouds sky]], and [[DeathMountain mountains]]. Ends in [[{{Mordor}} a volcanic world]], fight through [[SupervillainLair Bowser's Castle, defeat Bowser]], [[SaveThePrincess save princess]]. And in each world, expect to find a fortress guarded by a MiniBoss, as well as a Castle housing the local Boss at the end. This formula becomes more noticeable in the ''VideoGame/NewSuperMarioBros'' subseries, as the only old-school game to faithfully follow it is ''VideoGame/SuperMarioBros3''.[[note]]Neither ''VideoGame/SuperMarioBros1'' nor ''[[VideoGame/SuperMarioBrosTheLostLevels The Lost Levels]]'' have any explicitly-themed worlds, nor bosses or minibosses other than Bowser and his copies; ''VideoGame/SuperMarioBros2'' was the first to have most of the usual themed worlds as well as its own recurring miniboss, but its story and antagonist are different; ''VideoGame/SuperMarioWorld'' has it the other way around by having the familiar story and villain, but the settings and themed worlds are different; lastly, both ''VideoGame/SuperMarioLand'' [[VideoGame/SuperMarioLand2SixGoldenCoins games]] are different in nearly every regard, even between each other.[[/note]]

to:

** [[ArchEnemy Bowser]] [[DamselInDistress kidnaps the princess]], [[ExcusePlot go save her]]. Eight worlds. Starts with a [[GreenHillZone grass world]], then usually a [[ShiftingSandLand desert world]] and a [[UnderTheSea water themed world]]. Various other stock location themes in the middle, such as [[SlippySlideyIceWorld ice]], [[BubblyClouds [[LevelInTheClouds sky]], and [[DeathMountain mountains]]. Ends in [[{{Mordor}} a volcanic world]], fight through [[SupervillainLair Bowser's Castle, defeat Bowser]], [[SaveThePrincess save princess]]. And in each world, expect to find a fortress guarded by a MiniBoss, as well as a Castle housing the local Boss at the end. This formula becomes more noticeable in the ''VideoGame/NewSuperMarioBros'' subseries, as the only old-school game to faithfully follow it is ''VideoGame/SuperMarioBros3''.[[note]]Neither ''VideoGame/SuperMarioBros1'' nor ''[[VideoGame/SuperMarioBrosTheLostLevels The Lost Levels]]'' have any explicitly-themed worlds, nor bosses or minibosses other than Bowser and his copies; ''VideoGame/SuperMarioBros2'' was the first to have most of the usual themed worlds as well as its own recurring miniboss, but its story and antagonist are different; ''VideoGame/SuperMarioWorld'' has it the other way around by having the familiar story and villain, but the settings and themed worlds are different; lastly, both ''VideoGame/SuperMarioLand'' [[VideoGame/SuperMarioLand2SixGoldenCoins games]] are different in nearly every regard, even between each other.[[/note]]
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* ''VideoGame/AceCombat'', from the second game on (at least outside Japan). The protagonist's nation is under attack by another nation, almost always reaching BackFromTheBrink, then after a series of skirmishes one or more enemy ace squadrons appear. The good guys usually take back their capital or some other important city by half-time. At least one superweapon will be deployed and destroyed. A twist will reveal that the apparent enemy is just a DiscOneFinalBoss. An AirstrikeImpossible mission will occur. The enemy ace squadron(s) will be shot down. Another superweapon will appear and be destroyed, along with the true enemies. The PlayerCharacter will [[FromNobodytoNightmare go from annonymous airman to the best pilot in hisotry]]. Peace is achieved once more. The first game is missing the enemy aces and the major twist, as well as deviating in a few other ways. But exceptions include:
** in ''VideoGame/AceCombat04ShatteredSkies'', Erusea just simply acts out of dickery with no outside influence. In ''VideoGame/AceCombatXSkiesOfDeception'', the war itself was just a ploy for loads of money by the other country's leader, and no enemy squadron acts as Gryphus 1's counterpart, save for the [[BigLippedAlligatorMoment almost-throwaway]] Alect squadron.
** ''VideoGame/AceCombat5TheUnsungWar'' doesn't deviate from the formula, but it plays with it a bit by [[spoiler:having your squadron unwittingly work for the villains]] until the major twist. The true enemy is [[spoiler:a cabal run by both countries' former mutual enemy, which has infiltrated them and manipulates the pro-war extremists on both sides to prolong the war and cause suffering out of a desire for revenge]].
** ''Ace Combat 5'' also plays with the formulaic mission progression - as in ''04'', the first twelve or so missions of the game involve pushing the enemy out of your country, followed by invasion of their country. By the 18th mission (which was the last level of ''04''), you're pushing deep into enemy territory... but it doesn't feel as climactic as the previous game's 18th mission. [[spoiler:Then you get surprised with mission ''18+'', and it turns out you've still got a third of the game to go.]]
* Creator/BioWare's {{RPG}}s from ''VideoGame/NeverwinterNights'' onward have mostly identical structures: Semi-TutorialLevel, [[CallToAdventure event that sets up initial quest]], initial quest [[PyrrhicVictory succeeds at high cost]], status quo is shaken up and [[OpeningTheSandbox leads to new, more open area with more sidequests]], the PlayerCharacter attains full status in whatever HeroesRUs [[PurelyAestheticGender s/he]] enlisted in (Jedi, Spirit Monk, Spectre, Grey Warden) and gets [[GottaCatchThemAll larger task to gather]] [[PlotCoupon four clues/allies]]. Each part of TheQuest involves a separate zone with multiple stages that can be [[StoryBranching solved in different ways]], with numerous {{Side Quest}}s in each area. Progress in each area will be completely useless towards completing the others, except in terms of equipment and party members recruited there to aid you in combat. A fifth area will open up after three of them are complete, you may or may not be [[PlotTunnel forced to complete it immediately]]. [[BranchAndBottleneckPlotStructure Once all five are done]], the plot will continue in a linear fashion to the final area, [[PointOfNoReturn generally with no sidequests]], culminating in a cinematic conclusion. Deviations from the formula include:
** ''VideoGame/JadeEmpire'' was varied in that the middle section where you gather clues/allies was more linear, with content all in one area instead of split up.
** ''VideoGame/MassEffect2'' replaced the Four {{MacGuffin}}s with Ten[=/=][[{{DLC}} Twelve]] [[PlayerParty Squadmates]], which made sections shorter but more diverse. [[EvenBetterSequel This was very well received.]]
** ''VideoGame/DragonAgeII'' intentionally averted the formula, instead opting for a DashedPlotLine with more of a TV season structure. [[BrokenBase This (among other things) was... not very well received]].
* ''VideoGame/{{Doom}}'':
** The series is always some variation of "a UAC base is overrun by demons during the middle of a teleportation experiment, and [[FeaturelessProtagonist the Doomguy]] must kill them all". The series is really ambiguous as to whether or not a given ContinuityReboot (''Doom RPG'' series, ''Final Doom'', the first two novels, etc.) is taking place concurrently or on its own timeline, with the exception of ''Doom 3'' which is most certainly its own timeline.
** Most 32-map long {{Game Mod}}s for ''Doom II'' ape the original game's level progression: the first third of the levels is set in a futuristic high-tech base; the second third is set in cities, castles and other "Earth" locations; the final third is set in Hell. Also, map 7, just like the original, typically involves killing Mancubuses and Arachnotrons, and the final level typically involves a boss fight against something that launches monster-spawning cubes and which requires precisely-aimed rockets fired down a shaft of some sort to damage it. The only real deviation from the formula is that the secret levels are actually connected to whatever bare-bones ExcusePlot the mod has, rather than the completely random ''VideoGame/Wolfenstein3D'' interlude from the original game.
** Monster closets in these mods also follow the same general formula, in that 9 times out of 10 they are filled with as many Revenants as possible and open as soon as you grab either a key or a helpful item, which will likely happen every five minutes. Apparently the only way to make a level harder [[FakeDifficulty is to spawn a million Revenants in it]].
** The 2016 ContinuityReboot actively invokes this trope as part of the plot, by claiming that all of the Doomguy's exploits are part of a CycleOfRevenge[=/=]YouCantFightFate situation where his spirit is inextricably bound to fighting demons, and that his constant forays to Hell and back are part of a cosmic balancing act to counteract the forces of the underworld. The reboot itself also throws copious amounts of LampshadeHanging at the plot itself, with Doomguy being subtly characterized as someone who's fed up with the constant machinations of the surviving people around him and the demons regarding him as TheDreaded in-universe for his actions against them (with it being implied that this has happened many, many times before).
* ''Franchise/TheElderScrolls'' series: Start with an epic title theme, then let the player [[CharacterCustomization customize]] the FeaturelessProtagonist, whose only backstory is [[YouAllMeetInACell being a convict]][[note]]''Daggerfall'' provides the sole exception, with the protagonist is a friend and agent of the Emperor, but survives a shipwreck on the way to the titular city, making it something of a distinction without difference[[/note]]. At the end of the TutorialLevel, the prisoner is released into the WideOpenSandbox with a [[TheQuest quest]] to SaveTheWorld and/or to prevent TheEmpire from crumbling. No matter how grand the task, TakeYourTime is the policy (unless the mission [[TimedMission comes with a specific time limit]], and this only rarely happens) and every WeirdTradeUnion in the sandbox provides a SidequestSidestory at least as long as the main quest. At the end of the latter, the ex-convict receives [[RedBaron a fancy title]] and conspicuously disappears from the series. Put a snappy one-word subtitle referencing [[ThePlace the primary location of the game]] on it and you are done.
* In all ''VideoGame/EtrianOdyssey'' games except the fourth and sixth, you're the guide of a new team of explorers determined to explore the secrets, wonders ''and'' dangers of the Yggdrasil Labyrinth. Whether you're climbing it upward or going downward varies, but in all cases you're exploring six strata, with the first five being mandatory to finish the adventure and the sixth being a formidable BonusDungeon only for the bravest (or craziest) team. The fourth game shakes it up by having the team travel across the world ''towards'' the fabled tree, venturing through four overworld lands (each with its own stratum) in the process. The sixth game does the same thing except the explorers are going ''around'' the tree before getting in.
* Similarly, the ''VideoGame/{{Fallout}}'' series follows a similar set of story beats: the hero - usually but not always a Vault Dweller - must leave their home which, through external circumstances, they cannot return to. They must travel through the Wasteland, recruiting companions along the way, to find what they're looking for: either something that will save their home or a lost family member, or both. They can help struggling towns, join themed factions, and complete a number of side quests. Along the way, a larger threat presents itself, and by the time the hero finds what they're looking for, it in some way has been rendered invalid by the larger conflict. Ultimately, the hero takes charge of whatever faction they choose and decide the conflict once and for all. Of all the games, only ''VideoGame/FalloutNewVegas'' strays from this, and even they keep the main beats (searching for an artifact, side quests, goofy side factions, larger conflict) but changes up the details.
* ''Franchise/FinalFantasy'' has a few plot templates that it tends to revisit. You can make a workable ''Final Fantasy'' plot outline out of mixing and matching them:
** Four warriors rise up to bring light to [[MacGuffin the Crystals that keep the forces of nature working]] (''I'', ''III'', ''IV'', ''V'', ''IX'', ''The 4 Warriors of Light'');
** [[RagtagBunchOfMisfits A band of unlikely heroes]] must come together and fight against TheEmpire, only the Empire [[DiscOneFinalBoss ends up being a minor threat]] compared to [[GodOfEvil the godlike force of nature that has it in its thrall]] (''II'', ''VI'', ''VII'', ''VIII'', ''XII'', ''XIII''. ''X'' is an inversion, where the godlike force is the first opponent but it turns out TheEmpire is the true enemy.);
** Halfway through the game the world gets destroyed or damaged, putting us in a changed world map. YouCantThwartStageOne and so the rest of the game will be spent killing the BigBad before he/she finishes what he/she is trying to do (''V'', ''VI'', ''VIII''. ''VII'' touched on this mildly);
** An OmnicidalManiac villain. In ''FF'' using the crystals it will represent the element of Void between Light and Darkness. In others it will either be a god, or [[GodhoodSeeker be attempting to become a god]]. Likely to have {{white hair|Black heart}}.
** There are three women in the party - [[TheThreeFacesOfEve a noble, strong-hearted princess-type, a streetwise, clever flirt, and a precocious childish girl]] (''II'', ''V'', ''VI'', ''VII'', ''VIII'', ''IX'', ''X'', ''XII''). This can be played with:
*** ''IV'' doesn't quite fit. Rosa is one of the clearest examples of the princess-type in ''Final Fantasy'', but Rydia is encountered first as a precocious child, and later as an sexy adult... but she keeps her more childish, innocent personality. Porom, who is only encountered as a child, acts confident and mature, and is, if anything, more grown-up than Cecil.
*** ''VII'' fits the three roles, but has princess-type be the streetwise, clever flirt, while the noble, strong-hearted girl is a girl-next-door type who works as a bartender and fistfights.
*** ''XIII'' has a sexy girl and a childish girl but the third girl blends the princess archetype with the role of the {{Bishounen}} boy hero expanded on below.
*** ''XV'' has the three roles, but gives them to three male characters (mean, sexy Gladio; childish and innocent Prompto; and Noctis, who like his predecessor in ''XIII'' with whom he is meant to [[ContrastingSequelMainCharacter contast]], combines the strong-hearted prince(ss) role with the boy hero part.)
** The hero is a [[{{Bishonen}} pretty]] [[HeroesPreferSwords swordsman]] who is probably more thoughtful and introspective than the typical RPG protagonist (even ''FF'''s biggest IdiotHero, Bartz from ''V'', has a sad backstory that stops him in his tracks at times). If it's a [=PS1=] game he will also be a bit humorously adolescent as a personality quirk, and if Creator/TetsuyaNomura designed him he will probably be a PerpetualFrowner with a DefrostingIceKing arc (Tidus of ''X'' is the one exception);
** The setting is a mixture of historical stuff and sci-fi-influenced MagicFromTechnology, if not pure modern-day-but-with-{{Magitek}};
** Eidolons/Summons/Espers may offer support to the heroes on their journey or manipulate events behind the scenes;
** A man named Cid will appear and help the party get access to an airship;
** While facing the final boss, who will probably be a GodOfEvil and/or FauxSymbolism [[OneWingedAngel angelic image]], the heroes' friends all over the world and in the afterlife will pray for the heroes, sending them the strength to deal with it (most early ones).
* ''Franchise/FireEmblem'' plots can basically be described as follows: TheGoodPrince's country is invaded by TheEmpire. YouKilledMyFather! The prince goes on a quest to gather allies and reclaim his throne, coming into conflict with a TinTyrant and an EvilSorcerer. He eventually gets his hands on the InfinityPlusOneSword and skewers the DiscOneFinalBoss, at which point the EldritchAbomination GreaterScopeVillain will rear its ugly head. The prince kills that and lives HappilyEverAfter, the end. While there have been variations on the formula over the years, the only true exceptions are ''VideoGame/FireEmblemThracia776'' (a midquel where you control an underdog who spends half of the story just ''running'' from the empire) and ''VideoGame/FireEmblemFates: Conquest'' and ''VideoGame/FireEmblemThreeHouses''' Crimson Flower route (where you are actually ''[[VillainProtagonist on the empire's side]]'').
* Many ''Franchise/{{Kirby}}'' platform games (among them ''Kirby's Adventure'', ''Kirby's Return to Dream Land'', and ''Kirby Triple Deluxe'') follow a distinct formula. Popstar, or occasionally a series of other planets, is endangered or inconvenienced in some way and Kirby heads off to stop it. The first world is always a grassland world, and island and snow worlds are also commonly seen. Levels are usually connected via a HubLevel. In most cases, the world names are alliterative and spell out a plot-relevant acronym (V-I-B-G-Y-O-R, C-R-O-W-N-E-D, F-L-O-W-E-R, etc.) After defeating what appears to be the final boss, the plot begins to thicken and it turns out that Kirby's attempts to fix things have actually made them significantly worse. The player then faces the real final boss, sometimes after an UnexpectedShmupLevel, and the day is saved and everyone goes home.
* ''Franchise/TheLegendOfZelda'':
** Each dungeon in the series is typically preceded by being forced to [[OneTrueSequence perform some task in the Overworld in order to open the door or access the dungeon]]. The dungeons themselves follow the pattern of "Enter dungeon, defeat the miniboss to get new item (or possibly just finding the item in the dungeon and using it to beat the miniboss), use new item to defeat boss, use new item to open/get to next dungeon, lather, rinse, repeat".
** From ''[[VideoGame/TheLegendOfZeldaALinkToThePast A Link to the Past]]'' onwards, almost all console games (as well as ''[[VideoGame/TheLegendOfZeldaPhantomHourglass Phantom Hourglass]]'' and ''[[VideoGame/TheLegendOfZeldaALinkBetweenWorlds A Link Between Worlds]]'' which are handhelds) start with a quest for three plot coupons, followed by a storyline twist that (depending on the game) might lead to exploring 3, 5 or 7 additional dungeons before meeting the BigBad. Before or after the plot twist, the Master Sword may be collected. The NES and handheld games, as well as ''[[VideoGame/TheLegendOfZeldaMajorasMask Majora's Mask]]'' and ''[[VideoGame/TheLegendOfZeldaBreathOfTheWild Breath of the Wild]]'', showcase instead a quest for an even number of Plot Coupons (4-8) that is carried over through the entire adventure. Subversions happen at times, though, as in the case of ''VideoGame/TheLegendOfZeldaSpiritTracks'' having an extra dungeon ''after'' the main four, or ''VideoGame/TheLegendOfZeldaTheMinishCap'' having one more as well due to a case of YourPrincessIsInAnotherCastle in one of the earlier dungeons.
** Aonuma and Miyamoto went out of their way to change up the Zelda formula for ''VideoGame/TheLegendOfZeldaSkywardSword''. Not only is [[DungeonTown the rest of the overworld dungeon-like]], most of the dungeons themselves sport the format of a more compact space, but a higher density in puzzles, enemies and obstacles. This is best appreciated with the first three dungeons, whose goal of completion isn't even on the Plot Coupons (you ''do'' collect some in the first two, but finding Zelda is the main focus). Also, half the boss fights take place outside the conventional dungeons - this includes [[spoiler:the airborne battle against a Bilocyte-controlled Levias, the finale against Ghirahim, the FinalBoss and all three]] battles with the Imprisoned. Also, the first fight with [[spoiler:Ghirahim]] breaks formula even further--you actually can't use the dungeon's item (the Beetle) to even inflict damage on this guy, let alone defeat him. Straight-up swordplay time!
** ''VideoGame/TheLegendOfZeldaALinkBetweenWorlds'', while being quite old-school otherwise, breaks the formula regarding dungeon items, as you rent them from a shop instead of finding them in the dungeons themselves. This means there are fewer {{Broken Bridge}}s and linearity than in previous installments.
** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' takes the modern Zelda formula and smashes it with full force against the wall. Whatever sticks is tossed into a blender with [[VideoGame/TheLegendOfZeldaI the very first game]]'s nonlinear, open-world formula and some SurvivalSandbox elements such as BreakableWeapons and ItemCrafting (cooking food in this case). The result is an ''[[Franchise/TheElderScrolls Elder Scrolls]]''-esque [[WideOpenSandbox open world]] where you can tackle the quests and dungeons in any order you want, just like in the [[VideoGame/TheLegendOfZeldaI first game]]. No more finding special items and gadgets, those are given to you from the get-go after a few tutorials. And the Master Sword is no longer a SwordOfPlotAdvancement, just a good (and unbreakable) sword. It's also optional; in fact, you can skip it, the quests and the dungeons and just dash straight to the FinalBoss right after the tutorials, in your underwear armed with a few sticks.
* To an extent Wily escapes and comes back with another plan to take over the world once more in the ''VideoGame/MegaManClassic'' series. Any new villain is either really Wily in disguise, or is being manipulated by him. Wily is always the villain, and there's always 8 Robot Masters (except in the first game, where Wily only stole six of the eight robots).
* The ''VideoGame/MegaManX'' series to an extent. New reploids are introduced and they turn out to be evil or just backstab people. Usually Sigma is involved. In fact, [[spoiler:it's a plot twist in the last game when [[HijackedByGanon he really wasn't secretly behind it]] all]].
* ''VideoGame/MetalGear'':
** The series is extremely repetitive, starting from ''VideoGame/MetalGear2SolidSnake'', which originated the default plot template of the series and introduced the basic obstacles the protagonist has to face - a QuirkyMinibossSquad with weird powers who give out their backstory before dying, a run up a staircase chased by enemies, a boss fight with four soldiers in an enclosed space, meeting a female soldier in disguise, a fight with a CyberNinja who used to be the hero's friend, using a shape memory alloy key, a female character getting tragically shot by a sexy adversary on a long pinch point between two tower buildings, mysterious radio calls about avoiding Claymore mines which eventually turn out to be from a disguised enemy, the hero having to dive off a building, a fight with a Hind D, etcetera.
** ''VideoGame/MetalGearSolid'' added in a few extra points such as a lead villain who is a NotSoDifferent EvilCounterpart hellbent on getting revenge on the hero, and sequences involving breaking panels with a Nikita missile to rescue a hostage. As ''VideoGame/MetalGearSolid'' and ''VideoGame/MetalGearGhostBabel'' are just as much ''remakes'' of ''Metal Gear 2'' as they are sequels, they both play the plot structure very straight.
** ''VideoGame/MetalGearSolid2SonsOfLiberty'' also repeated most of this (with a few {{Expy}} swaps here and there, such as a Harrier jet instead of a Hind D), and found a way to work it into the storyline by establishing that the entire story of the game was a purposeful retread in order to convert the main character into a copy of Solid Snake, by forcing him to relive his greatest adventure.
** ''VideoGame/MetalGearSolidPortableOps'' also borrows a lot from this plot structure, adding a Ninja and an evil 'brother' for Big Boss, but switches it up a little by having Big Boss go through the formula grinder instead of Snake or Raiden, showing how [[ContrastingSequelProtagonist his reactions are fairly different]].
** ''VideoGame/MetalGearSolid3'' and ''VideoGame/MetalGearSolid4'' have different plots, although the latter incorporates a lot of mostly superficial InternalHomage.
** ''VideoGame/MetalGearSolidPeaceWalker'' and ''VideoGame/MetalGearSolidVThePhantomPain'' also had different plots, though still with similar elements, while ''VideoGame/MetalGearSolidVGroundZeroes'' had a condensed version of the same formulaic plot.
* ''Franchise/{{Metroid}}'':
** In most games, the heroine lands on a planet or spacestation and something happens to her powers: They're either lost, damaged, or simply absent, so she has to rebuild her gear gradually, and make her way through the various areas and locales by using the powerups she gains (often by defeating big bosses) until meeting the final boss.
** Each game in the ''VideoGame/MetroidPrimeTrilogy'' follows a sub-formula on its own. [[VideoGame/MetroidPrime The first game]] is more or less like the 2D games in terms of progression, as you're randomly exploring a world that just happens to be divided into visually distinct regions, occasionally fighting bosses. In [[VideoGame/MetroidPrime2Echoes the second game]], the objective in each of the three main areas is to find a temple, located in the DarkWorld counterpart of said areas; each temple is locked and three keys scattered through the areas are needed to get access to them, and inside lies a MarathonBoss that guards a large percentage of sacred light, the game's PlotCoupon. In [[VideoGame/MetroidPrime3Corruption the third game]], the objective is to disinfect entire planets, [[RuleOfThree three of them again]], and each planet has a Phazon-infected bounty hunter as a MiniBoss; in addition, the three planetary bosses are fought in nearly identical chambers. Last, but not least, each of the three console ''Prime'' titles culminates with a FetchQuest of 9-12 items related to the access to the final stage, where the FinalBoss awaits. ''VideoGame/MetroidPrimeHunters'', being a GaidenGame, breaks the formula by presenting the fetch quest as the ''primary'' objective in the game, and the locations are explored with the purpose of collecting the Octoliths in mind from the get-go.
** ''VideoGame/MetroidOtherM'' seeked to change the formula in various aspects, like being more story-centric (a trend first seen in ''Fusion'' and ''Corruption'', but never to this extent), and Samus having all of her powerups since the beginning, but only using them when she's given the permission to do so (or decides she needs them, in one case).
* The cutscenes in ''VideoGame/MutantRampageBodySlam'' -- save for the intro and ending -- have the same basic dialogue structure, almost as if it was written in a madlib program. The [[StockFootage recycled animation]] doesn't help much.
* ''Franchise/{{Pokemon}}'':
** Kid gets his or her starter and Pokédex from the local professor, battles his or her rival whose starter has [[ElementalRockPaperScissors a type advantage]], goes on a journey to get all 8 badges and become champion, runs into an evil team a couple times and defeats them between the 7th and 8th Gyms, maybe fights a few legendary Pokémon, and finally defeats the Elite Four and current Champion.
** By the time ''VideoGame/PokemonBlackAndWhite'' came around, the developers caught on. The games’ story is a {{Deconstruction}} of the classic Pokémon formula, and breaks from the the norm during the endgame. [[spoiler:The climactic battle is with the evil team leader, who has already defeated the Champion by the time the player has beaten the Elite Four. You also have to best TheManBehindTheMan before the credits roll, and the Champion fight is only in the post-game]].
** ''[[VideoGame/PokemonRubyAndSapphire Pokémon Omega Ruby and Alpha Sapphire]]'' zigzag this trope. The story is only about 70% done when you beat the Elite 4, after which it starts an AdaptationExpansion with the Delta Episode. Said Delta Episode's climax involves getting [[OlympusMons Rayquaza]] to destroy an oncoming Meteorite to prevent it from [[ColonyDrop destroying the planet.]] Said Meteorite also contains [[Characters/PokemonGenerationIIIWailmerToDeoxys Deoxys]] inside it. This was originally the climax of [[VideoGame/PokemonMysteryDungeonRescueTeam Pokemon Mystery Dungeon: Rescue Team.]]
** ''VideoGame/PokemonSunAndMoon'' departs from the Gym system and instead implements the Trial system, which involves performing trials and fighting a powerful "Totem Pokémon" at the end. Much like ''Black and White'', the game is also much more story and character based.
** ''VideoGame/PokemonMysteryDungeon'': You start out the game as a human that has been turned into a Pokémon. Soon after, you meet a partner Pokémon who wants to form an exploration team with you. The first half of the game is just the two of you going on adventures, while in the second half, there is an apocalyptic event that needs to be stopped by the team. There's always one Pokémon that seems to be nice, but turns out to be evil. The apocalypse is eventually stopped after taking down a version mascot legendary (as well as an EldritchAbomination in the last two games). However, it ends in a tearjerking scene where the player character (and in the last game, the partner) must disappear from the world, although [[DisneyDeath they're always brought back]].
* ''VideoGame/ProfessorLayton'''s formula is as follows: Layton gets a letter telling him to go to a certain town, town has [[TownWithADarkSecret secret]] of some sort, EvilTowerOfOminousness is present, Layton unmasks [[LatexPerfection disguised villain]], town secret is revealed ([[VoodooShark it's always completely insane]]), Layton does something really fucking badass, BigBad is thwarted ([[RousseauWasRight usually]] [[AntiVillain this villain is sympathetic in some way]]), player is left crying for one reason or another, then one last puzzle. Not always in this order, so the degree to which it's ''strictly'' formula varies. There are three minigames, you unlock extra content for these minigames by solving specific puzzles, beating these minigames 100% unlocks a trio of [[BrutalBonusLevel bonus puzzles]] each. The formula is shaken in [[LaterInstallmentWeirdness the sixth and seventh main games]], though in different ways: ''Azran Legacy'' has Layton and his friends visit multiple locations instead of one while working on their overarching case, while ''Mystery Journey'' has it the other way around as the new protagonist (Layton's daughter) works on ''multiple cases'' in London instead of one.
* ''VideoGame/SaintsRow1'' and ''VideoGame/SaintsRow2'' had a very specific formula for their respective main storylines. In the opening scene, the FeaturelessProtagonist finds himself in the ViceCity of Stilwater, which is controlled by three large gangs and a thoroughly [[DirtyCop corrupt police force]]. The fourth gang, the 3rd Street Saints, starts off with no turf to their name, but this quickly changes when [[CanonIdentifier Playa/Boss]] (re)joins them. Playa meets three Saints lieutenants, each of whom is ordered to investigate one of the rival gangs. Each gang is ColorCodedForYourConvenience, represents a particular ethnicity ([[GenericEthnicCrimeGang black, Hispanic, Asian]], [[WhiteGangbangers Caucasian]]), and controls a particular BlackMarket niche (any combination of drugs, small arms, gambling, prostitution, pornography, car theft, and street racing). Playa can tackle them in any order, one mission at a time, with each gang's story arc having roughly the same NarrativeBeats: 1) Playa draws attention to the Saints by taking and/or destroying rival merchandise, facilities, vehicles, and key personnel; 2) the rivals retaliate by either assaulting his home turf, the Saints Row (in the first game), or by kidnapping and/or [[PlayerPunch killing]] the Saints' lieutenant assigned to them (second game); 3) Playa [[ItsPersonal retaliates in kind]], killing the responsible rival lieutenant or even their leader; 4) which prompts [[CycleOfRevenge another retaliation]] against his lieutenants or turf; 5) Playa mobilizes the Saints to break the spine of the rivals' business; 6) the rivals pull all stops and take desperate measures that invariably fail, losing most of their power base; 7) Playa delivers one final humiliation, either by taking over the rivals' business completely or by eradicating their remaining fighting force; 8) which finally allows him to go after the rivals' leader or last surviving lieutenant, ending them for good. [[BranchAndBottleneckPlotStructure Once all three rival gangs are destroyed]], another short mission sequence against a fifth faction, which has only been pulling the strings until now, rounds off the game's story with either the Saints' defeat (first game) or utter domination (sequel).
* Ken Levine's three ''Shock'' games (''VideoGame/SystemShock2'', ''VideoGame/BioShock1'' and ''VideoGame/BioShockInfinite'') all follow the same general narrative structure (as described by Creator/BenCroshaw: "An oblivious man with a significant history arrives in a large residential environment in an unconventional location and must piece together a backstory involving a discovery that corrupted the people."). ''System Shock 2'' and ''[=BioShock=]'' even use the same mid-game twist (in which [[spoiler:MissionControl is revealed to be the game's actual villain]]). They are likewise [[ThematicSeries very similar in terms of gameplay]]: all three games are first-person shooters with prominent RPGElements, affording the player a creative and deep blend of gunplay and sci-fi superpowers. ''Infinite'' recognizes the similarities in the game's final chapters: [[spoiler:There's always a man, there's always a city, there's always a lighthouse]].
* The ''VideoGame/SonicTheHedgehog'' series almost always sticks to two basic plots;
** The original games almost always used the basic [[ExcusePlot "Mad scientist is making trouble, go stop him!" plot]], with very few exceptions or different villains, and even the handful of new villains in spinoff like ''VideoGame/TailsAdventure'' tended to be [[GenericDoomsdayVillain one note bad guys]] who would [[VillainOfTheWeek vanish after their debut.]]
** From ''VideoGame/SonicAdventure'' and on, the main series tried to shake things up by shifting from the previous basic plot to introducing [[TheEndOfTheWorldAsWeKnowIt grand-scale conflicts]] inflicted by a new, monstrous villain or occasional AntiVillain, [[EvilIsNotAToy usually unwittingly released by the main villain, who is often usurped in threat by it]], complete with a climatic showdown with it in an eleventh hour superpowerful form -- but unfortunately, this (especially the latter) ended up becoming an overused series formula as well.
** Currently, the series has fallen back on the more straightforward formula of the original games, while sandwiching in some new minor villains along the way.
* The ''VideoGame/{{Strider}}'' series consists of "TheResistance makes Strider Hiryu parachute into villain-occupied Russian city to chop up futuristic stormtroopers, the Kuniang sisters, a flying bounty hunter, and usually a robotic dragon before he finally takes on Grandmaster Meio". The only direct sequel even brought Meio BackFromTheDead just to keep the formula, though it otherwise shook things up with [[TheRival a rogue Strider]] and levels outside of Russia.
* ''Franchise/SuperMarioBros'':
** [[ArchEnemy Bowser]] [[DamselInDistress kidnaps the princess]], [[ExcusePlot go save her]]. Eight worlds. Starts with a [[GreenHillZone grass world]], then usually a [[ShiftingSandLand desert world]] and a [[UnderTheSea water themed world]]. Various other stock location themes in the middle, such as [[SlippySlideyIceWorld ice]], [[BubblyClouds sky]], and [[DeathMountain mountains]]. Ends in [[{{Mordor}} a volcanic world]], fight through [[SupervillainLair Bowser's Castle, defeat Bowser]], [[SaveThePrincess save princess]]. And in each world, expect to find a fortress guarded by a MiniBoss, as well as a Castle housing the local Boss at the end. This formula becomes more noticeable in the ''VideoGame/NewSuperMarioBros'' subseries, as the only old-school game to faithfully follow it is ''VideoGame/SuperMarioBros3''.[[note]]Neither ''VideoGame/SuperMarioBros1'' nor ''[[VideoGame/SuperMarioBrosTheLostLevels The Lost Levels]]'' have any explicitly-themed worlds, nor bosses or minibosses other than Bowser and his copies; ''VideoGame/SuperMarioBros2'' was the first to have most of the usual themed worlds as well as its own recurring miniboss, but its story and antagonist are different; ''VideoGame/SuperMarioWorld'' has it the other way around by having the familiar story and villain, but the settings and themed worlds are different; lastly, both ''VideoGame/SuperMarioLand'' [[VideoGame/SuperMarioLand2SixGoldenCoins games]] are different in nearly every regard, even between each other.[[/note]]
** ''3D Super Mario Bros''. 120 collectible items (Stars or Shine Sprites). Every so often this unlocks a new world, you fight Bowser three times including the final battle, some form of coin collecting mission is involved somewhere and you can always reach the final battle with around half the stars/shine sprites you need for 100% completion, although it gives you a shorter ending. This pattern is changed with ''VideoGame/SuperMario3DLand'' and ''VideoGame/SuperMario3DWorld'', in which the collectible items (Star Medals and Green Stars, respectively) are only secondary, and the worlds are structured in the style of the 2D games. ''VideoGame/SuperMarioOdyssey'' sticks closer to the usual 3D formula, but the number of plot coupons (Power Moons) is ''much'' higher (880 without counting the purchasable Moons from shops) and Bowser is only fought twice.
** With the ''Mario'' series' rigid story structure being so set in stone, the RPG spinoffs have gone out of their way to [[LampshadeHanging hang lampshades on it]] in the style of "The princess got kidnapped? That's the third time this week!", usually putting some kind of spin on it.
** The fan game/[[GameMod ROM hack]] formula; take the same formula for the 2D games listed above, then add 'after Bowser is defeated, there's a plot twist as this [new villain from some other franchise] takes over, go stop him in his own dimension'. Every single ''VIP'' Mario game follows this. ''VideoGame/BrutalMario'' mostly does. ''VideoGame/AnSMWCProduction'' does. ''VideoGame/ASuperMarioThing'' does (except with Bowser replaced with King Charles). It's very likely the bonus world will be some surrealistic crazy fourth wall breakng area with lots of gimmicks too.
* Creator/TelltaleGames became fairly notorious for this in their post-''VideoGame/TheWalkingDead'' years, and internal documents have suggested it was company policy -- a darkly-toned episodic adventure game based on an existing license that largely ditches traditional inventory puzzles in favor of a focus on choices and QuickTimeEvents, characters occasionally remembering prior decisions, and a big climactic ending where the main character has to make a major choice.
* ''VideoGame/{{Touhou}}'' has a similar plot for each game: some BigBad [[RousseauWasRight (who is never really evil)]] causes some incident that gets the protagonists' attention, protagonists go out and beat up unrelated bosses for a few stages (usually two), until finally encountering someone related to the incident at hand (typically a minion of the BigBad, but not always), which sets them on the track towards resolving the incident. The Big Bad's BattleButler [[TheDragon is fought on Stage 5]], [[FinalBoss the Big Bad herself on Stage 6]], then everyone [[DefeatMeansFriendship has a tea party]]. In the Extra Stage, the protagonists wind up fighting [[BonusBoss someone who had absolutely no relevance to the events of the main game]], but is usually related to the BigBad (family, friend or sometimes enemy). This boss is typically presented as more powerful than the BigBad herself. Some subversions do occur occasionally: In ''Unidentified Fantastic Object'', for example, the first boss is immediately relevant to the story (though the second is not). In ''Double Dealing Character'', meanwhile, [[spoiler:the BigBad is beaten first, in stage 5, while her UnwittingPawn is the FinalBoss]].
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