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[[quoteright:346:[[VideoGame/{{Pikmin}} http://static.tvtropes.org/pmwiki/pub/images/Pikmin_march_336.jpg]]]]
[[caption-width-right:346:They follow him like that even in [[VideoGame/SuperSmashBros a completely different game.]]]]
->''"I'll follow behind you. What? What's so wrong with that? I happen to like following behind people!"''
-->--'''Thomas''', ''VideoGame/{{Mother 3}}''

A VideoGame trope common to [=RPGs=] but also found in other genres, where the player controls a [[PlayerParty group of characters]] by moving only the group's leader while the rest of the group follows obediently in a line like ducklings after their mother. This is also known as caterpillaring.

Often the other party members will copy the leader's movements exactly, but sometimes they act as if they were connected to the hero with a rubber band, so that when the leader starts to run, the other characters start to run only after they start falling behind. In the rubber band variant the other characters will also not follow every zig and zag the leader makes, but head straight to the leader's current position.

Almost always, the leader is able to walk right through his/her allies, as otherwise the player could get [[NPCRoadblock stuck behind]] the other party members and be confronted with the most pathetic UnWinnable situation ever, making this an AcceptableBreakFromReality. You can't talk to them like you could an NPC, though. Again, partly to keep a party member in your way from blocking you from doing something else occupied on the same space/in the same area.

Outside of video games, it is common to depict characters walking single-file when we see them walking sideward, so that the audience can actually see everyone easier than if they were jumbled about. This also makes things easier for animators, so that they don't have to draw anyone in front of someone else.

Contrast PartyInMyPocket where the other party members simply disappear when not needed. Not to be confused with FollowTheLeader, which is about similar works emerging after a successful groundbreaking one.



[[folder:Action Adventure Games]]
* Your partner in ''VideoGame/CastlevaniaPortraitOfRuin'' can ''either'' [[PartyInMyPocket wait in your pocket]] or follow you around, matching your movements as closely as possible. HilarityEnsues when you've got speed-up boots on just one character. There's also a marvelously broken GoodBadBug based on switching to your partner in mid-jump.
* The Super Famicom title ''Marvelous: Another Treasure Island'' has this, though occasionally the following characters will stop to perform a quick "breather" animation before hurrying to catch back up to the leader. You can also opt to separate the party and have the leader go on alone, in which case the other characters will sit down and stay put until called to team back up. By the way, every time you switch who the leader is, the party automatically separates.
* In ''VideoGame/{{Overlord}}'', your minions, when not attacking, being swept, or otherwise busy, will follow the Overlord anywhere and everywhere (except water if they are not Blue minions). If already "close enough", they'll try to form a basic tactical formation and copy you; farther away, they'll try to all swarm to the target point, and if unable to get to you they'll usually eventually go home. Their pathfinding has obvious issues, so the game's designed around the idea that you shouldn't need minions out of sight unless they're carrying something (and those paths are carefully worked out).
* In ''VideoGame/MickeyMousecapade'', the player controls Mickey Mouse, and Minnie Mouse follows along behind him, repeating his actions exactly a moment after he makes them (so that Minnie doesn't jump until she reachest the point where Mickey jumped, and therefore doesn't fall to her death). This has the interesting side affect of letting you make Minnie stop in midair by standing still when you land after a jump. It's also vital to beating some of the tougher end bosses - Minnie doesn't take damage from enemy attacks, so you can sometimes run just to the edge of the area the end boss's attacks can reach, then immediately double back and duck into cover, leaving Minnie out in the open where she can shoot at the end boss while Mickey stands where he can't be hit.
* ''Franchise/ResidentEvil''
** ''VideoGame/ResidentEvil4'': Ashley Graham will trail behind Leon wherever he goes when in follow mode. To keep her out of danger you often have to stash her somewhere secluded, like up a tower, in a dumpster, or on the opposite end of a choke point, and give her the wait command.
** Can be played straight in ''VideoGame/ResidentEvil5'' with Sheva Alomar, your co-op partner. If you don't have a second controller and a skilled friend, Sheva will be controlled by the [[ArtificialStupidity AI]]. Granted, she won't do anything ''completely'' boneheaded like [[OneHitKill walking into a crocodile]] or [[SplashDamage firing an explosive at a close-ranged enemy]], the AI has no concept of flanking maneuvers, preferring to practically glomp you instead. ([[MrFanservice Then again, have you seen Chris Redfield lately?]]) This can make fights like Popokarimu and [[spoiler:the final Wesker fight]] practically one-on-one fights with an AI spectator, whereas two human players could [[HeroTrackingFailure run literal circles around such foes]] and [[AttackItsWeakPoint shoot them in their squishy backsides]].
* ''VideoGame/ThroneOfDarkness'': While you can set formations for your party, all positions are absolute (instead of relative) to your facing, and need constant resetting if the party doesn't fit into a particular turn. The feature ends up being mostly ignored.
* In many ''VideoGame/HarryPotter'' games, you control Harry with Ron and Hermione following behind him. Ron and Hermione back you up in {{Boss Battle}}s, but will say ItsUpToYou if you have to do anything more complex than that.
* In ''VideoGame/TheLegendOfZeldaMajorasMask'', the Bremen Mask allows you to lead young farm animals around in this manner.

[[folder:Adventure Games]]
* In the game based on ''Series/StarTrekTheNextGeneration'' for the SNES and Genesis, the characters you don't control will stand still, even if attacked. By using the "Command" and touching the character, they will mimic your walking exactly (they still won't fire their phasers or anything, however).
* ''VideoGame/MinecraftStoryMode'': Usually {{averted}} but gets {{invoked}} in ''The Last Place You Look''. Jesse is the only person who won't get attacked by Endermen, so the others have to form a connected line behind him/her in order to travel past a haunting of them.

[[folder:Driving Games]]
* Despite being a racing game, ''VideoGame/SuperMarioKart'' had the AI follow behind each other perfectly and would never speed up or slow down unless they are out of position they were in previously (example: if Mario is currently ranked at 4th place in the standings, he will stay in 4th unless you interfere). They would also never deviate from their pre-determined path unless you shoved them with an item.
* If you look at older [[VideoGame/ChoroQ PennyRacers]] race demos or AI's movements, you'll notice that every car will follow each other in a line, except in the large straight lines where the line may split up into 2.

[[folder:Fighting Games]]
* In ''VideoGame/CustomRobo'' (the one for the UsefulNotes/GameCube), the story mode you usually just control one person. However, occasionally someone follows you somewhere, and has an extremely annoying habit of getting in the way as their movement is slaved to yours. At one point, roughly six to eight people are following you in what fans have affectionately dubbed the "World's Worst Conga Line." Arena has this also, but you can walk through your party, thankfully.
* ''VideoGame/SuperSmashBros''
** Olimar. Thankfully, because he is pretty much useless without his Pikmin.
** Also from ''Super Smash Bros.'' are the VideoGame/{{Ice Climber}}s, who fight as a duo. One of the climbers is AI-controlled and mimics the player's movements very closely. This is essential, as their special attacks are pretty weak when separated, especially their recovery move, which is next to useless unless they are together. Very good players are able to deliberately desync them to perform extremely effective strategies that would normally only be possible in team battles, for example letting one of them throw the enemy and the other to knock him back, only for the first one to grab him again, which can repeated for a long time.
** Also the VideoGame/{{Pikmin}} themselves in the original games ([[TooDumbToLive even when it would not be a good idea for them to do so]]), though in larger numbers it's not so much in a line as a swarm, and the player can control their swarming behavior with the C-stick.

* ''VideoGame/FinalFantasyXIV'' allows players to use the "follow" feature, which has their character automatically follow a targeted player. You can invoke the trope if you get enough people to follow each other like a train.

[[folder:Platform Games ]]
* ''Franchise/SonicTheHedgehog''
** Tails follows Sonic like this in many of the games, though with partial delay. He also attacks enemies, sometimes proving himself useful (Grabbers in Chemical Plant Zone), sometimes not (Special Stages in Sonic 2).
** In ''VideoGame/SonicHeroes'' the the other members of your team follow you around like this in the [[SuperSpeed Speed]] and [[SuperStrength Power]] [[StanceSystem formations]], through in the Power formation the characters will generally try to stand in a [[VFormationTeamShot V]] behind the Power characters and auto-attack weaker enemies for you.
** Likewise the Flickies in ''VideoGame/Sonic3DBlast'' follow Sonic to the letter. Having the chain of Flickies get hit would cause them to separate, as would having Sonic get hit, though you don't lose rings if a Flicky takes a hit. This was based on the game ''VideoGame/{{Flicky}}'', which had the same principle, albeit in 2D, and you played as a mother bluebird named Flicky[[hottip:*:yes, before becoming a species in ''Franchise/SonicTheHedgehog'', it was merely the name of an individual]], not Sonic.
* ''Franchise/{{Kirby}}''
** ''VideoGame/KirbySuperStar'' also has [[ItMakesSenseInContext enemies you barf back up]] act somewhat like this when a second player isn't controlling them.
** The same happens in ''VideoGame/KirbysDreamLand3,'' with Gooey.
** Averted in ''VideoGame/KirbyAndTheAmazingMirror'', with the rest of the Kirbys going their own way entirely, through completely different rooms and even in the opposite direction. Except when you called them to you.
* ''VideoGame/DonkeyKongCountry'' games are known to have two playable characters in the player's command at the same time, with one active and the other following just behind until you switch their positions.

[[folder:Puzzle Games]]
* This is the basic idea behind ''VideoGame/{{Lemmings}}''; the eponymous creatures march, in line, en masse, across the screen, and the player has to assign special abilities to certain ones in order to scale obstacles and bridge chasms. While technically each individual lemming walks in a straight line heedless of the others, this still tends to result in the All In A Row effect, largely due to it being (usually) the most effective way to play.

[[folder:Role Playing Games]]
* The freeware rpg ''VideoGame/BarkleyShutUpAndJamGaiden'' uses this when your not in combat you see your all party members are visibly seen.
* All ''VideoGame/{{Growlanser}}'' titles use this trope. The party members follow the protagonist at all times.
* Creator/BioWare is rather fond of this trope. ''Franchise/MassEffect'' and ''VideoGame/KnightsOfTheOldRepublic'' have two party members flanking the player character at all times, ''VideoGame/NeverwinterNights'' and ''VideoGame/JadeEmpire'' have a single party member following the player in a less organized fashion, and ''Franchise/DragonAge'' and ''Franchise/BaldursGate'' avert this by allowing the player to jump between controlled players and even command multiple party members at once. One way or another though they end up adhering to your shoulders like bipedal pauldrons during conversations.
* ''VideoGame/SecretOfMana'' and ''VideoGame/SeikenDensetsu3'' use the rubber band version in its single player mode, though they usually stick to a close line if there are no monsters around. The former game won't allow anyone to be scrolled off the screen, however, meaning you can find yourself unable to move further if they get distracted by an enemy and get trapped between a wall and the edges of the screen.
* ''VideoGame/LufiaAndTheFortressOfDoom'' in its entirety and ''VideoGame/LufiaIIRiseOfTheSinistrals'' and ''Lufia: The Ruins of Lore'' in town areas, with the last two using PartyInMyPocket elsewhere (''VideoGame/LufiaTheLegendReturns'' uses PartyInMyPocket during the entire game).
* Most ''Franchise/FinalFantasy'' games stick with PartyInMyPocket, but the following do this:
** In ''VideoGame/FinalFantasyIII'', your main party adheres to PartyInMyPocket, but any NPC who joins you follows while lagging behind.
** ''VideoGame/FinalFantasyVIII''. So much so, it has become the thing of [[http://www.dailymotion.com/video/xfs05w_ultimate-utopia-xxiii_videogames parodies.]]
*** Even lampshaded in-game, when Selphie and two others break into a missile silo dressed as guards. A guard will commend you for walking in single file.
** ''VideoGame/FinalFantasyXIII'' you follow your party members, who will always walk towards where the plot needs them. They often comment on you dawdling and going off the wrong direction. Once you can choose your party freely, only the two other characters ready for an active battle will follow this.
** In ''VideoGame/FinalFantasyXIII2'', Noel will follow Serah around (or vice versa if you're controlling Noel), and Mog hovers around both of them. Your {{Mons}} stay [[PartyInMyPocket hidden]] outside of battle.
* ''VideoGame/PennyArcadeAdventures'' uses the rubberbanding method for the first two games and the caterpillering method for the second two, due to the change in developers and playstyle.
* All main installments of the ''VideoGame/DragonQuest'' series after the first one (which only had one player character to show on the screen period), excluding ''VideoGame/DragonQuestVIII'', which for some reason uses PartyInMyPocket (this isn't due to the 3D graphics because ''VideoGame/DragonQuestIX'' renders party members and the environment in 3D on less powerful hardware, but brought back AllInARow like II through VII). In a little twist, there is often a button that lets you talk to your party members, who will comment on the surroundings or tip you off about where to go next. And if any of your character's died, you ended up dragging their coffins behind you, still All In A Row.
* All three ''VideoGame/{{MOTHER}}'' games, which isn't surprising since other elements of their gameplay are similar to that of ''VideoGame/DragonQuest''[[note]]with one noticeable exception being that the ''Mother'' series dropped RandomEncounters before ''VideoGame/DragonQuest'' did the same with [[VideoGame/DragonQuestIX the same game as the one that brought back the trope on this page]][[/note]].
** ''VideoGame/EarthBound'' mixes the two variants. OnlyMostlyDead characters become a weird mix of angels and ghosts (except in ''VideoGame/{{Mother 3}}'', where they just slouch and drag their feet). It's kinda strange really, you can give them a revival item to bring them back, but if you revive them through the hospital, the doctors act as if they've been rushed to the hospital a while ago. [[SchrodingersGun No matter which one you go to.]] There's also at least one GuestStarPartyMember with a pronounced tendency to lag behind.
** This also applies in the fangames ''[[VideoGame/CognitiveDissonance Mother: Cognitive Dissonance]]'' and ''[[VideoGame/{{Mother4}} Mother 4]]''. Cognitive Dissonance follows the ''VideoGame/EarthBoundBeginnings'' and ''VideoGame/EarthBound'' trend of floating ghost angels for defeated party members while ''MOTHER 4'' has fallen party members dragged behind the group.
* ''VideoGame/{{Ultima}}''
** In ''VideoGame/UltimaVII'', the characters showed their dedication to the Avatar by electing to walk through explosive traps and [[ViolationOfCommonSense stand in campfires]] rather than fall out of formation with him.
** ''VideoGame/UltimaVI'' does this as well.
* In ''VideoGame/HardNova'', the entire party walks single-file... though of course when flying only the spaceship is shown. In this case, the party even fights in the same single file, and creative backstepping to change party order is crucial to distribute damage optimally.
* In ''VideoGame/ChronoTrigger'', characters followed each other a bit more realistically, although they would immediately jump into battle position when [[FightWoosh entering combat mode]]. The OnlyMostlyDead problem was moot, since they are bumped back to 1[[HitPoints hp]] after the battle. Same thing goes for ''VideoGame/ChronoCross'', albeit without characters jumping into battle position due to the fact that combat takes place on a separate screen in ''Cross''.
* In ''VideoGame/LiveALive'', where the other party members would follow behind in various formations depending on how many there were. {{Lampshade|Hanging}}d in Prehistoric Chapter when the hero, caveman Pogo, falls down a pit and his faithful gorilla, Gori, sees nothing better to do than just jump with him.
* All the ''Franchise/BreathOfFire'' games until ''[[VideoGame/BreathOfFireDragonQuarter Dragon Quarter]]'' displayed your current battle party all the time. In most games, they simply trailed the leader's movements by 1-3 tiles, and you could cycle through your party, as only the special abilities of the one on point could be activated on the OverworldNotToScale. This could lead to the odd animation of party members passing through each other if you suddenly reversed course.
* In ''VideoGame/BreathOfFireIII'', the party members tried to find their own paths, often taking a few seconds to catch up if the leader was running. They could get caught up on obstacles, whereupon they faded away and suddenly appeared beside them. Especially bad at getting stuck was Garr, who, being much larger, could not pass through small spaces. Like ''VideoGame/ChronoTrigger'', there was no problem with OnlyMostlyDead, as dead characters were bumped to 1 HitPoint (with reduced Maximum Hit Points) after battle concluded.
* ''VideoGame/BreathOfFireIV'' reverted to the 1-3 tiles behind method.
* The ''Franchise/KingdomHearts'' games has the other two party members following Sora around, and they don't follow you around perfectly... they often lag behind, having to catch up when you stop. And they will sometimes fight Heartless when you don't. They also tend to fall into holes, or try to climb obstacles when you're not.
** ''VideoGame/KingdomHeartsII'' is a bit better with this: When you enter an area without Heartless-encounters, Donald, Goofy and any world specific Party Member will start to act like [=NPCs=] and kinda do their own thing, instead of following Sora around. This also gives Sora a chance to talk to them.
** In ''VideoGame/KingdomHearts358DaysOver2'', the Organization members will teleport to catch up if they fall behind. Sometimes they like to teleport to you while you're in mid jump. You cannot run through them. Guess how helpful this is.
** Your dream eater allies in ''VideoGame/KingdomHearts3D'' will start wandering around if you idle long enough, and frequently forget to start following you again. Fortunately, they simply teleport over to you if they get too far away or if you enter combat. You can also have them do it whenever you wish by holding L and R.
* The first two ''VideoGame/PaperMario'' games had Mario's current partner follow him and jump when he did; Otherwise, they go under PartyInMyPocket. They still occasionally get stuck on things or fall in the water, but this simply causes them to warp back to Mario's side a moment later.
** ''[[VideoGame/MarioAndLuigiSuperstarSaga Mario & Luigi: Superstar Saga]]'' obeyed this trope by necessity as a part of the game's puzzles and platforming: you controlled the player in front with the directional pad, and the other brother followed closely behind. However, you had to command both brothers to do any other action, such as jumping. The sequel, ''[[VideoGame/MarioAndLuigiPartnersInTime Partners in Time]]'', did this with four characters in a piggy-back style control method.
* As well as ''VideoGame/DungeonSiege''.
* The ''VideoGame/PhantasyStar'' series' entries (prior to the Dreamcast-and-later online {{MMORPG}}s) all feature this trope. In ''IV'', you could even have a giant penguin follow you around in town, just for the hell of it.
** The VideoGame/PhantasyStarOnline games follow this trope as well. If you have more than one NPC companion, they'll follow you in a line when not in combat.
* The ''Franchise/{{Lunar}}'' games generally follow this rule, unless the game in question uses PreexistingEncounters. In that case the designated hero alone represents the whole party while in hostile areas.
* The ''VideoGame/XMenLegends'' and ''VideoGame/MarvelUltimateAlliance'' games have you controlling one of four characters, and switching between them. The AI controls the others in single-player mode, and makes their movement a bit more natural-looking than the "duckling" behavior the trope describes, though they will (for the most part) stay close to you. They are ''[[ArtificialStupidity usually]] smart enough to avoid walking off cliffs or into fires and so on.
* After initially using PartyInMyPocket for the ''VideoGame/{{Exile}}'' games, the ''VideoGame/{{Avernum}}'' VideoGameRemake series switched over to this following ''VideoGame/{{Nethergate}}''. Since the games don't just lack FightWoosh, but go to the extent of having combat take place exactly how you're laid out, whatever caravan-like jumble your party is in is exactly how you're arrayed when you go into combat mode.
** ''VideoGame/{{Geneforge}}'', from the same company, does this as well. Creations can be scattered half-way across the map when the party freezes with that 'shnickt!' sound that passes for FightWoosh.
*** However, ''Geneforge'' gives you a choice of what "formation" to use for your party. You can have the characters line up, form a T, form a triangle, and so forth.
* ''VideoGame/EvolutionTheWorldOfSacredDevice'' had the other characters follow Mag perfectly.
* ''VideoGame/{{Grandia}}'' pulled this trope not just for your team, but for enemies as well. Groups of enemies would appear in a line like your team, and you could even hit the back members of the enemy groups in order to get the initiative on them. Of course, enemies will also get the initiative on YOU if they hit anyone besides main character Justin.
** ''VideoGame/GrandiaII'' also did this but they were affected by the environment, or maybe they were just copying you being affected by the environment.
* ''VideoGame/{{Persona 3}}'', when exploring Tartarus or on any other sort of mission where combat is involved. They have a tendency to get stuck when you make sharp turns or walk beside ladders. You can actually order them to explore on their own, whereupon they leave you entirely and will wander the map until ordered to return; they'll even engage in combat and open treasure chests by themselves (giving you the loot when they come back).
* ''VideoGame/{{Persona 4}}'' had the characters follow you around, but with much more distance than ''Persona 3'''s party members.
* ''VideoGame/{{Persona 5}}'''s party members not only follow around your player character, but will also TakeCover behind him and help out when you open treasure chests.
* ''VideoGame/ArcanumOfSteamworksAndMagickObscura'' uses a rubber-band effect but for the most part only noticable with slow members such as armored dwarfs and mechanical spiders, and everyone else is quick enough (and has smart enough path finding for the most part) to keep up.
* Done in ''Franchise/DotHack'' games, but since you can't have more than three people (and hence two teammates) at a time, it's not that bad. Also, they only follow you in the field; they go off on their own in the cities (or, in GU, hang out in a predetermined spot). GU however illustrates why this trope is not very favorable: trap rooms and stupid AI.
* ''VideoGame/RuneScape'' has an option to follow another player. Overuse of this may result in a line of twenty people following each other.
* A little known Super Famicom and Sega Saturn game called ''Albert Odyssey'' actually had a rather interesting take on this trope. The party members follow the hero, but they don't all follow him in a row. The sprites frequently overlap with each other, characters wind up clustering around doors, and some even walk at different speeds. This actually leads to it almost looking like the characters are pushing each other out of the way to get to the front of the little mess. It can also be a bit amusing when a party member gets stuck behind an object or a barrier on the field map.
* ''VideoGame/RetroGameChallenge'', a DS game that has mini-games that resembles a series of NES-like games, has a ''VideoGame/DragonQuest''/''Franchise/FinalFantasy''-like RPG called ''Guadia Quest''. All party members are visible, however, and follow the lead character around, unlike the original aforementioned games.
* ''VideoGame/JaysJourney'' does this, a rarity for games made with [[GameMaker RPG Maker 2000]], which mostly adhere to the PartyInMyPocket principle.
* ''VideoGame/TheLegendOfDragoon'' generally goes with PartyInMyPocket, but in one specific scene, Lavitz and Shana are visible as they follow Dart.
* ''VideoGame/DigimonWorld3'' has this, with your Digimon following exactly in your footsteps. They do not maintain a minimum distance, meaning that if you insist on running into a wall, the party will fold up on you like a concertina. They will also fold up during cutscenes, so afterwards you need to take a few steps to unfold them.
* ''VideoGame/TalesOfDestiny'' used this somewhat on the world map. The other members of the fighting party didn't follow you on the map itself, but there was a small window at the bottom of the screen that showed a profile shot of the rest of the party following the hero. In the Japanese version, this window was used for small mid-journey conversations between the characters, which were removed from the English version (due to a lack of voice acting).
* ''[[VideoGame/KnightsOfXentar Knights of Xentar]]'': Rolf and Luna happily runs along in a nice line behind Desmond. It may be that they are just careful not to get in front of [[KavorkaMan him]].
* ''VideoGame/{{Xenogears}}'' also did this, with a slight delay in jumping actions.
* ''VideoGame/{{Xenoblade}}'' uses the rubberbanding variant, and while your party members are tangible, you can push them out of the way rather easily [[VideoGameCrueltyPotential (And off cliffs, if you feel like it, since they'll get better quickly enough).]]
* The first few ''VideoGame/{{Fallout}}'' titles has your followers do this, much like the ''Arcanum'' example. They usually spread out a little.
** In the later games, this is played straight as a line.
* In ''Franchise/TheElderScrolls'' series, followers and escorts follow you in this fashion starting with the series' [[VideoGame3DLeap 3D Leap]] in ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]''. They'll spread out when engaged in combat, but will return to follow you immediately after. ''[[ArtificialStupidity Hopefully]]''.
* ''VideoGame/TheSpiritEngine2'', like ''Hard Nova'', even has characters fight in a line. (It helps that the game's sidescrolling, so there aren't any angles to deal with--the only impediment is when they have to turn around, in which case they walk through each other.)
* The party in ''VideoGame/MagicalStarsign''. All [[LoadsAndLoadsOfCharacters six of them.]]
* The ''VideoGame/{{Mardek}}'' series.
* ''VideoGame/{{Dubloon}}'' exploits this in one of the puzzles where you have to position correct party members on correct tiles in order to pass. Meanwhile, [[ActuallyFourMooks the enemies do the exact opposite]].
* Played straight in ''VideoGame/{{Okage}}: Shadow King''. Two of your party members stay behind you, and the ones not present walk in temporarily during cutscenes when needed.
* Your party members in ''[[VideoGame/FinalFantasyThe4HeroesOfLight Final Fantasy: The 4 Heroes of Light]]'' use the rubber-band variation.
* ''KQ'' (the obscure VideoGame/{{Lufia}}-inspired game, not ''VideoGame/KingsQuest'') has the rubber band variant of this trope, complete with companions that are capable of passing through stone walls if they fall far enough behind.
* Used on the 2D maps of ''VideoGame/{{Albion}}''.
* ''Sorcerian'' is an unusual example of this in SideView.
* ''VideoGame/InazumaEleven'' mixes this and PartyInMyPocket. Normally, three people tag along behind the leader for random matches, and the other twelve members can be swapped in.
* ''VideoGame/CthulhuSavesTheWorld'' has your party members follow behind Cthulhu in all their pixelated glory.
* For ''[[VideoGame/SeventhDragon 7th Dragon]]'' your party follows whoever is in the first slot in your party and will not appear different if they are dead or have a status effect.
* ''VideoGame/RagnarokOnline'' used this for pets, though you can only have one at a time. It shares your space if you just changed maps or teleported (visibly overlapping, not [[PartyInMyPocket waiting in your pocket]]), but otherwise stops a square behind you. And if you manage to trap it behind an obstacle or outrun it, it fades away and reappears at your side.
* ''VideoGame/FantasyLife'' does this for the two party member the player can recruits and bountys, large items that have to be physically transported into a town to be converted into money and inventory-friendly items.
* ''Franchise/{{Pokemon}}'' are a PartyInMyPocket, of course (it's right there in the name), except in the ''Yellow'' version, which takes its cues from the anime and has your starter Pikachu following along behind you. You can turn around to check its mood at any time. ''[=HeartGold/SoulSilver=]'' do the same with whichever Pokémon is in the lead slot.
** The ''VideoGame/PokemonMysteryDungeon'' games have your party follow your every move in the field and in dungeons, they'll try to stay on the panels directly adjacent to you unless ordered otherwise.
** Also in ''VideoGame/PokemonRanger'' and ''[[VideoGame/PokemonRanger Pokémon Ranger: Shadows of Almia]]'', where your current party will trail you around until released. On some missions, you will be accompanied by human [=NPCs=] as well.
** And [=NPCs=] in ''VideoGame/PokemonXDGaleOfDarkness'', when traveling with you, travel like this.
** The sidekick in the original ''VideoGame/PokemonColosseum'', travel partners in the [=D/P/Pt=] games, Pokémon in Amity Square and Pikachu in Pokémon Yellow (that is, Special Pikachu Edition), but it's not so bad since there's only one at a time (even if the pathfinder for [[VideoGame/PokemonColosseum Rui]] ''was'' fairly dense).
* Miis move that way when running in ''VideoGame/{{Miitopia}}''.
* ''VideoGame/SubterraneanStarfield'' has the non-rubberband variety.
* ''VideoGame/TheTenthLine'': {{Subverted}}. In the platforming explorations mode, you control only the leader of the primary party, while the other two generally tag along--but when accessing a location that can only be reached by the current leader, the others cannot follow them automatically and have to either find another way there or stay back. If the leader then initiates combat, party members not in the direct vicinity cannot join them in battle.
* ''VideoGame/RakenzarnFrontierStory'' uses the single file variant, only showing the four characters currently in the active party.

[[folder:Shoot 'Em Up]]
* In ''Star Jacker'' (a 1983 UsefulNotes/ArcadeGame by Creator/{{Sega}}), the player controls a fleet of ships that fly in a straight formation. Only the lead ship gets an open line of fire unless it starts moving to the side.

[[folder:Turn Based Strategy]]
* In the ''VideoGame/DarkSun'' games you could toggle freely between this mode and PartyInMyPocket.
* ''VideoGame/ShiningForceII'' does this whenever a character joins or a key NPC is traveling with the party. Almost always it is at least Bowie and Peter, then it's Oddler, then replace Oddler with Astral. on the world map, a transportation vehicle also follows, and they take a formation. (of course this is more like VideoGame/DragonQuest).\\
It also gets rather ridiculous if the player returns to Creed's mansion. By that point they will have two permanent followers. Since you had the choice of one party member out of four, you can recruit the additional OptionalPartyMember (s) there and there will literally be ''five'' people tailing Bowie.

[[folder:Visual Novel]]
* ''VisualNovel/AceAttorneyInvestigationsMilesEdgeworth'' does this for Edgeworth's partners. They'll mimic all of his movements, though with a slight delay.

[[folder:Wide Open Sandbox]]
* When you interact with fish varieties you have already "befriended" in ''VideoGame/EndlessOcean'', assuming they don't move "on a track", they will start to follow you everywhere. It looks really strange when your diver is surrounded by everything from parrotfish to sharp-toothed barracuda.

!!Non-video game examples:

[[folder:Anime and Manga]]
* Referenced in a ''Manga/{{Sketchbook}}'' strip: Sora's friends visit her when she's sick and her brother shows them to her room. They silently follow single file as he walks through the house, leading to him to comment that he feels like an RPG hero.
* The "Formation Lap" in ''Anime/FutureGPXCyberFormula'' is basically a take from real life motorsport's safety car rule. It is usually led by the racer who takes the pole position in the qualifying races and is being followed by a safety car until the blue signal light lights up.

[[folder:Real Life]]
* Ducks and geese lead their young around in this manner.
* This is actually the easiest way for several people to navigate through a thick crowd (which is common in the most populated areas of Japan). Walking side by side is frequently impossible.
* And also by early hunting parties as a means of avoiding snake attacks in long grass. A hidden snake will often dodge sideways in order to avoid larger animals as they approach.
* Before an actual race in F1, racers follow a safety car around the circuit once without breaking the formation before lining up on a starting grid. Also, if an accident happens and a yellow flag is being waved, all machines must avoid speeding up or passing each other, and must follow the safety car until the green flag is waved.
** NASCAR races often take the shape of two or three long lines of cars almost bumper-to-bumper, riding in one another's slipstreams to conserve fuel.
** Racing lines sometimes create this image. They are routes in racing tracks that are calculated and proved to be an effective way racers can make the best out of their running time. The result of every racer trying to follow the same racing line is that it seems they are driving AllInARow, even though they are not.
* This is how young children are instructed to walk when navigating a school or anywhere else as a group, in order for their teacher or other authority figures to ensure that no one is missing or can just run off without being noticed. In some cases, holding a rope helps keep them in line.