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[011] Mman Current Version
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IMO the levels are currently a bit overwritten to the point where they become fuzzy without reading carefully. I agree with the general degrees but think they need a little editing; here\'s a simplified breakdown that I think would fit better (with parts of the current kept where appropriate):
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IMO the levels are currently a bit overwritten to the point where they become fuzzy without reading carefully. I agree with the general degrees but think they need a little editing; here\\\'s a simplified draft breakdown that I think would fit better (with parts of the current kept where appropriate):
Changed line(s) 3 from:
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* Level 1: Almost literally no chance to go off the main path at all. The closest thing to non-linearity for these games is a minor action along the path that changes the ending or a very short diversion at one or two points. [[RailShooter RailShooters]] tend to be the purest examples of this, although some go on the other levels.
to:
* Level 1: Almost literally no chance to go off the main path at all. The closest thing to non-linearity for these games is a minor action along the path that changes the ending or a very short diversion at one or two points. [[RailShooter Rail Shooters]] tend to be the purest examples of this, although some go on the other levels.
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* Level 3: Games here can break away from linearity quite a bit. They tend to be akin to very segmented sandboxes; each level only has one real entrance/exit (with maybe a few major exceptions) and either no or minor chances to backtrack between them, but there is a decent amount of choice and exploration potential in each one. [[SideQuest SideQuests]] also start to be a factor from here on.
to:
* Level 3: Games here can break away from linearity quite a bit. They tend to be akin to very segmented sandboxes; each level only has one real entrance/exit (with maybe a few major exceptions) and either no or minor chances to backtrack between them, but there is a decent amount of choice and exploration potential in each one. [[SideQuest Side Quests]] also start to be a factor from here on.
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* Level 6: The purest WideOpenSandbox, everything in the world is accessible from the start (the only real blocker being [[BeefGate BeefGates]]) and the main plot is likely to be a very small focus (if it even has a plot). There may be a plethora of [[SideQuest SideQuests]] to keep you busy, or you may just need to make your own fun. Beware of sinking into the QuicksandBox.
to:
* Level 6: The purest WideOpenSandbox, everything in the world is accessible from the start (the only real blocker being [[BeefGate BeefGates]]) and the main plot is likely to be a very small focus (if it even has a plot). There may be a plethora of [[SideQuest Side Quests]] to keep you busy, or you may just need to make your own fun. Beware of sinking into the QuicksandBox.
Changed line(s) 3 from:
n
* Level 1: Almost literally no chance to go off the main path at all. The closest thing to non-linearity for these games is a minor action along the path that changes the ending or a very short diversion at one or two points. RailShooters tend to be the purest examples of this, although some go on the other levels.
to:
* Level 1: Almost literally no chance to go off the main path at all. The closest thing to non-linearity for these games is a minor action along the path that changes the ending or a very short diversion at one or two points. [[RailShooter RailShooters]] tend to be the purest examples of this, although some go on the other levels.
Changed line(s) 8 from:
n
* Level 6: The purest WideOpenSandbox, everything in the world is accessible from the start (the only real blocker being [[BeefGate BeefGates]]) and the main plot is likely to be a very small focus (if it even has a plot). There may be a plethora of [[SideQuest SideQuests]] to keep you busy, or you may just need to make your own fun. Beware of sinking into the QuicksandBox.
to:
* Level 6: The purest WideOpenSandbox, everything in the world is accessible from the start (the only real blocker being [[BeefGate BeefGates]]) and the main plot is likely to be a very small focus (if it even has a plot). There may be a plethora of [[SideQuest SideQuests]] to keep you busy, or you may just need to make your own fun. Beware of sinking into the QuicksandBox.
Changed line(s) 3 from:
n
* Level 1: Almost literally no chance to go off the main path at all. The closest thing to non-linearity for these games is a minor action along the path that changes the ending or a very short diversion at one or two points
to:
* Level 1: Almost literally no chance to go off the main path at all. The closest thing to non-linearity for these games is a minor action along the path that changes the ending or a very short diversion at one or two points. RailShooters tend to be the purest examples of this, although some go on the other levels.
Changed line(s) 8 from:
n
* Level 6: The purest WideOpenSandbox, everything in the world is accessible from the start (the only real blocker being [[BeefGate BeefGates]]) and the main plot is likely to be a very small focus (if it even has a plot). There may be a plethora of [[SideQuest SideQuests]] to keep you busy, or you may just need to make your own fun. Beware of sinking into the QuicksandBox.
to:
* Level 6: The purest WideOpenSandbox, everything in the world is accessible from the start (the only real blocker being [[BeefGate BeefGates]]) and the main plot is likely to be a very small focus (if it even has a plot). There may be a plethora of [[SideQuest SideQuests]] to keep you busy, or you may just need to make your own fun. Beware of sinking into the QuicksandBox.
Changed line(s) 5 from:
n
* Level 3: Games here can break away from linearity quite a bit. They tend to be akin to very segmented sandboxes; each level only has one real entrance/exit (with maybe a few major exceptions) and no possibility to backtrack between them (or, if you can, little reason to and generally only very late in the game), but there is a decent amount of choice and exploration potential in each one. [[SideQuest SideQuests]] also start to be a factor from here on.
to:
* Level 3: Games here can break away from linearity quite a bit. They tend to be akin to very segmented sandboxes; each level only has one real entrance/exit (with maybe a few major exceptions) and either no or minor chances to backtrack between them, but there is a decent amount of choice and exploration potential in each one. [[SideQuest SideQuests]] also start to be a factor from here on.
Changed line(s) 8 from:
n
* Level 6: The purest WideOpenSandbox, everything in the world is accessible from the start (the only real blocker being [[BeefGate BeefGates]]) and the main plot is likely to be a very small focus (if it even has a plot). There may be a plethora of [[SideQuest SideQuests]] to keep you busy, or you may just need to make your own fun. Beware of sinking into the QuicksandBox.
to:
* Level 6: The purest WideOpenSandbox, everything in the world is accessible from the start (the only real blocker being [[BeefGate BeefGates]]) and the main plot is likely to be a very small focus (if it even has a plot). There may be a plethora of [[SideQuest SideQuests]] to keep you busy, or you may just need to make your own fun. Beware of sinking into the QuicksandBox.
Changed line(s) 5 from:
n
* Level 3: Games here can break away from linearity quite a bit. They tend to be akin to very segmented sandboxes; each level only has one real entrance/exit (with maybe a few major exceptions) and no possibility to backtrack between them, but there is a decent amount of choice and exploration potential in each one. [[SideQuest SideQuests]] also start to be a factor from here on.
to:
* Level 3: Games here can break away from linearity quite a bit. They tend to be akin to very segmented sandboxes; each level only has one real entrance/exit (with maybe a few major exceptions) and no possibility to backtrack between them (or, if you can, little reason to and generally only very late in the game), but there is a decent amount of choice and exploration potential in each one. [[SideQuest SideQuests]] also start to be a factor from here on.
Changed line(s) 8 from:
n
* Level 6: The purest WideOpenSandbox, everything in the world is accessible from the start (the only real blocker being [[BeefGate BeefGates]]) and the main plot is likely to be a very small focus (if it even has a plot). There may be a plethora of [[SideQuest SideQuests]] to keep you busy, or you may just need to make your own fun. Beware of sinking into the QuicksandBox.
to:
* Level 6: The purest WideOpenSandbox, everything in the world is accessible from the start (the only real blocker being [[BeefGate BeefGates]]) and the main plot is likely to be a very small focus (if it even has a plot). There may be a plethora of [[SideQuest SideQuests]] to keep you busy, or you may just need to make your own fun. Beware of sinking into the QuicksandBox.
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* Level 4: This is where things start verging on WideOpenSandbox. Generally progression is heavily blocked off at first, but once you have access to an area it can be returned to at any point (with generally the whole world being accessible by the end). Games can also fit here if the world is open from the start but you have no reason to go anywhere but where the storyline dictates you must. Most Metroidvanias go here.
to:
* Level 4: This is where things start verging on WideOpenSandbox. Generally progression is heavily blocked off at first, but once you have access to an area it can be returned to at any point (with generally the whole world being accessible by the end). Games can also fit here if the world is open from the start but you have no reason to go anywhere but where the storyline dictates you must. Most [[{{Metroidvania}} Metroidvanias]] go here.
Changed line(s) 8 from:
n
* Level 6: The purest WideOpenSandbox, everything in the world is accessible from the start (the only real blocker being [[BeefGate BeefGates]]) and the main plot is likely to be a very small focus (if it even has a plot). There may be a plethora of [[SideQuest SideQuests]] to keep you busy, or you may just need to make your own fun. Beware of sinking into the QuicksandBox.
to:
* Level 6: The purest WideOpenSandbox, everything in the world is accessible from the start (the only real blocker being [[BeefGate BeefGates]]) and the main plot is likely to be a very small focus (if it even has a plot). There may be a plethora of [[SideQuest SideQuests]] to keep you busy, or you may just need to make your own fun. Beware of sinking into the QuicksandBox.
Changed line(s) 5 from:
n
* Level 3: Games here can break away from linearity quite a bit. They tend to be akin to very segmented sandboxes; each level only has one real entrance/exit (with maybe a few major exceptions) and no possibility to backtrack between them, but there is a decent amount of choice and exploration potential in each one. Sidequests also start to be a factor from here on.
to:
* Level 3: Games here can break away from linearity quite a bit. They tend to be akin to very segmented sandboxes; each level only has one real entrance/exit (with maybe a few major exceptions) and no possibility to backtrack between them, but there is a decent amount of choice and exploration potential in each one. [[SideQuest SideQuests]] also start to be a factor from here on.
Changed line(s) 8 from:
n
* Level 6: The purest WideOpenSandbox, everything in the world is accessible from the start (the only real blocker being [[BeefGate BeefGates]]) and the main plot is likely to be a very small focus (if it even has a plot). There may be a plethora of [[SideQuest SideQuests]] to keep you busy, or you may just need to make your own fun. Beware of sinking into the QuicksandBox.
to:
* Level 6: The purest WideOpenSandbox, everything in the world is accessible from the start (the only real blocker being [[BeefGate BeefGates]]) and the main plot is likely to be a very small focus (if it even has a plot). There may be a plethora of [[SideQuest SideQuests]] to keep you busy, or you may just need to make your own fun. Beware of sinking into the QuicksandBox.
Changed line(s) 3 from:
n
* Level 1: No chance to go off the main path at all. The closest thing to non-linearity for these games is a minor action along the path that changes the ending or a very short diversion at one or two points
to:
* Level 1: Almost literally no chance to go off the main path at all. The closest thing to non-linearity for these games is a minor action along the path that changes the ending or a very short diversion at one or two points
Changed line(s) 8 from:
n
* Level 6: The purest WideOpenSandbox, everything in the world is accessible from the start (the only real blocker being [[BeefGate BeefGates]]) and the main plot is likely to be a very small focus (if it even has a plot). There may be a plethora of [[SideQuest SideQuests]] to keep you busy, or you may just need to make your own fun. Beware of sinking into the QuicksandBox.
to:
* Level 6: The purest WideOpenSandbox, everything in the world is accessible from the start (the only real blocker being [[BeefGate BeefGates]]) and the main plot is likely to be a very small focus (if it even has a plot). There may be a plethora of [[SideQuest SideQuests]] to keep you busy, or you may just need to make your own fun. Beware of sinking into the QuicksandBox.
Changed line(s) 8 from:
n
* Level 6: The purest WideOpenSandbox, everything in the world is accessible from the start (the only real blocker being [[BeefGate BeefGates]]) and the main plot is likely to be a very small focus (if it even has a plot). There may be a plethora of SideQuests to keep you busy, or you may just need to make your own fun. Beware of sinking into the QuicksandBox.
to:
* Level 6: The purest WideOpenSandbox, everything in the world is accessible from the start (the only real blocker being [[BeefGate BeefGates]]) and the main plot is likely to be a very small focus (if it even has a plot). There may be a plethora of [[SideQuest SideQuests]] to keep you busy, or you may just need to make your own fun. Beware of sinking into the QuicksandBox.
Changed line(s) 8 from:
n
* Level 6: The purest WideOpenSandbox, everything in the world is accessible from the start (the only real blocker being [[BeefGate BeefGates]]) and the main plot is likely to be a very small focus (if it even has a plot). There may be a plethora of SideQuests to keep you busy, or you may just need to make your own fun. Beware of sinking into the QuicksandBox.
to:
* Level 6: The purest WideOpenSandbox, everything in the world is accessible from the start (the only real blocker being [[BeefGate BeefGates]]) and the main plot is likely to be a very small focus (if it even has a plot). There may be a plethora of SideQuests to keep you busy, or you may just need to make your own fun. Beware of sinking into the QuicksandBox.
Changed line(s) 3 from:
n
Level 1: No chance to go off the main path at all. The closest thing to non-linearity for these games is a minor action along the path that changes the ending or a very short diversion at one or two points
Level 2: Games here are still very linear but will provide more choice and exploration along the way; for instance you might have a choice of two paths at one point, and there could be frequent small diversions for items and other rewards (and perhaps the occasional slightly longer one). This can also include games with widely divergent routes through them that are extremely linear in themselves.
Level 3: Games here can break away from linearity quite a bit. They tend to be akin to very segmented sandboxes; each level only has one real entrance/exit (with maybe a few major exceptions) and no possibility to backtrack between them, but there is a decent amount of choice and exploration potential in each one. Sidequests also start to be a factor from here on.
Level 4: This is where things start verging on WideOpenSandbox. Generally progression is heavily blocked off at first, but once you have access to an area it can be returned to at any point (with generally the whole world being accessible by the end). Games can also fit here if the world is open from the start but you have no reason to go anywhere but where the storyline dictates you must. Most Metroidvanias go here.
Level 5: The first true WideOpenSandbox level. There may be segmentation but it is minor and each area is very large and completely free-roaming in itself (and you can backtrack at any point). This is where side-quests tend to start becoming a large part of the game, and the drive of the main plot usually starts getting de-emphasised.
Level 6: The purest WideOpenSandbox, everything in the world is accessible from the start (the only real blocker being [[BeefGate BeefGates]]) and the main plot is likely to be a very small focus (if it even has a plot). There may be a plethora of SideQuests to keep you busy, or you may just need to make your own fun. Beware of sinking into the QuicksandBox.
to:
* Level 1: No chance to go off the main path at all. The closest thing to non-linearity for these games is a minor action along the path that changes the ending or a very short diversion at one or two points
* Level 2: Games here are still very linear but will provide more choice and exploration along the way; for instance you might have a choice of two paths at one point, and there could be frequent small diversions for items and other rewards (and perhaps the occasional slightly longer one). This can also include games with widely divergent routes through them that are extremely linear in themselves.
* Level 3: Games here can break away from linearity quite a bit. They tend to be akin to very segmented sandboxes; each level only has one real entrance/exit (with maybe a few major exceptions) and no possibility to backtrack between them, but there is a decent amount of choice and exploration potential in each one. Sidequests also start to be a factor from here on.
* Level 4: This is where things start verging on WideOpenSandbox. Generally progression is heavily blocked off at first, but once you have access to an area it can be returned to at any point (with generally the whole world being accessible by the end). Games can also fit here if the world is open from the start but you have no reason to go anywhere but where the storyline dictates you must. Most Metroidvanias go here.
* Level 5: The first true WideOpenSandbox level. There may be segmentation but it is minor and each area is very large and completely free-roaming in itself (and you can backtrack at any point). This is where side-quests tend to start becoming a large part of the game, and the drive of the main plot usually starts getting de-emphasised.
* Level 6: The purest WideOpenSandbox, everything in the world is accessible from the start (the only real blocker being [[BeefGate BeefGates]]) and the main plot is likely to be a very small focus (if it even has a plot). There may be a plethora of SideQuests to keep you busy, or you may just need to make your own fun. Beware of sinking into the QuicksandBox.
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