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[[folder:MMORPG]]
* ''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.
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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.
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A {{video game}} 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.

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A {{video game}} 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.
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** In ''VideoGame/FinalFantasyXIII-2'', Noel will follow Serah around (or vice versa if you're controlling Noel), and Mog hovers around both of them. Your {{Mons}} stay hidden outside of battle, though.

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** In ''VideoGame/FinalFantasyXIII-2'', ''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 hidden [[PartyInMyPocket hidden]] outside of battle, though.battle.
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* 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.

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* 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.

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** 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 ''SonicTheHedgehog'', it was merely the name of an individual]], not Sonic.

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** 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 ''SonicTheHedgehog'', ''Franchise/SonicTheHedgehog'', it was merely the name of an individual]], not Sonic.



* ''VideoGame/PennyArcadeAdventures''.

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* ''VideoGame/PennyArcadeAdventures''.''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.


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* ''VideoGame/RakenzarnFrontierStory'' uses the single file variant, only showing the four characters currently in the active party.
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* In ''Franchise/TheElderScrolls'', followers and escorts do this starting with the [[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]]''.

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* In ''Franchise/TheElderScrolls'', ''Franchise/TheElderScrolls'' series, followers and escorts do 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]]''.
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A {{video game}} 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.

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A {{video game}} trope common to RPGs [=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.
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* Miis move that way when running in ''VideoGame/{{Miitopia}}''.
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* ''Franchise/{{Ultima}}''

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* ''Franchise/{{Ultima}}''''VideoGame/{{Ultima}}''
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This is when the player controls a [[PlayerParty party of walking characters]] in a {{video game}} by controlling only one of them, usually the main hero. The rest of the party follows obediently in a line like ducklings after their mother. This is also known as caterpillaring.

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This is when A {{video game}} trope common to RPGs but also found in other genres, where the player controls a [[PlayerParty party group of walking characters]] in a {{video game}} by controlling moving only one of them, usually the main hero. The group's leader while the rest of the party group follows obediently in a line like ducklings after their mother. This is also known as caterpillaring.



Almost always, the leader is able to walk right through his/her allies, as otherwise the player could 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.

Contrast PartyInMyPocket. Not to be confused with FollowTheLeader, which is about similar works emerging after a successful groundbreaking one.

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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.

Contrast PartyInMyPocket.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.
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* Also played straight in ''Franchise/TheElderScrolls'', especially when you happen to have multiple followers at once. Quite fitting, since they also tend to have the brains and common knowledge of ducklings.

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* Also played straight in In ''Franchise/TheElderScrolls'', especially when you happen to have multiple followers at once. Quite fitting, since they also tend to have and escorts do this starting with the brains and common knowledge of ducklings.[[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]]''.

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* ''Subterranean Starfield'' has the non-rubberband variety.

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* ''Subterranean Starfield'' ''VideoGame/SubterraneanStarfield'' has the non-rubberband variety.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.
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* ''KQ'' (the obscure Franchise/{{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.

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* ''KQ'' (the obscure Franchise/{{Lufia}}-inspired 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.
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* 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.)

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* 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.)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).
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* The ''Franchise/{{Lunar}}'' games generally follow this rule, unless the game in question uses PrexistingEncounters. In that case the designated hero alone represents the whole party while in hostile areas.

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* The ''Franchise/{{Lunar}}'' games generally follow this rule, unless the game in question uses PrexistingEncounters.PreexistingEncounters. In that case the designated hero alone represents the whole party while in hostile areas.

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* 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.]] 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.

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* 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]]. 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.
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* ''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.
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* In the excellent oldie ''Hard Nova'', 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.

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* In the excellent oldie ''Hard Nova'', ''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.
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* The ''VideoGame/{{Lunar}}'' games generally follow this rule, although the 32-bit remakes changed it to where the support characters were "swallowed up" into Alex or Hiro's bodies in hostile areas.

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* The ''VideoGame/{{Lunar}}'' ''Franchise/{{Lunar}}'' games generally follow this rule, although unless the 32-bit remakes changed it to where game in question uses PrexistingEncounters. In that case the support characters were "swallowed up" into Alex or Hiro's bodies designated hero alone represents the whole party while in hostile areas.
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Fixed weird grammar.


Almost always, the leader is able to walk right through his/her allies, as otherwise the player could be confronted with the most pathetic UnWinnable situation ever, leading this to 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.

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Almost always, the leader is able to walk right through his/her allies, as otherwise the player could be confronted with the most pathetic UnWinnable situation ever, leading making this to 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.

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!!Examples

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!!Examples
!!Examples:


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* ''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.
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* ''Subterranean Starfield'' has the non-rubberband variety.
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* While not always using this trope, ''VideoGame/RuneScape'' has an option to follow another player. Overuse of this may result in a line of twenty people following each other. If two players try to follow each other, they will either dosey-do back and forth, or sidestep while facing each other like they're about to have a duel of some kind.

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* While not always using this trope, ''VideoGame/RuneScape'' has an option to follow another player. Overuse of this may result in a line of twenty people following each other. If two players try to follow each other, they will either dosey-do back and forth, or sidestep while facing each other like they're about to have a duel of some kind.

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* While not always using this trope, ''VideoGame/RuneScape'' is also a noteworthy All-in-a-row user. In-game, there is an option to follow another player. Overuse of this may result in a line of twenty people following each other. This case follows the rule of "Drop behind and spring back like rubber."
** But it became funny when two players followed each other. They would either dosey-do back nad forth, or sidestep while facing each other like they were about to have a duel of some kind.

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* While not always using this trope, ''VideoGame/RuneScape'' is also a noteworthy All-in-a-row user. In-game, there is has an option to follow another player. Overuse of this may result in a line of twenty people following each other. This case follows the rule of "Drop behind and spring back like rubber."
** But it became funny when
If two players followed try to follow each other. They would other, they will either dosey-do back nad and forth, or sidestep while facing each other like they were they're about to have a duel of some kind. kind.
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* In ''Star Jacker'' (a 1983 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.

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* In ''Star Jacker'' (a 1983 ArcadeGame 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.
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The Presidents Daughter is no longer a trope.


** ''VideoGame/ResidentEvil4'': [[ThePresidentsDaughter 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.

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** ''VideoGame/ResidentEvil4'': [[ThePresidentsDaughter Ashley Graham]] 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.
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SD 3 lets you scroll a party member off the screen.


* ''VideoGame/SecretOfMana'' and ''VideoGame/SeikenDensetsu3'' use the rubber band version in its single player mode. The 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.

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* ''VideoGame/SecretOfMana'' and ''VideoGame/SeikenDensetsu3'' use the rubber band version in its single player mode. 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.
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* 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 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 doctor's act as if they've been rushed to the hospital a while ago. [[SchrodingersGun No matter which one you go to.]] 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.

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* 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}}'' ''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 hospital, the doctor's doctors act as if they've been rushed to the hospital a while ago. [[SchrodingersGun No matter which one you go to.]] 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.
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* ''VideoGame/TheLegendOfDragoon''.

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* ''VideoGame/TheLegendOfDragoon''.''VideoGame/TheLegendOfDragoon'' generally goes with PartyInMyPocket, but in one specific scene, Lavitz and Shana are visible as they follow Dart.

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