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** Gameplay-wise it's actually averted, with possible exception of ''Videogame/GrandTheftAutoViceCity'' where it isn't indicated that you have to complete the asset of many businesses to trigger the final missions, as quest markers are generally available to advance the plot.
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Nowadays, wide open sandbox games, especially survival sandbox, are popular in Japan, though it highly emphasize cooperativeness or creativity.


* Capcom's famed Keiji Inafune suggested that the effect of this trope, combined with the Japanese desire to be guided, explains the relative lack of success that WideOpenSandbox titles have had in Japan. There was mention of Western attitudes towards free-roaming gameplay being similar to going deer hunting and bagging a bear instead. [[note]]''GTA'' on the PC does have some popularity with Japanese [[GameMod modders]]. Apparently the sandbox isn't so bad if you can make it look like the gamer's favorite anime. [[VideoGameCrueltyPotential Or least favorite:]] [[http://www.japanprobe.com/2007/09/24/gta-crazy-anime-mod/ Nothing like the scent of dead Pikachu in the morning]]. ''VideoGame/TheElderScrollsVSkyrim'' is also fairly popular.[[/note]]

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* Back in 2007, Capcom's famed Keiji Inafune suggested that the effect of this trope, combined with his perception of the Japanese desire to be guided, explains the relative lack of success that WideOpenSandbox titles have had in Japan. There was mention of Western attitudes towards free-roaming gameplay being similar to going deer hunting and bagging a bear instead. [[note]]''GTA'' on the PC does have some popularity with Japanese [[GameMod modders]]. Apparently the sandbox isn't so bad if you can make it look like the gamer's favorite anime. [[VideoGameCrueltyPotential Or least favorite:]] [[http://www.japanprobe.com/2007/09/24/gta-crazy-anime-mod/ Nothing like the scent of dead Pikachu in the morning]]. ''VideoGame/TheElderScrollsVSkyrim'' is also fairly popular.[[/note]]
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** In ''[[VideoGame/TheLegendOfZeldaBreathOfTheWild Breath of the Wild]]'', after you get the four main runes (bombs and [[MagnetismManipulation the power to manipulate metal objects]], [[TimeStandsStill paralyze objects]] and [[AnIcePerson turn water into ice]]) and learn the basic backstory and goal of the game, you're able to do whatever you wish to do, with the only limitation on where you can travel being your own skill and resourcefulness.

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** In ''[[VideoGame/TheLegendOfZeldaBreathOfTheWild Breath of the Wild]]'', after you get the four main runes (bombs and [[MagnetismManipulation the power to manipulate metal objects]], [[TimeStandsStill paralyze objects]] and [[AnIcePerson turn water into ice]]) and learn the basic backstory and goal of the game, you're able to do whatever you wish to do, with the only limitation on where you can travel being your own skill and resourcefulness. You learn what your main goals are early on, but once you've left the Great Plateau there is ''zero'' hand-holding as to how you're supposed to go about achieving them.

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** Fallout 3 makes this worse by connecting locations through a maze of subway tunnels, although once through the first time you can usually find a fast travel marker on the other end.
** [[VideoGame/FalloutNewVegas New Vegas]] even more so, you can spends dozens of hours without even going to the title city. The final battle at the Hoover Dam is the PointOfNoReturn, however, and the game ends once you complete the main quest.

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** Fallout 3 ''Fallout 3'' makes this worse by connecting locations through a maze of subway tunnels, although once through the first time you can usually find a fast travel marker on the other end.
** [[VideoGame/FalloutNewVegas ''[[VideoGame/FalloutNewVegas New Vegas]] even more so, you can spends dozens Vegas]]'' mostly manages to avoid this by way of hours without even going to the title city. The final battle at the Hoover Dam is the PointOfNoReturn, however, and general world of the game ends once being meant to funnel you complete the main quest.down a certain path (specifically, going south from Goodsprings and taking a loop through Primm, Nipton, Novac, and Boulder City before finally reaching New Vegas) via {{Beef Gate}}s, general questlines, and suggestions from other characters, as well as a pretty clear breadcrumb trail of people telling you which way Benny went.

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** In [[VideoGame/TheLegendOfZeldaI the first game]], you're basically sent out with little idea what to do and especially where to go leading to some early deaths. ([[WithThisHerring "It's dangerous to go alone! Take this!"]])

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** In [[VideoGame/TheLegendOfZeldaI the first game]], original ''VideoGame/TheLegendOfZeldaI'', you're basically sent out with little idea what to do and especially where to go leading to some early deaths. ([[WithThisHerring "It's dangerous to go alone! Take this!"]])



* Most games in the ''Franchise/{{Metroid}}'' series suffer from this trope; it becomes very easy to become lost in the game world, even in the newer games which tend to be a bit more linear. ''VideoGame/SuperMetroid'' is probably the most well-known for this, which, due to bugs, intentional design decisions and underestimating players' abilities, gives the player several different routes through the game, and many weapons and items are [[SequenceBreaking skippable]] with some ingenuity. Because there's no clear indication of what to do or where to go, putting the game down for even a day can either leave you with no idea how to progress, or stumbling in the right direction.
** The ''[[VideoGame/MetroidPrimeTrilogy Prime]]'' series try avoiding with an optional hint system that shows where the plot will advance.

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* Most games in the ''Franchise/{{Metroid}}'' series suffer from this trope; it trope.
** It
becomes very easy to become lost in the game world, even in the newer games which tend to be a bit more linear. ''VideoGame/SuperMetroid'' is probably the most well-known for this, which, due to bugs, intentional design decisions and underestimating players' abilities, gives the player several different routes through the game, and many weapons and items are [[SequenceBreaking skippable]] with some ingenuity. Because there's no clear indication of what to do or where to go, putting the game down for even a day can either leave you with no idea how to progress, or stumbling in the right direction.
** The ''[[VideoGame/MetroidPrimeTrilogy Prime]]'' series ''VideoGame/MetroidPrimeTrilogy'' try avoiding with an optional hint system that shows where the plot will advance.
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* ''VideoGame/RagnarokOnline'', being a very old MMO, falls under this. As soon as you get out of the tutorial zone, you are given virtually no direction. There are no filler quests that give meager XP/money rewards, [=NPCs=] don't have marks above their head that say they have anything important available, and even if you do find a quest, the quest tracker is archaic. There are supposedly storylines, but they are not out in the open and are available so late in the game, not many people will know about them. Traveling between towns on foot is a treacherous journey full of aggressive monsters that will ambush you. The only thing most people would ''know'' what to do then is to endlessly grind killing monsters until they can do the job change quests that the website provides a simple guide for.
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** [[VideoGame/Metroid1 The first game]] also deserves note because [[CopyAndPasteEnvironments all the rooms look the same]] and there is no map feature, so not knowing where you are and where to go is dowright expected.
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* ''VideoGame/GarrysMod'' provides the player with access to every asset from just about every modern Valve game the player may have installed, tools with which to put said assets together in just about any way imaginable, and the default maps "gm_construct" and "gm_flatgrass" alongside all of the maps/levels from whatever Source Engine games you have installed. Knock yourself out. Addons available on the Steam Workshop and sites such as garrysmod.org allow for an effectively infinite number of new tools, maps, and assets to play with, both original and ported from other games.

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* ''VideoGame/GarrysMod'' provides the player with access to every asset from just about every modern Valve game the player may have installed, tools with which to put said assets together in just about any way imaginable, and the default maps "gm_construct" and "gm_flatgrass" alongside all of the maps/levels from whatever Source Engine games you have installed. Knock yourself out. Addons available on the Steam Workshop and sites such as garrysmod.org allow for an effectively infinite number of new tools, maps, and assets to play with, both original and ported from other games.
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* ''VideoGame/GarrysMod'' provides the player with access to every asset from just about every modern Valve game the player may have installed, tools with which to put said assets together in just about any way imaginable, and a default map entitled "Flatgrass." Knock yourself out. Various addons increase the amount of tools and assets available by an order of magnitude.

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* ''VideoGame/GarrysMod'' provides the player with access to every asset from just about every modern Valve game the player may have installed, tools with which to put said assets together in just about any way imaginable, and a the default map entitled "Flatgrass." maps "gm_construct" and "gm_flatgrass" alongside all of the maps/levels from whatever Source Engine games you have installed. Knock yourself out. Various addons increase Addons available on the amount Steam Workshop and sites such as garrysmod.org allow for an effectively infinite number of tools new tools, maps, and assets available by an order of magnitude.to play with, both original and ported from other games.
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* ''VideoGame/FinalFantasyVI'': The game becomes wide open as soon as you collect four party members and [[spoiler: the new airship]] in the second half of the game...in fact, absolutely nothing stops you from tackling TheVeryFinalDungeon except the ridiculously tough battles that you would face along the way.

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* ''VideoGame/FinalFantasyVI'': The game becomes wide open as soon as you collect four party members and [[spoiler: the new airship]] in the second half of the game...in fact, absolutely nothing stops you from tackling TheVeryFinalDungeon TheVeryDefinitelyFinalDungeon except the ridiculously tough battles that you would face along the way.
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** Despite statements from the developers on making it easier to find out where to go and fan fears, [[VideoGame/DarkSoulsII its sequel]] is much worse than the original when it comes to this, as all the player is told is to find the four Old Ones and kill them for their souls. Where the player goes from there is up to them, though most get confused as to where to go after defeating the first boss in the starter area, as it gives no indication of what do next.

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** Despite statements from the developers on making it easier to find out where to go and fan fears, [[VideoGame/DarkSoulsII its sequel]] is can be much worse than the original when it comes to this, as all the player is told is to find the four Old Ones and kill them for their souls. Where the player goes from there is up to them, though most get confused as to where to go after defeating the what is usually their first boss in boss, the starter area, Last Giant, as it gives no indication of what do next.
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** To a lesser extent, exploring the region could become a case of this as well. Of note is the fact that the regions became less linear until [[VideoGame/PokemonDiamondAndPearl Sinnoh]], after which, from [[VideoGame/PokemonBlackAndWhite Unova]] and onward, the games either follow along a direct path from beginning to end (Unova, [[VideoGame/PokemonSunAndMoon Alola]]) or the games make aggressive use of {{NPC Roadblock}}s who tell you where to go next ([[VideoGame/PokemonXAndY Kalos]], [[VideoGame/PokemonSwordAndShield Galar]]). Though Creator/GameFreak has never stated why this is the case, the most common theory is that they came from complaints from players about getting lost and growing frustrated.

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As the page moved.


** ''VideoGame/CuteKnight''
*** ''VideoGame/CuteKnightKingdom'' removed a lot of this starting urgency, and thereby left some players with no idea of what to do.

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** ''VideoGame/CuteKnight''
***
''VideoGame/CuteKnight'' Series: [[VideoGame/CuteKnight1 the first game]] had the urgency, but the sequel, ''VideoGame/CuteKnightKingdom'' removed a lot of this starting urgency, and thereby left some players with no idea of what to do.
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Efforts to avoid this in sequels may actually be [[TheyChangedItNowItSucks seen as overly-pampering.]] [[TropesAreNotBad Openness is not bad]]; some players prefer the risk of getting lost to being [[{{Railroading}} railroaded]]. Well-designed games would often find remedy in an AchievementSystem which provides inspiration and impulse to the player. Compare AltItis, which largely focuses on differing character abilities and options, and SidetrackedByTheGoldSaucer, which may overlap. Contrast NoSidepathsNoExplorationNoFreedom.

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Efforts to avoid this in sequels may actually be [[TheyChangedItNowItSucks seen as overly-pampering.]] [[TropesAreNotBad [[Administrivia/TropesAreTools Openness is not bad]]; some players prefer the risk of getting lost to being [[{{Railroading}} railroaded]]. Well-designed games would often find remedy in an AchievementSystem which provides inspiration and impulse to the player. Compare AltItis, which largely focuses on differing character abilities and options, and SidetrackedByTheGoldSaucer, which may overlap. Contrast NoSidepathsNoExplorationNoFreedom.
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* ''VideoGame/CityOfHeroes'' was benefitted by this. After you get your characters out of a character creator where the only limit on customization was "no asymetrical costumes" you now had to get through your starting mission path. Unlike most MMOs which will have you do one story mission chain. CoH at launch you had to choose one of two starting zones and from there, had a choice of five starting mission contacts... per zone... And that's if you want to do the story mission, you can go to level cap by repeated missions and pick up group teams and never do lore stuff at all. The Devs actually cut an entire zone worth of content and City of Villains launched with a tighter chain (one zone and two initial contacts... that gave at least three choices in the unrelated next content, but the wide open story content was back enforce with Going Rogue expansion, which introduced another starting zone for both factions, which had two factions to choose from in that zone... and then had two sub-factions within them and offered the option to defect from any level of factions. You would need four characters to do each mission chain when appropriately leveled. As a rule, no matter what level you were in City of Heroes, you couldn't do every level appropriate mission without freezing your xp-gain (and they even offered a system to "go back" in time and do the missions again.). That said, mechanically, the missions didn't differ all that much and many players did have paths that would show missions that offered superior story, settings, and effects.

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* The ''VideoGame/SimCity'' series have no goal at all other than what the player sets for himself. "Build the highest population city you can" is a pretty popular one.
** Though each game has a handful of scenarios with actual win/lose conditions.

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* The ''VideoGame/SimCity'' series have no goal at all other than what the player sets for himself. "Build the highest population city you can" is a pretty popular one.
**
one. Though each game has a handful of scenarios with actual win/lose conditions.



* ''VideoGame/StardewValley'', the SpiritualSuccessor to ''VideoGame/HarvestMoon'', often causes this to new players. The player is given a small bit of exposition, but it drops a ''lot'' of content available to you at once. (Various character stats, exploring the mine, farming, foraging, unlocking the bus, relationships, fishing, unlocking more areas to explore, rebuilding the community centre) Virtually no explanation is given to you as which of these is important or even ''how'' you can go about doing this, or ''when''. The sheer amount of content available at the start, as well as [[EarlyGameHell your tiny wallet]] can make players feel almost ''stressed''.

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* ''VideoGame/StardewValley'', the SpiritualSuccessor to ''VideoGame/HarvestMoon'', ''VideoGame/StoryOfSeasons'', often causes this to new players. The player is given a small bit of exposition, but it drops a ''lot'' of content available to you at once. (Various character stats, exploring the mine, farming, foraging, unlocking the bus, relationships, fishing, unlocking more areas to explore, rebuilding the community centre) Virtually no explanation is given to you as which of these is important or even ''how'' you can go about doing this, or ''when''. The sheer amount of content available at the start, as well as [[EarlyGameHell your tiny wallet]] can make players feel almost ''stressed''.
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* ''VideoGame/TheSims'' series can be summed up as "You die, you lose. [[VideoGameCrueltyPotential Maybe.]] Start playing." [=TS3=] did at least have a rolling tutorial that gave you the option of learning how to do things if you activate them with the tutorial section unread. The Sims 3 characters that are old enough have wishes and lifetime wishes, which give you points and increases their moodlets when completed.

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* ''VideoGame/TheSims'' series can be summed up as "You die, you lose. [[VideoGameCrueltyPotential Maybe.]] Start playing." [=TS3=] did The sequels starting with ''2'' at least have include a rolling tutorial that gave you the option of learning how to do things if you activate them with the tutorial section unread. The Sims 3 characters that are old enough have wishes system for short-term and lifetime wishes, which give you points and increases their moodlets when completed.long-term goals.


You suddenly find yourself paralyzed, you can't figure out where to go next. You wander aimlessly, sometimes for hours, until you're able to find a goal.

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You suddenly find yourself paralyzed, [[NotUsedToFreedom you can't figure out where to go next.next]]. You wander aimlessly, sometimes for hours, until you're able to find a goal.
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* ''VideoGame/{{Minecraft}}''. You are thrown into an enormous world without any defined goals at all - players can build huge structures, mine valuables from the ground, slaughter monsters, explore landscapes, become nomadic, construct railroads, seek out the [[spoiler:Ender Dragon]] or do practically anything else. This was even worse before the game came with a list of achievements that encourage new players to learn the basics of mining, farming, construction, and combat. Then there's the sheer size of the map: you can wander in one direction and go on for hours never finding an end to it all; in one interview Notch said the potential size of the gameplay world can go up to eight times the surface area of '''Earth itself''' (although there isn't any major difference between different sections of the map). Not to mention the various environments all over the place (it is possible to see a snow biome right next to a desert in this game before the 1.8 update) giving you a variety of resources to use in building your desired constructions.

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* ''VideoGame/{{Minecraft}}''. You are thrown into an enormous world without any defined goals at all - players can build huge structures, mine valuables from the ground, slaughter monsters, explore landscapes, become nomadic, construct railroads, seek out the [[spoiler:Ender Dragon]] Dragon (as the name implies, it's meant to be a FinalBoss of sorts, but beating it does ''not'' end the game)]] or do practically anything else. This was even worse before the game came with a list of achievements that encourage new players to learn the basics of mining, farming, construction, and combat. Then there's the sheer size of the map: you can wander in one direction and go on for hours never finding an end to it all; in one interview Notch said the potential size of the gameplay world can go up to eight times the surface area of '''Earth itself''' (although there isn't any major difference between different sections of the map). Not to mention the various environments all over the place (it is possible to see a snow biome right next to a desert in this game before the 1.8 update) giving you a variety of resources to use in building your desired constructions.
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* This is a rather common trope with Metroidvania games; since many of them give you a very broad goal or just drops you into the game world without much of a hint.
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The terminology for Warband is a bit inconsistent.


** Its sequel, ''VideoGame/{{Warband}}'', gives players the option to do a starting quest that has a small, simple storyline and conclusion, introducing them to some of the mechanics and the setting...at which point they are again dumped into the world and left to their devices.

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** Its sequel, ''VideoGame/{{Warband}}'', MissionPackSequel / UpdatedRerelease, ''Warband'', gives players the option to do a starting quest that has a small, simple storyline and conclusion, introducing them to some of the mechanics and the setting...at which point they are again dumped into the world and left to their devices.
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* While all of the ''Franchise/AssassinsCreed'' games were set in open locations, the side content was usually limited to optional [[GottaCatchThemAll collectibles]] and stock missions. ''VideoGame/AssassinsCreedOrigins'', however, marked a shift into an open world RPG. In Origins, after the prologue and aside from the occasional BeefGate, you're let loose upon almost the entirety of ancient Egypt, filled to the brim with forts to capture, landmarks to explore, treasure to discover, and side quests to complete. ''VideoGame/AssassinsCreedOdyssey'' takes this even further with the entirety of ancient Greece and all new systems and optional objectives to complete. The game even subtly encourages you to take your time, extending the playtime so much that it would be easy to retire from the game tens of hours in without ever having completed the story.
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* The ''VideoGame/BatmanArkhamSeries'' may have started with a relatively linear {{Metroidvania}}, but the future games opened up immensely. Gotham tends to be filled with side content, but the most notable is probably the Riddler collectibles. The Riddler in each game can distract you for a good percentage of the game's playtime, something that can be extremely daunting if you want to achieve OneHundredPercentCompletion, or at least just see the resolution of his plot.

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* ''[[VideoGame/JustCause Just Cause 2]].'' It's very easy to get lost, but the sheer amount of non-story related things makes it possible to have oodles of fun while completely ignoring the story.

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* The ''[[VideoGame/JustCause Just Cause 2]].'' Cause]]'' series. It's very easy to get lost, but the sheer amount of non-story related things makes it possible to have oodles of fun while completely ignoring the story.story. A multiplayer mod was created for the second game before becoming a trend, which left in only the open world and still proved to be popular enough to become officially supported.
** ''VideoGame/MadMax2015'' by the same developers is in a similar situation. There is some gating, but you get to drive around a sizeable wasteland that is absolutely full of optional content. It's extremely easy to intend to look for one upgrade part, only to realize you've spent hours away from the next story quest on various tasks.
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Also, this should be a semicolen


Efforts to avoid this in sequels may actually be [[TheyChangedItNowItSucks seen as overly-pampering.]] [[TropesAreNotBad Openness is not bad]], some players prefer the risk of getting lost to being [[{{Railroading}} railroaded]]. Well-designed games would often find remedy in an AchievementSystem which provides inspiration and impulse to the player. Compare AltItis, which largely focuses on differing character abilities and options, and SidetrackedByTheGoldSaucer, which may overlap. Contrast NoSidepathsNoExplorationNoFreedom.

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Efforts to avoid this in sequels may actually be [[TheyChangedItNowItSucks seen as overly-pampering.]] [[TropesAreNotBad Openness is not bad]], bad]]; some players prefer the risk of getting lost to being [[{{Railroading}} railroaded]]. Well-designed games would often find remedy in an AchievementSystem which provides inspiration and impulse to the player. Compare AltItis, which largely focuses on differing character abilities and options, and SidetrackedByTheGoldSaucer, which may overlap. Contrast NoSidepathsNoExplorationNoFreedom.
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Added Railroading link


Efforts to avoid this in sequels may actually be [[TheyChangedItNowItSucks seen as overly-pampering.]] [[TropesAreNotBad Openness is not bad]], some players prefer the risk of getting lost to being railroaded. Well-designed games would often find remedy in an AchievementSystem which provides inspiration and impulse to the player. Compare AltItis, which largely focuses on differing character abilities and options, and SidetrackedByTheGoldSaucer, which may overlap. Contrast NoSidepathsNoExplorationNoFreedom.

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Efforts to avoid this in sequels may actually be [[TheyChangedItNowItSucks seen as overly-pampering.]] [[TropesAreNotBad Openness is not bad]], some players prefer the risk of getting lost to being railroaded.[[{{Railroading}} railroaded]]. Well-designed games would often find remedy in an AchievementSystem which provides inspiration and impulse to the player. Compare AltItis, which largely focuses on differing character abilities and options, and SidetrackedByTheGoldSaucer, which may overlap. Contrast NoSidepathsNoExplorationNoFreedom.
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* ''Franchise/TheSims'' series can be summed up as "You die, you lose. [[VideoGameCrueltyPotential Maybe.]] Start playing." [=TS3=] did at least have a rolling tutorial that gave you the option of learning how to do things if you activate them with the tutorial section unread. The Sims 3 characters that are old enough have wishes and lifetime wishes, which give you points and increases their moodlets when completed.

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* ''Franchise/TheSims'' ''VideoGame/TheSims'' series can be summed up as "You die, you lose. [[VideoGameCrueltyPotential Maybe.]] Start playing." [=TS3=] did at least have a rolling tutorial that gave you the option of learning how to do things if you activate them with the tutorial section unread. The Sims 3 characters that are old enough have wishes and lifetime wishes, which give you points and increases their moodlets when completed.
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* Once the ''[[Franchise/SaGaRPG SaGa]]'' games went onto consoles, every single one suffered from this. ''VideoGame/{{SaGa Frontier}}'' plays the trope straight and averts it because of AndNowForSomeoneCompletelyDifferent: Lute and Blue had the most "open" quests (and Blue had "learn magic" as a guidepost), while the other five playable characters had relatively linear stories. Depending on who you chose to play as, you had your pick of linearity.

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* Once the ''[[Franchise/SaGaRPG SaGa]]'' ''VideoGame/{{SaGa|RPG}}'' games went onto consoles, every single one suffered from this. ''VideoGame/{{SaGa Frontier}}'' plays the trope straight and averts it because of AndNowForSomeoneCompletelyDifferent: Lute and Blue had the most "open" quests (and Blue had "learn magic" as a guidepost), while the other five playable characters had relatively linear stories. Depending on who you chose to play as, you had your pick of linearity.

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[[folder: Roguelike ]]
* ''VideoGame/DwarfFortress'' is possibly the only game to encompass geology, weather patterns, genetics, city building, tactical combat, individual psychology, item crafting and the effects of a punctured lung all in the same game setting. This is made worse by the fact that the author is continually adding new features to the game, making it much more complicated every year. This causes most prospective players to quit in the first week. Once you can make it past the learning stage, [[EarnYourFun the game is immensely fun]]. Consulting [[http://dwarffortresswiki.org/index.php/Main_Page the wiki]] regularly is pretty much mandatory for new players, and even veteran players still check in every so often.
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* ''VideoGame/DwarfFortress'' is possibly the only game to encompass geology, weather patterns, genetics, city building, tactical combat, individual psychology, item crafting and the effects of a punctured lung all in the same game setting. This is made worse by the fact that the author is continually adding new features to the game, making it much more complicated every year. This causes most prospective players to quit in the first week. Once you can make it past the learning stage, [[EarnYourFun the game is immensely fun]]. Consulting [[http://dwarffortresswiki.org/index.php/Main_Page the wiki]] regularly is pretty much mandatory for new players, and even veteran players still check in every so often.

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