No Sidepaths, No Exploration, No Freedom: Difference between revisions

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{{trope}}{{Video Game Examples Need Sorting}}
{{trope}}
[[File:linear.jpg|link=Star Wars: Dark Forces Saga|frame|<small>HmmmDecisions, which way do I go?</small> decisions...]]
 
 
{{quote|''"What's that? You still have the illusion of freedom? Nope! Go take a long walk down a straight hallway for forty hours!"''|[[VG Cats]] #[http://www.vgcats.com/comics/?strip_id=293 281]: ''Subtlety'', as a reference to ''[[Final Fantasy XIII]]''}}
 
Just as a gamemaster in a [[Tabletop Games|tabletop game]] may create [[Broken Bridge|artificial rules, boundaries and obstacles]] to keep his players on the game track that he has designated (a procedure known as [[Railroading]]), so too a video game may employ such tactics in order to force the player down a [[The One True Sequence|specific path or method]] toward the goal. And one of the easiest ways to keep a player from wandering off is, quite simply, to give the player nowhere to wander to.
 
Technically, [['''No Sidepaths, No Exploration, No Freedom]]''' is the polar opposite of the [[Quicksand Box]]; it describes level architecture which forces the player down a singular path. This trope is most common in [[First-Person Shooter|First-]] or [[Third-Person Shooter|Third Person Shooters]] (except, usually, tactical shooters) and platform games, wherein the challenge is generally supposed to be the enemies and/or [[Malevolent Architecture|obstacles]], not in figuring out which way to go. It can also crop up in RPGs as a very visual form of [[Railroading]]. The trope is forgivable in 2D [[Platform Game|Platform Games]]s such as ''[[Super Mario Bros.]]'', which allow only forward progression due entirely to the limitations of the geometry; not everything is a [[Metroidvania]]. It only applies in situations where, intuitively, you'd ''think'' there might be other areas of a place to explore, but these are [[The Law of Conservation of Detail|not implemented because they are not plot-important]].
 
The most common incarnation is to simply have several rooms chained, each with a single entrance and a single exit, or to have long corridors with no side branches and few if any side rooms. The only options for progress are "forward" or "backward." This applies even when the rooms are tightly packed together and should have (you'd think) some degree of interconnectivity; imagine living in a New Orleans [[wikipedia:Shotgun house|shotgun house]], where you have to travel from the front porch into the living room, then through the kitchen, to the dining room, through the spare bedroom, and finally into the den, just to get to the bathroom. ''Every'' time you wanted to go to the bathroom. No shortcuts.
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Note that these layouts do not necessarily preclude entirely the presence of side rooms or hidey holes. However, these are usually just little culs-de-sac with a weapon, power-up or treasure chest, or maybe a switch to allow continuation down the main path.
 
This is becoming [http://h-2.abload.de/img/thumbs_hornoxe_com_picnamg.jpg much more common these days], what with the enormous graphical detail of modern level design limiting the number of paths that can be [[Copy and Paste Environments|made at the required quality]]. Also, [[Story to Gameplay Ratio|story]] is much easier to place in a game that is linear as opposed to one that involves heavy exploration. A popular method for enforcing this type of level architecture these days is by the use of [[Locked Door|Locked Doors]]s, which adds a bit of verisimilitude by suggesting that, yes, other areas do normally exist in this location, but due to game constraints you won't be going in there; this can still be jarring if you're armed with powerful explosives or weapons ''designed'' for breaching doors and still can't get by a flimsy door, and more so if you destroy some such doors during the game but can't do anything to others.
 
In the 3D shooter genre, games that prominently feature this kind of architecture are sometimes called "Corridor Shooters".
 
In terms of [[Sliding Scale of Linearity vs. Openness]], most examples of this trope are actually level 2, due to most level 1 games not even providing any freedom of movement to attempt exploration in the first place.
 
Please keep in mind that this trope is about level architecture, ''not'' [[Sliding Scale of Video Game Objectives|the linearity or specificity of objectives]].
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[[Railroading]] is the [[Super-Trope]].
 
Not to be confused with scripted games such as [[Adventure Game|Adventure Games]]s or [[Action Adventure]] which use more subtle techniques to keep the player from going [[Off the Rails]] of the game's plot. Some of them do have levels that resemble this -- Comparethis—Compare [[Maze]] -- or—or a [[Closed Circle]] series of rooms; but it's generally frowned upon in [[Interactive Fiction]] unless it's essentially a [[Cutscene]].
 
See also [[Broken Bridge]], [[The Law of Conservation of Detail]], [[Space-Filling Path]], [[The One True Sequence]], [[Rail Shooter]], [[Master of Unlocking]], and [[Quicksand Box]] for when developers go too far in the other direction.
{{examples}}
 
{{examples}}
* Most of ''Makeruna! Makendou Z'', with the exception of the jungle towards the end (where you could end up going in circles). Only one item pickup in the game, and you can't even revisit old areas. It's even mentioned in [https://web.archive.org/web/20100311084034/http://www.pcenginefx.com/PC-FX/html/pc-fx_world_-_game_reviews_-_m.html the review]
* In ''[[Final Fantasy]]'', beginning with the first game it's traditional to start with a nearly linear path, and either ease up over the course of the game or just dump you into a 'sandbox with a story' after a few hours. Once you get the ship or airship, the world opens up and [[Sequence Breaking]] is sometimes possible.
** ''[[Final Fantasy II]]'' is the only one that gives you total freedom of exploration at the start, and even then, [[Beef Gate|accomplishing that is a feat in itself.]]
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* [[No More Heroes]] features a long, grey, linear corridor in one of the levels. However, that level and the following [[Bait and Switch Boss|boss]] are both like that just to screw with the player.
* This criticism has also been leveled at both ''[[Star Trek Elite Force]]'' games.
* ''[[Half Life]]'', like the ''Jedi Knight'' games, usually justifies this with such things as [[Space-Filling Path|collapsed ceilings]], [[Broken Bridge|Broken Bridges]]s and [[Locked Door|Locked Doors]]s. The justification loses any credibility after the Nth invocation.
** According to some [[Epileptic Trees]], the strictly linear gameplay of the game is an actual story theme, representing Gordon's powerlessness as he is forced to take the path the G-Man has planned for him. Also, note the ubiquity of [[Railroading|trains and other rail vehicles]] throughout the series.
*** Maybe not so epileptic, seeing as how it's lampshaded with varying degrees of subtlety and blatancy throughout the franchise.
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** The Library. A series of long, identical, Flood-infested, albeit spacious, hallways.
** ''Halo 3'': In the final battle against the Prophet, you have one long hallway to the battle, one long hallway back.
*** Although it was as chaotic as a long walkway can ever be.
** Sacred Icon/Quarantine Zone, especially the vehicle sections, is one big gauntlet, ie sticking around to fight the enemies will just get you killed repeatedly.
** Crow's Nest is somewhat this, but has an unusual amount of [[Back Tracking]].
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* The Temple of Time from ''[[The Legend of Zelda: Twilight Princess|The Legend of Zelda Twilight Princess]]'', which is rather jarring considering the more open-endedness of the other dungeons, and the series as a whole.
** This was done to accommodate the dungeon's "gimmick": you have to direct a giant statue all the way back down to the bottom of the dungeon from the top. So you have to go through every puzzle in the dungeon ''twice''. It was an interesting break in style, at least.
** Twilight Princess as a whole can fit here. It departs from its predecessors by enforcing linearity with the plot and [[Brokenbroken Bridge|broken Bridges]]s rather than through implication and [[Cardboard Obstacle|obstacles]], and making [[Sequence Breaking]] nearly impossible.
** ''[[The Legend of Zelda: Phantom Hourglass|The Legend of Zelda Phantom Hourglass]]'' has mostly extremely linear dungeons that fit to a T, although the world is a little less linear.
** ''[[The Legend of Zelda: Spirit Tracks|The Legend of Zelda Spirit Tracks]]'' literally railroaded you through the overworld, giving you almost no ability to explore anything. Even the sidequests that unlock parts of the map are themselves linear, and the only thing that they allow you to explore are a handful of bonus dungeons (which are again very linear). It's kind of hard to avoid restriction when you're driving a train, but it's still one of the biggest complaints about the game.
** ''[[The Legend of Zelda: Skyward Sword|The Legend of Zelda Skyward Sword]]'' ditches the vast overworlds of other games, instead making them feel more like [[Dungeon Town|dungeons]]. While there's definitely sidepaths, minigames and sidequests, the world is overall a lot more linear.
* Most games made by Treasure, to name one entire company, follow the trope.
* The demo game that used to come with the [[Game Maker|RPG Toolkit]] [[Lampshaded]] this; doors were noted to be locked, and then commented that it was probably because the programmer was too lazy to make another room.
* The regrettably forgettable ''[[Warhammer 4000040,000]]'' FPS ''Fire Warrior''.
* ''[[Dungeon Siege]]'' is one of the worst offenders, mainly because the required path is very, ''very'' long. The game also has only one [[Door to Before]], meaning that backtracking from the end of the game back to the very beginning could easily take over half an hour ''real time''.
* The weird, little known FPS ''You Are Empty'' is the epitome of this trope. Whenever it seems like you might have more than one choice (two paths, two corridors, two doors...) expect one of them to be blocked by collapsed walls and ceilings, fences, gates, locked doors and... [[Insurmountable Waist High Fence|furniture]].
* The ''[[Medal of Honor]]'' series, except for ''European Assault'', ''Vanguard'' and ''Airborne'', which occasionally let you pick your way through many of the levels. Mind you, they're still often rather structured.
* [[Call of Duty]] from [[Modern Warfare]] onwards. The original Call of Duty, United Offensive, Call of Duty 2 and Call of Duty 3 actually averted this. On many missions, objectives could be completed in any order the player desired, and there were often many alternate paths to an objective, each with their own pros and cons.
** This is what befell many current-generation FPS, as opposed to first-generation FPS (such as ''[[Doom (series)|Doom]]'') which took place in a maze and the player must shoot to survive and find the way and/or keys to the next level, the gameplay which resembles a simplified Dungeon Crawling (or ''[[The Legend of Zelda (video game)|The Legend of Zelda]]''). Now, most single player FPS campaigns resembles rail shooters such as [[Time Crisis]], the gameplay being 'shoot all the enemies and advance to the next area'. The gameplay difference in common is that you can move your character and (almost all) having no visible time limit.
*** Neatly summarized by [http://i.imgur.com/BITmX.jpg this sad-but-true picture.]
** This actually extends annoyingly into the multiplayer of ''Call of Duty 4''. There are many areas that look like they would make for a great alternate route through the map, but as soon as you try to go there yourself you'll find that, at best, there's only one entrance or, at worst, there's more than one and ''none of them lead anywhere else''. This is less of a problem in the multiplayer of later games, which is rather ironic considering Raven Software, the same team behind the later ''Jedi Knight'' games above, helps with creating the multiplayer levels.
* ''[[Red Faction]]'', made even more tragic by [[Everything Breaks|the primary feature of its engine]]. The game allows backtracking, but this is rarely necessary.
** Inverted by ''[[Red Faction Guerrilla]]''. One guy with a sledgehammer <ref>And guns that can dissolve matter</ref> laying waste to an entire ''planet.''
* ''[[Clive Barker's Jericho]]'' is perhaps the worst, with monochrome and identical layouts and shallow sidelets that are fruitless to explore. There are no pickups in the game and plot coupons are only delivered on the intended track.
* Many levels in the ''[[Soldier of Fortune]]'' series, including Siberia, Sudan, Colombia, the Hospital, and the entirety of ''Payback'''s levels.
* Most levels of ''[[Doom]] 3''. A few levels, such as Alpha Labs 4, have branching paths.
* ''[[Killer 7Killer7]]'' lives and breathes this trope. There are only two directions you can move: forward and backwards. This is on purpose. Granted, there ''are'' forks.
* ''[[Kingdom Hearts]]'':
** ''[[Kingdom Hearts II]]'' has more than a few levels like this or close to it (i.e. not a lot of exploration). The most [[Egregious]] examples would probably be {{spoiler|The World That Never Was}} and Disney Castle.
** Allegedly done because [[Kingdom Hearts (video game)|the original]] was more in the opposite direction, to the consternation of many players. Arrgh, [[Quicksand Box|Deep Jungle]]!
** ''[[Kingdom Hearts: 358/2 Days Over 2|Kingdom Hearts 358 Days Over 2]]'' is even moreso of this trope. Since you play as Roxas going on specific missions assigned to you by Saix, it is largely linear and one-goal based. Because of this, in almost all missions, they even ''block off'' some of the paths of a world that "are not necessary for the mission." The only extras you really get are going around to find extra Heartless to fill up your Bonus Gauge.
* In an extreme case of [[Tropes Are Not Bad]], ''[[Painkiller]]: [[Obvious Beta|Resurrection]]'' attempted to avert this by giving a more open-ended level design compared to previous installments. This being ''[[Sequelitis|Resurrection]]'', it didn't work out that well.
* The linearity of ''[[Tomb Raider]]: Legend'' was a frequent complaint amongst both reviewers and fans. While frequently linear the earlier games tended to at least provide a couple of choices of where to go at a given point, whereas all but a couple of Legend's levels were almost a straight line, which drew several complaints and some attempt at averting it in Anniversary and Underworld.
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** A good definition of Naughty Dog's ''Crash Bandicoot'' games (and possibly ''The Wrath of Cortex'' too) is that they're a mixture of forward and side scrolling.
* ''[[Mega Man X Command Mission]]'', very much so.
* ''[[Castlevania: Order of Ecclesia]]'' has many levels that are very short and only have one path from left to right. It's a departure from the more recent [[Metroidvania|Metroidvanias]]s, but not too different from the 16-bit and earlier entries in the series.
* While ''[[Portal (series)|Portal]]'''s test chambers are deliberately designed as well, a test, once your character breaks free from them the paths are arguably ''more'' railroaded, especially in the office stages.
** Which [[Wild Mass Guessing|some may consider]] a hint that [[The Game Never Stopped]].
** Massive [[Lampshade Hanging]] in [[Portal 2]]:
{{quote| '''Wheatley:''' ''Look at this! No rail to tell us where to go! OH, this is brilliant. We can go where ever we want! Hold on, though, where are we going? Seriously. Hang on, let me just get my bearings. Hm. Just follow the rail actually."}}
* ''[[Breath of Fire]]: Dragon Quarter'' is extremely linear in comparison to the rest of the series, with no sidequests to be had and very limited chances to backtrack. [[Fridge Brilliance]] sets in once you remember that 2/3 of your party members ''will die'' if you don't reach {{spoiler|the surface}} in time. You do not have time to mess about.
* ''[[Max Payne (series)|Max Payne]]''.
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** Averted in ''[[Conduit 2]]''; most of the levels are set in exotic outdoor environments such as the Himalayas and the Atlantic Ocean, and multiple paths are provided to reach the end of each stage.
* The Xbox game ''Breakdown'' had one single path and instead focuses on immersing you into its [[Mind Screw]] storyline rather than exploration. You get a few dialogue choices from time to time, and get to make a big decision to determine which of the two ending sequences you get to see, but that's the extent of it.
* [[Electronic Arts]]' [[Play StationPlayStation 2]] [[Third-Person Shooter]] ''X-Squad''.
* Most of ''Winback'', which often combines this with [[Space-Filling Path|space filling paths]] for [[Fake Longevity]].
* In the [[Blades Of Avernum]] community, anything designed by Terror's Martyr. The [[Avernum]] series is known for its huge outdoors and nonlinear approach to play... meanwhile, Terror's Martyr designs tiny, tiny outdoor sections, and scripted blocks to your path everywhere, so that you don't wander off the correct order of completing his scenarios.
* ''[[Descent]] 3''. Gone are the vertigo-inducing maze maps of the first two games, replaced by [[Rail Shooter]]-style corridors. The outdoor sections only make it more jarring.
* Many sub-levels of ''[[Turok (series)|Turok]] 2'' are like this, eg most of the Port of Adia. On the other end of the spectrum, some areas can be [[The Maze|maze-like]] (:cough: Level 2 :cough:).
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* ''[[Enslaved: Odyssey to the West]]'' couples a really pretty looking world that you would like to explore with the only path you can take highlighted for the player.
* ''[[Rayman|Rayman 2]]'', despite not being completely linear, is a notable example since it was one of the first 3D games that deliberately aimed to recreate the fast-paced, single-direction feel of 2D platformers from earlier times (in contrast with [[Super Mario 64]] and its [[Follow the Leader|multitude of clones]]).
* A variant is present in ''[[Silent Hill]]'', which the protagonists themselves will usually attempt to justify with "I don't need to go that way" or something similar; however, since the town itself is (at least in ''2'') a proven [[Genius Loci]], it's possible that the protagonists are being purposely railroaded into going where the town wants them to go, whether they're aware of it or not. You ''can'' backtrack to areas you've visited before (minus any plot-important ones, for obvious reasons), but there's usually no point in doing so.
* [[Tales of Legendia]] has, for the most part, very linear dungeons. Almost any time there is a fork in the path, one way will lead to a dead end, so there is really only one path to the end of the dungeon. Even the world map tends to have constricted, corridor-like paths instead of allowing more open exploration. The first half of the game especially gives the impression of being ushered through a very pretty tunnel.
* The first Xbox-[[PlayStationPlay Station 3]] Ninja Gaiden, while mostly linear, still allows for a bit of exploration and you can return in previously visited areas for hidden items or challenges. Its sequel however, plays this trope totally straight: don't think, just go forward and slaughter everything that crosses your path! [[Point of No Return|Points Of No Return]] are frequent not only between but also inside the chapters, and exploration elements are kept to the very minimum. Even the puzzles are never more complicated than opening a door with a key that you can find effortlessly. The first half of the last but one chapter consists litteraly in going through a straight line corridor; the [[PlayStationPlay Station 3]] port Sigma 2 takes it [[Up to Eleven]]: not only are the already petty puzzles outright removed, but the doors [[A Wizard Did It|open by themselves]], so combat is pretty much the only thing you have to do.
* Several levels in ''[[Dawn of War]] 2: Retribution''. You notice this very quickly if you add Jump Infantry or teleport infantry to your squads, as they will magically -- andmagically—and for no reason whatsoever -- bewhatsoever—be unable to use their abilities outside the one true path through the level. This gets especially bad during the {{spoiler|Exterminatus}} level, which teases you with multiple alternate paths that all get blown up immediately when you get close to them.
** ''Space Marine'' follows through with linearity on par with the original Super Mario Bros (i.e. you can only go forward).
* While many dungeons and raids in ''[[World of Warcraft]]'' have somewhat branched hallways and options on choosing the bosses you fight, others are simply long corridors leading to a final boss in a set procession of other bosses. Perhaps the most obvious example of this is the Deadmines, which is really little more than a long hallway with a boat at the end.
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