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{{trope}}{{Video Game Examples Need Sorting}}
[[File:linear.jpg|link=Star Wars: Dark Forces
{{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 [[
Technically,
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
In the 3D shooter genre, games that prominently feature this kind of architecture are sometimes called "Corridor Shooters".
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[[Railroading]] is the [[Super-Trope]].
Not to be confused with scripted games such as [[Adventure Game
See also [[Broken Bridge]], [[The Law of Conservation of Detail]], [[Space-Filling Path]], [[
{{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
** 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 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 [[
** ''[[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.
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* 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
* ''[[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]].
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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
* 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]].
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* 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-[[
* 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
** ''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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