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|Decisions, 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".
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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}}
* 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 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.
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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 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]].
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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]].
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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-[[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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