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Follow the Plotted Line: Difference between revisions

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Sometimes, the game acts like the protagonist knew exactly what he was doing all along, despite the player having no real idea where things were heading. Is most commonly found in Platform Games.
 
Generally due to [[Gameplay and Story Segregation]]. See also [[But Thou Must!]] and [[Solve the Soup Cans]]. Not to be confused with [[No Sidepaths No Exploration No Freedom]], which refers specifically to the level layouts themselves, unlike this which applies more to how the plot handles the characters progression and can apply to almost any sort of level layout. Indeed, the 'main questline' in most [[Wide Open Sandbox]] games tends to function like this with much of the openness coming from the vast variety of [[Sidequest|Side Quests]] and other diversions that the player can indulge in if they don't care about finishing the game.
 
[[Excuse Plot]] can be a justified or variation of this trope.
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* Sabin's scenario in ''[[Final Fantasy VI]]'' involved a ''very'' counterintuitive route to the destination - a largely southerly route towards a northerly city, in an area of the world with no ports, which involved jumping down a huge, powerful ''waterfall'' at one point - but nonetheless, everybody told Sabin that was the way to go.
** Strangely enough, you have to go out of your way to find out ''why'' Sabin took such a bizarre route: there was a landslide blocking off a more direct route to a port city just south of where Sabin ''began'' his journey. There's only one NPC that tells you about this landslide, so unless you [[Talk to Everyone]], the whole affair will seem very arbitrary.
* This trope would've been a perfect one-line description for the entire game of ''[[Dungeon Siege]]'', more so for the first game in the series. There's [[But Thou Must!|nowhere to go but forwards]], so everything in the plot has to justify this in one way or another. Expect massive amounts of [[Broken Bridge]] syndrome.
* ''[[Titan Quest]]'' gives you a lengthy and scenic tour of ancient Greece, Egypt and China (and Hades in the expansion). The entire game world is so fenced in that almost all of the time, you have only a narrow path to travel, and little choice where to go - the most clear exception is in Egypt when the path splits and you have a choice of two quest locations, except the paths eventually converge and you have to visit both eventually anyway.
* ''[[Soul Nomad and The World Eaters]]'' has a good plot, but it is practically just a string of plot-important conversations and fights, and the only choices you get to make are which of your friends you want to raise relationship with, and a few that lead to special encounters or bad endings (and those are marked as such). On the other hand, you have all the time in the world to do non-plot-related business, such as visiting towns to mug, steal and kidnap (yes, you are the hero, really) or spend an inordinate time setting up your rooms and doing inspections.
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[[Category:Just for Pun]]
[[Category:Follow The Plotted Line]]
[[Category:Trope]]
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