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How do you feel about branching paths in linear games?

Drew-BDrew-B Registered User regular
edited June 2009 in Games and Technology
Edit: Feel free to post your own OCD-like gaming habits.

I'm wondering about your guys' take on this. Mostly because, branching paths look good on paper, and they're generally more highly praised than linear paths. However, branching paths in certain genres absolutely PUNISH my susceptibility to gamer OCD.

That is, if you give me two paths to go down, I often groan--and I'm wondering if any of you out there can relate. The reason is, my choices (In the scenerio I'm speaking of) are either the right path, which takes me further down the level, or a side path, which takes me to a dead end area--yet rewards me with items and what have you.

Now, I don't mind these dead end branches at all. What I mind is this whole process I go through wherein I choose one path...continue down that path...and slowly the realizing hits me that, "Shit, I'm progressing farther down the level, I chose the wrong (i.e. right) path. When this realization begins to dawn on me, I may venture down a little further just to make sure. Nope, the level keeps going. This is where my gamer OCD kicks in, and my next step is to backtrack all the way to that fork in the road...choose the other path...progress to the end of that path...backtrack back to the forth, then go back down my original path I had chosen.

This is pretty much what I go through every time I encounter a branch...apologies for the image being a little complex, but just follow the red line from the bottom and see if you can relate. :)

62420054.jpg

It's like I'm gambling, 50:50 every time I reach a branch...hoping to god that the first branch I choose is the one that comes to an end.

How do you guys feel about this? Do you just take a branch, and if it keeps going, you continue down further through the level? Or are you like me, totally worried you might miss something, where you sort of poke your head down each branch, choose the one you hope is a dead end first...find out it's not...backtrack...backtrack again, etc. etc.

This is much adu about something pretty trivial, but this has been at the back of my mind for years now...I guess this is me just venting it out. :winky:

I even do it in games as simple as F.E.A.R. I might see two doors...choose one...follow it for a minute or two, and have that "oh shit" realization...backtrack all the way back, and find out the second door was simply three connected rooms with some health and ammo...Yet no matter how hard I try, I simply can't leave those rooms unexplored.

Drew-B on

Posts

  • VeritasVRVeritasVR Registered User regular
    edited June 2009
    I know exactly what you're talking about. This happened a lot in games like Chrono Trigger and earlier RPGs. I haven't figured out what to do about it. One option is get a walkthrough, but that's no fun. Second is to just make a decision and GO, and maybe play the game the next time taking the other path.

    VeritasVR on
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  • Drew-BDrew-B Registered User regular
    edited June 2009
    I think I'm at my worst when I'm playing a game like Diablo 2, and I have this huge dungeon almost entirely explored...I've found the exit...but guess what? There's one part of the minimap where there's a branch or two that fade off into the 'fog of war.' So I travel like, two miles (A hyperbole, but if you've played D2 you know what I mean) across the dungeon to check that area out...see that it dead ends about ten feet past where I had originally explored...at which point I then precede to make the ridiculous trek back to the exit I had already found five minutes earlier. :D

    Obviously I don't expect a thread like this to go on for twenty pages...so feel free to expand the topic, anyone.

    Drew-B on
  • jclastjclast Registered User regular
    edited June 2009
    I ran into something similar while playing Banjo-Tooie. I miss times when 3D mazes could be defeated by hugging the right-hand wall.

    jclast on
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  • xzzyxzzy Registered User regular
    edited June 2009
    It's really a game design flaw, on the part of the developer not giving any visual hints which path is the real path and which one has the secret loot. They could do it with one-way geometry, or signs, or waypoint markers.. or any one of a dozen different systems. But they just leave you guess, giving this frustrating illusion of choice.

    Another option is to have no dead ends, all branches wind back towards the main goal. But this puts the burden of creating more content on the developer.. and even makes the junction problem worse, where the player has no clue which direction to take twice as much.

    Bungie talked about this around the time of Halo 3, the initial jungle levels they regularly had testers getting lost because the scenery had so few landmarks, even though there was only one path to take! They got around this by putting in one-way dropoffs to keep people from backtracking.

    xzzy on
  • KiwiKiwi Registered User regular
    edited June 2009
    I do this crap all the time. I remember this one part in Shadow Hearts 2 where they turn off the minimap, or something equally disorienting. It took me like 2 hours because I couldn't remember which paths I took.

    I also have to try to bash in everything I see, just in case.

    Kiwi on
  • lowlylowlycooklowlylowlycook Registered User regular
    edited June 2009
    Heh, you guys have no idea. Try getting lost in a giant dungeon in Daggerfall.

    lowlylowlycook on
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  • Drew-BDrew-B Registered User regular
    edited June 2009
    Heh, you guys have no idea. Try getting lost in a giant dungeon in Daggerfall.

    Mo'fucker, I even digged REDGUARD!

    Drew-B on
  • cheezcheez Registered User regular
    edited June 2009
    Oh god, I do this all the time in RPGs. I absolutely cannot stand the thought that I might have missed an important item before I leave a dungeon. So I run all the way back down the item path, and am usually rewarded with something inane like a healing potion or some shit.

    The sad thing is I'd probably still do it anyway if somebody were sitting next to me saying "Don't worry, it's just a potion down that way."

    But hey, on the plus side, doing this helps usually helps maintain the slight overlevel I like to keep.

    cheez on
  • ShortBusHelmutShortBusHelmut regular
    edited June 2009
    I absolutely do this. I don't know for shure but I think it might go back to the nintendo days when they actually hid cool stuff down those paths. Like in the origional legend of zelda exploring was everything.

    ShortBusHelmut on
  • slurpeepoopslurpeepoop Registered User regular
    edited June 2009
    I do the exact same thing. Prime example: Due to the SW:TOR hullabaloo that's been going on, I reinstalled KOTOR and began playing. I have to go into every room, hug EVERY wall to make sure the map is fully filled out, and I have to collect every single item and doodad in the game.

    An addendum to "gotta check everywhere" OCD complex is the "gotta save all items" complex, where you end up lugging around 50 of every item, many of which are completely useless to you, but you still have that nagging suspicion that you shouldn't sell anything. By the end of the game, you have a ton of everything, but never use any of the one-shot items.

    EDIT: At least I'm not the only one :P

    slurpeepoop on
  • RichardTauberRichardTauber Kvlt Registered User regular
    edited June 2009
    This is often combined with the "I better save this awesome item to the next battle and end up having millions of items by the end of the game"-school of thought.

    RichardTauber on
  • StuffGuyStuffGuy Registered User regular
    edited June 2009
    Persona / Shiren / etc. Generally im trying to clear the entire level before going onto the next one, so its always annoying when i have to backtrack. Highly annoying.

    StuffGuy on
  • xzzyxzzy Registered User regular
    edited June 2009
    Oh, this is a poll thread. Guess I shouldn't have bothered posting.

    xzzy on
  • BloodySlothBloodySloth Registered User regular
    edited June 2009
    xzzy wrote: »
    Another option is to have no dead ends, all branches wind back towards the main goal. But this puts the burden of creating more content on the developer.. and even makes the junction problem worse, where the player has no clue which direction to take twice as much.

    The problem with this is that it still makes players go back to the fork and take the other path to see if it leads somewhere else. Hell, this was a problem even way back in Crash Bandicoot. Players expect two different paths to go to two different places, and so the problem of going back to explore what might have been is always going to be an issue, dead end or not.

    An interesting solution would be to make these choices permanent, like seal off the way you came from somehow, but this is both a very specific solution to a general problem and a solution that more or less forces the developers to create interesting content for both branches, as you stated.

    BloodySloth on
  • RoyceSraphimRoyceSraphim Registered User regular
    edited June 2009
    I don't think this is a poll thread, it strikes me more as a discussion of a general mechanic in games that puts our nuts in a vice every time we see it.

    Personally, I cannot bear the thought of finishing a complex in Moon and seeing little blue bits on the map that I haven't explored.

    RoyceSraphim on
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  • Bionic MonkeyBionic Monkey Registered User, ClubPA regular
    edited June 2009
    Drew-B wrote: »
    I'm wondering about your guys' take on this. Mostly because, branching paths look good on paper, and they're generally more highly praised than linear paths. However, branching paths in certain genres absolutely PUNISH my susceptibility to gamer OCD.

    That is, if you give me two paths to go down, I often groan--and I'm wondering if any of you out there can relate. The reason is, my choices (In the scenerio I'm speaking of) are either the right path, which takes me further down the level, or a side path, which takes me to a dead end area--yet rewards me with items and what have you.

    Now, I don't mind these dead end branches at all. What I mind is this whole process I go through wherein I choose one path...continue down that path...and slowly the realizing hits me that, "Shit, I'm progressing farther down the level, I chose the wrong (i.e. right) path. When this realization begins to dawn on me, I may venture down a little further just to make sure. Nope, the level keeps going. This is where my gamer OCD kicks in, and my next step is to backtrack all the way to that fork in the road...choose the other path...progress to the end of that path...backtrack back to the forth, then go back down my original path I had chosen.

    This is pretty much what I go through every time I encounter a branch...apologies for the image being a little complex, but just follow the red line from the bottom and see if you can relate. :)

    62420054.jpg

    It's like I'm gambling, 50:50 every time I reach a branch...hoping to god that the first branch I choose is the one that comes to an end.

    How do you guys feel about this? Do you just take a branch, and if it keeps going, you continue down further through the level? Or are you like me, totally worried you might miss something, where you sort of poke your head down each branch, choose the one you hope is a dead end first...find out it's not...backtrack...backtrack again, etc. etc.

    This is much adu about something pretty trivial, but this has been at the back of my mind for years now...I guess this is me just venting it out. :winky:

    I even do it in games as simple as F.E.A.R. I might see two doors...choose one...follow it for a minute or two, and have that "oh shit" realization...backtrack all the way back, and find out the second door was simply three connected rooms with some health and ammo...Yet no matter how hard I try, I simply can't leave those rooms unexplored.

    I do this all the time, and I blame the people bitching for non-linearity in every game ever. Sometimes, a single-player-only, non-linear game is exactly what I'm hankering for.

    Bionic Monkey on
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  • Bionic MonkeyBionic Monkey Registered User, ClubPA regular
    edited June 2009
    I do the exact same thing. Prime example: Due to the SW:TOR hullabaloo that's been going on, I reinstalled KOTOR and began playing. I have to go into every room, hug EVERY wall to make sure the map is fully filled out, and I have to collect every single item and doodad in the game.

    Heh, I did this to the point where I actually missed important information. On Dantooine, when the two families are fueding, I only ever managed to talk them down (or escalate into a 100% fatality shoot-out when evil). It wasn't until my wife played that she told me you could find the missing bodies in the middle of a field somewhere, which I never found because I kept hugging the wall filling out the map.

    Bionic Monkey on
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  • Bionic MonkeyBionic Monkey Registered User, ClubPA regular
    edited June 2009
    An interesting solution would be to make these choices permanent, like seal off the way you came from somehow, but this is both a very specific solution to a general problem and a solution that more or less forces the developers to create interesting content for both branches, as you stated.

    All this does is just make my OCD flare up even worse. Now, not only do I not know what was down that other path, but I can never know!

    Bionic Monkey on
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  • DusT_HounDDusT_HounD Registered User regular
    edited June 2009
    Here's an odd one, but how about branching like the different paths in something like 1080 Avalanche? (I'm only picking this example as i was playing it this morning.)

    Doing the time trials, trying to find the secret coin pieces requires exploration, but as it's a downhill track, there really is no option to go back at all. Since a run only takes a minute or two, it's easy to repeat, but it's pretty satisfying when you nail the right path to get all the pieces (YOU GOT A COIN!!!), and just as fun, although frustrating, to see one in the distance, up on a grind rail, and realise that you're on the wrong path, and are about to go flying past it. In the format of a game like this, i always enjoy trying the alternate paths, even if there's no actual reward there.

    More conventionally, i have the same mentality as others, of 'going down one route, then backtracking just to see if there's any goodies down the other way', but i also kick myself for doing this, since in an RPG i'll tend to do this even in the first dungeon, where the gear that you might receive isn't even that powerful...

    DusT_HounD on
  • Drew-BDrew-B Registered User regular
    edited June 2009
    This is often combined with the "I better save this awesome item to the next battle and end up having millions of items by the end of the game"-school of thought.

    Heh, I had this complex in old school FPS's where they'd give you like 9 different weapons. I'd never use the grenade launcher/rocket launcher-type weapons, thinking "Need to save em'" and they'd really just end up getting neglected because of this.

    Drew-B on
  • RoyceSraphimRoyceSraphim Registered User regular
    edited June 2009
    Drew-B wrote: »
    This is often combined with the "I better save this awesome item to the next battle and end up having millions of items by the end of the game"-school of thought.

    Heh, I had this complex in old school FPS's where they'd give you like 9 different weapons. I'd never use the grenade launcher/rocket launcher-type weapons, thinking "Need to save em'" and they'd really just end up getting neglected because of this.

    Whats worse is that Fear Effect and Resisdent Evil 4 never gave you any rockets except for those precious few which you saved for the final boss.

    edit: I was wrong, it was Fear Effect 2 that gave you a few rockets throughout the game that were best saved for the final boss.

    RoyceSraphim on
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  • deowolfdeowolf is allowed to do that. Traffic.Registered User regular
    edited June 2009
    Drew-B wrote: »
    Heh, you guys have no idea. Try getting lost in a giant dungeon in Daggerfall.

    Mo'fucker, I even digged REDGUARD!

    Fucking drunk dwemer...

    Just stick to the right wall, you'll be out by Sun's Dusk.

    deowolf on
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  • RoyceSraphimRoyceSraphim Registered User regular
    edited June 2009
    I just remembered that this mentality is really the only way to fill in the Maps in Guild Wars and earn the Cartography Title.

    RoyceSraphim on
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  • Drew-BDrew-B Registered User regular
    edited June 2009
    xzzy wrote: »
    Oh, this is a poll thread. Guess I shouldn't have bothered posting.

    What?

    Drew-B on
  • VeganVegan Registered User regular
    edited June 2009
    I completely agree with OP. I like to see everything there is to see in a game. I saw some things from E3 that I know I'm going to both love and get driven insane by (Heavy Rain). Games that I can't possibly see everything in.

    Vegan on
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  • Drew-BDrew-B Registered User regular
    edited June 2009
    Yeah it's very game specific for me, I guess. It drives me nuts in Diablo 2, Titan Quest, some other RPGs, some FPS's.

    In a game like I'm playing now, Penumbra (similar in genre to Heavy Rain as far as action/adventure/puzzle), I'm all for it, hypocritically.

    Drew-B on
  • MetalbourneMetalbourne Inside a cluster b personalityRegistered User regular
    edited June 2009
    That's probably the best thing about Dead Space. A door says "Storage Room" above it and you can pretty much bet it's a dead end. Hallway split into two? Lets hit the path function and see which way will advance the plot and then go the other way.

    As for using a new weapon or item, I've gotten over that hoarding complex by using it at the first good opportunity. I used to have to deploy it right away, but I've gotten over the problem to the point where I can wait for a boss fight if it can be useful there. I think this is especially hard for older people, seeing as how back in the 90's, you could easily use a one-use item and fuck up the rest of the game.

    Metalbourne on
  • SkyEyeSkyEye Registered User regular
    edited June 2009
    About the branching paths in video gaming, yes there should be a sign that indicates which way is the "right" way. What I love about the DS is RPGs usually have that mini-map, so I know that I've truly "completed" a level.

    About my gaming OCD: Playing through Chrono Trigger DS, I got up to a part where there's a hidden path, not shown on the map. I almost started the game over because I might have missed some hidden treasure, and might not be able to completely fill my beastiary and item encyclopedia. Pretty close to erasing my 40-hour save file (I know there's 3 slots, but that save file would've been useless).

    SkyEye on
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  • MorninglordMorninglord I'm tired of being Batman, so today I'll be Owl.Registered User regular
    edited June 2009
    I only do it because I know some things will be permanently closed off and they might be significant things.

    If I knew, for example, that the wrong choice will only ever lead to something nice but not necessary, like a potion or phoenix down or something similar that I can buy from a shop, rather than the a piece of ultimate item extraordinaire that I can never get again or must grind my ass off to get a meager chance at, I wouldn't do this.

    It's shoddy game design that causes it, for me. I know that there can be severe consequences for not being ocd. This ancient design aesthetic needs to go. Put it in a hard to find area if you must, but make it so you can ALWAYS go back and get it. It's never locked out.

    Morninglord on
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  • .Tripwire..Tripwire. Firman Registered User regular
    edited June 2009
    Physically retracing steps to explore the world probably isn't as bad as saving before encounters and trying every line of dialogue to see if any produce some sweet items or opportunities.

    .Tripwire. on
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  • ArrathArrath Registered User regular
    edited June 2009
    .Tripwire. wrote: »
    Physically retracing steps to explore the world probably isn't as bad as saving before encounters and trying every line of dialogue to see if any produce some sweet items or opportunities.

    By the time I beat Mass Effect I'd saved like 500 times doing that D:

    Arrath on
  • TurkeyTurkey So, Usoop. TampaRegistered User regular
    edited June 2009
    Mother 3 does wonders to cure the item hoarding syndrome.

    Turkey on
  • Alfred J. KwakAlfred J. Kwak is it because you were insulted when I insulted your hair?Registered User regular
    edited June 2009
    It's a whole science in itself to figure out which corridor brings you to the point of no return boss fight and which one to the next savepoint. I developed kind of a sixth sense for these situations.

    Alfred J. Kwak on
  • Delicious SteveDelicious Steve Registered User regular
    edited June 2009
    You guys have this down all literal-like o_O

    That same thing happens to me though not as obvious as that diagram, like i've been replaying KOTOR, and i'm all flirting up Bastilla seeing what's what, light spoilers here
    and i had forgotten a certain thing that happens when you've got 4/5 star maps that makes it so you can't use Bastilla in your party for the rest of the game, so i've got her backstory and sidequest mostly done and i haven't managed to finish all the lovely dialogue i wanted... and she's suddenly gone D: meaning i just reloaded a save i had made 6 hours previously so i could actually finish the talking and whatever else might go on.

    The answer of course is to use a loop of game saves so you CAN load back to an hour ago where you missed the non-required-but-holy-shit-awesome item or side-quest.

    I also borrowed my friend's copy of Resident Evil that i'm going to kill myself once I start playing because, not only checkpoint saves, but a finite number of checkpoint saves :x

    Delicious Steve on
  • VeganVegan Registered User regular
    edited June 2009
    I also borrowed my friend's copy of Resident Evil that i'm going to kill myself once I start playing because, not only checkpoint saves, but a finite number of checkpoint saves :x

    It's not really an issue. There are plenty of ink ribbons. Plenty.

    Vegan on
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  • TurkeyTurkey So, Usoop. TampaRegistered User regular
    edited June 2009
    To be fair, there's been a few games recently which let you know just what the point of no return is.
    Kinda off topic, but does anybody know where it is in Blue Dragon?

    Turkey on
  • urahonkyurahonky Cynical Old Man Registered User regular
    edited June 2009
    Turkey, I think the entire 3rd disk is a "point of no return" so dont go too far into Disk 2.

    That said, I do this all the time. I really don't mind it, even with random encounters turned on. I figure it's exp and money, so it's not a big deal to check for those treasure chests with the phat loot in em.

    urahonky on
  • JishianJishian ◥▶◀◤ Registered User regular
    edited June 2009
    As far as branching dungeon paths, I hate it because I always want to explore 100%, but what usually happens is I dont 100% a particularly hard area and so give up on it for the rest of the game.

    As far as branching story decisions, I dont like it because I start making thousands of saves, then forget what any of them are and end up only beating it once and not wanting to go back.

    I like how FF6 did it, where you choose one of three groups of characters and play out that scenario, but you end up doing all 3 before the story cotinues on.

    In yet another instance of branching paths, games like Star Fox 64 and Yoshi's Story I loved, but the problem I had was that you only had to play a small % of all the levels to "beat the game". If you had to play through all of them I think I would have liked it better.

    Jishian on
  • The Fourth EstateThe Fourth Estate Registered User regular
    edited June 2009
    That's probably the best thing about Dead Space. A door says "Storage Room" above it and you can pretty much bet it's a dead end. Hallway split into two? Lets hit the path function and see which way will advance the plot and then go the other way.

    Just echoing this; I hate branching paths; even when replaying a game I have to go down the dead-end that only leads to a crummy potion; Dead Space's system was a godsend to me.

    The Fourth Estate on
  • OptyOpty Registered User regular
    edited June 2009
    I will go out of my way to find dead ends in RPGs not only because it usually ends in rewards, but because (and even moreso with random encounter RPGs) you'll end up levelling more, making the game as a whole easier. I always pick a direction and don't turn around until either I hit the dead end or find something that tells me it's the right way (like a save point) so that first turnaround in the example image I've never encountered.

    Opty on
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