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** Even ''before'' a lot of content was added and the old world was revamped, it would fall into this. With two continents to explore no real "main quest" directing you to the next zone besides some quest arcs that would send you to another zone, no real path through a continent (or indication that you have "cleared" a zone short of the mobs being way weaker than you), it was frankly hard to ''not'' get lost in the world or wonder just where the next zone was. The fact that there were very few alternatives for some level ranges and quest chains that were almost ''too'' expansive[[hottip:*: The (in)famous Princess chain for Arathi Highlands - a quest chain that started at around the low to mid 30s, yet didn't end until you were around level 50]] didn't help either.

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** Even ''before'' a lot of content was added and the old world was revamped, it would fall into this. With two continents to explore no real "main quest" directing you to the next zone besides some quest arcs that would send you to another zone, no real path through a continent (or indication that you have "cleared" a zone short of the mobs being way weaker than you), it was frankly hard to ''not'' get lost in the world or wonder just where the next zone was. The fact that there were very few alternatives for some level ranges and quest chains that were almost ''too'' expansive[[hottip:*: The (in)famous Princess chain for Arathi Highlands - a quest chain that started at around the low to mid 30s, yet didn't end until you were around level 50]] expansive didn't help either.either.
*** One good example was the "Princess" quest - initially it was available in Arathi Highlands, a zone intended for level 30. Unfortunately, the quest could not be completed until the player was nearing level ''50'', leading a lot of players confused since the rest of quests in the zone would be "done", and the player has no indication on where they can go next.
** As of 2018, zones now scale in level up to the player, even allowing the player to skip entire expansions' worth of content.
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* ''VideoGame/StardewValley'', the SpiritualSuccessor to ''VideoGame/HarvestMoon'', often causes this to new players. The player is given a small bit of exposition, but it drops a ''lot'' of content available to you at once. (Various character stats, exploring the mine, farming, foraging, unlocking the bus, relationships, fishing, unlocking more areas to explore, rebuilding the community centre) Virtually no explanation is given to you as which of these is important or even ''how'' you can go about doing this, or ''when''. The sheer amount of content available at the start, as well as [[EarlyGameHell your tiny wallet]] can make players feel almost ''stressed''.
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* ''VideoGame/FinalFantasyXI'' would drop you in a starter town with a level 1 weapon suited to your class, unless you were a Monk, in which case you got your fists, ''unless'' you were a Warrior in which case they gave you a one-handed sword, even though a one-handed axe would be far better suited to Warrior (there is no indication that WARs are better with axe than sword). Then they'd point you at either Saruta-Baruta, Gustaberg, or Ronfaure, depending on the city you started in, and wished you the best of luck in a game that would come to include 20 jobs, a subjob function, 99 levels, 8 crafts not counting fishing, fishing, and much more. Thank God there was a wiki.
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* Once the ''VideoGame/{{SaGa}}'' games went onto consoles, every single one suffered from this. ''VideoGame/{{SaGa Frontier}}'' plays the trope straight and averts it because of AndNowForSomeoneCompletelyDifferent: Lute and Blue had the most "open" quests (and Blue had "learn magic" as a guidepost), while the other five playable characters had relatively linear stories. Depending on who you chose to play as, you had your pick of linearity.

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* Once the ''VideoGame/{{SaGa}}'' ''[[Franchise/SaGaRPG SaGa]]'' games went onto consoles, every single one suffered from this. ''VideoGame/{{SaGa Frontier}}'' plays the trope straight and averts it because of AndNowForSomeoneCompletelyDifferent: Lute and Blue had the most "open" quests (and Blue had "learn magic" as a guidepost), while the other five playable characters had relatively linear stories. Depending on who you chose to play as, you had your pick of linearity.
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* Contrary to the PennyArcade page image, ''VideoGame/MassEffect1'' averts this problem for the most part. You go through a few training missions before getting the [[CoolSpaceship Normandy]] to freely fly around the universe, only to be restricted to one ship/planet/asteroid to explore within each star system. Story progression is rather straightforward, despite you being able to play a trio of core missions in whatever order you wish, and a clear goal in mind. In addition, all active missions are logged in the pause menu -- even separated to required and optional missions -- so you never have to wonder what you're supposed to be doing. ''VideoGame/MassEffect2'' is also an aversion in spite of more missions and a wider scope of freedom. It's still linear.

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* Contrary to the PennyArcade ''Webcomic/PennyArcade'' page image, ''VideoGame/MassEffect1'' averts this problem for the most part. You go through a few training missions before getting the [[CoolSpaceship Normandy]] to freely fly around the universe, only to be restricted to one ship/planet/asteroid to explore within each star system. Story progression is rather straightforward, despite you being able to play a trio of core missions in whatever order you wish, and a clear goal in mind. In addition, all active missions are logged in the pause menu -- even separated to required and optional missions -- so you never have to wonder what you're supposed to be doing. ''VideoGame/MassEffect2'' is also an aversion in spite of more missions and a wider scope of freedom. It's still linear.
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Elder Scrolls cleanup


* Common in ''Franchise/TheElderScrolls'' series of games:
** ''VideoGame/TheElderScrollsIIDaggerfall'': The world is enormous. You are told to use quick-travel to Daggerfall and the game basically leaves you alone. Given how big the world is, it's ''very'' easy to get lost. If you follow Daggerfall's main quest, you explore maybe a dozen towns and dungeons. The rest of the ''15,000'' locations are optional.
** ''VideoGame/TheElderScrollsIIIMorrowind'': The island the game plays on is huge, and it takes almost 45 minutes to walk from one end to the other. In the tutorial you learn in five minutes how to use the controls, then the game kicks you out of the door, hands you a couple of coins and basically says: "Here, this is the world. Have fun". You only get some hints of where to go for the next story mission. The game also doesn't do much hand-holding in your quest log, forcing you to remember people and places from quests you might have received weeks ago in real time.
** ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]''. There's nothing stopping you from exploring all of Skyrim, other than a "Go meet my sister/uncle in Riverwood" spoken by the person you help at the end of the tutorial dungeon. On the one hand, the world is huge (compared to other [=RPGs=]) and incredibly detailed, with dozens upon dozens of quests. On the other, nearly all the quests are neatly catalogued in your pause menu with reminders of what you're doing and geographic markers to where the next objective is located, and each individual quest can activated or deactivated from that menu.

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* Common in throughout ''Franchise/TheElderScrolls'' series series, in large part because of games:
** ''VideoGame/TheElderScrollsIIDaggerfall'':
how early the games [[OpeningTheSandbox Open The world is enormous. You Sandbox]] for you. Typically, after a brief tutorial and a tip on where to go next for the main quest, you're free to go wherever you want and do whatever you want. There are LoadsAndLoadsOfSidequests, as well as full blown [[SidequestSidestory Sidequest Sidestories]] (some of which, particularly the faction questlines, are nearly as expansive as the main quest). To note, specifically by game:
** ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'' has a nigh-infinite (though with significant [[ProceduralGeneration procedural generation]] and [[RandomlyGeneratedLevels Randomly Designed Dungeons]]) game world. After escaping the NoobCave [[ForcedTutorial tutorial dungeon]], you're
told to use quick-travel fast-travel to head to Daggerfall and itself but the game basically otherwise leaves you alone.to your own devices. Given how big the world is, it's ''very'' easy to get lost. If you follow Daggerfall's main quest, you explore maybe a dozen towns and dungeons. The rest of the ''15,000'' locations are optional.
** ''VideoGame/TheElderScrollsIIIMorrowind'': The ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', though thousands of times smaller in terms of raw square footage than its predecessor, trades away the procedurally and randomly generated sections for an entirely hand-built game world while still being ''far'' larger than most video game settings. Vvardenfell, the island the game plays on is huge, and it takes almost 45 real-time minutes to walk from one end to the other. other (and that is without stopping to explore along the way). In the tutorial (short but extant) tutorial, you learn in about five minutes how to use the controls, then the game kicks you out of the door, hands you a couple of coins and basically says: "Here, this is the world. Have fun". You world, have fun" while only get some hints of giving you a direction for where to go for to continue the next story mission.main quest. {{Beef Gate}}s and the rare PlotLock are the only impediments to going wherever you want and doing whatever your want. The game also doesn't do much hand-holding in your quest log, forcing you to remember people and places from quests you might have received weeks ago in real time.
** ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'' and ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]''. There's Skyrim]]'' continue the trend of large and (mostly) hand-built game worlds. After the tutorial in each, other than a direction on where to go next for the main quest, there is nothing stopping you from immediately going and exploring all of Skyrim, other than a "Go meet my sister/uncle in Riverwood" spoken by the person you help at the end entirety of the tutorial dungeon. those game worlds. On the one hand, the world is these worlds are huge (compared to other [=RPGs=]) and are incredibly detailed, with dozens upon dozens of quests. On the other, nearly all the quests are neatly catalogued in your pause character menu with reminders of what you're doing and geographic markers to where the next objective is located, and each individual quest can activated or deactivated from that menu.
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* Common ''Franchise/TheElderScrolls'' series of games:
** ''VideoGame/TheElderScrollsIIDaggerfall'': The world is enormous. You are told to use quick-travel to Daggerfall and the game basically leaves you alone. Given how big the world is - its' ''very'' easy to get lost. If you follow Daggerfall's main quest, you explore maybe a dozen towns and dungeons. The rest of the ''15,000'' locations are optional.

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* Common in ''Franchise/TheElderScrolls'' series of games:
** ''VideoGame/TheElderScrollsIIDaggerfall'': The world is enormous. You are told to use quick-travel to Daggerfall and the game basically leaves you alone. Given how big the world is - its' is, it's ''very'' easy to get lost. If you follow Daggerfall's main quest, you explore maybe a dozen towns and dungeons. The rest of the ''15,000'' locations are optional.
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* Most games in the ''{{Metroid}}'' series suffer from this trope; it becomes very easy to become lost in the game world, even in the newer games which tend to be a bit more linear. ''Super Metroid'' is probably the most well-known for this, which, due to bugs, intentional design decisions and underestimating players' abilities, gives the player several different routes through the game, and many weapons and items are [[SequenceBreaking skippable]] with some ingenuity. Because there's no clear indication of what to do or where to go, putting the game down for even a day can either leave you with no idea how to progress, or stumbling in the right direction.
** The ''[[VideoGame/MetroidPrime Prime]]'' series try avoiding with an optional hint system that shows where the plot will advance.
** ''Zero Mission'' has each Chozo statue set a rough waypoint to the "next" statue, unless you jump off the rails yourself -- if you go SequenceBreaking past the point that one of the statues wants to advise you about, it won't bother when you come back to it later. Since the game clock runs during these hint scenes, it's beneficial for {{speed run}}ners to skip as many as possible.

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* Most games in the ''{{Metroid}}'' ''Franchise/{{Metroid}}'' series suffer from this trope; it becomes very easy to become lost in the game world, even in the newer games which tend to be a bit more linear. ''Super Metroid'' ''VideoGame/SuperMetroid'' is probably the most well-known for this, which, due to bugs, intentional design decisions and underestimating players' abilities, gives the player several different routes through the game, and many weapons and items are [[SequenceBreaking skippable]] with some ingenuity. Because there's no clear indication of what to do or where to go, putting the game down for even a day can either leave you with no idea how to progress, or stumbling in the right direction.
** The ''[[VideoGame/MetroidPrime ''[[VideoGame/MetroidPrimeTrilogy Prime]]'' series try avoiding with an optional hint system that shows where the plot will advance.
** ''Zero Mission'' ''VideoGame/MetroidZeroMission'' has each Chozo statue set a rough waypoint to the "next" statue, unless you jump off the rails yourself -- if you go SequenceBreaking past the point that one of the statues wants to advise you about, it won't bother when you come back to it later. Since the game clock runs during these hint scenes, it's beneficial for {{speed run}}ners to skip as many as possible.
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* Many LifeSims have the initial struggle to pay for food and housing, requiring some scrambling around at first to keep your character alive, before your enhanced skills give you the free time to explore:

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* Many LifeSims {{Raising Sim}}s have the initial struggle to pay for food and housing, requiring some scrambling around at first to keep your character alive, before your enhanced skills give you the free time to explore:



*** VideoGame/CuteKnightKingdom'' removed a lot of this starting urgency, and thereby left some players with no idea of what to do.

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*** VideoGame/CuteKnightKingdom'' ''VideoGame/CuteKnightKingdom'' removed a lot of this starting urgency, and thereby left some players with no idea of what to do.
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* In ''{{VideoGame/Foxhole}}'', it can be daunting for a new player to figure out what to do and where to go; there is no in-game direction as to what you should be doing to win the war. Especially since you start only with a pistol and a hammer, just getting a basic rifle or finding the action takes some getting used to.
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* ''VideoGame/FinalFantasyVI'': The game becomes wide open as soon as you collect four party members and [[spoiler: the new airship]] in the second half of the game...in fact, absolutely nothing stops you from tackling TheVeryFinalDungeon except the ridiculously tough battles that you would face along the way.

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Cut down on the Minecraft example as it was disorganized with Conversation In The Main Page and dragged on on the subject of the map.


* ''VideoGame/{{Minecraft}}''. You are thrown into an enormous world without any defined goals at all - players can build huge structures, mine valuables from the ground, slaughter monsters, explore landscapes, become nomadic, construct railroads, seek out the [[spoiler:Ender Dragon]] or do practically anything else.
** This was even worse before the game came with a list of achievements that encourage new players to learn the basics of mining, farming, construction, and combat.
*** This is not helped by the sheer size of the map. You can wander in the direction of the map and go on for hours never finding an end to it all; in one interview Notch said the potential size of the gameplay world can go up to eight times the surface area of '''Earth itself''' (although there isn't any major difference between different sections of the map). Not to mention the various environments all over the place (it is possible to see a snow biome right next to a desert in this game, at least before the 1.8 update) giving you a variety of resources to use in building your desired constructions.
*** Not big enough? Mods like [[http://www.minecraftforum.net/topic/918541-146-mystcraft-09500 Mystcraft]] let you make as many new worlds to explore as you want, and even decorate them with different types of environments.

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* ''VideoGame/{{Minecraft}}''. You are thrown into an enormous world without any defined goals at all - players can build huge structures, mine valuables from the ground, slaughter monsters, explore landscapes, become nomadic, construct railroads, seek out the [[spoiler:Ender Dragon]] or do practically anything else.
**
else. This was even worse before the game came with a list of achievements that encourage new players to learn the basics of mining, farming, construction, and combat.
*** This is not helped by
combat. Then there's the sheer size of the map. You map: you can wander in the one direction of the map and go on for hours never finding an end to it all; in one interview Notch said the potential size of the gameplay world can go up to eight times the surface area of '''Earth itself''' (although there isn't any major difference between different sections of the map). Not to mention the various environments all over the place (it is possible to see a snow biome right next to a desert in this game, at least game before the 1.8 update) giving you a variety of resources to use in building your desired constructions.
*** Not big enough? Mods like [[http://www.minecraftforum.net/topic/918541-146-mystcraft-09500 Mystcraft]] let you make as many new worlds to explore as you want, and even decorate them with different types of environments.
constructions.

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Avoid referencing other examples. That's Word Cruft. The Terraria example is not very useful because it boils down to "this one is less bad than Minecraft". Page quotes can be changed, so don't reference them either (or page images, for that matter).


* ''VideoGame/{{Terraria}}'' is a bit less intimidating, since you start with basic versions of three main tools (Axe, Pick, Sword). Even if you do decide to wander, Terraria is 2D and has a much smaller game world, making it much harder to get hopelessly lost.
** Another problem is progression. Of course you wander around, looking materials but how you actually ''progress'' is confusing to a newer player.
* Similar to the above, ''VideoGame/GarrysMod'' provides the player with access to every asset from just about every modern Valve game the player may have installed, tools with which to put said assets together in just about any way imaginable, and a default map entitled "Flatgrass." Knock yourself out. Various addons increase the amount of tools and assets available by an order of magnitude.

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* ''VideoGame/{{Terraria}}'' is a bit less intimidating, since you start with basic versions of three main tools (Axe, Pick, Sword). Even if you do decide to wander, Terraria is 2D and has a much smaller game world, making it much harder to get hopelessly lost.
** Another problem is progression. Of course
In ''VideoGame/{{Terraria}}'', you wander around, around looking materials for materials, but how you actually ''progress'' is confusing to a newer player.
* Similar to the above, ''VideoGame/GarrysMod'' provides the player with access to every asset from just about every modern Valve game the player may have installed, tools with which to put said assets together in just about any way imaginable, and a default map entitled "Flatgrass." Knock yourself out. Various addons increase the amount of tools and assets available by an order of magnitude.



* As per the page quote, the VideoGame/GrandTheftAuto series has this, particularly since VideoGame/GrandTheftAutoIII. It gets marginally better in San Andreas with the introduction of the cell phone, and much better with the smartphone in GTA IV. In the original GTA III though, having the option to do police, ambulance, and taxi side missions (all with valuable rewards), search for and collect hidden packages, find vans or weapons with rampage side missions, doing ''actual'' side missions for gangs or the mob, and finally progressing the story, all with little guidance from the interface...things get paralyzing quickly.

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* As per the page quote, the VideoGame/GrandTheftAuto The ''VideoGame/GrandTheftAuto'' series has this, particularly since VideoGame/GrandTheftAutoIII.''VideoGame/GrandTheftAutoIII''. It gets marginally better in San Andreas with the introduction of the cell phone, and much better with the smartphone in GTA IV. In the original GTA III though, having the option to do police, ambulance, and taxi side missions (all with valuable rewards), search for and collect hidden packages, find vans or weapons with rampage side missions, doing ''actual'' side missions for gangs or the mob, and finally progressing the story, all with little guidance from the interface...things get paralyzing quickly.

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* In the Atari game ''VideoGame/{{Adventure}}'', you have a general goal and no idea how to accomplish it or where anything is.



* ''VideoGame/TheLegendOfZeldaI'' is one of the first games to revel in this trope. You're basically sent out with little idea what to do and especially where to go leading to some early deaths. ([[WithThisHerring "It's dangerous to go alone! Take this!"]])
** The Atari game VideoGame/{{Adventure}} was even more this. You have a general goal and no idea how to accomplish it or where anything is.
** ''[[VideoGame/TheLegendOfZeldaBreathOfTheWild Breath of the Wild]]'' is probably the logical culmination of this trope in the ''Legend of Zelda'' series. After you get [[MagnetismManipulation the]] [[TimeStandsStill four]] [[AnIcePerson main]] [[CartoonBomb runes]] and learn the basic backstory and goal of the game, you're able to do whatever you wish to do, with the only limitation on where you can travel being your own skill and resourcefulness.

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* ''VideoGame/TheLegendOfZeldaI'' is one of ''Franchise/TheLegendOfZelda'':
** In [[VideoGame/TheLegendOfZeldaI
the first games to revel in this trope. You're game]], you're basically sent out with little idea what to do and especially where to go leading to some early deaths. ([[WithThisHerring "It's dangerous to go alone! Take this!"]])
** The Atari game VideoGame/{{Adventure}} was even more this. You have a general goal and no idea how to accomplish it or where anything is.
**
In ''[[VideoGame/TheLegendOfZeldaBreathOfTheWild Breath of the Wild]]'' is probably the logical culmination of this trope in the ''Legend of Zelda'' series. After Wild]]'', after you get the four main runes (bombs and [[MagnetismManipulation the]] the power to manipulate metal objects]], [[TimeStandsStill four]] paralyze objects]] and [[AnIcePerson main]] [[CartoonBomb runes]] turn water into ice]]) and learn the basic backstory and goal of the game, you're able to do whatever you wish to do, with the only limitation on where you can travel being your own skill and resourcefulness.

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* ''VideoGame/CastlevaniaCircleOfTheMoon''. The game starts off by dropping you into Dracula's Castle; and not telling the player where to go. The hints you get are few and far in between, and even then they just give you a broad goal.

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* ''VideoGame/CastlevaniaCircleOfTheMoon''. ''VideoGame/CastlevaniaCircleOfTheMoon'': The game starts off by dropping you into Dracula's Castle; and not telling the player where to go. The hints you get are few and far in between, and even then they just give you a broad goal.



** Its sequel, ''Warband'', gives players the option to do a starting quest that has a small, simple storyline and conclusion, introducing them to some of the mechanics and the setting...at which point they are again dumped into the world and left to their devices.

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** Its sequel, ''Warband'', ''VideoGame/{{Warband}}'', gives players the option to do a starting quest that has a small, simple storyline and conclusion, introducing them to some of the mechanics and the setting...at which point they are again dumped into the world and left to their devices.



** What's also made a little worse is the fact that you have to collect pieces of a Trident - with little to no indication as to why you need it, or exactly where the parts were. For example, one part is located in a continent on the bottom of the world.
* Common ''The Elder Scrolls'' series of games:

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** What's also made a little worse is the fact that you have to collect [[ExcaliburInTheRust pieces of a Trident Trident]] - with little to no indication as to why you need it, or exactly where the parts were. For example, one part is located in a continent on the bottom of the world.
* Common ''The Elder Scrolls'' ''Franchise/TheElderScrolls'' series of games:



* {{Academagia}} - Welcome to WizardingSchool. You have a bajillion stats, all of which currently suck, and you don't know what any of them mean. You have dozens of available actions, and you will quickly gain far more than you could ever use. Your only actual goal is figuring out what on earth they DO.
* Many LifeSims require some scrambling around at first to keep your character alive, before your enhanced skills give you the free time to explore. ''VideoGame/PrincessMaker'' and ''VideoGame/CuteKnight'' have the initial struggle to pay for food and housing. ''VideoGame/CuteKnightKingdom'' removed a lot of this starting urgency, and thereby left some players with no idea of what to do.

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* {{Academagia}} - ''VideoGame/{{Academagia}}'': Welcome to WizardingSchool. You have a bajillion stats, all of which currently suck, and you don't know what any of them mean. You have dozens of available actions, and you will quickly gain far more than you could ever use. Your only actual goal is figuring out what on earth they DO.
* Many LifeSims require have the initial struggle to pay for food and housing, requiring some scrambling around at first to keep your character alive, before your enhanced skills give you the free time to explore. ''VideoGame/PrincessMaker'' and ''VideoGame/CuteKnight'' have the initial struggle to pay for food and housing. ''VideoGame/CuteKnightKingdom'' explore:
** ''VideoGame/PrincessMaker''
** ''VideoGame/CuteKnight''
*** VideoGame/CuteKnightKingdom''
removed a lot of this starting urgency, and thereby left some players with no idea of what to do.


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** ''VideoGame/DeadRisingChopTillYouDrop'': The conversion for the UsefulNotes/{{Wii}} was specifically designed to address the complaints.
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* Most early {{Sierra}} adventure games. Particularly the games that used a text parser, which were infamous for dropping you in a room without so much as an introductory message, while the later point-and-click games had at least some sort of introduction giving you some clues. The original ''VideoGame/PoliceQuest'' was particularly infamous: at the start of the game, you're dressed in your police uniform in the main hall of the station. If you don't figure out that you need to attend your morning briefing within the first three minutes of the game, you'd get HaveANiceDeath when you finally walked into the briefing room.

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* Most early {{Sierra}} {{Creator/Sierra}} adventure games. Particularly the games that used a text parser, which were infamous for dropping you in a room without so much as an introductory message, while the later point-and-click games had at least some sort of introduction giving you some clues. The original ''VideoGame/PoliceQuest'' was particularly infamous: at the start of the game, you're dressed in your police uniform in the main hall of the station. If you don't figure out that you need to attend your morning briefing within the first three minutes of the game, you'd get HaveANiceDeath when you finally walked into the briefing room.
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* ''VidoGame/HorizonZeroDawn'' gives you a wide-open world to explore once you've completed the tutorial. Sure, there's something about tracking down the people who massacred your village, but first why not go check out some ancient ruins for artifacts, or climb a Tallneck, or hunt some machines for parts, or...

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* ''VidoGame/HorizonZeroDawn'' ''VideoGame/HorizonZeroDawn'' gives you a wide-open world to explore once you've completed the tutorial. Sure, there's something about tracking down the people who massacred your village, but first why not go check out some ancient ruins for artifacts, or climb a Tallneck, or hunt some machines for parts, or...



* ''ThePath'' was designed with this in mind. Fortunately it's a small sandbox.

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* ''ThePath'' ''VideoGame/ThePath'' was designed with this in mind. Fortunately it's a small sandbox.
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* Several games in the ''Franchise/{{Ultima}}'' series are like this. Especially ''VideoGame/UltimaIV'' and ''VideoGame/UltimaV''.

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* Several games in the ''Franchise/{{Ultima}}'' ''VideoGame/{{Ultima}}'' series are like this. Especially ''VideoGame/UltimaIV'' and ''VideoGame/UltimaV''.
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** ''[[VideoGame/TheLegendOfZeldaBreathOfTheWild Breath of the Wild]]'' is probably the logical culmination of this trope in the ''Legend of Zelda'' series. After you get [[MagnetismManipulation the]] [[TimeStandsStill four]] [[ElementalBaggage main]] [[CartoonBomb runes]] and learn the basic backstory and goal of the game, you're able to do whatever you wish to do, with the only limitation on where you can travel being your own skill and resourcefulness.

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** ''[[VideoGame/TheLegendOfZeldaBreathOfTheWild Breath of the Wild]]'' is probably the logical culmination of this trope in the ''Legend of Zelda'' series. After you get [[MagnetismManipulation the]] [[TimeStandsStill four]] [[ElementalBaggage [[AnIcePerson main]] [[CartoonBomb runes]] and learn the basic backstory and goal of the game, you're able to do whatever you wish to do, with the only limitation on where you can travel being your own skill and resourcefulness.
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* The Space Stage in ''{{Spore}}'' conveys the sheer immensity of space very well. Possibly too well. Mods make the game even more fun (infinite Staff of Life, for one). Also, nothing beats watching a binary sunrise (Find a binary -two star- star system. Go to a non-dangerous, and preferably with a thin atmosphere, planet. Watch the suns rise.) Or, watch them set, preferably with the appropriate [[http://www.youtube.com/watch?v=wEUGF3NGbPg music.]]

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* The Space Stage in ''{{Spore}}'' ''VideoGame/{{Spore}}'' conveys the sheer immensity of space very well. Possibly too well. Mods make the game even more fun (infinite Staff of Life, for one). Also, nothing beats watching a binary sunrise (Find a binary -two star- star system. Go to a non-dangerous, and preferably with a thin atmosphere, planet. Watch the suns rise.) Or, watch them set, preferably with the appropriate [[http://www.youtube.com/watch?v=wEUGF3NGbPg music.]]
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** ''[[VideoGame/TheLegendOfZeldaBreathOfTheWild Breath of the Wild]]'' is probably the logical culmination of this trope in the ''Legend of Zelda'' series. After you get the four main ruins and learn the basic backstory of the game, you're able to do whatever you wish to do, with the only limitation on where you can travel being your own skill and resourcefulness.

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** ''[[VideoGame/TheLegendOfZeldaBreathOfTheWild Breath of the Wild]]'' is probably the logical culmination of this trope in the ''Legend of Zelda'' series. After you get the four main ruins [[MagnetismManipulation the]] [[TimeStandsStill four]] [[ElementalBaggage main]] [[CartoonBomb runes]] and learn the basic backstory and goal of the game, you're able to do whatever you wish to do, with the only limitation on where you can travel being your own skill and resourcefulness.



* From the first minutes of {{VideoGame/Scratches}}, your have an access to almost every room of a huge three-storey Victorian mansion, and no clear goals besides "Explore this place before going to sleep". Needless to say, there is a ''lot'' of PixelHunt and GuideDangIt early in the game.

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* From the first minutes of {{VideoGame/Scratches}}, your have an access to almost every room of a huge three-storey three-story Victorian mansion, and no clear goals besides "Explore this place before going to sleep". Needless to say, there is a ''lot'' of PixelHunt and GuideDangIt early in the game.

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* ''VideoGame/TheLegendOfZelda'' is prone to this. You're basically sent out with little idea what to do and especially where to go leading to some early deaths. ([[WithThisHerring "It's dangerous to go alone! Take this!"]])

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* ''VideoGame/TheLegendOfZelda'' ''VideoGame/TheLegendOfZeldaI'' is prone one of the first games to this.revel in this trope. You're basically sent out with little idea what to do and especially where to go leading to some early deaths. ([[WithThisHerring "It's dangerous to go alone! Take this!"]])



** ''VideoGame/TheLegendOfZeldaMajorasMask''. Without a guide, a new player will likely wander around for all three days and not complete the tasks necessary to recover the Ocarina. After it is recovered, it quickly becomes much more clear where the player must go.
** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' is probably the logical culmination of this trope in the Zelda series. You're downright encouraged to forget the main quest and just screw around.

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** ''VideoGame/TheLegendOfZeldaMajorasMask''. Without a guide, a new player will likely wander around for all three days and not complete ''[[VideoGame/TheLegendOfZeldaBreathOfTheWild Breath of the tasks necessary to recover the Ocarina. After it is recovered, it quickly becomes much more clear where the player must go.
** ''VideoGame/TheLegendOfZeldaBreathOfTheWild''
Wild]]'' is probably the logical culmination of this trope in the Zelda ''Legend of Zelda'' series. You're downright encouraged to forget After you get the four main quest ruins and just screw around.learn the basic backstory of the game, you're able to do whatever you wish to do, with the only limitation on where you can travel being your own skill and resourcefulness.
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* Many LifeSims require some scrambling around at first to keep your character alive, before your enhanced skills give you the free time to explore. PrincessMaker and ''VideoGame/CuteKnight'' have the initial struggle to pay for food and housing. ''VideoGame/CuteKnightKingdom'' removed a lot of this starting urgency, and thereby left some players with no idea of what to do.

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* Many LifeSims require some scrambling around at first to keep your character alive, before your enhanced skills give you the free time to explore. PrincessMaker ''VideoGame/PrincessMaker'' and ''VideoGame/CuteKnight'' have the initial struggle to pay for food and housing. ''VideoGame/CuteKnightKingdom'' removed a lot of this starting urgency, and thereby left some players with no idea of what to do.
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** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' is probably the logical culmination of this trope in the Zelda series. You're downright encouraged to forget the main quest and just screw around.



* ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' is probably the logical culmination of this trope in the Zelda series. You're downright encouraged to forget the main quest and just screw around.
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* ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' is probably the logical culmination of this trope in the Zelda series. You're downright encouraged to forget the main quest and just screw around.
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* ''VidoGame/HorizonZeroDawn'' gives you a wide-open world to explore once you've completed the tutorial. Sure, there's something about tracking down the people who massacred your village, but first why not go check out some ancient ruins for artifacts, or climb a Tallneck, or hunt some machines for parts, or...
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* ''{{Crackdown}}'' has been accused of this, since it basically just gives you a list of 21 criminals who need to die, and then kicks you into the city to fend for yourself. It's balanced by the fact that you learn how to play the game eventually, and that it's quite fun to wander around getting things. Except those goddamn ''Orbs!''

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* ''{{Crackdown}}'' ''VideoGame/{{Crackdown}}'' has been accused of this, since it basically just gives you a list of 21 criminals who need to die, and then kicks you into the city to fend for yourself. It's balanced by the fact that you learn how to play the game eventually, and that it's quite fun to wander around getting things. Except those goddamn ''Orbs!''
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* Similar to the above, ''GarrysMod'' provides the player with access to every asset from just about every modern Valve game the player may have installed, tools with which to put said assets together in just about any way imaginable, and a default map entitled "Flatgrass." Knock yourself out. Various addons increase the amount of tools and assets available by an order of magnitude.

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* Similar to the above, ''GarrysMod'' ''VideoGame/GarrysMod'' provides the player with access to every asset from just about every modern Valve game the player may have installed, tools with which to put said assets together in just about any way imaginable, and a default map entitled "Flatgrass." Knock yourself out. Various addons increase the amount of tools and assets available by an order of magnitude.

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