![]() ![]() Detailed instructions for how to perform specific instances belong on other websites, not here. Note: TV Tropes is not the place for strategy guides. In the image above portrayed as an example, a GPS tracking the right path inside the maze will be an easy level trick, but won't break the intended sequence. Although a sequence breaker might and will be an easy level trick, not all of the easy level tricks result in sequence breaking. This should not be confused with Easy Level Trick, which is an exploit that makes a lot easier a level that otherwise would be complex, slow or hard. Compare and contrast Plot Lock, which is a door or passage that normally cannot be accessed until the plot allows you to do: a Plot Lock might be placed to prevent Sequence Breaking in certain cases, or Sequence Breaking could be the result of managing to bypass a Plot Lock. If the game recognizes your attempt in some fashion, or acknowledges your successes at it, then there's Developer's Foresight. Compare Speedrun, which most times involves sequence-breaking. Also contrast You Can't Thwart Stage One, which is often literally true even in games that allow sequence breaking even Metroidvanias famous for sequence-breaking opportunities generally require that the first area be traversed or the first item be collected. Sequence breaking may involve the Dungeon Bypass, which is one typical way of breaking the sequence. Contrast Script Breaking, which is often done via Sequence Breaking. Compare Off the Rails, which can lead to this trope when applied to videogames. This is a subtrope of Emergent Gameplay, and sometimes of Not the Intended Use. The term has since been applied to many other fanbases of other games. The phrase Sequence Breaking is most often applied in the context of the Metroid fanbase, who coined the term. Still other games give a primary "intended" path for the player to follow, but provide for players that explore every nook and cranny, so that the more thorough and adventurous players will find alternative paths that allow early access to certain rewards. These games are more resistant to forming Sequence Breaker communities in the fan base, and normally don't get them at all simply because there is no sequence to break. ![]() Some games eschew the linear path design and opt for a more freeform style, like the Wide-Open Sandbox. ![]() Luckily, this tends to have little effect on the game's story or progress, and you can usually go back and do what you missed. Or you could do it completely by accident. Other times they play within the intended boundaries, but still manage to accomplish something intended to be impossible (for instance, jumping a fence using an unforeseen combination of abilities and careful timing). Sometimes, the player exploits a glitch or a bug in the game's programming. The act of sequence breaking is accomplished in many different ways. Such acts and the attempts to discover them are known as Sequence Breaking. Sometimes, fans of a game develop ways to complete tasks in an unexpected order, or skip some entirely, contrary to the developer's intentions. This path manifests to the player as the One True Sequence in which tasks need to be completed. In these ways a path through the game is created. Other ways to progress are usually restricted either by simply not supplying any other options or by placing some sort of impenetrable obstacle in the way of what would otherwise be a valid path. When a game's development team is designing a game, they often form some specific ideas as to the path the player should take when completing the game.
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