History Main / AcceptableBreaksFromReality

19th Jul '17 3:52:42 PM BelziBhaal
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* OneBulletClips: In a game, if you fire one bullet and reload, you'll be shown reloading a full magazine, but will still only have reloaded one bullet and not lost any others doing so. Wasting half a clip can get annoying, and sometimes it's preferable to reload safely with half your magazine than to reload in a critical situation with your clip empty.

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* OneBulletClips: In a game, if you fire one bullet and reload, you'll be shown reloading a full magazine, but will still only have reloaded one bullet and not lost any others doing so. Wasting half a clip magazine can get annoying, and sometimes it's preferable to reload safely with half your magazine than to reload in a critical situation with your clip magazine empty.
19th Jul '17 6:40:20 AM Synch
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* EveryBulletIsATracer: You'll be able to see the path of bullets to assist in aiming or following the action. This helps deter camping and informs players where the fighting is.



* TheMainCharactersDoEverything: Because they can only afford to hire so many actors.

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* TheMainCharactersDoEverything: Because they can only afford to hire so many actors.actors, and besides, it's hard to get invested in a constant stream of new characters.



* OneDoseFitsAll: Much like with InstantSedation above, it would probably be irritating more than anything if a character had to calculate the dosage of tranquillizer, poison etc. per person before administering it, especially in video games.

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* OneDoseFitsAll: Much like with InstantSedation above, it would probably be irritating more than anything if a character had an unnecessary distraction to have characters calculate the dosage of tranquillizer, poison etc. per person before administering it, especially in video games.it.



* OptionalTrafficLaws: Drivers can safely ignore all the rules of the road, often with no more consequence than at worst, a bystander making a rude hand gesture and/or being profane towards the driver. Otherwise, many [[WideOpenSandbox sandbox]] and [[DrivingGame racing games]] become simulations more than games.

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* OptionalTrafficLaws: Drivers can safely ignore all the rules of the road, often with no more consequence than at worst, a bystander making a rude hand gesture and/or being profane towards the driver. Otherwise, many [[WideOpenSandbox sandbox]] and [[DrivingGame racing games]] become simulations more than games.



* SurprisinglyFunctionalToys: When a VideoGame character is shrunk and encounters a recognizable object scaled to the character's new size, said object will retain the function and properties scale of its original size. If it didn't, then being small would have little purpose other than taking a much longer time to get from one place to another (see SpaceCompression).

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* SurprisinglyFunctionalToys: When a VideoGame character is shrunk and encounters a recognizable object scaled to the character's their new size, said object will retain the function and properties scale of its original size. If it didn't, then being small would have little purpose other than taking a much longer time to get from one place to another (see SpaceCompression).


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* EveryBulletIsATracer: You'll be able to see the path of bullets to assist in aiming or following the action. This helps deter camping and informs players where the fighting is.
10th Jul '17 9:16:33 AM Synch
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* TwentyFourHourArmor: Characters constantly wearing armor may be unrealistic, but it makes them easy to identify and cuts down on design costs. See also InformedEquipment.



* AlreadyUndoneForYou: Someone already got through this trap-laden dungeon to wait for you, so why are the traps still there? It wouldn't be fun, otherwise!

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* AlreadyUndoneForYou: Someone already got through this trap-laden dungeon to wait for you, the hero, so why are the traps still there? It wouldn't be fun, otherwise! dramatic, otherwise!



* CriticalExistenceFailure: With 1 HitPoint left or if you're one step away from death you're fine, but lose the last bit of health and you die instantly. This is to prevent players from having to buy disproportionate amount of healing items just so they aren't slowed down or otherwise made to be less powerful due to health, because [[FakeDifficulty the game becomes a lot harder when you effectively have half the health bar you actually have.]]



* GunsInChurch: Nobody bats an eye if you bring your weapons to a private audience with an important person. If they do, it's likely a trap. Forcibly unequipping weapons can make players wary, or sometimes even make them avoid the area or event.

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* GunsInChurch: Nobody bats an eye if you bring your weapons to a private audience with an important person. If they do, it's likely a trap. Forcibly unequipping weapons can make players wary, or sometimes even make them avoid It may be unrealistic that the area or event.heroes are allowed to take their guns anywhere without consequence, but stopping to explain it would take time away from cool and exciting action sequences.



* InVehicleInvulnerability: Driver doesn't die or get injured when a car crashes without explosion. Having your character die if they suffer too much whiplash either forces level designers to use simple, boring tracks, or makes the game [[NintendoHard unfair.]]



* NoArcInArchery: For balance purposes, mostly.



* PowerEqualsRarity: The more powerful an item, monster, or ability/spell is, the harder it is to find. This is to keep items intended for the FinalBoss from becoming a DiscOneNuke.



* ThrivingGhostTown: Cities and towns are much smaller than they should be for sustainability. This saves development time and memory space. Also see SpaceCompression.

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* ThrivingGhostTown: Cities and towns are much smaller than they should be for sustainability. This saves development time and memory space. Also see money on set design/development. See also SpaceCompression.



* TwentyFourHourArmor: Drawing characters in casual clothing means extra work for the developers; see InformedEquipment.


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* CriticalExistenceFailure: With 1 HitPoint left or if you're one step away from death you're fine, but lose the last bit of health and you die instantly. This is to prevent players from having to buy disproportionate amount of healing items just so they aren't slowed down or otherwise made to be less powerful due to health, because [[FakeDifficulty the game becomes a lot harder when you effectively have half the health bar you actually have.]]


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* InVehicleInvulnerability: Driver doesn't die or get injured when a car crashes without explosion. Having your character die if they suffer too much whiplash either forces level designers to use simple, boring tracks, or makes the game [[NintendoHard unfair.]]


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* NoArcInArchery: For balance purposes, mostly.


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* PowerEqualsRarity: The more powerful an item, monster, or ability/spell is, the harder it is to find. This is to keep items intended for the FinalBoss from becoming a DiscOneNuke.
1st Jun '17 11:34:34 AM Synch
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* DoorToBefore: A door that leads you straight back to the beginning of a dungeon so you don't have to walk out the long way.



* NewsTravelsFast: As soon as something important happens in the plot, everyone in the world will know about it. If this is averted it could become DudeWheresMyRespect if {{NPC}}s are talking about a mysterious group who stopped one highwayman just as you defeated a dragon terrorizing the country.

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* NewsTravelsFast: As soon as something important happens in the plot, everyone in the world will know about it. If this is averted it could become DudeWheresMyRespect if {{NPC}}s are talking about a mysterious group who stopped one highwayman just as you defeated a dragon terrorizing it, since taking time to show its journey down the country.grapevine is the sort of detail that's usually unimportant.



* NominalImportance: Only people that are relevant to the plot or a {{sidequest}} will be blessed with names. Everyone else will be {{nameless|Narrative}} or be referred to with [[EveryoneCallsHimBarkeep generic or descriptive titles]] because having names for everyone can make for a confusing conversation, especially if OneSteveLimit is averted.



* OptionalTrafficLaws \\
Drivers can safely ignore all the rules of the road, often with no more consequence than at worst, a bystander making a rude hand gesture and/or being profane towards the driver. Otherwise, many [[WideOpenSandbox sandbox]] and [[DrivingGame racing games]] become simulations more than games.

to:

* OptionalTrafficLaws \\
OptionalTrafficLaws: Drivers can safely ignore all the rules of the road, often with no more consequence than at worst, a bystander making a rude hand gesture and/or being profane towards the driver. Otherwise, many [[WideOpenSandbox sandbox]] and [[DrivingGame racing games]] become simulations more than games.



* SpaceCompression: Where an environment is blatantly not to scale so you don't spend an entire day just walking to the next city.


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* DoorToBefore: A door that leads you straight back to the beginning of a dungeon so you don't have to walk out the long way.


Added DiffLines:

* NominalImportance: Only people that are relevant to the plot or a {{sidequest}} will be blessed with names. Everyone else will be {{nameless|Narrative}} or be referred to with [[EveryoneCallsHimBarkeep generic or descriptive titles]] because having names for everyone can make for a confusing conversation, especially if OneSteveLimit is averted.


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* SpaceCompression: Where an environment is blatantly not to scale so you don't spend an entire day just walking to the next city.
1st Jun '17 7:29:47 AM Synch
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* AutomatonHorses: Horses never have to be watered, fed, or rested in video games, and often not in other media, because that's often not the point of the game anyway. (See PlotPoweredStamina.)

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* AutomatonHorses: Horses never have to be watered, fed, or rested in video games, and often not in other most media, because that's often it's usually not relevant to the point of the game anyway.story. (See PlotPoweredStamina.)



* BottomlessMagazines: You get unlimited shots, because who wants to stop the action to reload?

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* BottomlessMagazines: You Characters get unlimited shots, because who wants to stop the action to reload?



* HollywoodHacking: Because ''real'' hacking is actually quite boring, would become worthless after the technology is exposed, plus it would be a bit boring in a video game.
* HollywoodPsych: Because the fact that the main character would end up [[ShellShockedVeteran too damaged and insane to ever live a normal life]] after the events of the average video game isn't a very happy ending.

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* HollywoodHacking: Because ''real'' hacking is actually quite boring, boring and would become worthless after the technology is exposed, plus it would be a bit boring in a video game.
exposed.
* HollywoodPsych: Because the fact that the main character would end up [[ShellShockedVeteran too damaged and insane to ever live a normal life]] after the events of the average video game action story isn't a very happy ending.



* SoftWater: A fall from any height at all can be rendered harmless or merely incapacitating if, at the end of the fall, the character meets a body of water. This is mostly for drama's sake, as if a game started out with an airplane crash it would be an awfully quick story were this trope averted.

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* SoftWater: A fall from any height at all can be rendered harmless or merely incapacitating if, at the end of the fall, the character meets a body of water. This is mostly for drama's sake, as if a game story started out with an airplane crash it would be an over awfully quick story were this trope averted.



* SteelEarDrums: Nobody is ever bothered by extremely loud noises unless it serves the plot. This keeps scenes and levels in factories from having FakeDifficulty or being too hard to hear dialogue.

to:

* SteelEarDrums: Nobody is ever bothered by extremely loud noises unless it serves the plot. This keeps scenes and levels in factories from having FakeDifficulty or being too hard to hear dialogue.plot, for the same reason as AcousticLicense.



* TraumaInn: Sleeping at an inn is guaranteed to instantly cure all your wounds, because having characters heal at normal rates would probably necessitate the subtitle ''Waiting in a Hospital''.



* YouAllLookFamiliar: Not all games and animated shows have the time, budget, or inclination to go for a CastOfSnowflakes.


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* TraumaInn: Sleeping at an inn is guaranteed to instantly cure all your wounds, because having characters heal at normal rates would probably necessitate the subtitle ''Waiting in a Hospital''.


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* YouAllLookFamiliar: Not all games and animated shows have the time, budget, or inclination to go for a CastOfSnowflakes.
28th May '17 6:42:12 PM JoeG
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* ThreeMonthOldNewborn: Film sets are hot, noisy, dirty, and altogether not suitable places to bring a newborn baby whose immune system is still developing.
11th Apr '17 11:04:59 AM Korodzik
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* FriendlyFireproof: Combat would be less fun if the player had to constantly worry about not hitting his teammates with his attacks.
8th Mar '17 11:56:43 AM Synch
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Added DiffLines:

* OneSteveLimit: Unless there's a specific storytelling reason for it, having characters with the same or similar names would only make it harder for the audience to follow along.
25th Feb '17 1:55:59 AM fdsa1234567890
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Added DiffLines:

* InSpaceEveryoneCanSeeYourFace: Having lights on the inside of a helmet makes it largely impossible to see out of it in an otherwise dark environment, but otherwise we would be unable to see the actors' faces.
27th Jan '17 5:22:26 PM StarSword
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Added DiffLines:

* TheMainCharactersDoEverything: Because they can only afford to hire so many actors.
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