History Main / BenevolentArchitecture

16th Mar '16 4:26:08 PM ObsidianFire
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* In a rare RPG example, ''VideoGame/GoldenSun'' is quite shameless about it, to the point that most of the time the easy straight path is blocked one way or another and you have to look for a way around, fortunately there are always wooden stumps, water ponds, psynergy-sensitive plants, the characters are genre-savvy enough to realize that they need an adept of each element and as many flavors of psynergy as possible, then again, the main goal of the game is to prevent/enforce the lighthouses from being lit, and those where designed specifically so that only an adept of the matching element would be able to get in.
** It gets so bad that ''VideoGame/GoldenSunDarkDawn'' provides a Psynergy power ''just'' to identify ''which items are affected by which powers'', because that stuff is ''everywhere''. And the characters in this one are not only GenreSavvy enough to recruit every kind of Adept they can, but also to [[LampshadeHanging comment repeatedly on the commonality of Psynergy-affected obstacles]].

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* In a rare RPG example, ''VideoGame/GoldenSun'' is quite shameless about it, to the point that most of the time the easy straight path is blocked one way or another and you have to look for a way around, fortunately there are always wooden stumps, water ponds, psynergy-sensitive plants, the characters are genre-savvy smart enough to realize that they need an adept of each element and as many flavors of psynergy as possible, then again, the main goal of the game is to prevent/enforce the lighthouses from being lit, and those where designed specifically so that only an adept of the matching element would be able to get in.
** It gets so bad that ''VideoGame/GoldenSunDarkDawn'' provides a Psynergy power ''just'' to identify ''which items are affected by which powers'', because that stuff is ''everywhere''. And the characters in this one are not only GenreSavvy smart enough to recruit every kind of Adept they can, but also to [[LampshadeHanging comment repeatedly on the commonality of Psynergy-affected obstacles]].
4th Mar '16 3:43:35 AM scottmada
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- ''Film/{{Gymkata}}'' Gymnast on a covert mission running thru a Eastern Eurpoean Town finds the town filled with Perfectly Powdered Gymnastic equipment just when he needs it.

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- * ''Film/{{Gymkata}}'' Gymnast on a covert mission running thru a Eastern Eurpoean Town finds the town filled with Perfectly Powdered Gymnastic equipment just when he needs it.
4th Mar '16 1:37:48 AM eroock
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->''The two opposing armies have both realized that chest-high walls are the key to victory: every single battleground is littered with chest-high walls, everyone's bombs seem specifically designed to reduce buildings to chest-high walls, the Locust have developed technology to make chest-high walls rise out of the ground, and if all else fails, Mother Nature herself will step in and make rocks fall from the ceiling, forming chest-high walls!''

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->''The ->''"The two opposing armies have both realized that chest-high walls are the key to victory: every single battleground is littered with chest-high walls, everyone's bombs seem specifically designed to reduce buildings to chest-high walls, the Locust have developed technology to make chest-high walls rise out of the ground, and if all else fails, Mother Nature herself will step in and make rocks fall from the ceiling, forming chest-high walls!''walls!"''
3rd Mar '16 9:52:54 PM Andrew
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* In the ''VideoGame/ArkhamSeries'', Batman and his villains live a Gotham City where essentially every building is either an ArtDeco skyscraper or a Gothic cathedral. As such, there are simply a ton of conveniently located gargoyles, sculptures, ledges, terraces and other architectural features for Batman to grapple onto in the middle of a firefight for an easy escape. The first game in the series, VideoGame/BatmanArkhamAsylum, takes place in the titular [[BedlamHouse loony bin]], and there are gargoyles liberally spread throughout the complex.

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* In the ''VideoGame/ArkhamSeries'', ''VideoGame/BatmanArkhamSeries'', Batman and his villains live a Gotham City where essentially every building is either an ArtDeco skyscraper or a Gothic cathedral. As such, there are simply a ton of conveniently located gargoyles, sculptures, ledges, terraces and other architectural features for Batman to grapple onto in the middle of a firefight for an easy escape. The first game in the series, VideoGame/BatmanArkhamAsylum, takes place in the titular [[BedlamHouse loony bin]], and there are gargoyles liberally spread throughout the complex.
3rd Mar '16 9:51:39 PM Andrew
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* In the ''VideoGame/ArkhamSeries'', Batman and his villains live a Gotham City where essentially every building is either an ArtDeco skyscraper or a Gothic cathedral. As such, there are simply a ton of conveniently located gargoyles, sculptures, ledges, terraces and other architectural features for Batman to grapple onto in the middle of a firefight for an easy escape. The first game in the series, VideoGame/ArkhamAsylum, takes place in the titular [[BedlamHouse loony bin]], and there are gargoyles liberally spread throughout the complex.

to:

* In the ''VideoGame/ArkhamSeries'', Batman and his villains live a Gotham City where essentially every building is either an ArtDeco skyscraper or a Gothic cathedral. As such, there are simply a ton of conveniently located gargoyles, sculptures, ledges, terraces and other architectural features for Batman to grapple onto in the middle of a firefight for an easy escape. The first game in the series, VideoGame/ArkhamAsylum, VideoGame/BatmanArkhamAsylum, takes place in the titular [[BedlamHouse loony bin]], and there are gargoyles liberally spread throughout the complex.
3rd Mar '16 9:48:24 PM Andrew
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* In ''VideoGame/BatmanArkhamAsylum'', everyone's favorite [[BedlamHouse loony bin]] is revealed to have an endless number of human-sized air vents and, apparently, the masons had a near-fetishistic love of indoor stone gargoyles.
** Ironically, while the design of the asylum is beneficial to Batman when in the role of the [[StealthBasedGame "invisible predator"]], the mooks make it clear they find it [[MalevolentArchitecture doesn't make their jobs easier]]. Some even note that the person who designed the place [[LampshadeHanging must have been insane]]; and to be fair, Amadeus Arkham [[JustifiedTrope really was insane]].
** Wayne Industries contributed a lot to that place. It is not only believable, but ''expected'' that Bats would have the place built pretty conveniently for his way of doing things, in case of such a disaster.
*** He DID put an extra Batcave on/under the island.
** The sequel, ''Arkham City'', takes place in Gotham proper, and Bats can now grapple onto more than just gargoyles.
** In both games, Batman and the supporting cast can just push at a vent from the inside with their feet, and it'll just hang by its last screw instead of crashing to the floor. But only when it's necessary to do so.

to:

* In ''VideoGame/BatmanArkhamAsylum'', everyone's favorite the ''VideoGame/ArkhamSeries'', Batman and his villains live a Gotham City where essentially every building is either an ArtDeco skyscraper or a Gothic cathedral. As such, there are simply a ton of conveniently located gargoyles, sculptures, ledges, terraces and other architectural features for Batman to grapple onto in the middle of a firefight for an easy escape. The first game in the series, VideoGame/ArkhamAsylum, takes place in the titular [[BedlamHouse loony bin]] is revealed to have an endless number of human-sized air vents and, apparently, bin]], and there are gargoyles liberally spread throughout the masons had a near-fetishistic love of indoor stone gargoyles.
** Ironically, while the design of the asylum is beneficial to Batman when in the role of the [[StealthBasedGame "invisible predator"]], the mooks make it clear they find it [[MalevolentArchitecture doesn't make their jobs easier]]. Some even note that the person who designed the place [[LampshadeHanging must have been insane]]; and to be fair, Amadeus Arkham [[JustifiedTrope really was insane]].
** Wayne Industries contributed a lot to that place. It is not only believable, but ''expected'' that Bats would have the place built pretty conveniently for his way of doing things, in case of such a disaster.
*** He DID put an extra Batcave on/under the island.
** The sequel, ''Arkham City'', takes place in Gotham proper, and Bats can now grapple onto more than just gargoyles.
** In both games, Batman and the supporting cast can just push at a vent from the inside with their feet, and it'll just hang by its last screw instead of crashing to the floor. But only when it's necessary to do so.
complex.
3rd Mar '16 7:59:53 PM Norman728
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Added DiffLines:

- ''Film/{{Gymkata}}'' Gymnast on a covert mission running thru a Eastern Eurpoean Town finds the town filled with Perfectly Powdered Gymnastic equipment just when he needs it.
9th Jan '16 9:57:03 AM BattleMaster
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Added DiffLines:

[[folder:Tabletop Games]]
* The Runner's Guide sourcebook in 4th Edition ''TabletopGame/{{Shadowrun}}'' offered this as a perk you could select for your hideout. If you were attacked while inside a hideout, you and your allies would gain defensive bonuses while enemies took defensive penalties, with the justification being the layout of the walls and furniture just sort of naturally made the place easy to defend.
[[/folder]]
10th Nov '15 10:18:19 PM StrixObscuro
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* {{Lampshade}}d and discussed in ''Lord Of The Isles'' by DavidDrake. It's BenevolentArchitecture that a building crumbled in such a way that one character can easily climb the rubble from higher levels to reach a second-story window--but it's MalevolentArchitecture that said rubble blocked the front door.

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* {{Lampshade}}d and discussed in ''Lord Of The Isles'' by DavidDrake.Creator/DavidDrake. It's BenevolentArchitecture that a building crumbled in such a way that one character can easily climb the rubble from higher levels to reach a second-story window--but it's MalevolentArchitecture that said rubble blocked the front door.



** In ''Carpe Jugulum'', it's mentioned that vampire castles ''always'' have objects lying around that could easily be turned into makeshift religious symbols or stakes.



* {{Racing Game}}s in areas affected by [[AfterTheEnd natural disasters]]. The city is full of rubble, except for the track, which instead has buildings that collapsed in such a way as to form ramps and stunts (examples: ''VideoGame/MotorStorm Apocalypse'', ''VideoGame/{{Wipeout}} 2097'', ''VideoGame/{{POD}}'', ''VideoGame/{{Fuel}}'' and many others). This could be lampshaded by assuming that the race organisers scoured the entire city and found [[AnthropicPrinciple one area that happened to be raceable]] and set up camp there, but in ''Apocalypse'' disaster tends to strike ''during'' the race and conveniently causes a ramp or blocks only half of the track so as to make it more interesting. ''FUEL'' even has benevolent ''tornadoes''.

to:

* {{Racing Game}}s in areas affected by [[AfterTheEnd natural disasters]]. The city is full of rubble, except for the track, which instead has buildings that collapsed in such a way as to form ramps and stunts (examples: ''VideoGame/MotorStorm Apocalypse'', ''VideoGame/{{Wipeout}} 2097'', ''VideoGame/{{POD}}'', ''VideoGame/{{Fuel}}'' and many others). This could be lampshaded by assuming that the race organisers organizers scoured the entire city and found [[AnthropicPrinciple one area that happened to be raceable]] and set up camp there, but in ''Apocalypse'' disaster tends to strike ''during'' the race and conveniently causes a ramp or blocks only half of the track so as to make it more interesting. ''FUEL'' even has benevolent ''tornadoes''.



*** The scannable lore in ''Prime 3'' justifies the benevolent architecture on Planet Bryyo by explaining that a prophetess forsaw Samus' arrival and worked to prepare the area for her.

to:

*** The scannable lore in ''Prime 3'' justifies the benevolent architecture on Planet Bryyo by explaining that a prophetess forsaw foresaw Samus' arrival and worked to prepare the area for her.



* In the second game of VideoGame/{{Portal}}, there are ruins that are conviniently just ruined enough to give you a path out. Granted, [[GuideDangIt you have to really search for some]], but they're still there. And one has to wonder about the convenient placement of the paints.

to:

* In the second game of VideoGame/{{Portal}}, there are ruins that are conviniently conveniently just ruined enough to give you a path out. Granted, [[GuideDangIt you have to really search for some]], but they're still there. And one has to wonder about the convenient placement of the paints.



* In a rare RPG example, ''VideoGame/GoldenSun'' is quite shameless about it, to the point that most of the time the easy straight path is blocked one way or another and you have to look for a way around, fortunately there are always wooden stumps, water ponds, psynergy-sensitive plants, the characters are genre-savvy enough to realize that they need an adept of each element and as many flavours of psynergy as possible, then again, the main goal of the game is to prevent/enforce the lighthouses from being lit, and those where designed specifically so that only an adept of the matching element would be able to get in.

to:

* In a rare RPG example, ''VideoGame/GoldenSun'' is quite shameless about it, to the point that most of the time the easy straight path is blocked one way or another and you have to look for a way around, fortunately there are always wooden stumps, water ponds, psynergy-sensitive plants, the characters are genre-savvy enough to realize that they need an adept of each element and as many flavours flavors of psynergy as possible, then again, the main goal of the game is to prevent/enforce the lighthouses from being lit, and those where designed specifically so that only an adept of the matching element would be able to get in.



* ''VideoGame/DoubleSwitch''. Eddie tells you at the beginning that he designed the entire security system with traps around the apartment, because the neighbourhood sucks. Later, Lyle the Handyman will set up some traps of his own.

to:

* ''VideoGame/DoubleSwitch''. Eddie tells you at the beginning that he designed the entire security system with traps around the apartment, because the neighbourhood neighborhood sucks. Later, Lyle the Handyman will set up some traps of his own.
10th Nov '15 9:51:40 PM RisefromYourGrave
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* Both ''VideoGame/NeedForSpeed Most Wanted'' (2005) and ''Carbon'' have city roads that make absolutely no sense in the context of a functioning city, and are very, very obviously designed to encourage street racing.
** The 2012 ''Most Wanted'' reboot doesn't even really ''pretend'' to be realistic. It was made by Criterion games, developers of the aforementioned ''Burnout Paradise'', and is effectively an updated and improved version of it. It's never explained why so many billboards are at low heights with ramps leading up to them. Sometimes on both sides.

to:

* Both ''VideoGame/NeedForSpeed ''VideoGame/NeedForSpeed: [[VideoGame/NeedForSpeedMostWanted Most Wanted'' Wanted]]'' (2005) and ''Carbon'' (and ''World'', which combined both their environments) have city roads that make absolutely no sense in the context of a functioning city, and are very, very obviously designed to encourage street racing.
** The 2012 ''Most Wanted'' reboot doesn't even really ''pretend'' to be realistic. It was made by Criterion games, Creator/CriterionGames, developers of the aforementioned ''Burnout Paradise'', and is effectively an updated and improved version of it. It's never explained why so many billboards are at low heights with ramps leading up to them. Sometimes on both sides.
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