History Main / BenevolentArchitecture

6th Aug '17 8:33:10 AM Xemylixa
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* In the second game of VideoGame/{{Portal}}, there are ruins that are 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.

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* In the second game of VideoGame/{{Portal}}, ''VideoGame/Portal2'', there are ruins that are 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.
17th Jul '17 3:57:58 PM Fallingwater
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* Much in the same vein, the {{Carmageddon}} series has always featured environments that are suspiciously apt for the insane sort of racing that goes on in those games. Ridiculously steep country roads that no actual car could hope to climb, industrial machinery with just-large-enough passages, buildings with unfeasibly wide windows and corridors and cities whose layout makes very little sense in the context of traffic. But then, ''Carmageddon'' takes a very lax approach to realism even compared to ''Grand Theft Auto''...
3rd Jun '17 3:13:25 PM nombretomado
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* WiiWare game ''VideoGame/{{LIT}}'', ostensibly set in a darkened school, has windows that once shattered spill outside light into the room, providing a path to safely walk to the exit (or next light source). These windows are on almost every wall of each room, even the ones facing [[{{Bizarrchitecture}} further into the school]], where there should be no light from outside.

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* WiiWare UsefulNotes/WiiWare game ''VideoGame/{{LIT}}'', ostensibly set in a darkened school, has windows that once shattered spill outside light into the room, providing a path to safely walk to the exit (or next light source). These windows are on almost every wall of each room, even the ones facing [[{{Bizarrchitecture}} further into the school]], where there should be no light from outside.
22nd Feb '17 5:17:54 PM ZombieAladdin
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* Many stages in the ''Franchise/SonicTheHedgehog'' series.

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* Many stages in the ''Franchise/SonicTheHedgehog'' series. Most obvious are loop-de-loops as natural formations or as urban structures that no one but Sonic can reasonably take.



** One particularly glaring example occurs in ''VideoGame/SonicUnleashed'', during an early Werehog stage. The Werehog can hang from ledges and edge along them. There's a ledge that's blocked by a wooden balcony, so the player has to drop down so he can hand-over-hand. On the other side is a ledge with a staircase going up to a locked door. Below is a hundred-foot doubtlessly fatal drop to the sea. The balcony mentioned earlier is coming out of ''the side of the staircase'', which is a ''blank wall''.
*** The highways in Skyscraper Scamper stage can be this.

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** One particularly glaring example occurs in ''VideoGame/SonicUnleashed'', during an early Werehog stage. The Werehog can hang from ledges and edge along them. There's a ledge that's blocked by a wooden balcony, so the player has to drop down so he can hand-over-hand. On the other side is a ledge with a staircase going up to a locked door. Below is a hundred-foot doubtlessly fatal drop to the sea. The balcony mentioned earlier is coming out of ''the side of the staircase'', which is a ''blank wall''.
wall''. Earlier in that stage is a ledge the Werehog can grab onto in the form of a rooftop. When he climbs onto the rooftop, the gradually turns into a small local park with no change in elevation.
*** The highways in Skyscraper Scamper stage can be this. Some of them lead directly into the sides of buildings. One of them, in particular, shows traffic traveling on it. If you watch the cars and trucks when they reach the buildingside, they travel right through the building. Some of the skyscrapers themselves are also so unusually shaped as to make no sense. One such building in a Werehog stage has so little area per floor that there's not enough space for stairs and barely enough for an elevator (without a counterweight). And then there's the area's counterpart to the Manhattan Bridge, which for no in-universe reason, leads to a flat island, then continues 90 degrees to the left.
** City Escape Act 2 in ''VideoGame/SonicGenerations'' has one section set in a public park. The only exit to this park leads to a wide halfpipe, then down the side of a building.
16th Feb '17 11:13:46 PM Discar
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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!"''
-->-- '''Ben ''[[WebAnimation/ZeroPunctuation "Yahtzee"]]'' Croshaw''', on ''[[GearsOfWar Gears of War 2]]''

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->''"The two opposing armies have both realized that chest-high walls are the key ->'''Shepherd:''' Hold on. We're about 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!"''
find hostiles.\\
'''Garrus:''' What makes you say that?\\
'''Shepherd:''' ''[points]'' Strategic cover.
-->-- '''Ben ''[[WebAnimation/ZeroPunctuation "Yahtzee"]]'' Croshaw''', on ''[[GearsOfWar Gears of War 2]]''
''Webcomic/AwkwardZombie'', regarding ''VideoGame/MassEffect3''
27th Nov '16 6:53:06 PM PaulA
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* {{Lampshade}}d and discussed in ''Lord Of The Isles'' by 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.

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* {{Lampshade}}d and discussed in ''Lord Of The Isles'' ''Literature/TheLordOfTheIsles'' by 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.
26th Oct '16 8:45:55 PM Necrodomo
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* Buildings in ''[[NexusWar Nexus Clash]]'' can accommodate an unlimited number of characters and their summoned minions, whether the building is a huge stadium or a tiny, cramped hut. This is justified by just how inconvenient it would be for players if space considerations were more realistic, but does lead to some pretty comical situations whenever an event leads to (for instance) hundreds of characters and summons holed up in a single bar.
10th Aug '16 11:55:22 PM CerotechOmega
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* Of all the places in Sanctuary, the nephalem city of Corvus in ''VideoGame/{{Diablo 3}}'' clearly fits this trope. It's one thing to have floors searing trespassers with holy energy, doorways that slow them down and totems that release spirits to ravage them, but these devices work on the demonically infused scarabs and spirits and Adria's blood golems... and ''only'' those creatures. The player character ([[spoiler:being nephalem themselves]]), their follower and Lorath Nahr can walk past the hazards just fine. There are also weapon caches that rise up out of the ground whenever the player character approaches them.
-->'''Lorath''': It appears even the stones acknowledge that a nephalem has returned.
2nd Jul '16 11:34:57 AM pyroluna
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* Lampshaded in Undertale, when the player is instructed to hide behind a "conveniently shaped lamp"


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* Lampshaded in Undertale, when the player is instructed to hide behind a "conveniently shaped lamp".
2nd Jul '16 11:33:42 AM pyroluna
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*Lampshaded in Undertale, when the player is instructed to hide behind a "conveniently shaped lamp"
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