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* Lampshaded in [[http://199.85.208.247/comic/2839/virtual-shackles-intelligent-design this]] VirtualShackles strip.

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* ''{{FEAR}}'' and its sequel. If it weren't for this trope (such as a convenient hole in the wall, among others), it would have been impossible for the protagonists to proceed through the games.

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* ''{{FEAR}}'' and its sequel. If it weren't for this trope (such as a convenient hole in the wall, among others), it would have been impossible for the protagonists to proceed through the games. The environments tend to be such that they are fun to play in, but would be extremely inconvenient for their ostensible purpose. [[NoOSHACompliance Such as the janitor's closet with the unlocked door to an elevator shaft]].
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* In ''TheDukesOfHazzard'' it seemed that every time they needed to jump over something with their car there was a convenient dirt ramp.

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* In ''TheDukesOfHazzard'' it seemed that every time they needed to jump over something with their car there was a convenient ramp (usually a dirt ramp.ramp, but wooden ones and even auto carriers have been shown as well). There are also frequent instances of backroad turnoffs, offroad shortcuts, and hiding places in the woods that are used to outfox or hide from the cops.
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** The sequel, ''Arkham City'', takes place in Gotham proper, and Bats can now grapple onto more than just gargoyles.
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* The ''{{Metroid}}'' series. One has to wonder why so many planets throughout the galaxy have areas that can only be accessed by beings who can morph into balls. Or be opened only by Samus?s beams.

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* The ''{{Metroid}}'' series. One has to wonder why so many planets throughout the galaxy have areas that can only be accessed by beings who can morph into balls. Or be opened only by Samus?s Samus's beams.
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** Parodied in this ''Virtual Shackles'' [[http://www.dorkly.com/comic/2839/virtual-shackles-intelligent-design strip:]]

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** Parodied in this ''Virtual Shackles'' ''VirtualShackles'' [[http://www.dorkly.com/comic/2839/virtual-shackles-intelligent-design strip:]]
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** Parodied in this ''Virtual Shackles'' [[http://www.dorkly.com/comic/2839/virtual-shackles-intelligent-design strip:]]
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[[AC:Real Life]]
* Averted in Manly, New South Wales, Australia back in the eighties. Some of the planter boxes around the corso had surrounds that resembled quarter pipes. Skaters began using them for exactly that, so extra bricks were added protruding from the planters to prevent this.
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* MassEffect has a few walls and corners that are useful as cover but they are essentially optional, and the game can be easily completed without bothering with them, even on Insanity, but MassEffect2 takes this UpToEleven, with far, far, FAR more of them, although this is almost required by the increased difficulty - even on Normal, trying to fight even basic enemies without cover will probably get you killed.
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** Even worse in ''Vice City'', with ramps going from building to building to get you to the rooftop spotlight mission objective. Never mind that at this point you -own- a helicopter.
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* Somewhat explained in ''Scarface: The World Is Yours''. Half completed arching bridges making de-facto ramps and great short cuts. But doesn't explain the ramp happy ships in the harbor that just happened to be lined up well.
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* In the latest [[BatmanArkhamAsylum Batman game]], 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.

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* In the latest [[BatmanArkhamAsylum Batman game]], ''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.



<<|VideoGameTropes|>>)

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<<|VideoGameTropes|>>)<<|VideoGameTropes|>>

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* ''{{Dark Messiah of Might and Magic}}'' featured a mechanic where kicking enemies into spikes caused instant death; why the enemies set up racks of spikes in their homes or gardens was never explained.
* Paradise City, the setting of ''{{Burnout}} Paradise''. While by no means the first driving game to include an open world for you to drive in, this is the city in which, to [[{{Psyclone}} the author]] at least, the trope is more apparent: {{Broken Bridge}}s everywhere, flimsy "Private Property" fences that can be knocked down by merely touching them (and which the game encourages you to destroy), highways full of gaps in the walls, ramps scattered around for no reason, a rail system without any (moving) trains that seems to serve no purpose other than a shortcut, etc. All of this is heavily {{lampshade}}d by the game's DJ, who every so often thanks the "lazy City Works Department" for not fixing the bridges and highways.

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* ''{{Dark Messiah of Might and Magic}}'' featured a mechanic where kicking enemies into spikes caused instant death; why the enemies set up racks of spikes in their homes or gardens was never explained.
explained. Nor were the hundreds of breakable jars of flammable oil.
* Paradise City, the setting of ''{{Burnout}} Paradise''. While by no means the first driving game to include an open world for you to drive in, this is the city in which, to [[{{Psyclone}} the author]] at least, which the trope is more apparent: {{Broken Bridge}}s everywhere, flimsy "Private Property" fences that can be knocked down by merely touching them (and which the game encourages you to destroy), highways full of gaps in the walls, ramps scattered around for no reason, a rail system without any (moving) trains that seems to serve no purpose other than a shortcut, etc. All of this is heavily {{lampshade}}d by the game's DJ, who every so often thanks the "lazy City Works Department" for not fixing the bridges and highways.
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****** The Kintobor story isn't quite canon.

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* ''Dark Messiah of MightAndMagic'' featured a mechanic where kicking enemies into spikes caused instant death; why the enemies set up racks of spikes in their homes or gardens was never explained.

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* ''Dark ''{{Dark Messiah of MightAndMagic'' Might and Magic}}'' featured a mechanic where kicking enemies into spikes caused instant death; why the enemies set up racks of spikes in their homes or gardens was never explained.
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** ''{{Trackmania}}'' United and earlier versions, in stark contrast to the popular Nations, has environments that are either homages to other games (Outrun, for the Island environment) or attempt to look and feel very realistic. Coast in particular has a rural French setting that almost looks like something out of Gran Turismo. Then you get to the loops and corkscrew jumps. The Bay environment is a Japanese city and you get an SUV. It also has construction frameworks that very much resemble quarterpipes and loops, actual loops in the highway, giant jumps and highway roads that head at a sixty degree angle towards the sky. Justified in that this is a stunt racing game, but compared to the obviously artificial Stadium environment of Nations, some of those environments feel ''off''.

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** * ''{{Trackmania}}'' United and earlier versions, in stark contrast to the popular Nations, has environments that are either homages to other games (Outrun, for the Island environment) or attempt to look and feel very realistic. Coast in particular has a rural French setting that almost looks like something out of Gran Turismo. Then you get to the loops and corkscrew jumps. The Bay environment is a Japanese city and you get an SUV. It also has construction frameworks that very much resemble quarterpipes and loops, actual loops in the highway, giant jumps and highway roads that head at a sixty degree angle towards the sky. Justified in that this is a stunt racing game, but compared to the obviously artificial Stadium environment of Nations, some of those environments feel ''off''.
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**''{{Trackmania}}'' United and earlier versions, in stark contrast to the popular Nations, has environments that are either homages to other games (Outrun, for the Island environment) or attempt to look and feel very realistic. Coast in particular has a rural French setting that almost looks like something out of Gran Turismo. Then you get to the loops and corkscrew jumps. The Bay environment is a Japanese city and you get an SUV. It also has construction frameworks that very much resemble quarterpipes and loops, actual loops in the highway, giant jumps and highway roads that head at a sixty degree angle towards the sky. Justified in that this is a stunt racing game, but compared to the obviously artificial Stadium environment of Nations, some of those environments feel ''off''.
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** An intelligent moviegoer will realize that the base is a former Cyberdyne Systems facility that was once staffed by humans before the war and after judgement day had been adapted by the machines for their purposes.

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** An intelligent moviegoer will realize that * ''DistrictB13'' is absolutely full of convenient parkour architecture, the base is prime offender being a former Cyberdyne Systems facility that was once staffed by humans before rope conveniently hanging down the war and after judgement day had been adapted by the machines for their purposes.
side of one building.
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* Happens all over the place in the ''SanFranciscoRush'' series of racing games. Sure, the streets are cordoned off for the race, but someone still overlooked those ramps, subway tunnels, spacious sewer pipes, and hills that are just ''perfect'' for shortcuts...
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It seems in certain shows and video games involving vehicles or characters with special abilities, the setting the characters reside was planned from the get-go with their mischief in mind, usually regardless of whether or not it would be useful to anyone else (say, for example, the people who ''live'' there). In the case of vehicles, for example, the town may have an abundance of {{Broken Bridge}}s that can be jumped over, flimsy fences protecting places where cars aren't "supposed" to go, a strange overabundance of seemingly useless ramps, etc. Of course these could be considered AcceptableBreaksFromReality, but still, you have to wonder why someone doesn't complain about those bridges.

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It seems in certain shows and video games involving vehicles or characters with special abilities, the setting the characters reside was planned from the get-go with their mischief in mind, usually regardless of whether or not it would be useful to anyone else (say, for example, the people who ''live'' there). In the case of vehicles, for example, the town may have an abundance of {{Broken Bridge}}s that [[RampJump can be jumped over, over]], flimsy fences protecting places where cars aren't "supposed" to go, a strange overabundance of seemingly useless ramps, etc. Of course these could be considered AcceptableBreaksFromReality, but still, you have to wonder why someone doesn't complain about those bridges.
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** Not to mention that all the pits you have to go into just ''happen'' to have ladders so you can climb back out.
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** An intelligent moviegoer will realize that the base is a former Cyberdyne Systems facility that was once staffed by humans before the war and after judgement day had been adapted by the machines for their purposes.
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** It's [[JustifiedTrope justified]] in the sequel, which takes place in Renaissance Italy, as Venice actually has that much disjointed, random architecture.

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* If the environment of ''[=~Assassin's Creed~=]'' is anything to go by, Islamic and European architecture in the Middle Ages must have been specifically designed to facilitate Altair's quest. Just about every man-made structure in the Holy Land is covered with built-in hand and footholds, making scaling up sheer walls and leaping between rooftops a breeze. The developers claim the architecture is accurate to the period. TruthInTelevision?
** Mostly TruthInTelevision. A bit exaggerated, the rooftop garden things isn't exactly accurate, but it's mostly realistic. EXCEPT FOR PUTTING A GOTHIC CATHEDRAL IN THE MIDDLE OF THE CITY! Wrong place, wrong time, wrong everything.
** The European structures, with the exception of stronghold structures, were designed to make it possible to climb for the sake of having people go up and clean the windows and roofs.
** For that matter, many of the strongholds featured flat or nearly flat roofs so that archers could sit up there and plunk away at the enemy.
** Let's be fair: it's ''miles'' more believable than the architecture in most platform games. Altair just happens to be ''really'' good at grabbing things like window lattices and decorative stone carvings. Granted, the stones sticking out of walls are a bit overt.
*** Maybe they need to hire better masons...

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* If the environment of ''[=~Assassin's Creed~=]'' is anything to go by, Islamic and European architecture in the Middle Ages must have been specifically designed to facilitate Altair's quest. Just about every man-made structure in the Holy Land is covered with built-in hand and footholds, making scaling up sheer walls and leaping between rooftops a breeze. The developers claim the architecture is accurate to the period. TruthInTelevision?
** Mostly TruthInTelevision. A bit exaggerated, the rooftop garden things isn't exactly accurate, but it's mostly realistic. EXCEPT FOR PUTTING A GOTHIC CATHEDRAL IN THE MIDDLE OF THE CITY! Wrong place, wrong time, wrong everything.
** The European structures, with the exception of stronghold structures, were designed to make it possible to climb for the sake of having people go up and clean the windows and roofs.
** For that matter, many of the strongholds featured flat or nearly flat roofs so that archers could sit up there and plunk away at the enemy.
** Let's be fair: it's ''miles'' more believable than the architecture in most platform games. Altair just happens to be ''really'' good at grabbing things like window lattices and decorative stone carvings. Granted, the stones sticking out of walls are a bit overt.
*** Maybe they need to hire better masons...
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* Even though you can dig and build ladders, you don't really need them to climb the mountains of ''{{Minecraft}}''. They're rather short and at least one of the sides will always be a slope climbable by mere jumping.
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* ''ModernWarfare'''s buildings are all conveniently half-smashed and reduced to just enough rubble to function as a realistic-looking paintball course.
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** Very easily justified, since that's how stealthy infiltration ''works'': find another way. Not so easy to justify when Sam must infiltrate ''CIA Headquarters'', which should very much be a fortress and...isn't.

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** Very easily justified, since that's how stealthy infiltration ''works'': find another way. Not so easy to justify when Sam must infiltrate ''CIA Headquarters'', which should very much be a fortress and...isn't. Or [[spoiler: Third Echelon HQ that should have done some remodelling after knowing that Sam Fisher's coming after them.]]
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*** Somewhat believably HandWaved for the most part by explaining that much of the games' environments were either directly built by the Chozo, or in the second game built by people who "borrowed" Chozo technology; so it is reasonable to believe that Samus and her Chozo-created suit can navigate them. As for why the Space Pirates and other places do this...oh well.

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*** Somewhat believably HandWaved for the most part by explaining that much of the games' environments were either directly built by the Chozo, or in the second game built by people who "borrowed" Chozo technology; so it is reasonable to believe that Samus and her Chozo-created suit can navigate them. As for why the Space Pirates and other places do this...oh well.
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* ''{{Game/Jumper}}'' games. Yes, [[MalevolentArchitecture it's trying to kill you too]], but all levels can be passed with mere jumping, flipping switches and [[BlockPuzzle pushing crates around]]. This gets weirder in ''Jumper Three'' which takes place on a [[{{Understatement}} distant]] planet.
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*** The timeline suggests cause and effect. The government, architecture and security forces came first and at once. Thus it developed that dissenters did better running from the police rather than fighting, and that the best chance for doing so in that city was on foot rather than on the road or in the air. Parkour then became unusually relevant by real-world standards, and so eventually the government made cracking down on practitioners a priority - encouraging them to support the resistance.

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