History Main / CombinatorialExplosion

26th Jan '17 9:02:00 AM Prfnoff
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* ''VideoGame/SpaceQuestIVRogerWilcoAndTheTimeRippers'' has more than one line mocking the idea of trying to use the pink bunny on the Sequel Police.
3rd Jan '17 2:57:35 AM Quanyails
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* In ''/VideoGame/ColossalCave'', you have to try using random items to defeat some of the obstacles that stand in your way.

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* In ''/VideoGame/ColossalCave'', ''VideoGame/ColossalCave'', you have to try using random items to defeat some of the obstacles that stand in your way.


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* The premise of '' VideoGame/DoodleGod'' is to combine "elements" (from the classic to the esoteric) to create new ones. Each game promoting hundreds of elements means the total number of combinations possible increases quadratically. Many of the elements are used as an intermediate for a single final product, but that doesn't stop players from trying to combine it with everything else to see if they interact.
23rd Nov '16 12:56:41 AM Morgenthaler
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* The ''SimonTheSorcerer'' series is notable for having Simon comment on the sillier combinations.
* The graphical IF game ''{{Timequest}}'' reacted to this several times in amusing ways, with witty reasons why you couldn't pick things up, often BreakingTheFourthWall in the process. For example, early on in the game you end up in Cloaca Maxima, the large sewer in Rome. If you try to pick up the brown sludge flowing past, it replies with "Okay look - I know adventurers are supposed to [[KleptomaniacHero take everything that isn't nailed down]]. And I know that this stuff probably isn't nailed down (although I don't want to be the one to check). And I know that Meretzky [a coworker] made you dive naked into a pile of it when you played his game. But there is just no way I'm going to let you walk around with your pockets stuffed full of caca just so you can see what happens when you launch great gobs of number two at major figures of western civilization."

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* The ''SimonTheSorcerer'' ''VideoGame/SimonTheSorcerer'' series is notable for having Simon comment on the sillier combinations.
* The graphical IF game ''{{Timequest}}'' ''VideoGame/{{Timequest}}'' reacted to this several times in amusing ways, with witty reasons why you couldn't pick things up, often BreakingTheFourthWall in the process. For example, early on in the game you end up in Cloaca Maxima, the large sewer in Rome. If you try to pick up the brown sludge flowing past, it replies with "Okay look - I know adventurers are supposed to [[KleptomaniacHero take everything that isn't nailed down]]. And I know that this stuff probably isn't nailed down (although I don't want to be the one to check). And I know that Meretzky [a coworker] made you dive naked into a pile of it when you played his game. But there is just no way I'm going to let you walk around with your pockets stuffed full of caca just so you can see what happens when you launch great gobs of number two at major figures of western civilization."



* The ''{{Ringworld}}'' game has the character carrying around a space suit for most of the game. An area of poison gas blocks your progress until you figure out how to remove it. Putting on the air tight space suit is not an option. Its only use is as a diving suit near the end.
* ''{{Scribblenauts}}''

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* The ''{{Ringworld}}'' ''Literature/{{Ringworld}}'' game has the character carrying around a space suit for most of the game. An area of poison gas blocks your progress until you figure out how to remove it. Putting on the air tight space suit is not an option. Its only use is as a diving suit near the end.
* ''{{Scribblenauts}}''''VideoGame/{{Scribblenauts}}''
29th May '16 3:16:10 PM WillKeaton
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** And [[http://www.neogaf.com/forum/showthread.php?p=16184727#post16184727 that's not even]] [[http://ds.ign.com/dor/objects/14304256/scribblenauts/videos/scribble_demo_e3_061009.html scratching the suface]].

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** And [[http://www.neogaf.com/forum/showthread.php?p=16184727#post16184727 that's not even]] [[http://ds.ign.com/dor/objects/14304256/scribblenauts/videos/scribble_demo_e3_061009.html scratching the suface]].surface.]]
10th Apr '16 7:31:30 PM Stealth
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** Another variation is the Combiner Wars series of toys. Each Combiner Leader has the ability to merge with any four smaller characters to form a single larger Transformer, with each of the four other robots being able to form an arm or leg. The combinations of limbs for a single team alone is considerable, but when you get to the point of mixing teams or start adding duplicates to the mix, you're going to get an exponential explosion of potential combiner results.
29th Mar '16 6:05:41 AM Exxolon
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For the equivalent in skills, spells or crafting, see ExponentialPotential.

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For the equivalent in skills, spells or crafting, see ExponentialPotential.
ExponentialPotential. Note this trope isn't for items that when combined together (might) explode - see MadeOfExplodium for that.
16th Feb '16 11:57:50 AM REV6Pilot
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* Touched on in the first ''VideoGame/{{Doom}}'' novel. The characters want to use a rocket launcher on the red-key door. They decide to get the red key anyway in case they need to save the rocket ammo for something horrible.[[/folder]]

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* Touched on in the first ''VideoGame/{{Doom}}'' novel. The characters want to use a rocket launcher on the red-key door. door, but it's structured such that it'll take all their ammo to do it. They decide to get the red key anyway in case they need to save the rocket ammo for something horrible.horrible, even if that something horrible (a Hell Prince) might pop up and take all their rockets to kill while they're looking for the red key.
[[/folder]]
7th Jan '16 6:08:43 PM nombretomado
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* In the ''Literature/CallahansCrosstimeSaloon'' videogame, most objects in the environment had unique descriptions for all of the hotspots. Also, interacting with them with any possible inventory item would produce a unique spot. The game's designer, Josh Mandel, has said that [[InformingTheFourthWall stock responses]] in these games always bugged him, and tried to write his games to avoid this as much as possible. Also see ''FreddyPharkasFrontierPharmacist'', and certain parts of ''SpaceQuest 6''.

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* In the ''Literature/CallahansCrosstimeSaloon'' videogame, most objects in the environment had unique descriptions for all of the hotspots. Also, interacting with them with any possible inventory item would produce a unique spot. The game's designer, Josh Mandel, has said that [[InformingTheFourthWall stock responses]] in these games always bugged him, and tried to write his games to avoid this as much as possible. Also see ''FreddyPharkasFrontierPharmacist'', and certain parts of ''SpaceQuest 6''.''VideoGame/SpaceQuestVIRogerWilcoInTheSpinalFrontier''.
28th Nov '15 4:52:51 PM Josef5678
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* ''VideoGame/NetHack'' is noted as a game where the combinatoric explosion is particularly well handled; it is said that TheDevTeamThinksOfEverything. Of course, they've been working on the game for ''decades'' and it helps that ''Nethack'' is fairly abstract. It's fairly simple to define how one thing can affect other things when the list of things is enumerable and the interface is well-defined.

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* ''VideoGame/NetHack'' is noted as a game where the combinatoric explosion is particularly well handled; it is said that TheDevTeamThinksOfEverything.handled. Of course, they've been working on the game for ''decades'' and it helps that ''Nethack'' is fairly abstract. It's fairly simple to define how one thing can affect other things when the list of things is enumerable and the interface is well-defined.
28th Nov '15 4:52:13 PM Josef5678
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The interconnectedness of all things in the model world opens great potential for providing players with alternate solutions, but this [[TheDevTeamThinksOfEverything requires that the author think of]] ''[[TheDevTeamThinksOfEverything every single combination]]'' that could validly apply, which is not a reasonable thing to expect from a human writer: A game with 100 objects provides almost ''five thousand'' (4,950) potential one-on-one object interactions. If the player wants to try using ''four'' of those objects together, the number of combinations jumps to nearly ''four million'' (3,921,225). And let's not get started on using objects to interact with furniture or scenery, such as "tie the rope to the tree."

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The interconnectedness of all things in the model world opens great potential for providing players with alternate solutions, but this [[TheDevTeamThinksOfEverything requires that the author think of]] ''[[TheDevTeamThinksOfEverything every of ''every single combination]]'' combination'' that could validly apply, which is not a reasonable thing to expect from a human writer: A game with 100 objects provides almost ''five thousand'' (4,950) potential one-on-one object interactions. If the player wants to try using ''four'' of those objects together, the number of combinations jumps to nearly ''four million'' (3,921,225). And let's not get started on using objects to interact with furniture or scenery, such as "tie the rope to the tree."
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