History Main / DoNotDoThisCoolThing

3rd Feb '16 10:50:31 PM Premonition45
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* ''[[Creator/HunterSThompson "I hate to advocate drugs, alcohol, violence, or insanity to anyone, but they've always worked for me."]]''
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* ''[[Creator/HunterSThompson Creator/HunterSThompson famously said, "I hate to advocate drugs, alcohol, violence, or insanity to anyone, but they've always worked for me."]]''"
23rd Jan '16 1:48:16 PM Kadorhal
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whoops
* ''VideoGame/FarCry3'' suffers from this. The majority of the game has minor morality (killing too many civilians in a row results in a NonStandardGameOver, and most of the sidequests are good-themed) and focuses on how well Jason learns to slaughter entire armies of pirates and mercenaries, with an underlying implication that Jason is becoming a tribal psychopath, regardless of how good he still is or how evil he secretly was, particularly when he rescues one of his friends in a particularly-exciting escape sequence and she [[WhatTheHellHero is completely appalled that he seemed to be having fun during a life-or-death situation]]. The end of the game slams the full consequences of being a psychopath [[spoiler:by forcing the player to make a genuine moral choice: save your friends and leave the island, or kill them to become the tribe's leader]]. These choices end up having serious consequences [[labelnote:spoilers]][[spoiler:If you decide to stay, [[CrazyJealousGuy Dennis goes off the deep end]] over your rejection of the woman ''he'' loves but can't be with because of you, but accidentally kills her when she shields you from him. If you stay, Citra has sex with you, only to immediately stab you once you're finished, noting that since you've become one of their greatest warriors ever, [[StalkerWithATestTube your child with her will be even greater]]]].[[/labelnote]]... and then the game continues beyond the ending, with Jason back in his normal clothes, only [[spoiler:missing the finger the BigBad took from him]]. This subverts the choice you just made: [[spoiler:Made the Good Choice and left the island? No, you're still here, and you get to go back to killing pirates! Made the Bad Choice and died for it? Nope, Jason is still alive!]] After that it's back to business as usual as Jason continues kicking ass and having a blast doing it, now without the scripted story to tell you whether there are any downsides to what Jason is doing.
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* ''VideoGame/FarCry3'' suffers from this. The majority of the game has minor morality (killing too many civilians in a row results in a NonStandardGameOver, and most of the sidequests are good-themed) and focuses on how well Jason learns to slaughter entire armies of pirates and mercenaries, with an underlying implication that Jason is becoming a tribal psychopath, regardless of how good he still is or how evil he secretly was, particularly when he rescues one of his friends in a particularly-exciting escape sequence and she [[WhatTheHellHero is completely appalled that he seemed to be having fun during a life-or-death situation]]. The end of the game slams the full consequences of being a psychopath [[spoiler:by forcing the player to make a genuine moral choice: save your friends and leave the island, or kill them to become the tribe's leader]]. These choices end up having serious consequences [[labelnote:spoilers]][[spoiler:If you decide to stay, leave, [[CrazyJealousGuy Dennis goes off the deep end]] over your rejection of the woman ''he'' loves but can't be with because of you, but accidentally kills her when she shields you from him. If you stay, Citra has sex with you, only to immediately stab you once you're finished, noting that since you've become one of their greatest warriors ever, [[StalkerWithATestTube your child with her will be even greater]]]].[[/labelnote]]... and then the game continues beyond the ending, with Jason back in his normal clothes, only [[spoiler:missing the finger the BigBad took from him]]. This subverts the choice you just made: [[spoiler:Made the Good Choice and left the island? No, you're still here, and you get to go back to killing pirates! Made the Bad Choice and died for it? Nope, Jason is still alive!]] After that it's back to business as usual as Jason continues kicking ass and having a blast doing it, now without the scripted story to tell you whether there are any downsides to what Jason is doing.
23rd Jan '16 1:26:54 PM Kadorhal
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* ''VideoGame/FarCry3'' suffers from this. The majority of the game has minor morality (killing too many civilians in a row results in a NonStandardGameOver, and most of the sidequests are good-themed) and focuses on how well Jason learns to slaughter entire armies of pirates and mercenaries, with an underlying implication that Jason is becoming a tribal psychopath, regardless of how good he still is or how evil he secretly was, particularly when he rescues one of his friends in a particularly-exciting escape sequence and she [[WhatTheHellHero is completely appalled that he seemed to be having fun during a life-or-death situation]]. The end of the game slams the full consequences of being a psychopath [[spoiler:by forcing the player to make a genuine moral choice: save your friends, or kill them to become the tribe's leader]]. These choices end up having serious consequences... and then the game continues beyond the ending, with Jason back in his normal clothes yet still [[spoiler:missing the finger the BigBad took from him]]. This subverts the choice you just made: [[spoiler:Made the Good Choice and left the island? No, you're still here, and you get to go back to killing pirates! Made the Bad Choice and died for it? Nope, Jason is still alive!]] After that it's back to business as usual as Jason continues kicking ass and having a blast doing it, now without the scripted story to tell you whether there are any downsides to what Jason is doing.
to:
* ''VideoGame/FarCry3'' suffers from this. The majority of the game has minor morality (killing too many civilians in a row results in a NonStandardGameOver, and most of the sidequests are good-themed) and focuses on how well Jason learns to slaughter entire armies of pirates and mercenaries, with an underlying implication that Jason is becoming a tribal psychopath, regardless of how good he still is or how evil he secretly was, particularly when he rescues one of his friends in a particularly-exciting escape sequence and she [[WhatTheHellHero is completely appalled that he seemed to be having fun during a life-or-death situation]]. The end of the game slams the full consequences of being a psychopath [[spoiler:by forcing the player to make a genuine moral choice: save your friends, friends and leave the island, or kill them to become the tribe's leader]]. These choices end up having serious consequences... consequences [[labelnote:spoilers]][[spoiler:If you decide to stay, [[CrazyJealousGuy Dennis goes off the deep end]] over your rejection of the woman ''he'' loves but can't be with because of you, but accidentally kills her when she shields you from him. If you stay, Citra has sex with you, only to immediately stab you once you're finished, noting that since you've become one of their greatest warriors ever, [[StalkerWithATestTube your child with her will be even greater]]]].[[/labelnote]]... and then the game continues beyond the ending, with Jason back in his normal clothes yet still clothes, only [[spoiler:missing the finger the BigBad took from him]]. This subverts the choice you just made: [[spoiler:Made the Good Choice and left the island? No, you're still here, and you get to go back to killing pirates! Made the Bad Choice and died for it? Nope, Jason is still alive!]] After that it's back to business as usual as Jason continues kicking ass and having a blast doing it, now without the scripted story to tell you whether there are any downsides to what Jason is doing.
21st Jan '16 4:51:10 PM Kadorhal
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* An in-universe example in ''Franchise/MassEffect'', as Shepard has to remind [[LoonyFan Conrad Verner]] at least [[AesopAmnesia once per game]] that WarIsHell and trying to do what they do without proper [[SuperSoldier physical]] [[CharlesAtlasSuperpower conditioning]] and [[TrainingFromHell military training]], would get a normal person killed ''very'' quickly. * ''VideoGame/FarCry2'' may actually be pretty good at being an anti-war game. The designers admit to having deliberately included elements which are not fun, such as weapons degrading and malfunctioning, needing to do tedious missions and drive around the entire map, and having to detour regularly to get more malaria medication. Of course, the game entails you becoming a badass and a hero. So what exactly is supposed to be so bad about all this badass mercenary business? * ''VideoGame/FarCry3'' suffers from this. The majority of the game has minor morality (killing too many civilians in a row results in a NonStandardGameOver, and most of the sidequests are good-themed) and focuses on how well Jason learns to slaughter entire armies of pirates and mercenaries, with an underlying implication that Jason is becoming a tribal psychopath, regardless of how good he still is or how evil he secretly was, particularly when he rescues one of his friends in a particularly-exciting escape sequence and she [[WhatTheHellHero is completely appalled that he found a life-or-death situation "awesome"]]. The end of the game slams the full consequences of being a psychopath [[spoiler:by forcing the player to make a genuine moral choice: save your friends, or kill them to become the tribe's leader]]. These choices end up having serious consequences... and then the game continues beyond the ending, Jason is back in his normal clothes yet still carrying the scar [[spoiler:not his finger, though]] he got from the BigBad. This subverts the choice you just made: [[spoiler:Made the Good Choice and left the island? You get to go back to killing pirates! Made the Bad Choice and died for it? Nope, Jason is still alive!]] After that it's back to business as usual as Jason continues kicking ass and having a blast doing it, now without the scripted story to tell you whether there are any downsides to what Jason is doing.
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* An in-universe example in ''Franchise/MassEffect'', as Shepard has to remind [[LoonyFan Conrad Verner]] at least [[AesopAmnesia once per game]] that WarIsHell and trying to do what they do without proper [[SuperSoldier physical]] [[CharlesAtlasSuperpower conditioning]] and [[TrainingFromHell military training]], training]] would get a normal person killed ''very'' quickly. * ''VideoGame/FarCry2'' may actually be pretty good at being an anti-war game. The designers admit to having deliberately included elements which are not fun, such as weapons degrading and malfunctioning, needing to do tedious missions and drive around the entire map, and having to detour regularly to get more malaria medication. Of course, the game entails you becoming a badass and a hero. So what exactly is supposed to be so bad about all this badass mercenary business? business?[[note]]Moreover, those "deliberately" not-fun elements may be more of a DeliberateFlawRetcon. In either case the real moral is: if you become a mercenary, learn some basic gun maintenance and how to avoid local diseases first.[[/note]] * ''VideoGame/FarCry3'' suffers from this. The majority of the game has minor morality (killing too many civilians in a row results in a NonStandardGameOver, and most of the sidequests are good-themed) and focuses on how well Jason learns to slaughter entire armies of pirates and mercenaries, with an underlying implication that Jason is becoming a tribal psychopath, regardless of how good he still is or how evil he secretly was, particularly when he rescues one of his friends in a particularly-exciting escape sequence and she [[WhatTheHellHero is completely appalled that he found seemed to be having fun during a life-or-death situation "awesome"]].situation]]. The end of the game slams the full consequences of being a psychopath [[spoiler:by forcing the player to make a genuine moral choice: save your friends, or kill them to become the tribe's leader]]. These choices end up having serious consequences... and then the game continues beyond the ending, with Jason is back in his normal clothes yet still carrying [[spoiler:missing the scar [[spoiler:not his finger, though]] he got finger the BigBad took from the BigBad. him]]. This subverts the choice you just made: [[spoiler:Made the Good Choice and left the island? You No, you're still here, and you get to go back to killing pirates! Made the Bad Choice and died for it? Nope, Jason is still alive!]] After that it's back to business as usual as Jason continues kicking ass and having a blast doing it, now without the scripted story to tell you whether there are any downsides to what Jason is doing.

* In VideoGame/{{Payday 2}} the meth recipe is actually for salt water, specifically because the devs know that people are going to try and make it anyways if it had real ingredients. Note that the chemicals used for it are still highly corrosive, so Overkill still discourage people from actually trying it. * ''VideoGame/{{Undertale}}'' for the most part does a pretty good job of discouraging players from killing anyone, going out of its way to provide fun, quirky, sympathetic enemies and bosses that the player will feel horrible about killing instead of trying to spare. However, there are two exceptions in the otherwise [[KillEmAll extremely dark, extremely grindy and extremely despressing Genocide route]]: [[spoiler: Undyne the Undying and Sans]]. Both serve as massive {{Difficulty Spike}}s in an otherwise easy-but-fairly-tedious playthrough, and the latter is in fact the single hardest boss in the entire game. Unfortunately, both are considered to be [[BestBossEver two of the best boss fights in the game]], the former due to being that character's biggest CrowningMomentOfAwesome, and the latter due to being such an insanely brutal fight full of fun, DangerouslyGenreSavvy, sometimes even [[BreakingTheFourthWall fourth wall-breaking attacks]] (and both of them due to having awesome themes.) While many players were still successfully discouraged from completing the Genocide route due to all the horrible things they have to do to complete it, there's still a subsection of the fanbase who went through the route [[BloodKnight just for a chance to fight these two.]]
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* In VideoGame/{{Payday 2}} the The meth recipe shown in ''VideoGame/{{Payday 2}}'' is actually for salt water, specifically because the devs know that people are going to try and make it anyways if it had real ingredients. Note that the chemicals used for it are still highly corrosive, so Overkill still discourage discourages people from actually trying it. * ''VideoGame/{{Undertale}}'' for the most part does a pretty good job of discouraging players from killing anyone, going out of its way to provide fun, quirky, sympathetic enemies and bosses that the player will feel horrible about killing instead of trying to spare. However, there are two exceptions in the otherwise [[KillEmAll extremely dark, extremely grindy and extremely despressing Genocide route]]: [[spoiler: Undyne the Undying and Sans]]. Both serve as massive {{Difficulty Spike}}s in an otherwise easy-but-fairly-tedious playthrough, and the latter is in fact the single hardest boss in the entire game. Unfortunately, both are considered to be [[BestBossEver two of the best boss fights in the game]], the former due to being that character's biggest CrowningMomentOfAwesome, and the latter due to being such an insanely brutal fight full of fun, DangerouslyGenreSavvy, sometimes even [[BreakingTheFourthWall fourth wall-breaking attacks]] (and both of them due to having awesome themes.) themes). While many players were still successfully discouraged from completing the Genocide route due to all the horrible things they have to do to complete it, there's still a subsection of the fanbase who went through the route [[BloodKnight just for a chance to fight these two.]]
19th Jan '16 2:03:15 AM CoathangerMan
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*** Then of course, depending on the ending, all three protagonist can end up with all of their problems solved, ridiculously rich, and with no real repercussions to their actions. It seems that Rockstar dropped the "crime is bad" theme for this game, and they make no effort to show otherwise.
15th Jan '16 3:39:56 PM Jeduthun
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If a work attempts to play down the attractive aspects and stick to the unappealing ones, the work itself may become unappealing as a result, which again undermines the goal of spreading its message. This trope was formerly called "Truffaut was right", named for French director François Truffaut who noted that you simply cannot make a truly anti-war movie.
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If a work attempts to play down the attractive aspects and stick to the unappealing ones, the work itself may become unappealing as a result, which again [[DontShootTheMessage undermines the goal of spreading its message. message]]. It's [[BetweenARockAndAHardPlace a tricky artistic balance]]: If you ShowDontTell, you risk showing something bad as cool, but if you just tell, you're left with a boring AuthorTract saying "AndThatsTerrible." This trope was formerly called "Truffaut was right", named for French director François Truffaut who noted that you simply cannot make a truly anti-war movie.

There is often a degree of overlap with TheManIsStickingItToTheMan, when a corporate sponsor tries to convince you that the best way to [[RuleAbidingRebel rebel against the system]] and [[BeYourself show your individuality]] is [[BrokenAesop to buy their product]].
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There is often a degree of overlap with TheManIsStickingItToTheMan, when the message comes from a corporate sponsor tries to convince who actually has a vested interest in getting you that the best way to [[RuleAbidingRebel rebel against the system]] and [[BeYourself show your individuality]] is [[BrokenAesop to buy their product]]. do this Cool Thing.
15th Jan '16 3:33:57 PM Jeduthun
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There is often a degree of overlap with TheManIsStickingItToTheMan, when a corporate sponsor tries to convince you that the best way to [[RuleAbidingRebel rebel against the system]] and [[BeYourself show your individuality]] is [[BrokenAesop to buy their product]].
15th Jan '16 7:35:27 AM Anddrix
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* The ''Joe And Petunia'' series of Brit Public Information Films during the early 70s featured the titular couple wreaking havoc because of their stupidity. The tone of the shorts was ''much'' lighter and humourous than the infamously scary fare PIF would be remembered for, to the point they became so popular it was feared [[ViewersAreMorons people would actually imitate them]], so they were apparently KilledOffForReal in ''Worn Tyres Kill'' [[GallowsHumor in their unorthodox style]]. The aforementioned nightmare-ish [=PSAs=] that followed were made as a reaction against this.
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* The ''Joe And Petunia'' series of Brit Public Information Films during the early 70s featured the titular couple wreaking havoc because of their stupidity. The tone of the shorts was ''much'' lighter and humourous than the infamously scary fare PIF would be remembered for, to the point they became so popular it was feared [[ViewersAreMorons people would actually imitate them]], them, so they were apparently KilledOffForReal in ''Worn Tyres Kill'' [[GallowsHumor in their unorthodox style]]. The aforementioned nightmare-ish [=PSAs=] that followed were made as a reaction against this.
12th Jan '16 8:48:48 PM Premonition45
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* Although Music/{{Motorhead}} frontman Lemmy Kilmeister spoke openly about his vices (smoking, alcohol, drugs, groupies) and hard-partying lifestyle, he did not encourage others to follow his example because he'd seen too many of his friends die from living the way he lived ([[AuthorExistenceFailure and as of 28 December 2015, Lemmy himself finally joined them in death]]).
11th Jan '16 12:35:48 AM lexington
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Wall Street/Boiler Room
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* ''Film/WallStreet'' has had this happen: although Gordon Gekko is clearly portrayed as the villain in the movie as a ruthless corporate raider who leaves companies gutted and many unemployed in his path, his "Greed is Good" speech is popular among many (often young) finance professionals. The speech itself - criticizing the management running their own company into the ground - almost leads to [[StrawmanHasAPoint Strawman Has a Point]]. It doesn't help either that Michael Douglas carries the role with characteristic swagger and panache and leads Charlie Sheen into a world of cool. In ''Film/BoilerRoom'', the leads (who basically go around conning little old ladies out of their money with stock scams) spend one scene quoting Wall Street from memory, basically living this trope on screen - although that movie, which has its share of bling, might fall into this trope as well. It turns out it's almost as hard to keep from Do Not Do This Cool Thing in finance movies as war movies.
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