History Main / EmptyRoomPsych

24th Nov '16 1:40:48 PM Sark0TAG
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* Subverted in ''Safecracker'', where what initially looks like a dead-end laundry room actually does contain [[spoiler: the ceiling trapdoor that leads to the house's attic]]. Your character at first assumes that this trope is being invoked as a joke by the mansion's late owner.

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* Subverted in ''Safecracker'', ''VideoGame/{{Safecracker}}'', where what initially looks like a dead-end laundry room actually does contain [[spoiler: the ceiling trapdoor that leads to the house's attic]]. Your character at first assumes that this trope is being invoked as a joke by the mansion's late owner.
2nd Nov '16 10:38:16 PM LucaEarlgrey
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* ''VideoGame/ShinMegamiTenseiIVApocalypse'' reuses a lot of geography from ''VideoGame/ShinMegamiTenseiIV'', but some of the reused areas have since been stripped of purpose and [=NPCs=]; many rooms will simply remain empty for the duration of the game.
8th Oct '16 8:29:11 PM Mullon
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** There were many [[UrbanLegendofZelda weird theories]] about Dark Caves and what happens if you walk through them without using Flash. As with many similar Website/{{imageboard}} {{creepypasta}}s, they were made up from start to finish.

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** There were many [[UrbanLegendofZelda weird theories]] about Dark Caves and what happens if you walk through them without using Flash. As with many similar Website/{{imageboard}} {{imageboard}} {{creepypasta}}s, they were made up from start to finish.
8th Oct '16 5:32:52 PM Mullon
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** There were many [[UrbanLegendofZelda weird theories]] about Dark Caves and what happens if you walk through them without using Flash. As with many similar {{imageboard}} {{creepypasta}}s, they were made up from start to finish.

to:

** There were many [[UrbanLegendofZelda weird theories]] about Dark Caves and what happens if you walk through them without using Flash. As with many similar {{imageboard}} Website/{{imageboard}} {{creepypasta}}s, they were made up from start to finish.
6th Oct '16 7:03:13 PM nombretomado
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* ''VideoGame/StarWarsGalaxies'' has quite a few of these in every city in the game, including a theatre, the entire palace from Episode 1, a decorated beachfront with umbrellas, and a futuristic city-scape built on mountain tops with an impressive view. These do have a purpose in an MMORPG, as potential areas for chat, exploration, or deeper in-character roleplaying than normal games. Such empty rooms are expected and indirectly given a use as places that players can take their characters to get away from others or to immerse themselves further. ''{{Everquest}}'', ''VideoGame/CityOfHeroes'', and ''VideoGame/WorldOfWarcraft'' also do this.

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* ''VideoGame/StarWarsGalaxies'' has quite a few of these in every city in the game, including a theatre, the entire palace from Episode 1, a decorated beachfront with umbrellas, and a futuristic city-scape built on mountain tops with an impressive view. These do have a purpose in an MMORPG, as potential areas for chat, exploration, or deeper in-character roleplaying than normal games. Such empty rooms are expected and indirectly given a use as places that players can take their characters to get away from others or to immerse themselves further. ''{{Everquest}}'', ''VideoGame/{{Everquest}}'', ''VideoGame/CityOfHeroes'', and ''VideoGame/WorldOfWarcraft'' also do this.
3rd Oct '16 3:36:53 PM MyFinalEdits
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** ''VideoGame/TheLegendOfZeldaALinkToThePast'' has a few rooms that lock the door behind you, make you fight tough monsters, then don't give you anything. Basically trap rooms.
** A seemingly empty room in the fourth dungeon of the Dark World [[ChekhovsGun turns out to be important later]]. After bombing the cracked floor in the room above it, making light shine down into it, and bringing a girl you rescued into it, and having her [[GlamourFailure stand in the light]], she [[spoiler: freaks out and reveals herself to be the boss, [[DecoyDamsel Blind The Thief]]]].
** ''VideoGame/TheLegendOfZeldaOracleGames'' ''Oracle of Seasons'' and ''Oracle of Ages'' both have a few empty rooms conspicuously placed along your path which can drive a gamer insane until you realize they are only used in the [[OneGameForThePriceOfTwo linked game]].
** ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' had, not a room, but a hallway. Relating to a TON of fan theories, the "hallway" is in Zora's Domain. It can be seen as both child Link and Adult Link, but it is too far to reach with diving as a child, and as an adult, Zora's Domain is frozen. A certain glitch can get you under the ice and down through the hallway, only to find that it's empty. Before the glitch was common knowledge, many said you could [[UrbanLegendOfZelda obtain the Triforce through this hallway, or access the Unicorn Fountain and get the]] SwordBeam, or achieve some other sort of goal.
*** Similarly, there is a seemingly pointless hole in the roof of Darunia's room in Goron City which can be easily seen with both Links.

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** ''VideoGame/TheLegendOfZeldaALinkToThePast'' has ''VideoGame/TheLegendOfZeldaALinkToThePast'':
*** Some dungeons have
a few rooms that lock the door behind you, make you fight tough monsters, then don't give you anything. Basically trap rooms.
** *** A seemingly empty room in the fourth dungeon of the Dark World [[ChekhovsGun turns out to be important later]]. After bombing the cracked floor in the room above it, making light shine down into it, and bringing a girl you rescued into it, and having her [[GlamourFailure stand in the light]], she [[spoiler: freaks out and reveals herself to be the boss, [[DecoyDamsel Blind The Thief]]]].
** ''VideoGame/TheLegendOfZeldaOracleGames'' ''VideoGame/TheLegendOfZeldaOracleGames'': ''Oracle of Seasons'' and ''Oracle of Ages'' both have a few empty rooms conspicuously placed along your path which can drive a gamer insane until you realize they are only used in the [[OneGameForThePriceOfTwo linked game]].
** ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' had, not a room, but a hallway. ''VideoGame/TheLegendOfZeldaOcarinaOfTime'':
***
Relating to a TON of fan theories, the there's a "hallway" is in Zora's Domain. It can be seen as both child Link and Adult Link, but it is too far to reach with diving as a child, and as an adult, Zora's Domain is frozen. A certain glitch can get you under the ice and down through the hallway, only to find that it's empty. Before the glitch was common knowledge, many said you could [[UrbanLegendOfZelda obtain the Triforce through this hallway, or access the Unicorn Fountain and get the]] SwordBeam, or achieve some other sort of goal.
*** Similarly, there There is a seemingly pointless hole in the roof of Darunia's room in Goron City which can be easily seen with both Links.



*** And in Gerudo Valley on the cliff ledge there's rupees in the formation of an arrow pointing at a wall that does absolutely nothing.
* One complaint about ''VideoGame/TombRaiderLastRevelation'' compared to previous games is that there are many rooms that ''look'' like they'd contain something, but have nothing in them. Usually it's justified by the level structure attempting to match aesthetic standards (like symmetry), but it's still frustrating. One example is a dark secret room in the Valley of the Kings, which contains...nothing.

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*** And in In Gerudo Valley Valley, on the cliff ledge there's rupees in the formation of an arrow pointing at a wall that does absolutely nothing.
* ''VideoGame/TombRaiderLastRevelation'':
**
One complaint about ''VideoGame/TombRaiderLastRevelation'' the game, compared to previous games ones, is that there are many rooms that ''look'' like they'd contain something, but have nothing in them. Usually it's justified by the level structure attempting to match aesthetic standards (like symmetry), but it's still frustrating. One example is a dark secret room in the Valley of the Kings, which contains...nothing.



** In ''VideoGame/TombRaider'', the Caves level contains a secret room with a single medipack in front of an elaborate Mayan calendar. The room looks like it extends past that, but there is in fact no way to "open" the calendar.
** In the same game, the City of Vilcabamba has a spacious room with 4 decorative serpents. It contains ''nothing'' aside from a secret door, that can't be opened from that room anyways.
* This is the reason one spends hours upon hours of exploring every nook and cranny in ''VideoGame/SuperMetroid''. Even though the game tries to throw you off with several apparently meaningless rooms complete with the 'dead end' background music. Sometimes there really is nothing there, but the player remains unconvinced.
** When you get the X-Ray Scanner, you can finally be sure -- a quick sweep with the scanning beam will reveal any false or breakable walls and any hidden items.
*** Towards the end of the game, in the hidden part of [[LethalLavaLand Norfair]] there are one or two corridors that seem dead ends even to the scope - until you run forward and see that that wall is actually just part of the decor and you can run right past it.
** Most truly "dead end" rooms have enemy spawners, for easy (if [[SpeedRun time consuming]]) energy/ammo refills. Some false dead ends act the same way, so...

to:

* In ''VideoGame/TombRaider'':
** In ''VideoGame/TombRaider'', the The Caves level contains a secret room with a single medipack in front of an elaborate Mayan calendar. The room looks like it extends past that, but there is in fact no way to "open" the calendar.
** In the same game, the The City of Vilcabamba has a spacious room with 4 decorative serpents. It contains ''nothing'' aside from a secret door, that can't be opened from that room anyways.
* This is the reason one spends hours upon hours of exploring every nook and cranny in ''VideoGame/SuperMetroid''. ''VideoGame/SuperMetroid''.
**
Even though the game tries to throw you off with several apparently meaningless rooms complete with the 'dead end' background music. Sometimes there really is nothing there, but the player remains unconvinced.
**
unconvinced. When you get the X-Ray Scanner, you can finally be sure -- a quick sweep with the scanning beam will reveal any false or breakable walls and any hidden items.
*** ** Towards the end of the game, in the hidden part of [[LethalLavaLand Norfair]] there are one or two corridors that seem dead ends even to the scope - until you run forward and see that that wall is actually just part of the decor and you can run right past it.
** Most truly "dead end" rooms have enemy spawners, for easy (if [[SpeedRun time consuming]]) energy/ammo refills. Some false dead ends act the same way, so...



*** In ''Dracula X Chronicles'', one of the soundtrack records is now hidden there.

to:

*** ** In ''Dracula X Chronicles'', one of the soundtrack records is now hidden there.



** The original ''VideoGame/{{Castlevania|I}}'' had a very odd, if not unique, version of the empty room psych: the manual itself told you to be on the lookout for hidden doors to...well, it didn't say what kind of rooms specifically, but it doesn't matter, because in twenty-four years no one has ''ever'' found any such secret doors, because they aren't there. It's still a mystery why the manual even ''said'' they were there. So you could say this was a ''nonexistent'' room psych.
*** The MSX version does have a level with MagicalMysteryDoors.

to:

** The original ''VideoGame/{{Castlevania|I}}'' had a very odd, if not unique, version of the empty room psych: the manual itself told you to be on the lookout for hidden doors to...well, it didn't say what kind of rooms specifically, but it doesn't matter, because in twenty-four years no one has ''ever'' found any such secret doors, because they aren't there. It's still a mystery why the manual even ''said'' they were there. So you could say this was a ''nonexistent'' room psych.
***
psych. The MSX version does have a level with MagicalMysteryDoors.



* The dungeons in ''VideoGame/{{Ys}} I,'' ''Ys II'' and ''Ys IV'' are complete labyrinths, full of dead-ends and loops. It can be very hard to find the way forward, and easy to miss treasure chests containing important items.
** One conspicuous empty room in ''Ys I'' is revisted in ''Ys II'', where it becomes important.

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* The dungeons in ''VideoGame/{{Ys}} I,'' ''Ys II'' and ''Ys IV'' are complete labyrinths, full of dead-ends and loops. It can be very hard to find the way forward, and easy to miss treasure chests containing important items.
**
items. One conspicuous empty room in ''Ys I'' is revisted in ''Ys II'', where it becomes important.



* The "Adventure Fields" in ''VideoGame/SonicAdventure'' were absolutely rife with these; one particularly strange example is aboard the crashed [[CoolAirship Egg Carrier]] as Knuckles, it's possible to gain access to an area often referred to as "Eggman's Fun Room", a strange room of bright colors, a bed, and what appeared to be toys. The place served no purpose and wasn't even accessible to most characters, and was quite perplexing to some players.
** In the GCN remake, one of the bonus Emblems is hidden here.

to:

* The "Adventure Fields" in ''VideoGame/SonicAdventure'' were absolutely rife with these; one particularly strange example is aboard the crashed [[CoolAirship Egg Carrier]] as Knuckles, it's possible to gain access to an area often referred to as "Eggman's Fun Room", a strange room of bright colors, a bed, and what appeared to be toys. The place served no purpose and wasn't even accessible to most characters, and was quite perplexing to some players.
**
players. In the GCN remake, one of the bonus Emblems is hidden here.



* In ''VideoGame/{{Myst}}'', the temple in Channelwood is completely irrelevant to solving the game. It's just for decoration, and horror, what with the scary masks, the sacrificial altar, and the hologram of Achenar trying to speak the tree-dweller's language.
** Much of the brothers' rooms are completely irrelevant to the game (rose to skull hologram anyone?). The only things necessary are the pages, and the page scraps.
** ...and offering some insight into the lives of the two brothers, which is very important, since the player has to decide which of the two is telling the truth and should be set free. [[spoiler:And, most importantly, the player must conclude that they're both lying bastards, and TakeAThirdOption]]

to:

* In ''VideoGame/{{Myst}}'', the ''VideoGame/{{Myst}}'':
** The
temple in Channelwood is completely irrelevant to solving the game. It's just for decoration, and horror, what with the scary masks, the sacrificial altar, and the hologram of Achenar trying to speak the tree-dweller's language.
** Much of the brothers' rooms are completely irrelevant to the game (rose to skull hologram anyone?). game. The only things necessary are the pages, and the page scraps.
** ...and offering some insight into the lives of the two brothers, which is very important, since the player has to decide which of the two is telling the truth and should be set free. [[spoiler:And, most importantly, the player must conclude that they're both lying bastards, and TakeAThirdOption]]
scraps.



* ''VideoGame/WorldOfWarcraft'' initially suffered from this. The earlier games in the 'verse had established the existence of certain places, but the developers simply didn't have time to flesh out the entire world. Placeholders, {{Insurmountable Waist High Fence}}s or other obstacles were added to (unsuccessfully) keep players away. Many of these locations were fleshed out in subsequent patches or expansions. Notable examples include Silithus, Searing Gorge, Maraudon, Dire Maul, Naxxramas, Karazhan, Zul'Gurub, Ahn'Qiraj, Mount Hyjal, Forlorn Ridge, Outland, Northrend, Black Temple, Icecrown Citadel, Ulduar, Uldum, the Emerald Dream, Grim Batol, Quel'Thalas, Zul'Aman, Gilneas, Blackwing Lair, the Caverns of Time, Undermine, Kul Tiras, and Old Ironforge.

to:

* ''VideoGame/WorldOfWarcraft'' initially suffered from this. this.
**
The earlier games in the 'verse had established the existence of certain places, but the developers simply didn't have time to flesh out the entire world. Placeholders, {{Insurmountable Waist High Fence}}s or other obstacles were added to (unsuccessfully) keep players away. Many of these locations were fleshed out in subsequent patches or expansions. Notable examples include Silithus, Searing Gorge, Maraudon, Dire Maul, Naxxramas, Karazhan, Zul'Gurub, Ahn'Qiraj, Mount Hyjal, Forlorn Ridge, Outland, Northrend, Black Temple, Icecrown Citadel, Ulduar, Uldum, the Emerald Dream, Grim Batol, Quel'Thalas, Zul'Aman, Gilneas, Blackwing Lair, the Caverns of Time, Undermine, Kul Tiras, and Old Ironforge.



** Both Dun Morogh and Tirisfal Glades have an huge, completely empty area in the western part of the zone. It's possible to enter both of these, but there's nothing there. Although it's speculated that there's an [[EldritchAbomination Old God]] living under the Tirisfal Glades area.
*** Come ''Cataclysm'', these areas have been revamped into EasterEggs, the area in Dun Morogh is now home to dwarven sledders and a camp of black bears. The area in Tirisfal Glades is now home to a lake, extremely high-level animal mobs, and a ring of mushrooms where fairy dragons will occasionally show up and put on some type of show with them.

to:

** Both Dun Morogh and Tirisfal Glades have an huge, completely empty area in the western part of the zone. It's possible to enter both of these, but there's nothing there. Although it's speculated that there's an [[EldritchAbomination Old God]] living under the Tirisfal Glades area.
***
area. Come ''Cataclysm'', these areas have been revamped into EasterEggs, the area in Dun Morogh is now home to dwarven sledders and a camp of black bears. The area in Tirisfal Glades is now home to a lake, extremely high-level animal mobs, and a ring of mushrooms where fairy dragons will occasionally show up and put on some type of show with them.



* Since ''VideoGame/CityOfHeroes'' makes heavy use of Instanced Missions and CopyAndPasteEnvironments, there are quite a few examples of empty room psyche in the game. Most this takes the form of random offices and meeting rooms you may encounter on mission maps. There are certain places on the world map that really are empty and don't serve any purpose at all, like an outdoor Tiki Bar in St. Martial, the numerous floating islands in Ouroboros, and the "Emo Gazebo" in the Ski Chalet.

to:

* ''VideoGame/CityOfHeroes'':
**
Since ''VideoGame/CityOfHeroes'' the game makes heavy use of Instanced Missions and CopyAndPasteEnvironments, there are quite a few examples of empty room psyche in the game. Most this takes the form of random offices and meeting rooms you may encounter on mission maps. There are certain places on the world map that really are empty and don't serve any purpose at all, like an outdoor Tiki Bar in St. Martial, the numerous floating islands in Ouroboros, and the "Emo Gazebo" in the Ski Chalet.



* Similarly, one of the World 7 fortresses in ''SuperMarioBrothers 3'' consists of a few very large, empty rooms (though there is a boss at the end). There is, however, a time limit--and no obvious way out.
** Not to mention, one room in this fortress is styled like a large hall full of white platforms for Stretches, the circular blocks that Roto-discs usually orbit, and the candle props for Hot Foots ... [[NothingIsScarier even though none of these respective enemies are actually there]].

to:

* Similarly, one ''VideoGame/SuperMarioBros3'':
** One
of the World 7 fortresses in ''SuperMarioBrothers 3'' consists of a few very large, empty rooms (though there is a boss at the end). There is, however, a time limit--and no obvious way out.
** Not to mention,
out. And one room in this fortress is styled like a large hall full of white platforms for Stretches, the circular blocks that Roto-discs usually orbit, and the candle props for Hot Foots ... [[NothingIsScarier even though none of these respective enemies are actually there]].



** In the Super Mario World [[GameMod ROM Hack]] Vanilla Level Design Contest 2015, the level that placed last place (out of 86) is literally this, impossible to lose.
* Rareware are veritable masters of this. Perhaps the most notable is the empty pillar room in Creepy Castle of ''VideoGame/DonkeyKong64''; a room with a stone pillar in the middle, a hanging light, and what appears to be an open shaft pouring light down. It's only accessible by one character through a series of transport pads, has a balloon for 10 bananas in it, but is otherwise empty and totally functionless. It borders on MindScrew if you try to understand what effing purpose it has.
** It's worth noting that 10 bananas isn't worth much in this game. You need quadrillions of things to get 101% completion, but only about 75% of the bananas.

to:

** In the Super ''Super Mario World World'' [[GameMod ROM Hack]] Vanilla Level Design Contest 2015, the level that placed last place (out of 86) is literally this, impossible to lose.
* Rareware are veritable masters of this. Perhaps Level 5-6 in ''VideoGame/NewSuperMarioBros2'' has this in the most notable is form of a strange series of floating platforms and spikes in the sky, which leads to nothing and has no possible reward for following it. No one seems to know what it was added in for, possibly a DummiedOut secret exit path.
* There's
the empty pillar room in Creepy Castle of ''VideoGame/DonkeyKong64''; a room with a stone pillar in the middle, a hanging light, and what appears to be an open shaft pouring light down. It's only accessible by one character through a series of transport pads, has a balloon for 10 bananas in it, but is otherwise empty and totally functionless. It borders on MindScrew if you try to understand what effing purpose it has.
** It's worth noting that 10 bananas isn't worth much in this game. You need quadrillions of things to get 101% completion, but only about 75% of the bananas.
has.



* Level 5-6 in ''VideoGame/NewSuperMarioBros2'' has this in the form of a strange series of floating platforms and spikes in the sky, which leads to nothing and has no possible reward for following it. No one seems to know what it was added in for, possibly a DummiedOut secret exit path.



* ''VideoGame/PlanescapeTorment'' has the Mosaic Crypt in the Weeping Stone Catacombs. The mysterious rusted vents, the worn-to-illegibility scribblings on the tomb walls, the suspiciously lethal traps and even one of the recently deceased Collectors (Gris: ''"...it smells different."'') all suggest there's something special hidden in there. Aside from the massive, conspicuous sarcophagus with an enchanted hammer and some old bones inside, there really isn't. It's been one of the more maddening red herrings in recent [=CRPGs=], most likely caused by the [[DummiedOut budget/manpower/time/sanity constraints]] so obvious in the Black Isle games of the time.
** The chamber also contains an acid trap, possibly as a ShoutOut to ''Film/{{Cube}}'', where a character determines a room to be trapped because of its smell (noticably dry air to be exact) [[spoiler: and the same character's later death via an acid sprinkler]].

to:

* ''VideoGame/PlanescapeTorment'' has the Mosaic Crypt in the Weeping Stone Catacombs. The mysterious rusted vents, the worn-to-illegibility scribblings on the tomb walls, the suspiciously lethal traps and even one of the recently deceased Collectors (Gris: ''"...it smells different."'') all suggest there's something special hidden in there. Aside from the massive, conspicuous sarcophagus with an enchanted hammer and some old bones inside, there really isn't. It's been one of the more maddening red herrings in recent [=CRPGs=], most likely caused by the [[DummiedOut budget/manpower/time/sanity constraints]] so obvious in the Black Isle games of the time.
**
time. The chamber also contains an acid trap, possibly as a ShoutOut to ''Film/{{Cube}}'', where a character determines a room to be trapped because of its smell (noticably dry air to be exact) [[spoiler: and the same character's later death via an acid sprinkler]].



* ''Franchise/TheElderScrolls'' games have a lot of these; since one of the main points of the games was exploration, it's inevitable that a lot of the ancestral tombs you explore end up having nothing interesting in them at all.
** Made much worse and all the more painful in ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'' by the fact that there are usually highly valuable gems well hidden by traps. Not to mention these dungeons can be huge and Bethesda apparently adores secret rooms.

to:

* ''Franchise/TheElderScrolls'' ''Franchise/TheElderScrolls'':
** The
games have a lot of these; since one of the main points of the games was exploration, it's inevitable that a lot of the ancestral tombs you explore end up having nothing interesting in them at all.
**
all. Made much worse and all the more painful in ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'' by the fact that there are usually highly valuable gems well hidden by traps. Not to mention these dungeons can be huge and Bethesda apparently adores secret rooms.



** In ''[[VideoGame/TheElderScrollsIArena Arena]]'' and ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'' the dungeons are FILLED nonstop with these. In ''Arena'' many of them are useful because they tend to have beds or ledges you can safely sleep on without being ambushed. Though for the most part, whether the room has treasure is randomized. And Daggerfall has the excuse of the dungeons themselves being randomized.

to:

** In ''[[VideoGame/TheElderScrollsIArena Arena]]'' and ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'' the dungeons are FILLED nonstop with these. In ''Arena'' many of them are useful because they tend to have beds or ledges you can safely sleep on without being ambushed. Though for the most part, whether the room has treasure is randomized. And Daggerfall has the excuse of the dungeons themselves being randomized.



* ''VideoGame/{{Fallout 3}}'' includes the Dunwich Building, which has a hideously evil altar in the basement. Unfortunately, it serves no function whatsoever, leaving players scratching their heads looking for the purpose. It took a year and a half for Bethesda to release an expansion (''Point Lookout'') that addressed it.

to:

* ''VideoGame/{{Fallout 3}}'' 3}}'':
** The game
includes the Dunwich Building, which has a hideously evil altar in the basement. Unfortunately, it serves no function whatsoever, leaving players scratching their heads looking for the purpose. It took a year and a half for Bethesda to release an expansion (''Point Lookout'') that addressed it.



* An all-too-common failing with beginning ''Neverwinter Nights'' mod designers. Sometimes you can even run across entire ''levels'' with not even the weeniest bit of flavor text.
** Not that the designers of ''VideoGame/NeverwinterNights2'' didn't raise the empty-to-non-empty-room ratio dramatically...

to:

* An all-too-common failing with beginning ''Neverwinter Nights'' ''VideoGame/NeverwinterNights'' mod designers. Sometimes you can even run across entire ''levels'' with not even the weeniest bit of flavor text.
** Not that the designers of ''VideoGame/NeverwinterNights2'' didn't raise the empty-to-non-empty-room ratio dramatically...
text.



* ''Pokémon'' players have been searching the answer to the following question, ever since ''VideoGame/PokemonRedAndBlue'' versions came out: "What-the-hell IS in the inaccessible grass next to Pallet Town?!" The wildest theories have found their way to the internet, from wild Celebi (a Pokemon that didn't even exist in that game) over rare items to near invincible Pokémon on level 100...however, if you use a hacking device to cross the barrier in front of the grass, you'll find that inside there is just one thing: An Instant-Game-Over. Once you set foot in the grass your game crashes.
** It is possible to get into the grass if you go all the way north to Viridian City, where the patches end, then use the walk-through-walls code to enter the patch of grass from the north, onto a panel of grass one tile beyond the east or west edge of the grass. Walking in it will encounter Route 1 Pokémon on Route 1 and nothing in Pallet. Walking far enough from Pallet will find...[[WrapAround a glitchy version of Pallet Town]].
** And the whole truck issue. There's a singular truck in the game by the S.S. Anne, that's only reachable if you learn Surf before having the SS go away. Since decoration in the game was rare, there were loads of rumours about it holding a Mew. The remakes [=FireRed=] and [=LeafGreen=] gave a ShoutOut to this by placing a rare Lava Cookie there instead.
** In ''VideoGame/PokemonGoldAndSilver'', you had the Ruins of Alph. There was [[UrbanLegendOfZelda quite a story about those caves]], a whole special type of Pokémon & Pokédex associated to it ([=Unown & UnownDex=]) and even an odd radio-station playing. Yet, the players who spent their time exploring it and capturing all Unowns would eventually discover they had been wasting their time, since there is nothing special about it. This was changed in ''[[VideoGame/PokemonGoldAndSilver Pokémon Crystal]]'', and even further in Pokémon [=SoulSilver=] and [=HeartGold=]. There's also the blocked staircases in Silph Co. and the Kanto Radio Tower, and the reference to hidden rooms in the Soul House[=/=]House of Memories, a building which can have weird effects on your Pokemon in Generation IV.

to:

* ''Pokémon'' ''Franchise/{{Pokemon}}'':
** Most
players have been searching the answer to the following question, ever since ''VideoGame/PokemonRedAndBlue'' versions came out: "What-the-hell IS in the inaccessible grass next to Pallet Town?!" The wildest theories have found their way to the internet, from wild Celebi (a Pokemon that didn't even exist in that game) over rare items to near invincible Pokémon on level 100...however, if you use a hacking device to cross the barrier in front of the grass, you'll find that inside there is just one thing: An Instant-Game-Over. Once you set foot in the grass your game crashes.
** It is possible to get into the grass if you go all the way north to Viridian City, where the patches end, then use the walk-through-walls code to enter the patch of grass from the north, onto a panel of grass one tile beyond the east or west edge of the grass. Walking in it will encounter Route 1 Pokémon on Route 1 and nothing in Pallet. Walking far enough from Pallet will find...[[WrapAround a glitchy version of Pallet Town]].
** And the whole truck issue.
There's a singular truck in the game by the S.S. Anne, that's only reachable if you learn Surf before having the SS go away. Since decoration in the game was rare, there were loads of rumours about it holding a Mew. The remakes [=FireRed=] and [=LeafGreen=] gave a ShoutOut to this by placing a rare Lava Cookie there instead.
** In ''VideoGame/PokemonGoldAndSilver'', you had have the Ruins of Alph. There was [[UrbanLegendOfZelda quite a story about those caves]], a whole special type of Pokémon & Pokédex associated to it ([=Unown & UnownDex=]) and even an odd radio-station playing. Yet, the players who spent their time exploring it and capturing all Unowns would eventually discover they had been wasting their time, since there is nothing special about it. This was changed in ''[[VideoGame/PokemonGoldAndSilver Pokémon Crystal]]'', and even further in Pokémon [=SoulSilver=] and [=HeartGold=]. There's also the blocked staircases in Silph Co. and the Kanto Radio Tower, and the reference to hidden rooms in the Soul House[=/=]House of Memories, a building which can have weird effects on your Pokemon in Generation IV.



** ''VideoGame/PokemonRubyAndSapphire'': There's a similar, tiny cave right next to Fortree City in Ruby and Sapphire called the "Scorched Slab" that only exists to house a single TM. Hatching Pokémon in it will list it as a separate birth location, à la the above cathedral. While even the tiniest bodies of water elsewhere will contain Pokémon who attack when surfing or fishing, you cannot catch ANYTHING in the relatively large body of water you enter this cave in. It was widely believed that this cave would gain significance in ''Pokémon Emerald'', but it remained as useless as ever.
*** It WAS, however, given significance in Omega Ruby and Alpha Sapphire. It was expanded into a multi-floor dungeon, and while most of the Pokémon are lackluster (Zubat, Golbat, Magikarp, and Goldeen), there are two very significant finds here, though both can only be found after defeating or capturing the version mascot. One is a Mega Stone (specifically, Charizardite Y), and the other…well, what else? A Legendary Pokémon. It should be easy to guess for those familiar with Legendary Pokémon; besides Groudon, there's only one that would find a home in a fire-themed subterranean cavern: [[spoiler:Heatran]].
*** Rumour has it that the Scorched Slab is a homage to the tale of Amaterasu, and that cave represents the one the goddess hid herself in the myth. And that would be the reason for having [=TM11=] (Sunny Day) there.

to:

** ''VideoGame/PokemonRubyAndSapphire'': There's a similar, tiny cave right next to Fortree City in Ruby and Sapphire called the "Scorched Slab" that only exists to house a single TM. Hatching Pokémon in it will list it as a separate birth location, à la the above cathedral. While even the tiniest bodies of water elsewhere will contain Pokémon who attack when surfing or fishing, you cannot catch ANYTHING in the relatively large body of water you enter this cave in. It was widely believed that this cave would gain significance in ''Pokémon Emerald'', but it remained as useless as ever.
***
ever. It WAS, however, was given significance in Omega Ruby and Alpha Sapphire. It Sapphire, as it was expanded into a multi-floor dungeon, and while most of the Pokémon are lackluster (Zubat, Golbat, Magikarp, and Goldeen), there are two very significant finds here, though both can only be found after defeating or capturing the version mascot. One is a Mega Stone (specifically, Charizardite Y), and the other…well, what else? A Legendary Pokémon. It should be easy to guess for those familiar with Legendary Pokémon; besides Groudon, there's only one that would find a home in a fire-themed subterranean cavern: [[spoiler:Heatran]].
*** Rumour has it that the Scorched Slab is a homage to the tale of Amaterasu, and that cave represents the one the goddess hid herself in the myth. And that would be the reason for having [=TM11=] (Sunny Day) there.
[[spoiler:Heatran]].



** There is an area that appears in both Hoenn and the Sevii Islands called Altering Cave. The only Pokémon you'll find here is [[GoddamnedBats Zubat]]. There was plans for mystery gift to change what Pokémon you could catch here, however in ''Emerald'', all of the Pokémon (Mareep, Pineco, Aipom, Smeargle, Stantler, Houndour, Shuckle, and Teddiursa) can be caught elsewhere in Emerald and can be traded over to ''FR/LG''.
*** Many of the areas in the Sevii Islands don't really serve any purpose. The ending areas usually hold a somewhat rare item or move tutor at best. The only exception is Mt. Ember which has Moltres.

to:

** There is an area that appears in both Hoenn and the Sevii Islands called Altering Cave. The only Pokémon you'll find here is [[GoddamnedBats Zubat]]. There was plans for mystery gift to change what Pokémon you could catch here, however in ''Emerald'', all of the Pokémon (Mareep, Pineco, Aipom, Smeargle, Stantler, Houndour, Shuckle, and Teddiursa) can be caught elsewhere in Emerald and can be traded over to ''FR/LG''.
***
''FR/LG''. Many of the areas in the Sevii Islands don't really serve any purpose. The ending areas usually hold a somewhat rare item or move tutor at best. The only exception is Mt. Ember which has Moltres.



* Players of other ''Franchise/FinalFantasy'' games will find the rooms in ''VideoGame/FinalFantasyII'''s dungeons strange -- most of them are red herrings, not just empty but rigged with very high encounter rates. You almost always have to fight to leave the room. ''VideoGame/FinalFantasyI'' also has lots of empty rooms, but doesn't rig them this way.
** Savvy players will abuse these rooms to do the game's equivalent of LevelGrinding. In the remakes, where stat increases are much harder to come by, these rooms take on a whole new meaning as ''training'' rooms instead of ''trap'' rooms.

to:

* ''Franchise/FinalFantasy'':
**
Players of other ''Franchise/FinalFantasy'' games will find the rooms in ''VideoGame/FinalFantasyII'''s dungeons strange -- most of them are red herrings, not just empty but rigged with very high encounter rates. You almost always have to fight to leave the room. ''VideoGame/FinalFantasyI'' also has lots of empty rooms, but doesn't rig them this way.
**
way. Savvy players will abuse these rooms to do the game's equivalent of LevelGrinding. In the remakes, where stat increases are much harder to come by, these rooms take on a whole new meaning as ''training'' rooms instead of ''trap'' rooms.



** In ''VideoGame/FinalFantasyVII'' there's a manhole in Corel Prision which only has an empty chest inside and that's it. No random encounters, no other secrets, nothing. Many, many person-years have been spent trying to find out why ([[UrbanLegendofZelda especially given all the other rumors about the game]]).
*** A [[http://tcrf.net/Final_Fantasy_VII#The_Prison_Well deeper analysis]] of the game's files reveals there ''is'' something down there...well, more or less.

to:

** In ''VideoGame/FinalFantasyVII'' there's a manhole in Corel Prision which only has an empty chest inside and that's it. No random encounters, no other secrets, nothing. Many, many person-years have been spent trying to find out why ([[UrbanLegendofZelda especially given all the other rumors about the game]]).
***
game]]). A [[http://tcrf.net/Final_Fantasy_VII#The_Prison_Well deeper analysis]] of the game's files reveals there ''is'' something down there...well, more or less.



* In ''VideoGame/TalesOfSymphonia'', there's a tall building in Welgaia with two identical rooms on each identical floor. Most of them are empty. One potentially contains Regal's [[InfinityPlusOneSword Infinity Plus One Greave]].

to:

* In ''VideoGame/TalesOfSymphonia'', there's ''VideoGame/TalesOfSymphonia'':
** There's
a tall building in Welgaia with two identical rooms on each identical floor. Most of them are empty. One potentially contains Regal's [[InfinityPlusOneSword Infinity Plus One Greave]].



** Also in ''VideoGame/TalesOfSymphonia'': In Palmacosta, there is a lighthouse that you can't enter because the guy in front of it says that everyone who goes up there gets sick. As soon as the first people to enter Palmacosta saw this they swarmed the internet with questions about it. Some presented theories that a secret item/weapon/character/boss/ability was up there. Eventually people did some searching and found out that it was part of a mini-game (that didn't give you anything in the Gamecube version and a Title in the [=PS2=] version).

to:

** Also in ''VideoGame/TalesOfSymphonia'': In Palmacosta, there is a lighthouse that you can't enter because the guy in front of it says that everyone who goes up there gets sick. As soon as the first people to enter Palmacosta saw this they swarmed the internet with questions about it. Some presented theories that a secret item/weapon/character/boss/ability was up there. Eventually people did some searching and found out that it was part of a mini-game (that didn't give you anything in the Gamecube version and a Title in the [=PS2=] version).



* In the [[VideoGame/PaperMario64 first]] ''VideoGame/PaperMario'' game, there's a room in Bowser's Castle (the very last dungeon) that contains absolutely nothing. To get to it, you have to push a block and expose a hidden doorway, fight your way through a horde of tough enemies, and descend down countless stairs, all for...well, nothing. As it turns out, pushing the block in the ''opposite'' direction leads you to the room you really need.
** ''VideoGame/PaperMarioTheThousandYearDoor'' also contains an empty house in Twilight Town. Nobody lives there and it's never significant to the plot. Considering that Twilight Town is meant to be creepy (and some think it is) its current use may be an attempt at NothingIsScarier, just to confuse the player.

to:

* ''VideoGame/PaperMario'':
**
In the [[VideoGame/PaperMario64 first]] ''VideoGame/PaperMario'' game, ''VideoGame/PaperMario64'', there's a room in Bowser's Castle (the very last dungeon) that contains absolutely nothing. To get to it, you have to push a block and expose a hidden doorway, fight your way through a horde of tough enemies, and descend down countless stairs, all for...well, nothing. As it turns out, pushing the block in the ''opposite'' direction leads you to the room you really need.
** * ''VideoGame/PaperMarioTheThousandYearDoor'' also contains an empty house in Twilight Town. Nobody lives there and it's never significant to the plot. Considering that Twilight Town is meant to be creepy (and some think it is) its current use may be an attempt at NothingIsScarier, just to confuse the player.



* The Ramses Hed Docking Port level of ''VideoGame/DarkForces'' has a smuggler's ship docked with the space port. The goal is to find your way into the ship to plant a homing beacon, but when you enter it you have two choices of direction to follow. If you go left, you will navigate a seemingly endless series of corridors and rooms, blasting stormtroopers and aliens, until you arrive at ... an empty room. It's supposed to be the bridge on the front of the ship, but here's the rub: you're supposed to plant the homing beacon on the ''aft'' end of the ship. If you don't remember this tidbit, you're liable to spend hours searching for the switch, door, etc. that will end the level.

to:

* ''VideoGame/DarkForces'':
**
The Ramses Hed Docking Port level of ''VideoGame/DarkForces'' has a smuggler's ship docked with the space port. The goal is to find your way into the ship to plant a homing beacon, but when you enter it you have two choices of direction to follow. If you go left, you will navigate a seemingly endless series of corridors and rooms, blasting stormtroopers and aliens, until you arrive at ... an empty room. It's supposed to be the bridge on the front of the ship, but here's the rub: you're supposed to plant the homing beacon on the ''aft'' end of the ship. If you don't remember this tidbit, you're liable to spend hours searching for the switch, door, etc. that will end the level.



* ''VideoGame/{{Killer 7}}'': Despite the intense music in the background, nothing ''ever'' happens to you inside the Vinculum Gates.
** Website/HardcoreGaming101 theorizes that aversion of this trope is why the game is on rails - there's nothing off the path, so no need to explore.

to:

* ''VideoGame/{{Killer 7}}'': ''VideoGame/{{Killer7}}'': Despite the intense music in the background, nothing ''ever'' happens to you inside the Vinculum Gates.
** Website/HardcoreGaming101 theorizes that aversion of this trope is why the game is on rails - there's nothing off the path, so no need to explore.
Gates.



** A mod for ''Doom'' ("Deathzor Online") uses this occasionally. The story of the mod has you going through 25 of the "worst websites in the world". Every now and then, you're given a free pass due to one of the sites spitting out a 404 error or the like, putting you in a single empty room with the exit switch right ahead of you. It eventually does like ''F.E.A.R.'' just above when at one point you're put through three 404'd sites in a row - the third one, upon pressing the button, reveals that it was just kidding as the walls open to reveal an actual level.

to:

** * A mod for ''Doom'' ("Deathzor Online") uses this occasionally. The story of the mod has you going through 25 of the "worst websites in the world". Every now and then, you're given a free pass due to one of the sites spitting out a 404 error or the like, putting you in a single empty room with the exit switch right ahead of you. It eventually does like ''F.E.A.R.'' just above when at one point you're put through three 404'd sites in a row - the third one, upon pressing the button, reveals that it was just kidding as the walls open to reveal an actual level.



* ''Franchise/SilentHill'' may be the one series entirely ''built'' around this trope, because the games ([[GenreShift at least the early ones]]) involve psychological horror rather than full-fledged Gorn. Despite the fact that NothingIsScarier, an empty room is probably vastly, vastly preferable to a room with [[EldritchAbomination something in it]].

to:

* ''Franchise/SilentHill'' may be the one series entirely ''built'' around this trope, because the ''Franchise/SilentHill''. The games ([[GenreShift at least the early ones]]) involve psychological horror rather than full-fledged Gorn. Despite the fact that NothingIsScarier, an empty room is probably vastly, vastly preferable to a room with [[EldritchAbomination something in it]].



* ''Franchise/ResidentEvil''. Rooms like this abound throughout the series, containing nothing at all, a worthless item, or an enemy ambush:



** Rooms like this abound throughout the series, containing nothing at all, a worthless item, or an enemy ambush. Most noteable is the interrogation room in ''Resident Evil 2''. You cautiously walk past the two way mirror, expecting an ambush, and... nothing. [[ScareChord Then you try and walk back...]]
** [[http://www.youtube.com/watch?v=ok2hDKIhf2w The music]] in ''RE 3'''s empty rooms [[NothingIsScarier is one of the creepiest]].

to:

** Rooms like this abound throughout the series, containing nothing at all, a worthless item, or an enemy ambush. Most noteable is the * The interrogation room in ''Resident Evil 2''. You cautiously walk past the two way mirror, expecting an ambush, and... nothing. [[ScareChord Then you try and walk back...]]
** * [[http://www.youtube.com/watch?v=ok2hDKIhf2w The music]] in ''RE 3'''s ''VideoGame/ResidentEvil3'''s empty rooms [[NothingIsScarier is one of the creepiest]].



* ''VideoGame/{{Minecraft}}'' has caves that branch out into several paths which, most of the time, can lead deeper underground where diamonds and redstone ores can be found, lead to the surface, or even lead to underground structures like dungeons and mine shafts. However, since it's [[RandomlyGeneratedLevels procedurally generated]], some of the cave branches simply lead to a dead end with nothing in them other than the usual stone and dirt. Caves may also have an unnaturally large and circular-like room; supposedly this is where the cave generation starts behind the scenes, but it's certainly no use to ''you'', unless, of course, you decide to make it the centerpiece for your new ElaborateUndergroundBase.

to:

* ''VideoGame/{{Minecraft}}'' ''VideoGame/{{Minecraft}}'':
** The game
has caves that branch out into several paths which, most of the time, can lead deeper underground where diamonds and redstone ores can be found, lead to the surface, or even lead to underground structures like dungeons and mine shafts. However, since it's [[RandomlyGeneratedLevels procedurally generated]], some of the cave branches simply lead to a dead end with nothing in them other than the usual stone and dirt. Caves may also have an unnaturally large and circular-like room; supposedly this is where the cave generation starts behind the scenes, but it's certainly no use to ''you'', unless, of course, you decide to make it the centerpiece for your new ElaborateUndergroundBase.
30th Sep '16 3:43:54 PM DecafGrub47393
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Added DiffLines:

** In the Super Mario World [[GameMod ROM Hack]] Vanilla Level Design Contest 2015, the level that placed last place (out of 86) is literally this, impossible to lose.
25th Sep '16 1:35:28 AM TheGameMaster
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* ''[[VideoGame/AvencastRiseOfTheMage Avencast: Rise of the Mage]]'' has an area in the academy of magic with three seminar rooms you can walk into... and one, apparently unremarkable, that you can't. Some players nearly drove themselves mad trying to get into that room.
30th Jul '16 3:33:03 AM Morgenthaler
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* In ''UltimaV'', behind the fireplace in the Jester Chuckles's room in Castle Britain is a secret ladder that leads to a room that has a dead body in it. Curiously, there's a prisoner in the dungeon who says that he didn't mean to kill "her", and that it was Chuckles's fault. But doesn't say any more on the subject and attacks you. Other than this, there is no other mention of this, and Chuckles has no dialogue regarding it.

to:

* In ''UltimaV'', ''VideoGame/UltimaV'', behind the fireplace in the Jester Chuckles's room in Castle Britain is a secret ladder that leads to a room that has a dead body in it. Curiously, there's a prisoner in the dungeon who says that he didn't mean to kill "her", and that it was Chuckles's fault. But doesn't say any more on the subject and attacks you. Other than this, there is no other mention of this, and Chuckles has no dialogue regarding it.
3rd Jun '16 10:04:54 AM nombretomado
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** Also in ''VideoGame/TalesOfSymphonia'': In Palmacosta, there is a lighthouse that you can't enter because the guy in front of it says that everyone who goes up there gets sick. As soon as the first people to enter Palmacosta saw this they swarmed the internet with questions about it. Some presented theories that a secret item/weapon/character/boss/ability was up there. Eventually people did some searching and found out that it was part of a mini-game (that didn't give you anything in the Gamecube version and a Title in the PS2 version).

to:

** Also in ''VideoGame/TalesOfSymphonia'': In Palmacosta, there is a lighthouse that you can't enter because the guy in front of it says that everyone who goes up there gets sick. As soon as the first people to enter Palmacosta saw this they swarmed the internet with questions about it. Some presented theories that a secret item/weapon/character/boss/ability was up there. Eventually people did some searching and found out that it was part of a mini-game (that didn't give you anything in the Gamecube version and a Title in the PS2 [=PS2=] version).
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http://tvtropes.org/pmwiki/article_history.php?article=Main.EmptyRoomPsych