History Main / GamePlayAndStorySegregation

24th Jul '16 1:16:29 AM FurtiveSire
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* ''VideoGame/AssassinsCreedBrotherhood'' has the mission 'Gatekeeper', in which Ezio and Bartolomeo scout the French fortress, with Bart stating that the walls cannot be climbed and that the fortress is thick with French troops. Immediately after the cutscene ends, the player is able to scale the walls with relative ease and walk around the fortress in full Assassin armor without raising any attention to himself. Couple this with the fact that Ezio is also a OneManArmy and Bart's statement becomes completely null and void.
21st Jul '16 10:54:43 PM CapitanHappyFace
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** Although most characters in the game have the same skills in the lore and in the game, the exception, for balance, seems to be Reaper, who in the official comics and shorts is seemly indestructible and is inmune to the sleeping darts of Ana.
21st Jul '16 10:29:25 PM ZombieAladdin
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* ''VideoGame/RhythmHeaven Megamix'' may be the first game in the series to have a story, but it makes no attempt whatsoever to tie the stages themselves into the story, only that they need to be cleared in order to progress. Considering that the stage can be about anything and can have you playing as anyone and anything (one moment you could be a high school girl performing her cheerleading routine, and the next you could be a cat clapping to get some fish), there isn't really a way to tie any of these together anyway.
16th Jul '16 9:47:09 AM billybobfred
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** "[[Literature/TheElderScrollsInUniverseBooks Proper Lock Design]]", an InGameNovel appearing in ''Oblivion'' and ''Skyrim'', points out that higher-quality locks aren't any good if [[MyopicArchitecture the chest itself is easily broken]]. Putting this to the test yourself isn't an option; the only interaction you can ever perform on a chest is to open it properly.

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** "[[Literature/TheElderScrollsInUniverseBooks Proper Lock Design]]", an InGameNovel appearing in ''Oblivion'' and ''Skyrim'', points out that higher-quality locks aren't any good if [[MyopicArchitecture the chest or door itself is easily broken]]. Putting this to the test yourself isn't an option; while there are chests and doors placed pre-broken as part of the only interaction you can landscape, ''you'' can't ever perform on a chest is to open it properly.break one no matter how hard you hit it.
16th Jul '16 9:45:01 AM billybobfred
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** "[[Literature/TheElderScrollsInUniverseBooks Proper Lock Design]]", an InGameNovel appearing in ''Oblivion'' and ''Skyrim'', points out that higher-quality locks aren't any good if [[MyopicArchitecture the chest itself is easily broken]]. Putting this to the test yourself isn't an option; the only interaction you can ever perform on a chest is to open it properly.
8th Jul '16 4:12:09 PM sparkles38
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* In the VideoGameAdaption of ''Shrek 2'' even if Shrek get knocked unconscious near the beginning of the Prince Charming level, at the end Prince Charming says "I'll get you, Shrek!" and Shrek laughs triumphantly.
30th Jun '16 5:50:42 PM Anddrix
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** This trope is a common criticism of the [[BaseBreaker fourth edition]], which is chock full of effects where the rules text ("crunch") doesn't match the descriptive text ("fluff"). For instance, an inspiring speech that gives you a buff even if you cannot hear it; a OneHitKill that deals exactly as much damage as other attacks of the same level; a particular swordfighting maneuver that you can only do once per day for no reason, and can never learn to do twice; an infamous spell that lets you teleport an enemy into hell, but only if you teleport him right back (again, doing exactly as much damage as other attacks of the same level); and numerous archery moves and bolt spells that allow you to shoot at two creatures, but never at the same creature twice. That some people mind this and other people don't is precisely why it's a BaseBreaker, of course.

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** This trope is a common criticism of the [[BaseBreaker fourth edition]], edition, which is chock full of effects where the rules text ("crunch") doesn't match the descriptive text ("fluff"). For instance, an inspiring speech that gives you a buff even if you cannot hear it; a OneHitKill that deals exactly as much damage as other attacks of the same level; a particular swordfighting maneuver that you can only do once per day for no reason, and can never learn to do twice; an infamous spell that lets you teleport an enemy into hell, but only if you teleport him right back (again, doing exactly as much damage as other attacks of the same level); and numerous archery moves and bolt spells that allow you to shoot at two creatures, but never at the same creature twice. That some people mind this and other people don't is precisely why it's a BaseBreaker, of course.
23rd Jun '16 7:54:27 PM nombretomado
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* You will never see anyone firing anything other than the boring 'ol handgun in a TimeCrisis cutscene, despite the fact that machine guns, shotguns, and grenade launchers have all been standard equipment for some time. The funniest example would be Giorgio Bruno taking a few shots at a swarm of Terror Bites... this ''after'' you've taken out the last wave with a machine gun. Then there's Alicia Winston threatening Jake Hernandez with a handgun and firing a warning shot next to his head... the same head you've blasted several dozen times to get to this point, raising the obvious question of what the hell good one more is going to accomplish.

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* You will never see anyone firing anything other than the boring 'ol handgun in a TimeCrisis ''VideoGame/TimeCrisis'' cutscene, despite the fact that machine guns, shotguns, and grenade launchers have all been standard equipment for some time. The funniest example would be Giorgio Bruno taking a few shots at a swarm of Terror Bites... this ''after'' you've taken out the last wave with a machine gun. Then there's Alicia Winston threatening Jake Hernandez with a handgun and firing a warning shot next to his head... the same head you've blasted several dozen times to get to this point, raising the obvious question of what the hell good one more is going to accomplish.
12th Jun '16 10:22:41 PM megagiga43
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* ''{{VideoGame/Overwatch}}'' separates its gameplay and lore as two different entities. The matches you play have nothing to do with the actual story and character relations.
8th Jun '16 2:21:21 PM MidnightRambler
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* InsurmountableWaistHeightFence \\
An obstacle that looks as if the player character should easily be able to get across it proves impassable in gameplay.



Upon defeat, a villain joins the party considerably weaker than in the previous struggle. The weakening of the villain is not explained, rational, or justified.

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Upon defeat, a villain joins the party considerably weaker than in the previous struggle. The weakening of the villain is not explained, rational, explained or justified.
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