History Main / GameplayandStorySegregation

9th Feb '16 7:31:33 AM GunarmDyne
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* Fray, the hero of ''VideoGame/AlphadiaGenesis'' starts off the story by already having a reputation as a famous Guild member and even wins a local tournament for the very first in-game battle. He starts at level 1.
8th Feb '16 11:12:35 AM JapaneseTeeth
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* ''VideoGame/XenobladeChroniclesX'' tends to give you the freedom to run around and do sidequests whenever you want... even if the story dictates that doing so should be impossible. A good example occurs in Chapter 6: according to the story, your team is trapped by a large monster and can't escape until you defeat it... except that the game goes by DeathIsASlapOnTheWrist, meaning that if it kills you, you respawn a short distance away and can resume sidequests and exploring the world at will. Despite this, when you approach the monster to kill it and resume the story, the game will act as if you've still been trapped by the monster the whole time.
5th Feb '16 3:02:23 PM N8han11
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* ''VideoGame/Destiny'' has the mysterious Awoken, who live on a distant planet and have a strange and alien culture, which the player comes into contact with during the story... but they're also a playable character race. Meaning that if you play as an Awoken, you weirdly have no idea about your own culture or even who your Queen is. (This was later handwaved by the claim that Awoken born on Earth are commonly treated as outsiders, but this doesn't explain why your character wouldn't know about them.)
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* ''VideoGame/Destiny'' ''{{VideoGame/Destiny}}'' has the mysterious Awoken, who live on a distant planet and have a strange and alien culture, which the player comes into contact with during the story... but they're also a playable character race. Meaning that if you play as an Awoken, you weirdly have no idea about your own culture or even who your Queen is. (This was later handwaved by the claim that Awoken born on Earth are commonly treated as outsiders, but this doesn't explain why your character wouldn't know about them.)
31st Jan '16 9:44:55 PM GrammarNavi
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* In the PSP UpdatedRerelease of ''TacticsOgre'', there is a function called "The World System", similar to NewGamePlus; it lets you take your characters back in time to any decision made and let's you pick a different choice and follow a different path. This allows for situations where you can have characters who joined your party in one timeline help you kill their alternate selves who opposed you in another in gameplay. Plotwise, though, you'll grieve the death of a character even with them still in your party.
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* In the PSP UpdatedRerelease of ''TacticsOgre'', ''VideoGame/TacticsOgre'', there is a function called "The World System", similar to NewGamePlus; it lets you take your characters back in time to any decision made and let's lets you pick a different choice and follow a different path. This allows for situations where you can have characters who joined your party in one timeline help you kill their alternate selves who opposed you in another in gameplay. Plotwise, though, you'll grieve the death of a character even with them still in your party.
27th Jan '16 8:42:53 AM hyphz
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** Several of the Grand Theft Auto games have missions involving recurring NPCs that end with you dropping them off somewhere and them leaving. During the brief period after dropping them off, when the mission is considered complete but before they actually disappear, you can do anything to them, including killing them, and nothing will happen - and they'll be back for the next mission. This becomes surreal when Trevor can thank a lady for a date by blasting her in the face with a shotgun after dropping her off, causing her to collapse in a pool of her own blood, and she'll not only be fine next time but won't remember it and will date him again. *** Bioshock Infinite lampooned this: if you attempt to follow or hang around the Luteces after one of their scripted speeches ends, they'll explicitly say that yes, they are going to stay still until you stop looking at them and then disappear... [[spoiler: and there's even an in-plot reason why they can do that.]]
25th Jan '16 4:47:39 PM 666metalupyourass
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**In the final dungeon in Twilight Princess, Link is rescued by his allies from an arrow to the face and about four mooks, despite the fact that by now Link has destroyed entire hordes of enemies and has been hit by more arrows than a practice dummy.
9th Jan '16 12:03:39 PM billybobfred
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*** Going with the above, the story likes to say that Heartless can only be defeated at all with a keyblade and demonstrate by giving you a mundane weapon early on that has no effect on Heartless until you get the keyblade, but in game anyone can fight them as if they were regular monster.
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*** Going with the above, the story likes to say that Heartless can only be defeated at all with a keyblade Keyblade and demonstrate by giving you a mundane weapon early on that has no effect on Heartless until you get the keyblade, Keyblade, but in game anyone can fight them as if they were regular monster.monster. Even worse, in the first game, you temporarily ''lose'' the Keyblade -- this does torpedo your Attack and Magic stats, but you're still capable of dealing ''some'' damage with the very same wooden toy sword that passed through Shadows at the beginning of the game like they were intangible. Gameplay And Gameplay Segregation?
8th Jan '16 12:27:57 PM ironballs16
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* [[VideoGame/DeadRisingTwo The sequel]] is even more jarring, as the gameplay is still the wacky, [[MacGuyvering build-your-own-weapons]] and dress like a lunatic style... which clashes ''heavily'' with the main plot, and Chuck's tender interactions with his daughter in particular.
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* [[VideoGame/DeadRisingTwo [[VideoGame/DeadRising2 The sequel]] is even more jarring, as the gameplay is still the wacky, [[MacGuyvering build-your-own-weapons]] and dress like a lunatic style... which clashes ''heavily'' with the main plot, and Chuck's tender interactions with his daughter in particular.
8th Jan '16 12:26:40 PM ironballs16
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* [[VideoGame/DeadRisingTwo The sequel]] is even more jarring, as the gameplay is still the wacky, [[MacGuyvering build-your-own-weapons]] and dress like a lunatic style... which clashes ''heavily'' with the main plot, and Chuck's tender interactions with his daughter in particular.
7th Jan '16 9:40:57 AM LuciaMoore
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* In ''VideoGame/ChronoTrigger'', at one point your characters' weapons are taken when you're captured by the enemy. Unless you have [[BareFistedMonk Ayla]] in the party, who can fight without weapons, engaging enemies results in automatically being tossed back in your cell, and even then, only characters that have retrieved their weapons will participate in the battle. This completely ignores the fact that most of your party members can use magic, and could quite easily demolish enemies with balls of fire or bolts of lightning in spite of being completely unarmed.
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