History Main / InsurmountableWaistHeightFence

10th Mar '17 4:45:47 PM lordlundar
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*** A much earlier occurance comes in Valkurm Dunes. There is a large elevation difference half way in the map proper with a difference in elevation the equivalent to two feet on a largely gradual slope. Because there is no jumping players are forced to go around it, necessitating crossing over to the far side of the zone just to go around the difference. This can result in passing dangerously close to several mobs where groups are required.
24th Feb '17 7:48:39 AM MasamiPhoenix
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* ''VideoGame/CityOfHeroes'' has incidental obstacles such as vehicles, telephone poles, shelving, dumpsters, garbage cans, and cardboard boxes that your level 50 SuperStrength-endowed FlyingBrick cannot even scratch, much less ''move''--and if you try and jump aboard a moving car, a boat, or try to land atop the blimp that circles Atlas Park, you slide off as if your feet were buttered.
** Whether you're playing as a Hero, a Villain, or anything in between, your character will not plow through hapless bystanders--even when using a power like Super Speed. Instead, your character will slow down to a halt just before colliding with a bystander, or brush past them. This is explainable for the heroically inclined as they wouldn't want to cause ''more'' havoc than they're trying to stop, but less so for the villainous. Either way, it can be quite the annoyance, especially with indoor missions where terrified denizens run about in a panic, getting in your team's way.

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* ''VideoGame/CityOfHeroes'' has incidental obstacles such as vehicles, telephone poles, shelving, dumpsters, garbage cans, and cardboard boxes that your level 50 SuperStrength-endowed FlyingBrick cannot even scratch, much less ''move''--and if you try and jump aboard a moving car, a boat, or try to land atop the blimp that circles Atlas Park, you slide off as if your feet were buttered.
**
''VideoGame/CityOfHeroes'': Whether you're playing as a Hero, a Villain, or anything in between, your character will not plow through hapless bystanders--even when using a power like Super Speed. Instead, your character will slow down to a halt just before colliding with a bystander, or brush past them. This is explainable for the heroically inclined as they wouldn't want to cause ''more'' havoc than they're trying to stop, but less so for the villainous. Either way, it can be quite the annoyance, especially with indoor missions where terrified denizens run about in a panic, getting in your team's way.
24th Feb '17 7:41:40 AM MasamiPhoenix
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* Most {{MMORPG}}s will make use of this, applied to [=NPCs=]. Just [[ShopliftAndDie threw a rock at a merchant]] and are now fleeing the entire, bizarrely powerful legion of town guards? Simply cross the magical loading-screen border between the ''Town of Generica'' and the ''Generican Prarie'' immediately bordering it on the right, and not only will you lose every last pursuer; they'll cease to exist in your reality.
21st Feb '17 2:02:58 PM rjd1922
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A form of GameplayAndStorySegregation. Compare SolveTheSoupCans, BorderPatrol. Contrast CuttingTheKnot, AbsurdlyIneffectiveBarricade, and DungeonBypass. See also BrokenBridge and NPCRoadblock. Not to be confused with the [[NarutoTheAbridgedSeries one-foot-tall brick wall]].

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A form of GameplayAndStorySegregation. Compare SolveTheSoupCans, BorderPatrol. Contrast CuttingTheKnot, AbsurdlyIneffectiveBarricade, and DungeonBypass. See also BrokenBridge and NPCRoadblock. Not to be confused with the [[NarutoTheAbridgedSeries [[WebVideo/NarutoTheAbridgedSeries one-foot-tall brick wall]].
19th Feb '17 9:13:38 AM Pilomotor
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* Parodied in Film/BlazingSaddles: in order to stall for time, Sheriff Bart installs a tollbooth on the road to Rock Ridge. "Somebody's gotta go back and get a shitload of dimes!" Yes, absurd, as the booth is set up in the middle of a stretch of desert where this army of thugs can easily go around it, but since Taggart thinks that his corrupt money-grubbing boss installed the thing, it actually makes sense that he doesn't go around.

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* Parodied in Film/BlazingSaddles: in order to stall for time, Sheriff Bart installs a tollbooth on the road to Rock Ridge. "Somebody's gotta go back and get a shitload of dimes!" Yes, absurd, as the booth is set up in the middle of a stretch of desert where this army of thugs can easily go around it, but since Taggart thinks that his corrupt money-grubbing boss (who once shot Taggart in the foot for [[DisproportionateRetribution using a stupid cliche]]) installed the thing, it actually makes sense that he doesn't go around.
19th Feb '17 9:10:50 AM Pilomotor
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* Parodied in Film/BlazingSaddles: in order to stall for time, Sheriff Bart installs a tollbooth on the road to Rock Ridge. "Somebody's gotta go back and get a shitload of dimes!" Yes, absurd, as the booth is set up in the middle of a stretch of desert where they can easily go around it, but since Taggart thinks that his corrupt money-grubbing boss installed the thing, it actually makes sense that he doesn't go around.

to:

* Parodied in Film/BlazingSaddles: in order to stall for time, Sheriff Bart installs a tollbooth on the road to Rock Ridge. "Somebody's gotta go back and get a shitload of dimes!" Yes, absurd, as the booth is set up in the middle of a stretch of desert where they this army of thugs can easily go around it, but since Taggart thinks that his corrupt money-grubbing boss installed the thing, it actually makes sense that he doesn't go around.
28th Jan '17 3:07:13 PM NineballCirno
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* ''Franchise/AssassinsCreed'' justifies this, along with everything else, with "[[AWizardDidIt The Animus Did It]]." The player is not exploring a real place, but a virtual re-construction of a place retrieved from GeneticMemories. Areas of the map are blocked by virtual barriers which render them inaccessible until certain events have transpired: the player character is expressly trying to re-visit memories in a way similar to the original, so SequenceBreaking isn't allowed. Doors that the ancestor ''never'' opened ''cannot'' be opened. Barriers that the ancestor ''never'' surmounted ''cannot'' be surmounted. Targets can only be assassinated during specific events in which they are in the open because that is when the given Assassin found the opportunity to bypass security to make the kill. Guild branches always have open rooftop entrances because that is the method by which the Assassins always accessed them. Even in the countryside areas, geography keeps the players from wandering off the map; Ezio, a master acrobat who can climb sheer buildings hundreds of feet high, can't jump to the top of a three-feet high gentle slope, simply because he never really explored those areas and passes on no memories of what those areas contain outside of a specific path.

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* ''Franchise/AssassinsCreed'' justifies this, along with everything else, with "[[AWizardDidIt The Animus Did It]]." The player is not exploring a real place, but a virtual re-construction of a place retrieved from GeneticMemories.{{Genetic Memor|y}}ies. Areas of the map are blocked by virtual barriers which render them inaccessible until certain events have transpired: the player character is expressly trying to re-visit memories in a way similar to the original, so SequenceBreaking isn't allowed. Doors that the ancestor ''never'' opened ''cannot'' be opened. Barriers that the ancestor ''never'' surmounted ''cannot'' be surmounted. Targets can only be assassinated during specific events in which they are in the open because that is when the given Assassin found the opportunity to bypass security to make the kill. Guild branches always have open rooftop entrances because that is the method by which the Assassins always accessed them. Even in the countryside areas, geography keeps the players from wandering off the map; Ezio, a master acrobat who can climb sheer buildings hundreds of feet high, can't jump to the top of a three-feet high gentle slope, simply because he never really explored those areas and passes on no memories of what those areas contain outside of a specific path.
16th Jan '17 7:17:36 AM Berrenta
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* In ''VideoGame/NetHack'', you can do things like dig through the dungeon rock and break down doors and generally destroy most of the environment, but the edges of the two-dimensional world are mysteriously impassable... and also a FourthWall: use a stethoscope in the "up" direction and you'll hear a [[BreakingTheFourthWall faint typing noise]]. [[TheDevTeamThinksOfEverything NetHack is awesome.]]

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* In ''VideoGame/NetHack'', you can do things like dig through the dungeon rock and break down doors and generally destroy most of the environment, but the edges of the two-dimensional world are mysteriously impassable... and also a FourthWall: use a stethoscope in the "up" direction and you'll hear a [[BreakingTheFourthWall faint typing noise]]. [[TheDevTeamThinksOfEverything NetHack is awesome.]]
10th Jan '17 9:57:46 AM catmuto
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** ''Fatal Frame III'' has Rei encounter a dresser, which [[GenderRestrictedAbility only could only be moved by a man's strength]], and procalims the same about a somewhat wide gap between rooftops. When playing as the male protagonist, Kei, they can be moved.

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** ''Fatal Frame III'' has Rei encounter a dresser, which [[GenderRestrictedAbility only could only be moved by a man's strength]], and procalims the same about a somewhat wide gap between rooftops. When playing as the male protagonist, Kei, they can be easily moved.
10th Jan '17 9:56:34 AM catmuto
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* ''[[Franchise/FatalFrame Fatal Frame III]]'' has [[PlayerCharacter Rei]] being prevented to head into certain areas because of these. Because only a [[GenderRestrictedAbility man]] would have the [[ValuesDissonance strength to move this dresser]] out of the way. Or jump a gap between roofs. When playing as Kei, the player can proceed there.

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* ''[[Franchise/FatalFrame Fatal ''Franchise/FatalFrame'' is a repeat offender.
** ''Fatal
Frame III]]'' II'' has [[PlayerCharacter Rei]] Mio encounter the ''Unclearable Debris'' in the Osaka underground passage. Despite the rocks being prevented large and looking sturdy enough for a teenager to head into certain areas because of these. Because only climb over, she refuses to do so.
** ''Fatal Frame III'' has Rei encounter
a dresser, which [[GenderRestrictedAbility man]] would have only could only be moved by a man's strength]], and procalims the [[ValuesDissonance strength to move this dresser]] out of the way. Or jump same about a somewhat wide gap between roofs. rooftops. When playing as the male protagonist, Kei, the player they can proceed there.be moved.
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