History Main / InsurmountableWaistHeightFence

9th Feb '18 5:14:50 AM Sinister_Sandwich
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* ''VideoGame/Borderlands2'' contains two examples very close to each other in the main story, both of which are blatant attempts to [[FakeLongevity draw out the endgame.]] The first is a bridge which is raised to bar your progress, to which the main characters have to undertake a convoluted sidequest to bypass, despite there being a huge pipe crossing the expanse that could be climbed on (if the characters could climb anything other than a ladder.) The second is another pipe, this time with a ladder which falls off when you approach. You must undertake another pointless quest to burst the pipe and walk through it. The second example is worse, because you can ''actually get on top of the pipe in another location,'' but are stopped from walking to your destination by... ''another InsurmountableWaistHighFence!''
30th Jan '18 8:38:00 PM GoblinCipher
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* While everything about [[TabletopGame/{{Paranoia}} Alpha Complex]] varies DependingOnTheWriter, one constant is that the Complex's dystopian police state is divided into color-coded areas indicating what level of security clearance is required to enter them. In most versions, this rule is absolute -- if your security clearance is ORANGE, then you will be shot on the spot if you walk into an area painted YELLOW. This is true even if the the YELLOW zone is only a meter-wide stripe on the floor of an otherwise ORANGE corridor, or if the YELLOW paint was applied by mistake. In one adventure this leads to a high-stakes game of TheFloorIsLava, with [[PlayerCharacter Troubleshooters]] climbing on low-clearance machinery and walls to avoid stepping on a high-clearance floor.

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* While everything about [[TabletopGame/{{Paranoia}} Alpha Complex]] varies DependingOnTheWriter, one constant is that the Complex's dystopian police state is divided into color-coded areas indicating what level of security clearance is required to enter them. In most versions, this rule is absolute -- if your security clearance is ORANGE, then you will be shot on the spot if you walk into an area painted YELLOW. This is true even if the the YELLOW zone is only a meter-wide stripe on the floor of an otherwise ORANGE corridor, or if the YELLOW paint was applied by mistake. In one adventure this leads to a high-stakes game of TheFloorIsLava, with [[PlayerCharacter Troubleshooters]] climbing on low-clearance machinery and walls to avoid stepping on a high-clearance floor.corridor.
30th Jan '18 8:36:08 PM GoblinCipher
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* While everything about [[TabletopGame/{{Paranoia}} Alpha Complex]] varies DependingOnTheWriter, one constant is that the Complex's dystopian police state is divided into color-coded areas indicating what level of security clearance is required to enter them. In most versions, this rule is absolute -- if your security clearance is ORANGE, then you will be shot on the spot if you walk into an area painted YELLOW. This is true even if the the YELLOW zone is only a meter-wide stripe on the floor of an otherwise ORANGE corridor, or if the YELLOW paint was applied by mistake. In one adventure this leads to a high-stakes game of TheFloorIsLava, with [[PlayerCharacter Troubleshooters]] climbing on low-clearance machinery and walls to avoid stepping on a high-clearance floor.
30th Jan '18 8:27:49 PM GoblinCipher
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[[folder: TabletopGames]]
* In the ''TabletopGame/OverTheEdge'' supplement ''Weather the Cuckoo Likes,'' a randomly-generated deathtrap for Andalusia consists of a DrowningPit that slowly fills with [[HumiliationConga monkey crap]]. To add insult to injury, the trap isn't even locked; all Andy would have to do is turn the doorknob and walk out. Unfortunately for Andy, he's a [[TalkingAnimal dog]] and has no opposable thumbs.
[[/folder]]






8th Jan '18 7:21:02 AM Cryoclaste
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* In ''GhostRecon: Advanced Warfighter'', most waist-height walls can be vaulted over, but some block your path for no good reason. In the mission where you have to recover the nuclear football, your immediate path to the objective is blocked by insurmountable wooden road barricades.

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* In ''GhostRecon: Advanced Warfighter'', ''VideoGame/GhostReconAdvancedWarfighter'', most waist-height walls can be vaulted over, but some block your path for no good reason. In the mission where you have to recover the nuclear football, your immediate path to the objective is blocked by insurmountable wooden road barricades.
3rd Jan '18 10:21:26 AM rjd1922
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** Another ridiculous example is in the Old Chateau and the Canalave Library in Pokémon Diamond, Pearl, and Platinum, where you can't step over ''books''.

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** Another ridiculous example is in the Old Chateau and the Canalave Library in ''[[VideoGame/PokemonDiamondAndPearl Pokémon Diamond, Pearl, and Platinum, Platinum]]'', where you can't step over ''books''.
3rd Dec '17 11:20:28 AM nombretomado
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* Page [[http://www.screencuisine.net/hlcomic/index.php?date=2006-07-17 #172]] of the webcomic ''{{Concerned}}'' made fun of this trope as it applies to the game ''VideoGame/HalfLife2''.

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* Page [[http://www.screencuisine.net/hlcomic/index.php?date=2006-07-17 #172]] of the webcomic ''{{Concerned}}'' ''Webcomic/{{Concerned}}'' made fun of this trope as it applies to the game ''VideoGame/HalfLife2''.
2nd Dec '17 4:05:54 PM Bliumage
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* {{Lampshaded}} in ''VideoGame/OneShot'', where Niko finds a corridor blocked off by a piece of debris maybe ankle high. When they are escorted by a pair of locals later, one expresses [[MyGodYouAreSerious disbelief]] that Niko was stymied by this before ''kicking it across the room''.
30th Nov '17 10:01:33 AM KingKaor
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** ''Oblivion'', as well as [[VideoGame/TheElderScrollsVSkyrim Bethesda's]] [[VideoGame/Fallout3 other]] [[VideoGame/FalloutNewVegas first person RPGs]], also has invisible borders surrounding the edges of the playable game area, which will simply block the player from progressing telling you "You cannot go this way". Usually, these are placed in a place that makes sense[[note]]example: the border is placed just beyond a massive mountain range that can't even be passed without exploiting the physics engine/massive stat buffs[[/note]], some that make a little sense in context[[note]]the border is placed far out in the ocean that requires you to swim far out to and which there wouldn't be anything beyond but nothing logically blocking you[[/note]], but more often it's just absolutely nonsensical in where it's placed[[note]]the border is just in the middle of a forest/empty plain with absolutely nothing that could block your way at all[[/note]].
***Usually (at least on PC) the borders ''can'' be disabled by messing with some game files, and usually there's a surprisingly decent amount of game world actually modeled/textured that you can walk on.
27th Nov '17 7:33:44 AM Cryoclaste
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* ''{{Pikmin}} 2'' has short rocks in some of the caves. But in this game, you can't jump.

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* ''{{Pikmin}} 2'' ''VideoGame/{{Pikmin 2}}'' has short rocks in some of the caves. But in this game, you can't jump.
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