History Main / PartyInMyPocket

1st Mar '16 6:41:43 AM justanid
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In your typical console RolePlayingGame, the player is usually in control of [[PlayerParty around half-a-dozen characters (at least)]] for a good portion of the game.

However, when walking around the world map, in a city, or in a dungeon, usually all that is seen is the main character, even when the rest of the party is supposed to be with him at the time. Perhaps he's carrying them [[HammerspaceHideaway in his pockets]].

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In your typical console RolePlayingGame, the player is usually in control of [[PlayerParty around half-a-dozen characters (at least)]] for a good portion of the game.

game. However, when walking around the world map, in a city, or in a dungeon, usually all that is seen is the main character, even when the rest of the party is supposed to be with him at the time. time.

Perhaps he's carrying them [[HammerspaceHideaway in his pockets]].



The alternative is AllInARow. See also ActuallyFourMooks, which is when a [[PreexistingEncounters Preexisting Encounter]] does this. Related to HammerspaceHideaway.

Goes in and out of AcceptableBreaksFromReality. From a development standpoint, it cuts cost having less models on the screen at once, lets the player see more of the world, and sometimes having three, four, or more party members on the field at once can clog it. It'd be annoying for a puzzle to become unwinnable because you have to push someone out of the way. Not to mention, AllInARow can sometimes have pathfinding issues such as characters getting stuck in a wall or accidentally setting off traps.

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The alternative is AllInARow. See also ActuallyFourMooks, which is when a [[PreexistingEncounters Preexisting Encounter]] does this. Related to HammerspaceHideaway.

Goes in and out of AcceptableBreaksFromReality. From a development standpoint, it cuts cost having less models on the screen at once, lets the player see more of the world, and sometimes having three, four, or more party members on the field at once can clog it. It'd also be annoying for a puzzle to become unwinnable because you have to push someone out of the way. Not to mention, AllInARow The alternative is AllInARow, which can sometimes have pathfinding issues such as characters getting stuck in a wall or accidentally setting off traps.traps.

Compare with ActuallyFourMooks, which is when a {{Preexisting Encounter|s}} does this. Related to HammerspaceHideaway.



** ''Breath of Fire II'' takes this a step further - anyone who isn't in your party at the time will generally just be hanging out back at their house in Township.

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** ''Breath of Fire II'' takes this a step further - -- anyone who isn't in your party at the time will generally just be hanging out back at their house in Township.Township.
** ''Breath of Fire IV'' could even avert this in combat -- with the screen sometimes panning to show the reserve characters a few paces away doing something if they had an reserve-only ability.
14th Dec '15 2:02:54 AM pinkdalek
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** ''VideoGame/FinalFantasyVII'' uses this trope unabashedly. In most cases, when your current party members have something to say, they will run out of Cloud's body, say or do whatever they need to, and promptly walk back in, as though Cloud is some sort of MobileSuitHuman. It gets turned UpToEleven when, after taking a moment to recoup before heading down the train tunnel to the Sector 5 Reactor, Cloud and Tifa enter Barret, Barret speaks one line of dialogue, and abruptly transforms into Cloud. In addition, a deleted scene would have had Jessie, Biggs, and Wedge try to do the same thing (and fail).

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** ''VideoGame/FinalFantasyVII'' uses this trope unabashedly. In most cases, when your current party members have something to say, they will run out of Cloud's body, say or do whatever they need to, and promptly walk back in, as though Cloud is some sort of MobileSuitHuman. It gets turned UpToEleven when, after taking a moment to recoup before heading down the train tunnel to the Sector 5 Reactor, Cloud and Tifa enter Barret, Barret speaks one line of dialogue, and abruptly transforms into Cloud. In addition, a deleted scene would have had Jessie, Biggs, and Wedge try to do the same thing (and fail). Cait Sith's joining of the party is signified by him forcibly walking into Cloud's body, despite Cloud's protestations.
2nd Dec '15 7:51:02 PM FF32
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* CaptainSNES uses it to his advantage [[http://www.captainsnes.com/2011/02/23/639-party-time/ here]].

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* CaptainSNES Webcomic/CaptainSNES uses it to his advantage [[http://www.captainsnes.com/2011/02/23/639-party-time/ here]].
23rd Nov '15 3:42:15 PM Felipehc188
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* ''VideoGame/SwordDancer'' employs it as a "Leader" system, and the player can change him/her in the in-game menu, you will only see the designed leader in the overworld and in-battle, however (and no, you can't change characters in-battle).
20th Nov '15 2:50:15 PM totoofze47
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* ''VideoGame/{{Indivisible}}'' uses it, justifies it ''and'' makes it a plot point; the protagonist Ajna is able to absorb certain people into herself, and summon them to battle whenever she needs. Figuring out why she can do that, among other powers, is part of the reason she sets on her journey to begin with.
16th Nov '15 3:35:10 PM darkknight109
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* Zig-zagged with the ''[[VideoGame/LunarSilverStarStory Lunar]]'' [[VideoGame/LunarEternalBlue games]] - PartyInMyPocket is in effect in dungeons, but the games revert to AllInARow for all other areas. You can usually tell if a boss is coming up (and, thus, that you should be healing up and saving) if you come to a new area in a dungeon and all your party members are suddenly walking behind you.
1st Nov '15 12:54:04 PM Kyogreex
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Some games allow you to chose which party member, sometimes referred to as the ''active character'', to be visible. In many games, this character may use certain skills when they're active, or will alter the dialogue of certain [=NPCs=] when talking to them.

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Some games allow you to chose choose which party member, sometimes referred to as the ''active character'', to be visible. In many games, this character may use certain skills when they're active, or will alter the dialogue of certain [=NPCs=] when talking to them.
20th Oct '15 8:20:47 PM SapphireBlue
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Added DiffLines:

** TalesOfZestiria has a justified example with the Seraph characters, who are usually hanging out in Sorey's body outside of scenes. Averted with other human characters, who just follow him around.
6th Sep '15 5:32:57 AM Vir
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* ''WorldOfWarcraft'' characters can carry any amount of pets and mounts in their inventory. You heard me. ''Mounts''. A couple of mounts have the player carrying just an item to summon it.. but most of them have you apparently stuffing them into your bag and carting them around.

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* ''WorldOfWarcraft'' ''VideoGame/WorldOfWarcraft'' characters can carry any amount of pets and mounts in their inventory. You heard me. ''Mounts''. A couple of mounts have the player carrying just an item to summon it.. but most of them have you apparently stuffing them into your bag and carting them around.



** That was also [[HandWave Hand Waved]] when it was implemented. The lore explanation was that the ''mount'' wasn't in your bag, just the reins, which were magical and could summon the mount.
** In MUD ''{{Achaea}}'', mount carries you. ''And'' the other way round.
* In ''StarWarsTheOldRepublic'', companions disappear while PlayerCharacters ride speeders and reappear upon dismounting.

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** That was also [[HandWave Hand Waved]] {{Hand Wave}} when it was implemented. The lore explanation was that the ''mount'' wasn't in your bag, just the reins, which were magical and could summon the mount.
** In MUD ''{{Achaea}}'', ''VideoGame/{{Achaea}}'', mount carries you. ''And'' the other way round.
* In ''StarWarsTheOldRepublic'', ''VideoGame/StarWarsTheOldRepublic'', companions disappear while PlayerCharacters ride speeders and reappear upon dismounting.
6th Jun '15 8:28:11 AM Kazmahu
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Added DiffLines:

** The manual/readme actually explained the reasoning behind this. Out of combat, the party travels as a tight group in order to keep track of each other while exploring; once a fight starts, they fan out so they can focus on hitting enemies instead of each other. The oddities mentioned above are due to the programming limitations of the day.
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