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** There's a similar [[strike:problem]] mechanic in ''VideoGame/NeverwinterNights''.
*** Especially irritating since many of these doors should be vulnerable to a peasant with a chisel and a hammer.
*** Especially irritating since many of these doors should be vulnerable to a peasant with a chisel and a hammer.
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*** Especially irritating since many of these
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* {{Pokemon}} uses {{NPC}}s and wild Pokemon to block your path in certain games until a plot point has been resolved. You can teach certain Pokemon the move Fly, which instantly flies you from one town to another (but only towns you've already been to). The FridgeLogic sets in when you can't fly ten feet over that guy's head.
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* {{Pokemon}} {{Pokemon}}:
** The game uses {{NPC}}s and wild Pokemon to block your path in certain games until a plot point has been resolved. You can teach certain Pokemon the move Fly, which instantly flies you from one town to another (but only towns you've already been to). The FridgeLogic sets in when you can't fly ten feet over that guy's head.
** The game uses {{NPC}}s and wild Pokemon to block your path in certain games until a plot point has been resolved. You can teach certain Pokemon the move Fly, which instantly flies you from one town to another (but only towns you've already been to). The FridgeLogic sets in when you can't fly ten feet over that guy's head.
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* Any "locked" door in the ''Franchise/SilentHill'' series eventually opens one way or another, but if the door is jammed, broken, or "shut tight", it stays shut for good.
** Starting with ''[[VideoGame/SilentHill3 3]]'', the protagonist will [[NoticeThis turn their head]] towards usable doors.
** Starting with ''[[VideoGame/SilentHill3 3]]'', the protagonist will [[NoticeThis turn their head]] towards usable doors.
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* Any "locked" door in the ''Franchise/SilentHill'' series eventually opens one way or another, but if the door is jammed, broken, or "shut tight", it stays shut for good.
**good. Starting with ''[[VideoGame/SilentHill3 3]]'', ''VideoGame/SilentHill3'', the protagonist will [[NoticeThis turn their head]] towards usable doors.
**
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* The ''VideoGame/HalfLife'' series has innumerable {{Locked Door}}s that require the player find another route to the required destination. This is reasonable for areas where the player is not intended to go, but not so for {{Space Filling Path}}s that loop back on themselves and create a DoorToBefore, when Gordon could simply blow up the flimsy wooden door or, in the second game, just ''punt'' the damn thing with the incredibly useful Gravity Gun.
** ''{{Concerned}}'' gleefully lampshades this.
--->'''Frohman:''' [...] [[HeroicMime He's]] using my Gravity Gun to punt a '''''car''''' out of our way. But a wooden door, '''''well'''''. Let's just run eight miles through soldier-infested, mine-littered streets to avoid it.
** NightmareHouse, among other Source mods, egregiously abuses this trope. It's not uncommon in Nightmare House 2 to find that a door is locked, be given the requisite plot exposition or orders to go through the door, and then find it magically unlocked. This is a common sight that can be seen in many of the [=LPs=] online. The player is also given a shotgun late in the game that had been seen blowing open locked doors, but finds it unable to take down anything tougher than an empty wooden crate.
** ''{{Concerned}}'' gleefully lampshades this.
--->'''Frohman:''' [...] [[HeroicMime He's]] using my Gravity Gun to punt a '''''car''''' out of our way. But a wooden door, '''''well'''''. Let's just run eight miles through soldier-infested, mine-littered streets to avoid it.
** NightmareHouse, among other Source mods, egregiously abuses this trope. It's not uncommon in Nightmare House 2 to find that a door is locked, be given the requisite plot exposition or orders to go through the door, and then find it magically unlocked. This is a common sight that can be seen in many of the [=LPs=] online. The player is also given a shotgun late in the game that had been seen blowing open locked doors, but finds it unable to take down anything tougher than an empty wooden crate.
to:
* The ''VideoGame/HalfLife'' series has innumerable {{Locked Door}}s that require the player find another route to the required destination. This is reasonable for areas where the player is not intended to go, but not so for {{Space Filling Path}}s that loop back on themselves and create a DoorToBefore, when Gordon could simply blow up the flimsy wooden door or, in the second game, just ''punt'' the damn thing with the incredibly useful Gravity Gun.
** ''{{Concerned}}'' gleefully lampshades this.
--->'''Frohman:''' [...] [[HeroicMime He's]] using my Gravity Gun to punt a '''''car''''' out of our way. But a wooden door, '''''well'''''. Let's just run eight miles through soldier-infested, mine-littered streets to avoid it.
**Gun. NightmareHouse, among other Source mods, egregiously abuses this trope. It's not uncommon in Nightmare House 2 to find that a door is locked, be given the requisite plot exposition or orders to go through the door, and then find it magically unlocked. This is a common sight that can be seen in many of the [=LPs=] online. The player is also given a shotgun late in the game that had been seen blowing open locked doors, but finds it unable to take down anything tougher than an empty wooden crate.
** ''{{Concerned}}'' gleefully lampshades this.
--->'''Frohman:''' [...] [[HeroicMime He's]] using my Gravity Gun to punt a '''''car''''' out of our way. But a wooden door, '''''well'''''. Let's just run eight miles through soldier-infested, mine-littered streets to avoid it.
**
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** ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'' also suffered from this, although you could expect as much from a game that allows you to scale almost any vertical surface. Some walls can't be climbed, arbitrarily. Also, your freedom of movement is crippled by the inability to climb ''down''.
** ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'' has quite a few dungeons that are involved in faction quests which are locked until you receive the key for the relevant quest. Snow Veil Sanctum deserves a special mention, since there's no claw to open the Nordic puzzle lock and Mercer Frey unlocks it [[spoiler:using the power of the Skeleton Key]].
** ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'' has quite a few dungeons that are involved in faction quests which are locked until you receive the key for the relevant quest. Snow Veil Sanctum deserves a special mention, since there's no claw to open the Nordic puzzle lock and Mercer Frey unlocks it [[spoiler:using the power of the Skeleton Key]].
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* The ''VideoGame/{{Half-Life}}'' series has innumerable {{Locked Door}}s that require the player find another route to the required destination. This is reasonable for areas where the player is not intended to go, but not so for {{Space Filling Path}}s that loop back on themselves and create a DoorToBefore, when Gordon could simply blow up the flimsy wooden door or, in the second game, just ''punt'' the damn thing with the incredibly useful Gravity Gun.
to:
* The ''VideoGame/{{Half-Life}}'' ''VideoGame/HalfLife'' series has innumerable {{Locked Door}}s that require the player find another route to the required destination. This is reasonable for areas where the player is not intended to go, but not so for {{Space Filling Path}}s that loop back on themselves and create a DoorToBefore, when Gordon could simply blow up the flimsy wooden door or, in the second game, just ''punt'' the damn thing with the incredibly useful Gravity Gun.
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** This is also the reason for the existence of [=HMs=] - in the Gen 1, for example, you were required to go to the S.S. Anne to get the HM for cut, which was needed to get to the Vermillion City Gym. However, by this point, the player likely had at least one Pokemon who could've either cut or burned the tree down. Starting in Gen 7, however, this example is averted, since [=HMs=] are replaced with Ride Pokemon, and in those cases, all instances that require Ride Pokemon are ones that clearly would not be accessible on foot.
** Similar to HMs, there are certain Key Items that are required to pass by certain obstacles that seem like they should be passable without the item - for example, in Gold and Silver (and their remakes) with what seems like a tree blocking the player off from National Park[[note]]which leads to Goldenrod City, where the game's third gym is[[/note]] and Route 37[[note]]which connects to Ectuteak city, where the game's fourth gym is[[/note]], and players are required to have the Squirt Bottle - while not being able to take it out with Cut is justified[[note]]aside from the "Tree" being a Pokemon in this instance, by the time the player does obtain cut, it would be faster for them to just go forward as opposed to trekking backwards to the Violet City side of Route 36[[/note]], one can't help but feel frustrated if one has chosen the water-type Totodile as their starter.
** Similar to HMs, there are certain Key Items that are required to pass by certain obstacles that seem like they should be passable without the item - for example, in Gold and Silver (and their remakes) with what seems like a tree blocking the player off from National Park[[note]]which leads to Goldenrod City, where the game's third gym is[[/note]] and Route 37[[note]]which connects to Ectuteak city, where the game's fourth gym is[[/note]], and players are required to have the Squirt Bottle - while not being able to take it out with Cut is justified[[note]]aside from the "Tree" being a Pokemon in this instance, by the time the player does obtain cut, it would be faster for them to just go forward as opposed to trekking backwards to the Violet City side of Route 36[[/note]], one can't help but feel frustrated if one has chosen the water-type Totodile as their starter.
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* In ''{{Persona 3}}'', you're tasked with climbing [[EvilTowerOfOminousness Tartarus]] as far as you can, and you must reach the top by the end of the game. But to prevent power-levelers and NewGamePlus players from blowing through it during the first night, there are arbitrary "barrier floors" every few dozen floors, preventing you from climbing further with an InsurmountableWaistHeightFence. These barriers tend to go away on their own after plot-driven events, for no reason at all other than some "mysterious force" is removing them.
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* In ''{{Persona 3}}'', ''VideoGame/Persona3'', you're tasked with climbing [[EvilTowerOfOminousness Tartarus]] as far as you can, and you must reach the top by the end of the game. But to prevent power-levelers and NewGamePlus players from blowing through it during the first night, there are arbitrary "barrier floors" every few dozen floors, preventing you from climbing further with an InsurmountableWaistHeightFence. These barriers tend to go away on their own after plot-driven events, for no reason at all other than some "mysterious force" is removing them.
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* ''{{Okami}}'' does this a couple of times:
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* ''{{Okami}}'' ''VideoGame/{{Okami}}'' does this a couple of times:
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-->'''Frohman:''' [...] [[HeroicMime He's]] using my Gravity Gun to punt a '''''car''''' out of our way. But a wooden door, '''''well'''''. Let's just run eight miles through soldier-infested, mine-littered streets to avoid it.
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[[folder:Visual Novels]]
* The various routes of ''VisualNovel/MyHaremHeavenIsYandereHell'' must be played in a certain arbitrary order, for no reason other than the writers not wanting to reveal certain plot points too early. Each route is not so much a self-contained story as it is one piece of the bigger puzzle (for example, Sayuri's route explains why Detective Kudou is pursuing Yuuya, Kanna's route concludes the book subplot, etc).
[[/folder]]
* The various routes of ''VisualNovel/MyHaremHeavenIsYandereHell'' must be played in a certain arbitrary order, for no reason other than the writers not wanting to reveal certain plot points too early. Each route is not so much a self-contained story as it is one piece of the bigger puzzle (for example, Sayuri's route explains why Detective Kudou is pursuing Yuuya, Kanna's route concludes the book subplot, etc).
[[/folder]]
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* {{Arcanum}} averts this almost entirely; every lock can be picked, and if you don't have the skill (or if the status of the lock in question is Jammed or Magickally Held rather than Locked), you can always just bash it in. However, there are a handful of containers that are immune to such treatment: The Iron Clan Chest in [[spoiler:Tarant]] has infinite health and an infinite-strength lock, the Iron Clan Vault has a different opening mechanism, the doors in the First Panarii Temple are "magickally sealed" until you reach the right point in the plot, and [[spoiler:Qintarra and T'sen-Ang]] have "magick barriers" in place that require permission from the guards to open.
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* {{Arcanum}} ''VideoGame/ArcanumOfSteamworksAndMagickObscura'' averts this almost entirely; every lock can be picked, and if you don't have the skill (or if the status of the lock in question is Jammed or Magickally Held rather than Locked), you can always just bash it in. However, there are a handful of containers that are immune to such treatment: The Iron Clan Chest in [[spoiler:Tarant]] has infinite health and an infinite-strength lock, the Iron Clan Vault has a different opening mechanism, the doors in the First Panarii Temple are "magickally sealed" until you reach the right point in the plot, and [[spoiler:Qintarra and T'sen-Ang]] have "magick barriers" in place that require permission from the guards to open.
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A Plot Lock is any example of a BrokenBridge where, for whatever reason, the character ''should'' be able to overcome it, and yet they can't in this one arbitrary situation (where doing so would, of course, cause SequenceBreaking). On the other hand, not using Plot Locks can sometimes lead to massive SequenceBreaking.
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A Plot Lock is any example of a BrokenBridge where, for whatever reason, the character ''should'' be able to overcome it, and yet they can't in this one arbitrary situation (where doing so would, of course, cause SequenceBreaking). On the other hand, not using Plot Locks can sometimes lead to massive SequenceBreaking.
SequenceBreaking).
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That trope is not about video games.
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A Plot Lock is any example of a BrokenBridge where, for whatever reason, the character ''should'' be able to overcome it, and yet they can't in this one arbitrary situation (where doing so would, of course, break TheOneTrueSequence). On the other hand, not using Plot Locks can sometimes lead to massive SequenceBreaking.
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A Plot Lock is any example of a BrokenBridge where, for whatever reason, the character ''should'' be able to overcome it, and yet they can't in this one arbitrary situation (where doing so would, of course, break TheOneTrueSequence).cause SequenceBreaking). On the other hand, not using Plot Locks can sometimes lead to massive SequenceBreaking.
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Well, the gaiden games and 4 do.
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* The later ''Franchise/{{Halo}}'' games don't have fall damage, but they do have arbitrary drops that kill you to prevent you from jumping down to where you need to go.
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* The later mainline ''Franchise/{{Halo}}'' games generally don't have fall damage, but they do have arbitrary drops that kill you to prevent you from jumping down to where you need to go.
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* In ''Franchise/{{Dragon Age}}'' games, doors with these will pop up a "Key required" message when you click on them. This continues happening even if your rogue is the greatest lockpicker to ever live.
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* In ''VideoGame/TalesOfSymphonia'', your characters have all demonstrated the ability to make flying leaps and large jumps, and one or two of them ''can literally fly,'' and does so in-game. However, when there's no context-sensitive action to do so, you can't go over the InsurmountableWaistHighFence that you will undoubtedly have to go through a complex series of events to make a little bridge to get there.
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* In ''VideoGame/TalesOfSymphonia'', your characters have all demonstrated the ability to make flying leaps and large jumps, and one or two of them ''can literally fly,'' and does so in-game. However, when there's no context-sensitive action to do so, you can't go over the InsurmountableWaistHighFence that you will undoubtedly have to go through a complex series of events to make a little bridge to get there. Infamously, there's a sequence a few hours in where Colette uses her newly-acquired angel wings to fly up to an unreachable platform and get a necessary key... which she will never do again for the 40 hours left in the game, for literally no reason.
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wall anger is Flame Bait
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A Plot Lock is any example of a BrokenBridge where, for whatever reason, the character ''should'' be able to overcome it, and yet they can't in this one arbitrary situation (where doing so would, of course, break TheOneTrueSequence). On the other hand, not using Plot Locks can sometimes lead to massive SequenceBreaking, which occasionally is even more of a DarthWiki/WallBanger than the Plot Lock itself.
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A Plot Lock is any example of a BrokenBridge where, for whatever reason, the character ''should'' be able to overcome it, and yet they can't in this one arbitrary situation (where doing so would, of course, break TheOneTrueSequence). On the other hand, not using Plot Locks can sometimes lead to massive SequenceBreaking, which occasionally is even more of a DarthWiki/WallBanger than the Plot Lock itself.
SequenceBreaking.
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** Starting with ''[[VideoGame/SilentHill3 3]]'', the protagonist will [[NoticeThis turn their head]] towards usable doors.
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The MultiMookMelee provides an immediate version of this where the player enters the room, all ways out are locked, and enemies pour in. Defeating all the enemies unlocks all the doors. {{Boss Fight}}s are like this too.
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* In ''[[VideoGame/{{Wolfenstein2009}} Wolfenstein]]'', certain doors in the HubCity of Isenstadt are locked until the player is briefed on specific missions, or beaten all missions in a given area if the door leads to another section of the hub.
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* ''VideoGame/TheElderScrollsIVOblivion'' has locks that can't be picked. ''Morrowind'' averted it: An Open spell with a strength of 100 (which is the maximum lock strength) could open any door, as could a master lockpick.
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* ''VideoGame/TheElderScrollsIVOblivion'' has locks that can't be picked. ''Morrowind'' averted it: An Open spell with a strength of 100 (which is the maximum lock strength) could open any door, door - bar one in one of the expansions - as could a master lockpick.
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Cleaning up VG:Kot OR
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* ''VideoGame/KnightsOfTheOldRepublic'' gives us an In-Universe example by having locked doors that can be opened by the PC if s/he has the skills or items needed, and then there are the ''sealed'' doors, which can only be opened by finding the right computer.
** Bonus points because the character is often carrying a lightsaber.
** Possible FridgeBrilliance: There's a mineral in the Star Wars universe that shorts out lightsaber blades. You can still cut through a wall of it, but it takes hours.
*** Add to the FridgeBrilliance that higher canon (specifically the ''Literature/DarthBane'' novels) indicates that in Force-user-heavy times, said material, cortosis, is a very hot commodity.
** Bonus points because the character is often carrying a lightsaber.
** Possible FridgeBrilliance: There's a mineral in the Star Wars universe that shorts out lightsaber blades. You can still cut through a wall of it, but it takes hours.
*** Add to the FridgeBrilliance that higher canon (specifically the ''Literature/DarthBane'' novels) indicates that in Force-user-heavy times, said material, cortosis, is a very hot commodity.
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* ''VideoGame/KnightsOfTheOldRepublic'' gives us an In-Universe example a {{Deconstruction}} by having locked doors that can be opened by the PC if s/he has the skills or items needed, and then there are the ''sealed'' doors, which can only be opened by finding the right computer.
** Bonus points because the character is often carrying a lightsaber.
** Possible FridgeBrilliance: There's a mineralcomputer. The presence of lightsabers in the Star Wars universe setting is what pushes this into deconstruction territory; not only is there a material that shorts out lightsaber blades. You can still cut through a wall of it, resists lightsabers, but it takes hours.
*** Add to the FridgeBrilliance thathigher canon (specifically the ''Literature/DarthBane'' novels) indicates that in Force-user-heavy times, said material, cortosis, is a very hot commodity.
** Bonus points because the character is often carrying a lightsaber.
** Possible FridgeBrilliance: There's a mineral
*** Add to the FridgeBrilliance that
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[[folder: Adventure ]]
* ''VideoGame/BillNyeTheScienceGuyStopTheRock'' has the Nye Labs Sky Labs (the atmospheric research wing of Nye Labs), whose password can only be gotten if you choose the "Join Nye Labs" (Story Mode) in the beginning. If you chose "Hang Out" (Sandbox Mode) instead, not only is it impossible to get the password, all the access doors to the Sky Labs have "Access Must Be Approved by Bill Nye" on their displays, and said approval is also impossible to get.
[[/folder]]
* ''VideoGame/BillNyeTheScienceGuyStopTheRock'' has the Nye Labs Sky Labs (the atmospheric research wing of Nye Labs), whose password can only be gotten if you choose the "Join Nye Labs" (Story Mode) in the beginning. If you chose "Hang Out" (Sandbox Mode) instead, not only is it impossible to get the password, all the access doors to the Sky Labs have "Access Must Be Approved by Bill Nye" on their displays, and said approval is also impossible to get.
[[/folder]]
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* In ''VideoGame/MassEffect'', three of your characters (and possibly you, depending on your job) are able to defeat electronic locks, and ''everybody'' can simply force them open with enough [[AppliedPhlebotinum Omnigels]]. However, some doors are simply unopenable until you get to the mission where it's supposed to open.
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* In ''VideoGame/MassEffect'', ''VideoGame/MassEffect1'', three of your characters (and possibly you, depending on your job) are able to defeat electronic locks, and ''everybody'' can simply force them open with enough [[AppliedPhlebotinum Omnigels]]. However, some doors are simply unopenable until you get to the mission where it's supposed to open.
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* ''Franchise/ResidentEvil'' loves this trope, as many of the games have a playable character who can pick locks, and yet is usually forced to find keys anyway. Many of the protagonists are also ex-cops or military, some of whom are wearing combat gear in their stories, yet they cannot even kick down doors explicitly labeled as "rickety."
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* ''Franchise/ResidentEvil'' loves this trope, as many of the games have a playable character who can pick locks, and yet is usually forced to find keys anyway. Many of the protagonists are also ex-cops or military, some of whom are wearing combat gear in their stories, yet they cannot even kick down doors explicitly labeled as "rickety."
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----
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----
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A Plot Lock is any example of a BrokenBridge where, for whatever reason, the character ''should'' be able to overcome it, and yet they can't in this one arbitrary situation (where doing so would, of course, break TheOneTrueSequence). On the other hand, not using Plot Locks can sometimes lead to massive SequenceBreaking, which occasionally is even more of a DarthWiki/WallBanger than the Plot Lock itself.
to:
A Plot Lock is any example of a BrokenBridge where, for whatever reason, the character ''should'' be able to overcome it, and yet they can't in this one arbitrary situation (where doing so would, of course, break TheOneTrueSequence). On the other hand, not using Plot Locks can sometimes lead to massive SequenceBreaking, which occasionally is even more of a DarthWiki/WallBanger than the Plot Lock itself.
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[[AC:ActionAdventure]]
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[[folder: Action Adventure ]]
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[[AC:DrivingGame]]
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[[folder: Driving Game ]]
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[[AC:FirstPersonShooter]]
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[[folder: First Person Shooter ]]
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[[AC:MassivelyMultiplayerOnlineRolePlayingGame]]
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[[folder: Massively Multiplayer Online Role Playing Game ]]
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[[AC:PlatformGame]]
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[[folder: Platform Game ]]
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[[AC:RolePlayingGame]]
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[[folder: Role Playing Game ]]
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[[AC:SurvivalHorror]]
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[[folder: Survival Horror ]]
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[[AC:ThirdPersonShooter]]
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[[folder: Third Person Shooter ]]
[[/folder]]
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[[AC:LiveActionTV]]
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[[AC:TabletopGames]]
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[[folder: Tabletop Games ]]
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[[/folder]]
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* In ''{{Persona 3}}'', you're tasked with climbing [[EvilTowerOfOminousness Tartarus]] as far as you can, and you must reach the top by the end of the game. But to prevent power-levelers and NewGamePlus players from blowing through it during the first night, there are arbitrary "barrier floors" every few dozen floors, preventing you from climbing further with an InsurmountableWaistHeightFence. These barriers tend to go away on their own after plot-driven events, for no reason at all other than some "mysterious force" is removing them.
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** NightmareHouse, among other Source mods, egregiously abuses this trope. It's not uncommon in Nightmare House 2 to find that a door is locked, be given the requisite plot exposition or orders to go through the door, and then find it magically unlocked. This is a common sight that can be seen in many of the LPs online. The player is also given a shotgun late in the game that had been seen blowing open locked doors, but finds it unable to take down anything tougher than an empty wooden crate.
to:
** NightmareHouse, among other Source mods, egregiously abuses this trope. It's not uncommon in Nightmare House 2 to find that a door is locked, be given the requisite plot exposition or orders to go through the door, and then find it magically unlocked. This is a common sight that can be seen in many of the LPs [=LPs=] online. The player is also given a shotgun late in the game that had been seen blowing open locked doors, but finds it unable to take down anything tougher than an empty wooden crate.
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* ''VideoGame/{{Fallout 3}}'' and ''VideoGame/FalloutNewVegas'' have numerous doors that are marked as "INACCESSIBLE" or "REQUIRES KEY" rather than "Easy", "Medium", "Hard", or "Very Hard". The "INACCESSIBLE" ones don't count, as they are, well... inaccessible -- you never get to use them. Others do, as they are opened by plot events.
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* ''VideoGame/{{Fallout 3}}'' and ''VideoGame/FalloutNewVegas'' have numerous doors that are marked as "INACCESSIBLE" or "REQUIRES KEY" rather than "Easy", "Medium", "Hard", or "Very Hard". The "INACCESSIBLE" ones don't count, as they are, well... inaccessible -- you never get to use them. Others do, as they are opened by plot events. Some "Requires Key" doors [[DummiedOut can only be opened via hacking]], and usually lead to empty rooms or a void of nothingness.
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* {{Arcanum}} averts this almost entirely; every lock can be picked, and if you don't have the skill (or if the status of the lock in question is Jammed or Magickally Held rather than Locked), you can always just bash it in. However, there are a handful of containers that are immune to such treatment: The Iron Clan Chest in [[spoiler:Tarant]] has infinite health and an infinite-strength lock, the Iron Clan Vault has a different opening mechanism, the doors in the First Panarii Temple are "magickally sealed" until you reach the right point in the plot, and [[spoiler:Qintarra and T'sen-Ang]] have "magick barriers" in place that require permission from the guards to open.
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* {{Pokemon}} uses {{NPC}}s and wild Pokemon to block your path in certain games until a plot point has been resolved. You can teach certain Pokemon the move Fly, which instantly flies you from one town to another (but only towns you've already been to. The FridgeLogic sets in when you can't fly ten feet over that guy's head.
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* {{Pokemon}} uses {{NPC}}s and wild Pokemon to block your path in certain games until a plot point has been resolved. You can teach certain Pokemon the move Fly, which instantly flies you from one town to another (but only towns you've already been to.to). The FridgeLogic sets in when you can't fly ten feet over that guy's head.
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Deleting a confusing Example As A Thesis
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Sometimes video games have to stop you from getting where you want to go. [[BrokenBridge We all know the routine.]]
But picture this. You're playing a thief [[PlayerCharacter character]], and you encounter a locked door. Your thief can [[AnAdventurerIsYou pick the locks on palace vaults]] with ease, so why is this wooden door impervious to your attempts?
You've been stopped by the PlotLock. A Plot Lock is any example of a BrokenBridge where, for whatever reason, the character ''should'' be able to overcome it, and yet they can't in this one arbitrary situation (where doing so would, of course, break TheOneTrueSequence). On the other hand, not using Plot Locks can sometimes lead to massive SequenceBreaking, which occasionally is even more of a DarthWiki/WallBanger than the Plot Lock itself.
But picture this. You're playing a thief [[PlayerCharacter character]], and you encounter a locked door. Your thief can [[AnAdventurerIsYou pick the locks on palace vaults]] with ease, so why is this wooden door impervious to your attempts?
You've been stopped by the PlotLock. A Plot Lock is any example of a BrokenBridge where, for whatever reason, the character ''should'' be able to overcome it, and yet they can't in this one arbitrary situation (where doing so would, of course, break TheOneTrueSequence). On the other hand, not using Plot Locks can sometimes lead to massive SequenceBreaking, which occasionally is even more of a DarthWiki/WallBanger than the Plot Lock itself.
to:
But picture this. You're playing a thief [[PlayerCharacter character]], and you encounter a locked door. Your thief can [[AnAdventurerIsYou pick the locks on palace vaults]] with ease, so why is this wooden door impervious to your attempts?
You've been stopped by the PlotLock.