History Main / RuinsForRuinsSake

16th Aug '17 5:20:17 AM morenohijazo
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* ''VideoGame/TheWitness'': The desert at the northwest part of the island has lots of ruins whch don't seem to serve any apparent purpose.
3rd Aug '17 11:15:26 AM xcountryguy
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** Averted in ''Ruby, Sapphire,'' and ''Emerald'' (along with the remakes), where all ruins have a purpose. Mt. Pyre is an ancient burial ground, the Sky Pillar is a tower meant to [[spoiler: honor/summon Rayquaza (though this is more evident in the remakes)]], and the mysterious monoliths scattered throughout the region are [[spoiler: explicitly said to be built to hold the Regis within]]. The latter does involve some ridiculously unintuitive and hard to crack puzzles, but they have a purpose non the less.

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** Averted in ''Ruby, Sapphire,'' and ''Emerald'' (along with the remakes), where all ruins have a purpose. Mt. Pyre is an ancient burial ground, the Sky Pillar is a tower meant to [[spoiler: honor/summon [[spoiler:honor/summon Rayquaza (though this is more evident in the remakes)]], and the mysterious monoliths scattered throughout the region are [[spoiler: explicitly [[spoiler:explicitly said to be built to hold the Regis within]]. The latter does involve some ridiculously unintuitive and hard to crack puzzles, but they have a purpose non the less.



* ''VideoGame/NoMoreHeroes'' does this with ''a modern city''. [[spoiler: Speed City]] is the dust-choked ruins of a modern metropolis, with absolutely no explanation as to why it's in that state, given that the game takes place in a modern-day setting.

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* ''VideoGame/NoMoreHeroes'' does this with ''a modern city''. [[spoiler: Speed [[spoiler:Speed City]] is the dust-choked ruins of a modern metropolis, with absolutely no explanation as to why it's in that state, given that the game takes place in a modern-day setting.



* In ''VideoGame/SkiesOfArcadia'', nearly all dungeons avert this, with most being either ancient civilizations that were abandoned after an apocalyptic meteor shower or structures built specifically to contain powerful weapons and protect them from would-be thieves. The only ones that play this trope straight are the Valuan Catacombs and Shrine Island, [[spoiler: at least until Soltis rises and Shrine Island is revealed to have been a portion of it that for whatever reason didn't sink into Deep Sky with the rest of the continent.]]

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* In ''VideoGame/SkiesOfArcadia'', nearly all dungeons avert this, with most being either ancient civilizations that were abandoned after an apocalyptic meteor shower or structures built specifically to contain powerful weapons and protect them from would-be thieves. The only ones that play this trope straight are the Valuan Catacombs and Shrine Island, [[spoiler: at [[spoiler:at least until Soltis rises and Shrine Island is revealed to have been a portion of it that for whatever reason didn't sink into Deep Sky with the rest of the continent.]]
25th Jul '17 1:48:27 PM Caps-luna
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* In Ancient Rome its been discovered that several buildings were intentionally left looking uncompleted and unpainted. Why? In Greece, where Rome obviously took a lot of inspiration, cities had began to age and many structures were starting on their path to being ruins. Some Romans thought that looked cool and copied the look back in Rome. This went unnoticed by archeologist because for so long because these building eventually became genuine ruins.
** Rome also loved to import or otherwise copy the monuments of even more ancient civilizations. If i was ruined already, that made it cooler. The most famous example is the massive obelisk they imported that now resides in the Vatican, making this trope OlderThanFeudalism.
18th Jul '17 2:15:07 PM Caps-luna
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** Hearst Castle in the United States achieves a similar effect but uses ''imported'' ruins. To be fair, it was made at a time when there was not a widespread appreciation for such things and Hearst bought them all from sites there were going to be demolished anyway.
20th May '17 9:48:39 AM nombretomado
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* Dungeons in the ''{{Ultima}}'' games are for the most part accepted as part of the natural geography of Britannia - who built them, if anyone, and for what purpose, is a mystery to all. In the early games it was implied (though not actually possible in-game) that if you traveled deep enough into one you would end up in "the underworld", the opposite side of the flat earth. When the underworld was destroyed, this became impossible.

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* Dungeons in the ''{{Ultima}}'' ''VideoGame/{{Ultima}}'' games are for the most part accepted as part of the natural geography of Britannia - who built them, if anyone, and for what purpose, is a mystery to all. In the early games it was implied (though not actually possible in-game) that if you traveled deep enough into one you would end up in "the underworld", the opposite side of the flat earth. When the underworld was destroyed, this became impossible.
5th May '17 5:20:59 AM Mrmadrigal
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**Averted in ''Ruby, Sapphire,'' and ''Emerald'' (along with the remakes), where all ruins have a purpose. Mt. Pyre is an ancient burial ground, the Sky Pillar is a tower meant to [[spoiler: honor/summon Rayquaza (though this is more evident in the remakes)]], and the mysterious monoliths scattered throughout the region are [[spoiler: explicitly said to be built to hold the Regis within]]. The latter does involve some ridiculously unintuitive and hard to crack puzzles, but they have a purpose non the less.
**The Kalos Victory Road in 'X' and 'Y' plays this straight, however. In the sections outside the caves, the roads are chock full of ancient, run down castle walls, some of which block the way and must be navigated around. They do add a nice touch to the environment, but one can't help but wonder why would someone build something like that in a place as hazardous and out-of-the-way.
19th Jan '17 4:54:05 AM Morgenthaler
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* Averted in ''TabletopGame/{{Earthdawn}},'' where the civilized races spent a few centuries hiding in underground cities called "kaers" while [[CthulhuMythos Cthulhuoid]] monsters called Horrors ravaged the Earth. The [=PCs=] are from kaers that survived, and most of the dungeons they explore are kaers that didn't.

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* Averted in ''TabletopGame/{{Earthdawn}},'' where the civilized races spent a few centuries hiding in underground cities called "kaers" while [[CthulhuMythos [[Franchise/CthulhuMythos Cthulhuoid]] monsters called Horrors ravaged the Earth. The [=PCs=] are from kaers that survived, and most of the dungeons they explore are kaers that didn't.
7th Jan '17 5:33:37 PM MiddleEighth
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[[folder: Fan Works]]
*The four run into several of these in ''Fanfic/TheKeysStandAlone: The Soft World''. They're told that [[AWizardDidIt the gods reshaped C'hou to be more like the G'heddi'onian homeworld]] so the new civilians would be comfortable there. And they note the insanity of these places ''every single time''.
**Gothmarik Citadel is a ruin/dungeon reminiscent of those in ''VideoGame/TheElderScrollsIIDaggerfall''. Ringo, who mentally explores the place, notes that he'd never seen anything like it the first time they were on C'hou, and the others make various comments as to whether the designer was on acid.
**The cliff dwelling where the white key is hidden. John notes that despite it being in mountains created only about five years ago, the dwelling is obviously hundreds of years old. Did the gods create it old?
**The Boidan Mine, the map of which shows a weird tangle of passages. “Why would we want to go to a mine?” George sensibly asks.
***Heck, the very first thing that happens to them after they decide to get off the mesa is that Paul crashes through the ground into an underground chamber with a poem carved into the wall. What's that chamber doing there? Who put the poem there? Is it even relevant to them?
[[/folder]]
1st Jan '17 10:11:58 PM Timber
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* In ''VideoGame/SkiesOfArcadia'', all dungeons are guilty of this but Rixis is justified; it's only so hard to navigate because of the huge craters everywhere. As for Glacia; [[FridgeBrilliance you came into through the visitor's entrance, all the buildings hang from the ceiling; and you're on a walkway that's halfway down, giving you an ideal view of the entire city. The walkway is the tour route.]]

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* In ''VideoGame/SkiesOfArcadia'', nearly all dungeons are guilty of avert this, with most being either ancient civilizations that were abandoned after an apocalyptic meteor shower or structures built specifically to contain powerful weapons and protect them from would-be thieves. The only ones that play this but Rixis trope straight are the Valuan Catacombs and Shrine Island, [[spoiler: at least until Soltis rises and Shrine Island is justified; it's only so hard revealed to navigate because have been a portion of it that for whatever reason didn't sink into Deep Sky with the rest of the huge craters everywhere. As for Glacia; [[FridgeBrilliance you came into through the visitor's entrance, all the buildings hang from the ceiling; and you're on a walkway that's halfway down, giving you an ideal view of the entire city. The walkway is the tour route.continent.]]


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* The vast majority of the dungeons in ''VideoGame/TalesOfZestiria'' are ruins whose origin and purpose are a mystery.
4th Dec '16 9:01:17 AM Gosicrystal
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* ''Franchise/TheLegendOfZelda'' would not be much of a game without dungeons and temples. The three Goddesses leave them behind as a test of courage barring the way to the Triforce pieces. In many cases, Link has to go plundering for "pendants" or "orbs" before he can even begin assembling the Triforce pieces, which are hidden in still more temples.
-->'''[[WebAnimation/ZeroPunctuation Yahtzee:]]''' (on ''VideoGame/TheTalosPrinciple'') Hope you like [[BlockPuzzle weighing down switches with boxes]] and [[LightAndMirrorsPuzzle redirecting laser beams]] and everything else from the "Insert puzzle here"-guide to video game design....Even in context, it's admittedly busywork. It's Link's problem again, forever having to ''[[OnlyTheWorthyMayPass prove our sodding worth]]'', 'cause the ancient ones never even considered that there were probably a great many terribly '''un'''worthy people who can figure out how to redirect a laser beam.
* Averted (mostly) in ''VideoGame/TheLegendOfZeldaTwilightPrincess'', where the dungeons are prisons, mansions and mines, all looking fairly realistic and practical, even if they were just as malevolent as the more traditional dungeons. Averted further in ''VideoGame/TheLegendOfZeldaTheWindWaker'' where there's a ''very'' good reason for all these [[AfterTheEnd ruins]]. Arguable if they're ruins, the dungeons in ''VideoGame/ZeldaIITheAdventureOfLink'' are stated in the manual as tests for the legendary Hero.
** This trait was perhaps first seen in ''VideoGame/TheLegendOfZeldaOcarinaOfTime'', where major dungeons rather noticeably pull double duty, or did in the past; the Forest Temple is an old manor, the Spirit Temple is a place of worship, the Shadow Temple is [[SurpriseCreepy part torture complex, part necropolis.]]
*** The Fire Temple is a jail and the Water Temple is an Atlantis-like city.

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* ''Franchise/TheLegendOfZelda'' would not be much of a game without dungeons and temples. The three Goddesses leave them behind as a test of courage barring the way to the Triforce pieces. In many cases, Link has to go plundering for "pendants" or "orbs" before he can even begin assembling the Triforce pieces, which are hidden in still more temples.
-->'''[[WebAnimation/ZeroPunctuation Yahtzee:]]''' (on ''VideoGame/TheTalosPrinciple'') Hope you like [[BlockPuzzle weighing down switches with boxes]] and [[LightAndMirrorsPuzzle redirecting laser beams]] and everything else from the "Insert puzzle here"-guide to video game design....Even in context, it's admittedly busywork. It's Link's problem again, forever having to ''[[OnlyTheWorthyMayPass prove our sodding worth]]'', 'cause the ancient ones never even considered that there were probably a great many terribly '''un'''worthy people who can figure out how to redirect a laser beam.
* Averted (mostly) in ''VideoGame/TheLegendOfZeldaTwilightPrincess'',
temples.\\\
There are aversions, though,
where the dungeons serve other purposes other than being nonsensical ruins:
** In ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]'',
the dungeons are prisons, mansions and mines, all looking fairly realistic and practical, even if they were just as malevolent as the more traditional dungeons. Averted further in ''VideoGame/TheLegendOfZeldaTheWindWaker'' where dungeons.
** In ''[[VideoGame/TheLegendOfZeldaTheWindWaker Wind Waker]]''
there's a ''very'' good reason for all these [[AfterTheEnd ruins]]. ruins]].
**
Arguable if they're ruins, the dungeons in ''VideoGame/ZeldaIITheAdventureOfLink'' are stated in the manual as tests for the legendary Hero.
** This trait was perhaps first seen ''All'' the dungeons in ''VideoGame/TheLegendOfZeldaOcarinaOfTime'', ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'', where major dungeons rather noticeably pull double duty, or did in the past; the past:
*** The
Forest Temple is an old manor, the manor.
*** The
Spirit Temple is a place of worship, the Shadow Temple is [[SurpriseCreepy part torture complex, part necropolis.]]
worship.
*** The Fire Temple is a jail and the jail.
*** The
Water Temple is an Atlantis-like city.



*** Dodongo's Cavern is a rock mine, and the Deku Tree and Jabu-Jabu are inherently nonsensical {{Womb Level}}s. Which leaves the Ice Cavern, which is [[ExactlyWhatItSaysOnTheTin a cavern, not ruins]].
*** It's also present in ''VideoGame/TheLegendOfZeldaMajorasMask''. The Woodfall Temple was a place of worship, the Snowhead Temple appears to be an abandoned city, the Great Bay Temple is a power plant, the Stone Tower Temple appears to have been a blasphemous monument designed to insult the Golden Goddesses and praise Majora, and Beneath the Well was a crypt.
*** This was also seen in World 6 of ''VideoGame/TheLegendOfZeldaTriForceHeroes''.

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*** Dodongo's Cavern is a rock mine, and the mine.
*** The
Deku Tree and Jabu-Jabu are inherently nonsensical {{Womb Level}}s. Which leaves the Level}}s.
*** The
Ice Cavern, which Cavern is [[ExactlyWhatItSaysOnTheTin a cavern, not ruins]].
*** It's also present in ''VideoGame/TheLegendOfZeldaMajorasMask''. ** The Woodfall Temple in ''[[VideoGame/TheLegendOfZeldaMajorasMask Majora's Mask]]'' was a place of worship, the Snowhead Temple appears to be an abandoned city, the Great Bay Temple is a power plant, the Stone Tower Temple appears to have been a blasphemous monument designed to insult the Golden Goddesses and praise Majora, and Beneath the Well was a crypt.
*** This was also seen in World 6 of ''VideoGame/TheLegendOfZeldaTriForceHeroes''.
crypt.
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