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* '''Story''' is the type of interaction between player and video game where the game ''narrates'' a story[[note]]Not just the main plot, but also character arcs, themes, and setting exposition.[[/note]] to the player, and typically provide narrative context for the elements of the game. Traditionally, video games narrate via cutscenes and dialogues (even though [[DialogueTree interactive dialogue]] overlaps with gameplay).

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* '''Story''' is the type of interaction between player and video game where the game ''narrates'' a story[[note]]Not just the main plot, but also character arcs, themes, and setting exposition.[[/note]] to the player, and typically provide provides narrative context for the various elements of the game. Traditionally, video games narrate via cutscenes and dialogues (even though [[DialogueTree interactive dialogue]] overlaps with gameplay).
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Rewrote the description a little.


* '''Story''' is the type of interaction between player and video game where the game ''narrates'' a story[[note]]Not just the main plot, but also character arcs, themes, and setting exposition.[[/note]] to provoke an emotional reaction in the player. Traditionally, video games narrate via cutscenes and dialogues (even though [[DialogueTree interactive dialogue]] overlaps with gameplay).

Another definition would be that the gameplay ultimately revolves around numbers and is governed by mathematical rules, while the story revolves around words and symbols and is governed by the rules of emotional narrative. Either way, it is virtually impossible for a video game [[NoPlotNoProblem not to have any story whatsoever]] (think ''VideoGame/{{Pong}}'' level of storylessness) and, even more so, any gameplay (though this depends on whether you count {{Kinetic Novel}}s as games), and these two aspects are usually integrated at least a little--after all, you can hardly put pony-breeding gameplay against the backdrop of a galaxy-spanning war story.

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* '''Story''' is the type of interaction between player and video game where the game ''narrates'' a story[[note]]Not just the main plot, but also character arcs, themes, and setting exposition.[[/note]] to provoke an emotional reaction in the player.player, and typically provide narrative context for the elements of the game. Traditionally, video games narrate via cutscenes and dialogues (even though [[DialogueTree interactive dialogue]] overlaps with gameplay).

Another definition would be that the gameplay ultimately revolves around numbers and is governed by mathematical rules, while the story revolves around words and symbols and is governed by the rules of emotional narrative. Either way, it is virtually impossible for a video game [[NoPlotNoProblem not to have any story whatsoever]] (think ''VideoGame/{{Pong}}'' level of storylessness) and, even more so, any gameplay (though this depends on whether you count {{Kinetic Novel}}s as games), and these two aspects are usually integrated at least a little--after all, you can hardly put pony-breeding gameplay against the backdrop of a galaxy-spanning war story.
story. Similarly, for some elements of games it is entirely possible to extricate the "gameplay" element from the "story" element: level design serves a practical function for gameplay, but also conveys information to the player about the game's setting.
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** Early in the game, Kreia loses a hand while fighting Darth Sion, leaving her incapable of equipping two-handed weapons and DualWielding for the rest of the game, even if you had her take the perks needed for that. Similarly, Bao-Dur lost an entire arm in the BackStory, so he uses a prosthetic and can only equip a select few armor suits because of it.

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* The [[NoSidepathsNoExplorationNoFreedom utter linearity]] of the ''{{VideoGame/Half-Life}}'' series is a plot point, representing Gordon's lack of agency over the story, whether it's because of the G-Man, the Vortigaunts, or the player. Also, ''{{VideoGame/Half-Life 2}}'' and its Episodes begin with Gordon not at full health, due to him being injured from a scene in the previous game.



* The [[NoSidepathsNoExplorationNoFreedom utter linearity]] of the ''{{VideoGame/Half-Life}}'' series is a plot point, representing Gordon's lack of agency over the story, whether it's because of the G-Man, the Vortigaunts, or the player. Also, ''{{VideoGame/Half-Life 2}}'' and its Episodes begin with Gordon not at full health, due to him being injured from a scene in the previous game.
** On the other hand, when the G-Man is incapacitated by the Vortigaunts, finally allowing Gordon at least some temporary freedom...the game is still just as linear as ever.

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* The [[NoSidepathsNoExplorationNoFreedom utter linearity]] of the ''{{VideoGame/Half-Life}}'' series is a plot point, representing Gordon's lack of agency over the story, whether it's because of the G-Man, the Vortigaunts, or the player. Also, ''{{VideoGame/Half-Life 2}}'' and its Episodes begin with Gordon not at full health, due to him being injured from a scene in the previous game.


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* The [[NoSidepathsNoExplorationNoFreedom utter linearity]] of the ''{{VideoGame/Half-Life}}'' series is a plot point, representing Gordon's lack of agency over the story, whether it's because of the G-Man, the Vortigaunts, or the player. Also, ''{{VideoGame/Half-Life 2}}'' and its Episodes begin with Gordon not at full health, due to him being injured from a scene in the previous game.
** On the other hand, when the G-Man is incapacitated by the Vortigaunts, finally allowing Gordon at least some temporary freedom...the game is still just as linear as ever.
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* [[TheDevTeamThinksOfEverything Tons and tons and tons]] of this in JojosBizarreAdventureAllStarBattle, from the vampiric Dio and the Pillar Men not being able to be used in outdoor daytime stages, to Made In Heaven (which accelerates time) causing the timer to countdown faster, to Killer Queen's "Bites the Dust" ability (which can cause a temporal loop) forcibly resetting any Stand evolutions that happened during the fight.
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* ''VideoGame/FinalFantasyV'' dodges the whole "Nobody uses healing items to save people in cutscenes" problem in RPGs by having [[spoiler: Galuf]] get killed so hard (via [[spoiler: fighting and defeating the BigBad at ''0 HP'' and running on sheer willpower]]) [[DeaderThanDead that not even Cure or Life spells will save him.]]
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** [[TheCasanova Casanova]] Zelos comes with an EX Skill that allows him to get free items from female NPCs by flirting with them.
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** And of course, there's the most obvious instance of this in that the Nameless One can't die (outside of a few specific scenarios,) either in cutscenes or in the actual game, where he'll usually just wake up where he first walked onto the map. Intentionally springing death traps and getting yourself killed repeatedly is in fact the solution to one puzzle in the game.
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** In TalesOfSymphoniaDawnOfTheNewWorld, Emil's Ain Soph Aur mystic arte only works once against Richter ([[CutscenePowerToTheMax in a cutscene]]) before he learns how to counter it, both during cutscenes and in actual fights against him, where he'll just reflect it back at the party.
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** At one point in the game, the party is captured and stripped of all their equipment, being forced to stealth their way around until they recover their equipment and unable to even attack without weapons. Since Ayla [[BareFistedMonk doesn't use any weapons anyway]], though, she can just punch her way through any enemy encounters.

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** At one point in the game, the party is captured and stripped of all their equipment, being forced to stealth their way around until they recover their equipment and unable to even attack without weapons. Since Ayla [[BareFistedMonk doesn't use any weapons anyway]], though, she can just punch her way through any enemy encounters.encounters if she's in your active party at the time.
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** At one point in the game, the party is captured and stripped of all their equipment, being forced to stealth their way around until they recover their equipment and unable to even attack without weapons. Since Ayla [[BareFistedMonk doesn't use any weapons anyway]], though, she can just punch her way through any enemy encounters.
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* The [[NoSidepathsNoExplorationNoFreedom utter linearity]] of the ''{{VideoGame/Half-Life}}'' series is a major plot point, representing Gordon's complete lack of control, whether it's because of the G-Man, the Vortigaunts, or the player. Also, ''{{VideoGame/Half-Life 2}}'' and its Episodes begin with Gordon not at full health, due to him being injured from a scene in the previous game.

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* The [[NoSidepathsNoExplorationNoFreedom utter linearity]] of the ''{{VideoGame/Half-Life}}'' series is a major plot point, representing Gordon's complete lack of control, agency over the story, whether it's because of the G-Man, the Vortigaunts, or the player. Also, ''{{VideoGame/Half-Life 2}}'' and its Episodes begin with Gordon not at full health, due to him being injured from a scene in the previous game.
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** A rather amusing example can be found in ''VideoGame/PokemonXAndY''. A new mechanic was added called "horde battles" which basically pits a group of 5 low-level enemies against your solo Pokemon in a ZergRush. Most of the time, these hordes will be a single species, but there's a notable exception--Zangoose and Seviper will show up in the same battle on occasion. These species of Pokemon are ''sworn enemies'', and therefore will try to attack the enemy Pokemon before they try to attack you.
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This leads to situations where gameplay rules blatantly contradict the story rules--and such instances are usually easily identifiable and listed on GameplayAndStorySegregation page. But again, very, very few games segregate their gameplay from the story completely: there is usually overlap at least on the contextual or thematic level. Likewise, there are practically no video games where the gameplay and the story are integrated so tightly that they become indistinguishable, simply because the technology for procedurally generated narratives does not yet exist. It is thus more accurate to speak of individual ''instances'' of gameplay and story integration/segregation, as a single game can provide examples of both--therefore, "gameplay and story integration" is less of a dichotomy and more of a continuum, wherein games can be sorted depending on whether integration instances outnumber segregation instances or vice versa.

The [[TitleDrop Sliding Scale of Gameplay and Story Integration]] for games is then defined as follows:

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This leads to situations where gameplay rules blatantly contradict the story rules--and such instances are usually easily identifiable and are listed on GameplayAndStorySegregation page. But again, very, very few games segregate their gameplay from the story completely: there is usually overlap at least on the contextual or thematic level. Likewise, there are practically no video games where the gameplay and the story are integrated so tightly that they become indistinguishable, simply because the technology for procedurally generated narratives does not yet exist. It is thus more accurate to speak of individual ''instances'' of gameplay and story integration/segregation, as a single game can provide examples of both--therefore, "gameplay and story integration" is less of a dichotomy and more of a continuum, wherein games can be sorted depending on whether integration instances outnumber segregation instances or vice versa.

The [[TitleDrop Sliding Scale of Gameplay and Story Integration]] for games is then defined as follows:
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* '''Gameplay''' is the type of interaction between the players and the video game where the players input commands to overcome ''challenges'' the game throws at them. Historically, most common type of gameplay is combat, but it also includes {{stealth|BasedGame}}, CharacterCustomization, etc., etc.

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* '''Gameplay''' is the type of interaction between the players and the video game where the players input commands to overcome ''challenges'' the game throws at them. Historically, most common type of gameplay is combat, but it also includes puzzle-solving, {{stealth|BasedGame}}, CharacterCustomization, etc., etc.
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Video games (and games in general) are a unique storytelling medium in that they demand active participation by the audience (read: the player) in order to advance the narrative. Historically, however, the massive age gap between traditional, non-interactive storytelling and the rapidly evolving interactive medium gave rise to a dichotomy between pure gameplay and storytelling in gaming, which can be defined as follows:

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Video games (and games in general) are a unique storytelling medium in that they demand active participation by the audience (read: the player) in order to advance the narrative. Historically, however, the massive age gap between traditional, non-interactive storytelling and the rapidly evolving interactive medium gave rise to a dichotomy between of pure gameplay and storytelling in gaming, vs. storytelling, which can be defined as follows:
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** Having characters use the same abilities in cutscenes as they would in actual gameplay--better yet, have them only use said abilities to the extent that they have developed them in gameplay terms up to that point.

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** Having characters use the same abilities in cutscenes as they would in actual gameplay--better yet, have them [[NoCutsceneInventoryInertia only use said abilities to the extent that they have developed them in gameplay terms terms]] up to that point.
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** Similarly, in the original ''VideoGame/MetalGearSolid'', equipping the gas mask will change the look of the player's first-person mode to simulate looking through the eye-holes of a real gas mask.
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The [[TitleDrop Sliding Scale of Gameplay and Story Integration]] is then defined as follows:

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The [[TitleDrop Sliding Scale of Gameplay and Story Integration]] for games is then defined as follows:
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* Just about every in-game mechanic in the ''Franchise/AssassinsCreed'' series can be justified by the fact that the games all take place in VirtualReality recreations of the lives of the protagonist's ancestors, with most of the events of the games viewed through a VR terminal. When the player dies in-game, he's said to have "desynchronized" (i.e. failed to accurately duplicate his ancestors' actions), he's able to retry missions because he can restart the simulation at will, pausing or stopping the game is equated with the protagonist disconnecting himself from the VR terminal, and OneHundredPercentCompletion is equated with "100% Synchronization" (i.e. recreating his ancestors' lives with 100% accuracy).
** Even the gameplay advances between games are justified in-story: in each game, Desmond accesses his ancestors' memories through slightly more advanced versions of the Animus (the events of ''VideoGame/AssassinsCreedII'', for example, are played through the "[[LeaningOnTheFourthWall Animus 2.0]]"), and each Animus is able to recreate certain features of the real world that the others couldn't. This is why ''VideoGame/AssassinsCreedII'' features much more detailed urban environments than the first game, and why ''VideoGame/AssassinsCreedIII'' features detailed forest environments for the first time in the series.

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[[folder: First Person Shooter]]
* While all of the "plot" in ''VideoGame/TeamFortress2'' is pretty much AllThereInTheManual, careful analysis will reveal that despite all of the updates TheVerse is still fairly consistent. (It helps that ItRunsOnNonsensoleum, RuleOfCool, and RuleOfFunny.) However, most information involving "the" canonical members of RED and BLU doesn't mesh as well; just as one example, take a look at the "Meet the [Class]" and see how much CutscenePowerToTheMax is present.
[[/folder]]

[[folder: Hack and Slash]]
* The ''DynastyWarriors'', ''SamuraiWarriors'' and ''WarriorsOrochi'' games are all about pulling off those ridiculous, over-the-top abilities most other games only have cutscenes for, to such a degree that when some of the games tried to make things more "realistic", the fans complained. However, if the plot calls for somebody to die, then they're going to die no matter what, even if they might otherwise have survived if you had full control.
[[/folder]]



* ''VideoGame/ChronoTrigger'': Setting aside the scene where it cleaves a cliff face in two, never to display that kind of power again, there are two battles where the Masamune displays power that it was said to have in cutscenes and dialogue. In the battle against Magus, the sword, which was said to be one of the few weapons that would allow them to defeat Magus, bypasses Magus's [[BarrierShiftBoss Barrier Shift]] trick ''and'' drops his magic defense stat. Later on, the team uses a red knife to drain Lavos' power out of the Mammon Machine. The red knife then turns into the Masamune. If you use the Masamune on the Mammon Machine when you fight it later, the sword bypasses its defense boost trick ''and'' heals Frog, by way of draining the energy from it, just like it did before.

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* ''VideoGame/ChronoTrigger'': Setting aside the scene where it cleaves a cliff face in two, never to display that kind of power again, there are two battles where the Masamune displays power that it was said to have in cutscenes and dialogue. In the battle against Magus, the sword, which was said to be one of the few weapons that would allow them to defeat Magus, bypasses Magus's [[BarrierShiftBoss [[BarrierChangeBoss Barrier Shift]] Change]] trick ''and'' drops his magic defense stat. Later on, the team uses a red knife to drain Lavos' power out of the Mammon Machine. The red knife then turns into the Masamune. If you use the Masamune on the Mammon Machine when you fight it later, the sword bypasses its defense boost trick ''and'' heals Frog, by way of draining the energy from it, just like it did before. (The rest of Crono and Co's arsenal also tend to get some sort of justification for their stat boosts.)

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* In ''VideoGame/BatmanArkhamAsylum'', every move that Batman does in cutscenes is available to him in actual gameplay--except the explosive gel-powered punch.

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* In ''VideoGame/BatmanArkhamAsylum'', every move that Batman does in cutscenes is available to him in actual gameplay--except the explosive gel-powered punch.punch (admittedly, it's implied that this breaks some bones in Batman's hand, so it only works once).
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Video games (and games in general) are a unique storytelling medium in that they demand active participation by the audience (read: the player) in order to advance the narrative. Historically, however, the massive age gap between traditional, non-interactive storytelling and the rapidly evolving medium of interactivity gave rise to a dichotomy between pure gameplay and storytelling in gaming, which can be defined as follows:

to:

Video games (and games in general) are a unique storytelling medium in that they demand active participation by the audience (read: the player) in order to advance the narrative. Historically, however, the massive age gap between traditional, non-interactive storytelling and the rapidly evolving interactive medium of interactivity gave rise to a dichotomy between pure gameplay and storytelling in gaming, which can be defined as follows:
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Video games (and games in general) are a unique storytelling medium in that they demand active participation by the audience (read: the player) in order to advance the narrative. Historically, however, the massive age gap between traditional, non-interactive storytelling and the rapidly evolving medium interactivity gave rise to a dichotomy between pure gameplay and storytelling in gaming, which can be defined as follows:

to:

Video games (and games in general) are a unique storytelling medium in that they demand active participation by the audience (read: the player) in order to advance the narrative. Historically, however, the massive age gap between traditional, non-interactive storytelling and the rapidly evolving medium of interactivity gave rise to a dichotomy between pure gameplay and storytelling in gaming, which can be defined as follows:
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* '''Natural Integration''': The vast majority of games falls in the bloated middle of the scale, where the gameplay and the story draw from separate convention pools but there is enough conceptual overlap for the player to [[WillingSuspensionOfDisbelief just ignore small internal inconsistencies]]. Because of it's so common, a list of games in this category would be way too long to be of any use.

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* '''Natural Integration''': The vast majority of games falls in the bloated middle of the scale, where the gameplay and the story draw from separate convention pools but there is enough conceptual overlap for the player to [[WillingSuspensionOfDisbelief just ignore small internal inconsistencies]]. Because of it's it is so common, a list of games in this category would be way too long to be of any use.
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The SlidingScaleOfGameplayAndStoryIntegration is then defined as follows:

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The SlidingScaleOfGameplayAndStoryIntegration [[TitleDrop Sliding Scale of Gameplay and Story Integration]] is then defined as follows:

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** Individual enemy AI can be tweaked to reflect their personal agendas: e.g. an enemy may concentrate on a party member he considers his ArchNemesis and ignore everyone else, or, coversely, never directly attack a particular party member at all.

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** Individual enemy AI can be tweaked to reflect their personal agendas: e.g. an enemy may concentrate on a party member he considers his ArchNemesis and ignore everyone else, or, coversely, conversely, never directly attack a particular party member at all.



[[AC:Action Game]]
* Asura in ''VideoGame/AsurasWrath'' has several different [[SuperMode Super Modes]], and a heavily weakened 'armless' mode, all of which are triggered by storyline events. When you're attacked by an enemy immediately after [[BrokeYourArmPunchingOutCthulhu breaking your arms fighting a planet-sized enemy]], you have to fight using only kicks and headbuts. In a later, similar situation, you can't counter several normally-counterable attacks, because doing so would require, y'know, ARMS. Conversely, fighting someone who's seriously pissed you off is liable to make Asura break out his Six-Armed form for added asskicking... or even his [[TheBerserker Berserker Form]].

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[[AC:Action [[foldercontrol]]

[[folder:Action
Game]]
* Asura in ''VideoGame/AsurasWrath'' has several different [[SuperMode Super Modes]], and a heavily weakened 'armless' mode, all of which are triggered by storyline events. When you're attacked by an enemy immediately after [[BrokeYourArmPunchingOutCthulhu breaking your arms fighting a planet-sized enemy]], you have to fight using only kicks and headbuts. In a later, similar situation, you can't counter several normally-counterable normally counterable attacks, because doing so would require, y'know, ARMS. Conversely, fighting someone who's seriously pissed you off is liable to make Asura break out his Six-Armed form for added asskicking... or even his [[TheBerserker Berserker Form]].




[[AC:Fighting Game]]

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[[folder:Fighting
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[[AC:Platform Game]]

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\n[[AC:Platform [[/folder]]

[[folder:Platform
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[[AC:RPG -- Eastern]]

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\n[[AC:RPG [[/folder]]

[[folder:RPG
-- Eastern]]



** Lucia's development of human emotions happens concurrently with her deveoping new tactics in battle. For example, after a plot point wherein she returns to Hiro because she misses him (though she doesn't understand that), she begins casting healing and protective spells on other characters, favoring Hiro, in fact. Prior to this plot point, she would only cast these spells on herself.

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** Lucia's development of human emotions happens concurrently with her deveoping developing new tactics in battle. For example, after a plot point wherein she returns to Hiro because she misses him (though she doesn't understand that), she begins casting healing and protective spells on other characters, favoring Hiro, in fact. Prior to this plot point, she would only cast these spells on herself.




[[AC:RPG -- MMO]]

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\n[[AC:RPG [[/folder]]

[[folder:RPG
-- MMO]]




[[AC:RPG -- Western]]

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\n[[AC:RPG [[/folder]]

[[folder:RPG
-- Western]]



** The RelationshipValues are the gameplay manifestation of a plot ability that the main character is revealed to have--namely, to subtly manipulate people that they're close to. As a consequence, the more influence you have with a party member, the more their alignment mirrors your own and vice-versa (with due consequences to bonuses/penalties to Light- and Dark-Sided Force powers). This actually veers into "story and story segregation" territory, since even if you turn a Light-Sided character to the Dark Side with your influence, he will still object to your Dark-Sided decisions and lose affection for you.

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** The RelationshipValues are the gameplay manifestation of a plot ability that the main character is revealed to have--namely, to subtly manipulate people that they're close to. As a consequence, the more influence you have with a party member, the more their alignment mirrors your own and vice-versa vice versa (with due consequences to bonuses/penalties to Light- and Dark-Sided Force powers). This actually veers into "story and story segregation" territory, since even if you turn a Light-Sided character to the Dark Side with your influence, he will still object to your Dark-Sided decisions and lose affection for you.




[[AC:Simulation Game]]

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\n[[AC:Simulation [[/folder]]

[[folder:Simulation
Game]]




[[AC:Sports Game]]

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[[folder:Sports
Game]]




[[AC:Stealth-Based Game]]

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\n[[AC:Stealth-Based [[/folder]]

[[folder:Stealth-Based
Game]]




[[AC:Strategy -- Real-Time]]

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\n[[AC:Strategy [[/folder]]

[[folder:Strategy
-- Real-Time]]



* In ''VideoGame/CommandAndConquerRedAlert2'', the Allies use their Chronosphere to send a strike team directly to Moscow, bypassing the Soviet defences. You can then use it during the attack itself to bypass the local defences.

[[AC:Strategy -- Turn-Based]]

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* In ''VideoGame/CommandAndConquerRedAlert2'', the Allies use their Chronosphere to send a strike team directly to Moscow, bypassing the Soviet defences. defenses. You can then use it during the attack itself to bypass the local defences.

[[AC:Strategy
defenses.
[[/folder]]

[[folder:Strategy
-- Turn-Based]]



* The Potentials in ''VideoGame/ValkyriaChronicles'' tie in directly with the characters' stories, and more are opened as you learn more about the character. For example, Freesia starts out with one Potential called 'Desert Bred', marked by how she was raised and has lived in the desert areas for some time. After you learn a little more about her - that she's not used to living for anybody else and doesn't work well when people are counting on her - she gains the 'Under Pressure' Potential, cutting her defence and accuracy is she uses the last CP of your Phase.

[[AC:Survival Horror]]

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* The Potentials in ''VideoGame/ValkyriaChronicles'' tie in directly with the characters' stories, and more are opened as you learn more about the character. For example, Freesia starts out with one Potential called 'Desert Bred', marked by how she was raised and has lived in the desert areas for some time. After you learn a little more about her - that she's not used to living for anybody else and doesn't work well when people are counting on her - she gains the 'Under Pressure' Potential, cutting her defence defense and accuracy is she uses the last CP of your Phase.

[[AC:Survival
Phase.
[[/folder]]

[[folder:Survival
Horror]]




[[AC:Visual Novel]]

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\n[[AC:Visual [[/folder]]

[[folder:Visual
Novel]]




[[AC:Other Games]]

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\n[[AC:Other [[/folder]]

[[folder:Other
Games]]




[[AC:Non-Gaming Examples]]

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\n[[AC:Non-Gaming [[/folder]]

[[folder:Non-Gaming
Examples]]



[[/folder]]



[[AC:Action Game]]

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[[AC:Action [[foldercontrol]]

[[folder:Action
Game]]




[[AC:Action-Adventure]]

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\n[[AC:Action-Adventure]][[/folder]]

[[folder:Adventure Game]]




[[AC:Role-Playing Game]]

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\n[[AC:Role-Playing [[/folder]]

[[folder:Role-Playing
Game]]



----

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----[[/folder]]
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Video games (and games in general) are a unique storytelling medium in that they demand active participation by the audience (read: the player) in order to advance the narrative. Historically, however, the massive age gap between traditional, non-interactive storytelling and the rapidly evolving medium interactivity gave rise to a dichotomy between pure gameplay and storytelling in gaming, which can be defined as follows:

* '''Gameplay''' is the type of interaction between the players and the video game where the players input commands to overcome ''challenges'' the game throws at them. Historically, most common type of gameplay is combat, but it also includes {{stealth|BasedGame}}, CharacterCustomization, etc., etc.
* '''Story''' is the type of interaction between player and video game where the game ''narrates'' a story[[note]]Not just the main plot, but also character arcs, themes, and setting exposition.[[/note]] to provoke an emotional reaction in the player. Traditionally, video games narrate via cutscenes and dialogues (even though [[DialogueTree interactive dialogue]] overlaps with gameplay).

Another definition would be that the gameplay ultimately revolves around numbers and is governed by mathematical rules, while the story revolves around words and symbols and is governed by the rules of emotional narrative. Either way, it is virtually impossible for a video game [[NoPlotNoProblem not to have any story whatsoever]] (think ''VideoGame/{{Pong}}'' level of storylessness) and, even more so, any gameplay (though this depends on whether you count {{Kinetic Novel}}s as games), and these two aspects are usually integrated at least a little--after all, you can hardly put pony-breeding gameplay against the backdrop of a galaxy-spanning war story.

But here is the catch: Despite the medium's youth, video games have already developed a rather standardized set of general and genre-specific [[VideoGameTropes gameplay conventions]]. While definitely not as old as storytelling conventions, [[TropesAreTools they are not fundamentally different and game designers borrow from them]] without considering how they fit InUniverse. Indeed, very few players [[FridgeLogic stop to ponder why]] the PlayerCharacter's well-being seems to be [[HitPoints divided into exactly one hundred equal chunks]] but [[CriticalExistenceFailure the only one that matters is the last]], because it's an established gameplay convention and most developers no longer feel the need to {{justif|iedTrope}}y it. This becomes even more obvious when the game's gameplay rules are adapted from an external source, such as a TabletopGame ruleset.

This leads to situations where gameplay rules blatantly contradict the story rules--and such instances are usually easily identifiable and listed on GameplayAndStorySegregation page. But again, very, very few games segregate their gameplay from the story completely: there is usually overlap at least on the contextual or thematic level. Likewise, there are practically no video games where the gameplay and the story are integrated so tightly that they become indistinguishable, simply because the technology for procedurally generated narratives does not yet exist. It is thus more accurate to speak of individual ''instances'' of gameplay and story integration/segregation, as a single game can provide examples of both--therefore, "gameplay and story integration" is less of a dichotomy and more of a continuum, wherein games can be sorted depending on whether integration instances outnumber segregation instances or vice versa.

The SlidingScaleOfGameplayAndStoryIntegration is then defined as follows:

* '''Perfect Integration''': The gameplay ''is'' the story. This is more of an idealized image to cap the scale on this end than a well-defined category, but nevertheless many {{Arthouse Game}}s strive to be placed here.
* '''Deliberate Integration''': Here, the developers take a critical look at both the gameplay and narrative conventions they employ and use one to reinforce the other. Ironically, the more formulaic the genre-specific gameplay is, the easier its formula is to adapt to a story. See below for a list of common tricks to get a game up here.
* '''Natural Integration''': The vast majority of games falls in the bloated middle of the scale, where the gameplay and the story draw from separate convention pools but there is enough conceptual overlap for the player to [[WillingSuspensionOfDisbelief just ignore small internal inconsistencies]]. Because of it's so common, a list of games in this category would be way too long to be of any use.
* '''Conspicuous Segregation''': Games this far down the scale are featured prominently on the GameplayAndStorySegregation page, may suffer from PlayTheGameSkipTheStory attitude, or have an ExcusePlot to begin with. Note that even when the discrepancy between the gameplay and the story becomes glaringly obvious this far down, the two still remain integrated at some level.
* '''Total Segregation''': Where the gameplay has nothing to do with the story whatsoever. Like Perfect Integration, it is mostly an imaginary category to cap off the scale.

Furthermore, the degree of story and gameplay integration in a particular game is always relative to the "mean level" of it in its genre. Story-driven genres like {{adventure|Game}}s and {{RPG}}s, for instance, traditionally feature a much higher level of integration than {{Racing|Game}} and {{Fighting Game}}s. Ultimately, deliberate gameplay and story integration is all about recognizing a [[StrictlyFormula particular genre's gameplay or story formulas]] and interlocking them in a way that is not expected in that genre.

Off the above scale lie the aforementioned games that lack [[NoPlotNoProblem either the story]] or the gameplay of any kind, as well as the phenomenon known as "EmergentStorytelling"--the HolyGrail for some developers, wherein the game's generic ruleset facilitates the players inventing and enjoying stories all on their own. Some would argue that this is what the Perfect Integration sector of the scale is all about, but then again, so are non-kinetic VisualNovels.
----
!!Things to look out for:

Common tricks for gameplay and story integration include:

* Translating plot-specific injuries into gameplay terms, such as:
** A plot injury limiting gameplay options in a unusual way: if the PlayerCharacter breaks an arm or two, certain abilities or even actions may be disabled for a few levels; after suffering a (partial) blindness or brain damage, massive InterfaceScrew can be expected; being suddenly rendered mute may prevent the character from casting spells, initiate dialogue, and [[ArsonMurderAndJaywalking playing automatic voice snippets]] (like battle cries and victory quips).
** Alternatively, injuries sustained during cutscenes/dialogue can simply stick with the character in form of a HitPoint loss or StandardStatusEffects that are ordinarily sustained in regular combat. This is usually done [[GameBreakingInjury immediately before a fight for additional challenge]].
* Tweaking the AI to make characters behave differently in gameplay, not just the story:
** Individual enemy AI can be tweaked to reflect their personal agendas: e.g. an enemy may concentrate on a party member he considers his ArchNemesis and ignore everyone else, or, coversely, never directly attack a particular party member at all.
** NonPlayerCompanion AI can be tweaked to reflect their personality quirks, allegiances, and relationships. For instance, a party member may prioritize healing and buffing allies based on their RelationshipValues, or spontaneously try to [[TakingTheBullet take a bullet]] for [[{{Protectorate}} another party member]].
* Using the GameSystem as canvas, i.e. defining plot elements in terms of the underlying gameplay rules:
** Accurately reflecting characters' story characterization in their gameplay stats and, conversely, the stats in their story-relevant abilities. While it is trivial that a melee fighter would have a high Strength score, it is much less common for him to use that strength for [[StatisticallySpeaking anything except bashing skulls]] (e.g. for lifting a fallen tree to free someone trapped under it). Particularly common is the use of the LuckStat to reflect a character BornLucky or [[BornUnlucky Unlucky]], since the latter tropes can be exploited for a number of subplots or simple {{Running Gag}}s.
** Giving individual supporting characters unique {{perk}}s or [[EveryoneHasASpecialMove special abilities]] that reflect their BackStory and/or CharacterDevelopment.
** Having characters use the same abilities in cutscenes as they would in actual gameplay--better yet, have them only use said abilities to the extent that they have developed them in gameplay terms up to that point.
* Adding alternate NPC dialogue (or even cutscenes) based on the state of the PlayerCharacter that is usually irrelevant to dialogue, such as:
** Being badly wounded or suffering from certain status effects
** Approaching a friendly NPC with weapons drawn or an enemy, with weapons sheathed
** Wearing or not wearing certain pieces of equipment (often body armor), or not wearing anything at all
** Having high {{Skill Score}}s that have no impact on normal dialogue
* Introducing a PlotCouponThatDoesSomething, i.e. an item that not only moves the plot along but also comes with interesting additional gameplay mechanics.
* Having cumulative StatMeters (e.g. KarmaMeter or SanityMeter) affect both gameplay (e.g. in the abilities that the player can use) and story (e.g. in the endings the player receives).
* Basing StoryBranching not only on explicit decisions but also on how the player solves challenges, e.g. on whether they prefer stealth or combat, weapons or magic, whether they kill enemies or take them down non-lethally, etc.
* Removing some of the player's abilities after plot events transpire that should render them useless.
* Taking an established genre gameplay convention (such as [[NoSidepathsNoExplorationNoFreedom level linearity]], HitPoints, ExperiencePoints, RelationshipValues, SuperDrowningSkills, etc.) and justifying it in-universe, usually with an intent to outright deconstruct it further down the line.
* UnexpectedlyRealisticGameplay, often revolving around dangers of handling weapons the way video games usually handle them (always carrying them in the open, pointing loaded firearms at civilians, etc.).
----
!!Instances of Deliberate Integration:

[[AC:Action Game]]
* Asura in ''VideoGame/AsurasWrath'' has several different [[SuperMode Super Modes]], and a heavily weakened 'armless' mode, all of which are triggered by storyline events. When you're attacked by an enemy immediately after [[BrokeYourArmPunchingOutCthulhu breaking your arms fighting a planet-sized enemy]], you have to fight using only kicks and headbuts. In a later, similar situation, you can't counter several normally-counterable attacks, because doing so would require, y'know, ARMS. Conversely, fighting someone who's seriously pissed you off is liable to make Asura break out his Six-Armed form for added asskicking... or even his [[TheBerserker Berserker Form]].
* Nearly ''everything'' the player does in ''{{VideoGame/Iji}}'' -- from how many enemies she kills to which logbooks she reads -- has at least some influence on how the story unfolds, how dialogues proceed, and even how characters react to Iji's presence. Indeed, the ending of one subplot (which can only be followed by reading a series of seemingly unrelated logbooks) relies entirely on how the player treats a single specific enemy she has no way of knowing is at all significant at that point in the game.

[[AC:Fighting Game]]
* While most {{Fighting Game}}s feature {{Excuse Plot}}s to get a bunch of characters to randomly brawl each other, some games try to integrate story with gameplay by smoothing out the transitions between cutscenes and fights in order to provide in-universe justifications for every battle. Examples include:
** ''VideoGame/MortalKombat9''
** ''VideoGame/InjusticeGodsAmongUs'' from the creators of ''[=MK9=]''. The game also provides more subtle examples of deliberate gameplay and story integration, such as [[BadassNormal Batman's health not regenerating between consecutive fights]] and providing [[WorfHadTheFlu in-story justifications]] for individuals of different SuperWeight to fight on equal footing.
* ''VideoGame/MagicalGirlLyricalNanohaAsPortable'' games give each playable character unique advantages ("skills") that accurately reflect their position in the ''Franchise/LyricalNanoha'' canon: for instance, the LadyOfWar Signum profits from easier and longer combos, the GlacierWaif Vita gets a damage bonus to all melee attacks, and the CombatMedic Shamal's health regenerates automatically.

[[AC:First-Person Shooter]]
* The [[NoSidepathsNoExplorationNoFreedom utter linearity]] of the ''{{VideoGame/Half-Life}}'' series is a major plot point, representing Gordon's complete lack of control, whether it's because of the G-Man, the Vortigaunts, or the player. Also, ''{{VideoGame/Half-Life 2}}'' and its Episodes begin with Gordon not at full health, due to him being injured from a scene in the previous game.
* Similarly, the original ''VideoGame/BioShock'' explored and deconstructed the notion of gameplay linearity throughout its plot. [[spoiler:It turned out that you, as the PlayerCharacter, have been mind-controlled into a single deterministic path throughout the entire game by the BigBad.]]

[[AC:Platform Game]]
* In ''VideoGame/SuperMarioGalaxy2'', during the [[PlayableEpilogue playable credits]], you can't use the Spin because [[spoiler:the Baby Luma, who originally gave you that power, has gone home]].
* The first three endings in ''[[VideoGame/GargoylesQuest Demon's Crest]]'' add generous amounts of LampshadeHanging. After finishing the first level, you can either fly to the second... or head right for the [[BigBad Phalanx's]] castle. In fact, you get there so quickly the final boss hasn't even finished setting up the final DeathCourse, hasn't figured out how to use his crest, and dies after one round. If you go to the last level after the fourth, the level will actually be ready, and Phalanx is stronger, but he still can't use the crest fully. If you go there after finishing all the levels, he'll finally have figured out how to REALLY use it, going OneWingedAngel at long last.
* In ''VideoGame/{{Psychonauts}}'', Raz's SuperDrowningSkills are the result of a curse on his family which is an important part of the game's backstory. Also, if you enter the Mental World of someone with a mental disorder, the gameplay will reflect that disorder in some way, for instance:
** Boyd has Paranoid Schizophrenia, which causes almost everything in the level to look at you or sneak up on you in some way, which will make some players think that the level is trying to attack them.
** Edgar suffers from Obsessive-Compulsive Disorder, which is represented by a bull that keeps knocking you back to the start of the level, causing you to repeat parts of the world over and over again.
** Gloria has Bipolar Disorder, and you can change the mood lighting in the world to literally swing the mood of the stage between comedy and tragedy.
** [[spoiler:The level that takes place within Raz's own head is also insanely difficult. The fact that it's nigh-impossible to solve your own mental problems without outside help is the entire reason Psychonauts exist.]]
* In ''VideoGame/MegaMan7'', when you first encounter Bass, you have to fight him and depending on how much damage you give/take, his opinion towards you and dialogue will change.
* In ''VideoGame/MegaManX5'':
** When X touches the floating Sigma Virus found in the levels, he'll get damaged periodically. In story, X has the "Suffering Circuit" in his system which (along with Dr. Light's 30 years of testing) will prevent him from doing unethical things and keep his mind on track. The Sigma Virus will make any of the infected slowly go insane and homicidal (as with the bosses). X, with the circuit, will resist those urges, and the programming overload results in his body slowly damaging itself. Apparently the Reploids, based on X, all have flawed Suffering Circuits courtesy of Dr. Cain's incomplete understanding of X's design.
** Meanwhile, Zero will instead get stronger and eventually invincible after absorbing enough of the virus. In story, the Sigma Virus is a derivative of the Maverick Virus found alongside Zero's hibernation capsule, and said virus (according to a flashback in ''VideoGame/MegaManX4'' and later on in the fifth game's bad ending) apparently is a key to a programming in Zero's mind which designates his purpose: [[OmnicidalManiac the total destruction of society]]. There's also some hints in the game that the Maverick Virus may or may not contain the consciousness of Zero's creator, Dr. Wily.

[[AC:RPG -- Eastern]]
* In ''VideoGame/TalesOfVesperia'', character AI also prioritizes healing based on personality and character relationships. Flynn will spam healing on Yuri. And the DeathSeeker LovableSexManiac Raven prefers to heal women over a dog over men over himself. The game also gives a explanation for the world's GhibliHills and all their RandomEncounters: all the towns in the world are shielded underneath giant energy shields that keep monsters out, and only highly trained professionals (like the party members) are allowed outside.
* In ''VideoGame/TalesOfSymphonia'', Kratos loves to spam healing and support spells on Lloyd the most--and this isn't an issue of him being the tank; even if Colette is in melee range, he'll use it on Lloyd first. [[spoiler:Because it's actually an act of a father-looking out for his son.]] Another example (though only tangentially related to gameplay) would be when Colette loses her voice for plot reasons, she stops [[CallingYourAttacks Calling Her Attacks]] in battle and the victory quotes for her aren't shown.
* In ''VideoGame/FinalFantasyVII'', Rude of the Turks confesses to his partner (and the player, and the party hiding nearby) that he has a crush on Tifa, one of the heroes. In fights against the Turks, Rude will never attack Tifa, and if she is the only one standing, he'll give up and walk away.
* ''VideoGame/FinalFantasyIX'':
** All of the character's classes are highly integrated into the plot. Vivi's ability to shoot stuff with fireballs with black magic becomes very important, the hidden Summons inside Garnet are a MacGuffin unto themselves, and Freya, a dragoon, is able to leap to the tops of roofs effortlessly in cutscenes as easily as she can leap into the sky to use her "Jump" ability. Sometimes even their ''personality traits'' become gameplay mechanics; Zidane, the ChivalrousPervert, has a "Protect Girls" skill that lets him jump in front of a female party member to protect her.
** Also applies to at least two battles (one of which is mentioned below) in which the boss is coded to only target specific party members: Your three aside from Dagger in the fight with Black Waltz Number 2 (to the point were he'll cast AOE spells that in every other circumstance would hit all your party members ''only'' on those three), and Dagger specifically in a battle with the bounty hunter Lani. The former is tasked with returning Dagger to her mother, and if he succeeds in killing all of your party members aside from her, he'll cast a spell to put her to sleep and the [[NonstandardGameOver game will end]].
** Also when Dagger loses her voice in the plot. During game-play, her ability to cast spells is impaired: every couple of turns will fail with a "Can't concentrate." She gets better, though.
** Most characters will also skip their post-battle victory poses during plot circumstances that concern them in some negative way, including Garnet losing her voice described above.
* ''VideoGame/FinalFantasyXII'' has one scene where Fran gets induced with extra strength and near insanity, causing her to break free from her restraints. The fight after this scene reflects this by inducing the Berserk status on Fran.
* In ''VideoGame/FinalFantasyXIII'', Lightning runs around with a portable anti-gravity device in the inventory that is never used outside cutscenes... except that she is the only player character who never takes damage from falling (when hurled into the air by an enemy). This is actually a remnant of an [[WhatCouldHaveBeen earlier concept]], where Lightning's powers were all based around gravity manipulation.
* In ''VideoGame/LunarEternalBlue'', Lucia's character is a major example of gameplay and story integration:
** Lucia's development of human emotions happens concurrently with her deveoping new tactics in battle. For example, after a plot point wherein she returns to Hiro because she misses him (though she doesn't understand that), she begins casting healing and protective spells on other characters, favoring Hiro, in fact. Prior to this plot point, she would only cast these spells on herself.
** When you first get her, she's, well, a PhysicalGod, with absurd stats and the ability to solo any group in the dungeon you find her in within a single turn. Once she's injured by Zophar, however, her stats are reduced to nearly nothing and she spends the game recovering, even in battle.
** And then there's her mana supply - or rather, the "lack" of it. Lucia is a pure spellcaster, and doesn't possess a physical attack--at the worst she'll chain-cast a single-target damage spell on an enemy. However, her MP supply reads "null", just like any pure physical-damage warrior. And then you realize... oh yeah, she's a PhysicalGod, ''her mana supply is'' '''''infinite'''''. The game doesn't bother tracking it ''because she'll never run out''.
* A rather funny, though subtle example occurs in ''VideoGame/{{Persona 4}}''. [[TheWoobie Yosuke]] is incredibly unlucky, with him getting kicked in [[GroinAttack the nads]] within minutes of the game starting for breaking his friend's CD. He ends up falling off of, and crashing whilst on, his bike BEFORE he's even named, and to top it all off, [[spoiler: his crush gets killed very early on]]. If you check his stat profile, you'll notice that he has [[LampshadeHanging the lowest Luck stat of any of your party members]].
* ''VideoGame/NoMoreHeroes'' as a whole is an interesting example: even though Travis imagines his life as an assassin to be awesome and glamorous, nearly every portion of gameplay outside of the ranked battles shows just how much of a loser he is by being outright ''boring'': Santa Destroy is a frustratingly boring place with nearly nothing to do; Travis has to drive everywhere himself; he barely bothers people he runs over on his motorcycle and goes flying if it even so much as touches any solid object; he has to do repetitive, boring and irrelevant jobs in order to earn money; he saves the game on the ''toilet''; he rummages through dumpsters for collectables (including clothes!); and at the end of the day he ends up right back at the same stinking motel he's always lived at.
* The primary motivation behind the first battle with Melody in ''VideoGame/WildArms3'' is Clive's speech on true beauty. In the battle, she will ''always'' attack Clive, if he's still alive. Combine this with some liberal use of the Revive spell, and the battle becomes trivial.
* In ''VideoGame/DragonQuestVIII'', the Hero is under a curse so powerful, other curses (like the BalefulPolymorph placed on his hometown) don't affect him. He is, in gameplay, immune to the "curse" status effect. To even further emphasize this, a BonusBoss that you can defeat to unlock the second ending has a sort of a "Seal" attack that he starts with. It will not affect anyone ''except the Hero'' [[spoiler: because he is the one that placed the original curse that the Hero lives with]].
* ''VideoGame/PokemonBlackAndWhite'' make it mandatory to catch your version mascot to move the plot along. The pre-battle dialog says it's testing you, but ''wants'' to be caught; accordingly, it's ''fifteen times'' easier to capture than a normal legendary. [[note]]Most legendaries have historically had capture numbers of 3, Reshiram and Zekrom have capture numbers of 45.[[/note]] However, the developers didn't account for a certain [[SequenceBreaking sequence-break]] where the mascot can be skipped; even if you do encounter it later than usual, the catch rate of 45 is still there.
* In ''VideoGame/StarOceanTheSecondStory'', Ashton has abyssmal luck and somehow manages to get the two-headed dragon he was trying to kill grafted onto his back: his natural luck stat is a mere 17 regardless of how high his level is, and this is in a game where most endgame stats easily break quadruple digits.
* ''VideoGame/ParasiteEve2'' does this for a lengthy cut scene that occurs before the final battle. Aya gets shot during the scene and after the scene ends, her gunshot wound has her current HP lowered to reflect this.
* In ''VideoGame/ShinMegamiTenseiStrangeJourney'', in some cutscenes, enemies will strike at you in mid-cutscene. To drive home the point that you're dealing with an entity you don't want to screw with, not only does the game narrate you being hit, ''your entire party takes damage''.
* In the ''VideoGame/{{Touhou}}'' fangame ''VideoGame/TouhouMother'', Yuuka is described as hating high speeds. During a cutscene, you have to fly very fast to reach a certain location, and during the trip, Yuuka is described to have taken "mortal damage". Sure enough, if you check your stats after the cutscene ends, Yuuka will have just 1 HP remaining.
* In Kumatora's introductory cutscene in ''{{VideoGame/MOTHER 3}}'', she uses a PSI attack to fend off some enemies (PK Freeze, I reckon, not sure). If you check her stats after she has joined the party, you can see that the corresponding PP has been deducted from her totals.
* ''VideoGame/OgreBattle64'' features the Chaos Frame, a complex KarmaMeter based on the OrderVersusChaos dichotomy that is affected both by your story decisions and by your conduct in the battlefield (among other things, whether you "capture" or "liberate" enemy towns--which, in turn, depends on the story-based alignment of the unit that sacks a town). Although you only learn your Chaos Frame standing at the end of the game, it determines which {{story branch|ing}}es are open to you at any time, which characters join your army, and ultimately which one of the MultipleEndings you get.

[[AC:RPG -- MMO]]
* ''VideoGame/EveOnline'''s completely player-driven nature outright deconstructs many of the common MMORPG mechanics, superbly addressing and explaining via some very elaborate and convincing-sounding tech lore. How can you constantly die? [[http://www.eveonline.com/background/cloning/ Clones.]] How are you singularly operating a ship with effectively no crew? [[http://www.eveonline.com/background/eggers/ Capsules.]] The backstory has become so in depth that it has sparked what you could describe as 'lore within the lore;' cloning has caused discussions about transferals of consciousness, and the fact that capsuleers can indefinitely clone has in-game, as well as outside consideration about the fact that since they have clones, can do anything, and cause large amounts of destruction, that capsuleers are effectively [[MindScrew immortal, sociopathic, all-powerful demigods.]] To put it shortly, it's pretty much the most effective, in depth, and descriptive HandWave ever.
* ''VideoGame/{{Mabinogi}}'':
** Player characters, aka ''Milletians'', are presented as spirits from outside the game world, who are temporarily incarnated within it. Because they are not normally part of the world, they do not "die", but simply lose the body they were using, which can be restored by a particular {{NPC}}. {{NPC}}s are aware of your status, and will casually mention it from time to time. This is actually made a significant story point for Elf and Giant characters.
** In the semi-prequel ''Vindictus'', The fact that the Giant Polar Bear is such a popular target is referenced in a quest, where it is suddenly attacking more areas than before and you are the prime suspect because you bother, I.E. use it to grind, so much, and are thus demanded to either calm it down or prove that you weren't the one that caused it to get even more angry. [[spoiler:You weren't the one who made it mad.]]

[[AC:RPG -- Western]]
* In ''VideoGame/PlanescapeTorment'', your Wisdom, Intelligence and Charisma scores are useful for far more things than just getting cool spells. A high intelligence directly affects your ability to solve problems and outsmart other characters, for example. Charisma and Wisdom technically don't apply to the trope, because the Nameless One is restricted to being a Fighter, Mage, or Thief--all classes where those stats really don't matter. However, Strength, Constitution, and Dexterity (normally stats that really only impact combat) do occasionally benefit the player outside combat, just like Intelligence, Charisma, and Wisdom.
* ''VideoGame/ADanceWithRogues'' has some impressive instances of GameplayAndStoryIntegration, ranging from your [[TheSixStats attributes]] (including primarily combat stats like Strength and Dexterity) and {{Skill Score}}s (including Pickpocketing and Tumble) having major impact on the outcome of dialogue, to integrating the PlayerInventory into the story (e.g. if you wear a SpyCatsuit in public, the guards will come after you; if you carry weapons in the open, they will demand that you unequip them--unless you are of the {{Ranger}} class, then they leave you alone, since Rangers are considered law enforcement; some puzzles can only be solved by taking off your armor, but if you are caught without your armor outside during a rain, you get the Decease status effect--and [=NPCs=] will comment on your cold, etc.).
* ''VideoGame/KnightsOfTheOldRepublic II: The Sith Lords'':
** The RelationshipValues are the gameplay manifestation of a plot ability that the main character is revealed to have--namely, to subtly manipulate people that they're close to. As a consequence, the more influence you have with a party member, the more their alignment mirrors your own and vice-versa (with due consequences to bonuses/penalties to Light- and Dark-Sided Force powers). This actually veers into "story and story segregation" territory, since even if you turn a Light-Sided character to the Dark Side with your influence, he will still object to your Dark-Sided decisions and lose affection for you.
** Similarly, the XP system, where you grow more powerful by killing enemies, is revealed to be the result of [[spoiler:the main character's "rift in the force" growing more powerful by feeding on the destruction she causes. Pretty rough revelation if you are a Light-Sider]].
** Furthermore, some of your party member's characterization traits turn up as actual abilities in battle. [[TheDeterminator Atton]] has improved saving throws the closer he gets to knocked out from half health and below, and he can get back up in battle from being knocked out, provided somebody else is still standing, [[OldMaster Kreia]] provides EXP bonuses to the party, [[ShellShockedVeteran Mandalore]] is immune to mind-affecting powers ([[UselessUsefulSpell though the only enemies that use such things are bosses the player character fights solo]]), and that's just the start.
* ''Franchise/TheElderScrolls'':
** In ''VideoGame/TheElderScrollsIIIMorrowind'', Dagoth Ur's rising power doubles as AntiGrinding, with stronger ash creatures and blighted fauna appearing more and more as you keep leveling up. Also, in the Imperial Legion questline, your superiors will refuse to give or accept quests unless you are in uniform--i.e. wearing body armor of a specific type that Legionnaires must wear while on duty.
** You start off in ''VideoGame/TheElderScrollsIVOblivion'' without a class, but after you complete the TutorialLevel, one of your allies will guess your preferred class based on ''how'' you beat the tutorial (e.g whether you sneaked past the enemies or fought them, whether you used magic or weapons, etc.). Your class plays no further role in the story, but the NPC's dialogue changes dramatically.
** At the start of ''VideoGame/TheElderScrollsVSkyrim'', you can't understand dragons...but later on, they start speaking to you in English. This is actually because as the Dovahkiin, you start learning words of the Draconic language--which are, in gameplay terms, combat superpowers.
* Similar to ''Planescape: Torment'', ''VideoGame/{{Fallout 3}}'' gives you a few occasions where a sufficiently high Strength stat allows you to intimidate certain [=NPCs=] into submitting to your will. There is also the Terrifying Presence perk, which gives you the option to frighten [=NPCs=] in dialog by reminding them how tough you are.
* In ''VideoGame/TheWitcher'', your amulet starts vibrating when there are hidden monsters or magic sources nearby, to warn you of an imminent attack while exploring. However, when it suddenly starts vibrating next to your QuestGiver, you know [[TreacherousQuestGiver something is fishy]]. [[spoiler:And indeed, it turns out that your contact was killed and replaced by the BigBad hiding under an illusion.]] On another occasion, you make an actual ''StoryBranching decision'' via gameplay: when fighting a Striga ([[spoiler:Princess Adda in relapse]]), you can either kill it, like every other monster, or keep fighting it without dealing the final blow until sunrise (tracked by the InUniverseGameClock!) to lift its curse. Either resolution has a profound impact on the plot.

[[AC:Simulation Game]]
* In ''VideoGame/AceCombat5TheUnsungWar'':
** The AI of your [[ViolentlyProtectiveGirlfriend Violently Protective Wingwoman]] Kei Nagase will often ignore direct orders to disperse and engage enemies at will and instead stick to your tail as if the [[SquadControls Cover command]] was given. This is because Nagase is still reeling from her original squadron leader TakingTheBullet for her, and this behavior actually goes away after several missions, as she mostly gets over it and accepts that you don't need her protection ''all'' the time.
** Similarly, Hans Grimm is introduced as a ChildProdigy who takes off in the middle of an air raid and holds his own despite not even completing his ''basic'' flight training. Indeed, if you check your wingman stats towards the end of the campaign, Grimm has the highest kill count of all your teammates.

[[AC:Sports Game]]
* In ''VideoGame/PunchOut'' for the NintendoWii, you get special damage-reducing headgear after 100 losses. In Title Defense Mode, [[spoiler:Glass Joe, who starts the game with 99 losses before you beat him, gets the same headgear for the rematch fight, as he now has 100 losses himself]].

[[AC:Stealth-Based Game]]
* During ''VideoGame/MetalGearSolid3SnakeEater'', the hero has his eye shot out. After that, if you go into first-person mode, the far-right of the screen is darkened and your depth perception is off, forcing you to relearn how to aim.

[[AC:Strategy -- Real-Time]]
* TheCorruption level of your team in ''[[VideoGame/DawnOfWar Dawn of War 2: Chaos Rising]]'' affects both the abilities and equipment they can use and some major plot points, like [[spoiler:which of them turned out to be a traitor]] and the ending. The vanilla campaign also has Tarkus: his introduction on a loading screen image mentions he was awarded Terminator honors for his performance during the prequel's campaign.[[note]]Space Marines are big on HonorBeforeReason and wouldn't use said armor without being awarded the privilege first.[[/note]] This explains how he can [[spoiler:pull his BigDamnHeroes moment in Terminator armor without the Terminator Honors perk other squads need to level up and unlock first.]]
* In ''VideoGame/CommandAndConquerRedAlert2'', the Allies use their Chronosphere to send a strike team directly to Moscow, bypassing the Soviet defences. You can then use it during the attack itself to bypass the local defences.

[[AC:Strategy -- Turn-Based]]
* A mild, but ''quite'' clever example comes in the DS remakes of the first ''VideoGame/FireEmblem'' games. So in ''Shadow Dragon'', you have to sacrifice one of your units to disguise as Marth and distract powerful enemies come to kill him. This unit is removed from gameplay the same way anyone who dies normally does; and it's stated that the unit died at the end of the chapter, so everyone figured that they were KilledOffForReal. WordOfGod has confirmed the fan theory that indeed, Frey is the canonical sacrifice due to his blue hair (making him mistakable for Marth at a distance), and how he was not in the original or even in the remake if one starts at Hard Mode. When the player gets the Aum staff much ''much'' later in the game, a lot of peoples' instinct was to use it to revive Frey, because he is the one unavoidable death in ''Shadow Dragon''. Except that you can't, for some reason. Yet the remake of ''Fire Emblem III'' on the DS shows Frey alive and well. And his dialogue with the player character states that he was indeed the sacrifice, but upon finding out that they were duped, his captors didn't kill him, they just beat him up and left him for dead and he was later rescued. So in actuality; you couldn't use the Aum staff to revive Frey, because Frey never actually ''died'' in the first place!
* In ''VideoGame/FireEmblem6'', Douglass, Lalam's adoptive father, will attack anyone in your army except her in Chapter 16. This makes her very useful for the purpose of blocking him into one of the rooms with only one entrance/exit, enabling you to avoid both accidentally killing him and placing one of your own at risk against his mighty Silver Axe.
* L'Arachel in ''VideoGame/FireEmblemTheSacredStones'' is BornLucky, to the point that she can win a coin toss even if the coin's loaded. Her stats reflect this, and she will often max out the LuckStat.
* Micaiah in ''[[VideoGame/FireEmblemTellius Fire Emblem: Radiant Dawn]]'' has "Sacrifice", which is a miraculous healing ability in the storyline, and can also be used in-game, though in-game it doesn't have any abilities beyond a simple heal staff, and as the name implies it hurts to use it. It's seen as a miracle because she can heal without being a member of the clergy. In essence, it ''does'' have power potentially superior to that of a staff, since [[spoiler: she manages to save [[OptionalPartyMember Leh]][[TheChessmaster ran]] ([[GuideDangIt if you managed to get him]]), who was literally an instant away from dying]]; whereas staves appear to function primarily on healing flesh wounds, [[HealingHands Sacrifice]] uses [[CastFromHitPoints Micaiah's own life force]], which implicitly has stronger effects on living beings. In game, Sacrifice also allows Micaiah to heal status effects. Whether or not she can do this for a character at full HP, though... She's never been shown using Sacrifice in this manner in the story, however.
* ''Franchise/{{Disgaea}}'':
** In ''VideoGame/{{Disgaea}}'', Laharl is allergic to large breasts and optimistic sayings. After a cutscene featuring an excess of both, his stats are cut in half for the next battle.
** ''VideoGame/Disgaea2CursedMemories'':
*** Adell and Rozalin start out having a 0% combo rate on their attacks (which is more or less impossible to get with any other combination of characters), being at this point enemies and utterly unwilling to directly help each other. Their combo rate starts rising as the game goes on and the two grow closer, eventually capping at 99% near the end.
*** In an odd meta example Etna claims she [[MediumAwareness hacked her title]] so it says "Beauty Queen" instead of "Demon Lord". Titles are programed in such a way that you can indeed make custom titles (rather than give a character another existing title) with a [[GameShark Cheating Device]].
*** The game has a feature called "Reincarnate to Atone for Sins", which will remove your felony records. [[spoiler:Turns out Overlord Zenon did this, setting the plot in motion]].
** From ''Disgaea 2'' onwards, particular character traits often manifest as stat alterations. For example, [[{{Determinator}} Adell]] gets a damage bonus against higher-level opponents and [[CheeseEatingSurrenderMonkeys Tink]] gets +2 to movement (for running away, of course).
* The Potentials in ''VideoGame/ValkyriaChronicles'' tie in directly with the characters' stories, and more are opened as you learn more about the character. For example, Freesia starts out with one Potential called 'Desert Bred', marked by how she was raised and has lived in the desert areas for some time. After you learn a little more about her - that she's not used to living for anybody else and doesn't work well when people are counting on her - she gains the 'Under Pressure' Potential, cutting her defence and accuracy is she uses the last CP of your Phase.

[[AC:Survival Horror]]
* Ada's scenario in ''VideoGame/ResidentEvilTheUmbrellaChronicles'' deals with her escape after the events of ''VideoGame/ResidentEvil2''. The heavily wounded Ada begins the level in critical condition.

[[AC:Visual Novel]]
* Many examples in ''VideoGame/GalaxyAngel''. Forgetting the CutscenePowerToTheMax in the first game, ''Eternal Lovers'' gives you missions where you need to destroy the enemy flagship before reinforcements arrive, thus reducing your time limit to 10 minutes instead of the usual 15. Another is after the Elsior was hit by [[spoiler:the Chrono Break Cannon from the stolen Unit #7]], and thrown into an ambush position immediately afterwards. In this battle, the Elsior starts with 60% HP unlike other battles. Then there's the conditions of your Angels; if the plot demands them to be depressed, expect them to fight poorly and vice versa.

[[AC:Other Games]]
* In ''VideoGame/{{Demonophobia}}'', a game with [[TheManyDeathsOfYou a lot of]] [[{{Gorn}} interesting ways]] [[TrialAndErrorGameplay to die]], [[spoiler:you don't 'die and respawn' in the usual way; instead, the protagonist is revived some time later, with no memories of her deaths. This becomes important at the end of the game, where these memories are [[DespairEventHorizon returned to her]].]]
* Part of being a good GM for almost any TableTopRolePlayingGame is realizing there is no such thing as GameplayAndStorySegregation. Players should have the opportunity to feel that their choices matter within the story, and you should be ready for canny players to save the prince who was supposed to die, steal the data that was supposed to be given to the CorruptCorporateExecutive, or kill the villain you expected to survive a bit longer. A good GM will recycle the work he did on antagonists, introduce a new plot twist or element, and let the fun continue while still allowing the players a moment of feeling awesome. The same holds true when the players fail spectacularly. There is ''only'' a NonstandardGameOver. Games that end with party death are always context-specific, and failing to do that is taking away the effect the players had on the game world, even in death.

[[AC:Non-Gaming Examples]]
* This is the entire point of the RPGMechanicsVerse settings.
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!!Instances of gameplay and story integration and segregation in the same game:

[[AC:Action Game]]
* In ''VideoGame/BatmanArkhamAsylum'', every move that Batman does in cutscenes is available to him in actual gameplay--except the explosive gel-powered punch.

[[AC:Action-Adventure]]
* The core gameplay element in ''VideoGame/{{Journey}}'' is the flying scarf, with very simple rules: it's charged up by contact with other cloth, extended by finding glowing symbols, and shortened by getting hit by the Guardians. These rules work for most of the game, except in the very end, where [[spoiler:you lose your entire scarf to icy wind, get it restored ''and'' maxed out by the Ancients, and lose it again, just as you reach the summit]]. That, especially the maxing-out part, is a perfect example of gameplay and story integration, since the story mandates a dramatic change and the gameplay rules are bent to allow it in a spectacular manner. On the other hand, the [[spoiler:White Robe]] has no justification in the plot and seems to have been mainly added for gameplay reasons, being a mild case of gameplay and story segregation.

[[AC:Role-Playing Game]]
* In ''VideoGame/FinalFantasyIV'', [[SquishyWizard Tellah's]] maximum MP will never go above 90, unless the player exploits a bug in certain remakes of the game. [[spoiler:Meteor costs 99 MP, so when he needs to cast it for a scripted battle, [[CastFromHitPoints he has to spend his life force to do so.]]]] On the other hand, spells cannot be CastFromHitPoints in the gameplay proper, making it ''also'' an example of CutscenePowerToTheMax.
* ''VideoGame/FinalFantasyV'':
** Early in the game, you have to get a medicinal herb for your Dragon, but you get ambushed by a pair of Hunters who are after it. In the pre-battle cutscene they shoot a Poisoned Arrow at [[FriendToAllLivingThings Leena]], and sure enough, she starts the ensuing fight already poisoned.
** The party members attempt to use the strongest healing items and spells at their disposal on a character who has been KilledOffForReal to no avail. Fighting at 0 HP rendered him DeaderThanDead. On the other hand, it's possible for characters in that cutscene to try to use Curaga and Raise on [[spoiler:Galuf]] even if they haven't gained a single level in any White Magic-related jobs. Or to use Phoenix Downs even if you don't currently have any in your inventory. As for how they got that far out without white magic, [[UnwinnableByInsanity who'd actually try that?]]
* ''VideoGame/ChronoTrigger'': Setting aside the scene where it cleaves a cliff face in two, never to display that kind of power again, there are two battles where the Masamune displays power that it was said to have in cutscenes and dialogue. In the battle against Magus, the sword, which was said to be one of the few weapons that would allow them to defeat Magus, bypasses Magus's [[BarrierShiftBoss Barrier Shift]] trick ''and'' drops his magic defense stat. Later on, the team uses a red knife to drain Lavos' power out of the Mammon Machine. The red knife then turns into the Masamune. If you use the Masamune on the Mammon Machine when you fight it later, the sword bypasses its defense boost trick ''and'' heals Frog, by way of draining the energy from it, just like it did before.
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