History Main / StupidityIsTheOnlyOption

26th May '17 7:20:46 AM case
Is there an issue? Send a Message


** ''VideoGame/{{Portal 2}}'' both uses and averts this trope. Just prior to [[spoiler:what turns out not to be]] the BossBattle, you are presented with an incredibly ObviousTrap that you have no choice but to fall for; this is {{lampshade|Hanging}}d mercilessly by [=GLaDOS=]. Humorously, the trope is averted in several other instances where you are offered the opportunity to ''voluntarily'' walk into a DeathTrap. If you choose to be an idiot and do it, [[PressXToDie you die]], but are [[MedalOfDishonor rewarded with achievements]] to [[ViolationOfCommonSense celebrate your gullibility]]. [=GLaDOS=] lampshades one instance of this, pointing out that [[spoiler:Wheatley's trap]] is the only way forward.

to:

** ''VideoGame/{{Portal 2}}'' both uses and averts this trope. Just prior to [[spoiler:what turns out not to be]] the BossBattle, you are presented with an incredibly ObviousTrap that you have no choice but to fall for; this is {{lampshade|Hanging}}d mercilessly by [=GLaDOS=]. Humorously, the trope is averted in several other instances where you are offered the opportunity to ''voluntarily'' walk into a DeathTrap. If you choose to be an idiot and do it, [[PressXToDie you die]], but are [[MedalOfDishonor rewarded with achievements]] to [[ViolationOfCommonSense celebrate your gullibility]]. [=GLaDOS=] lampshades one instance of this, pointing out that [[spoiler:Wheatley's trap]] is the only way forward. [[note]]The image at the top of the page, while getting the point across, isn't an actual example while playing, as Chell is already stuck down there with nowhere else to go.[[/note]]
26th May '17 4:20:49 AM ImpudentInfidel
Is there an issue? Send a Message


** A good portion of the game is spent collapsing tunnels and rebuilding fortifications around Vigil's Keep so the darkspawn won't be able to burrow in (as they often do) and attack from inside. The Warden also clears out a large smuggler's tunnel under the wall that surrounds the nearby city of Amaranthine. The Warden is not able to even ''suggest'' collapsing this tunnel for similar darkspawn-related security, no one else thinks to do so. Lo and behold, at the end of the game [[spoiler:the darkspawn ''flood'' into the city through said tunnel at the same time that they attack Vigil's Keep, so the player ''has'' to make the [[MortonsFork difficult choice]] of saving Vigil's Keep or Amaranthine.]]

to:

** A good portion of the game is spent collapsing tunnels and rebuilding fortifications around Vigil's Keep so the darkspawn won't be able to burrow in (as they often do) and attack from inside. The Warden also clears out a large smuggler's tunnel under the wall that surrounds the nearby city of Amaranthine. The Warden is not able to even ''suggest'' collapsing this tunnel for similar darkspawn-related security, no one else thinks to do so. Lo and behold, at the end of the game [[spoiler:the darkspawn ''flood'' into the city through said tunnel at the same time that they attack Vigil's Keep, so the player ''has'' to make the [[MortonsFork difficult choice]] of saving Vigil's Keep or Amaranthine. Although the keep can survive without you... assuming you collapsed all the tunnels.]]
26th May '17 4:18:02 AM ImpudentInfidel
Is there an issue? Send a Message


* In ''VideoGame/NeverwinterNights'' you are forced to let the obvious traitor steal the cure to the plague. Telling everyone about him doesn't work, obviously. But more {{egregious}}ly, you are forced to let him get away. Attacking him doesn't work. If you manage to physically block his path by standing in front of the portal, everyone will just sit there until you let him run away.

to:

* In ''VideoGame/NeverwinterNights'' you are forced to let the obvious traitor steal the cure to the plague. Telling everyone about him doesn't work, obviously. But more {{egregious}}ly, you are forced to let him get away. Attacking him doesn't work. If you manage to physically block his path by standing in front of the portal, everyone will just sit there until you let him run away. There's also no option to defend the poor sap he set up to take the fall; his trial is offscreen and he gets executed to appease the mob.
9th Apr '17 6:01:44 PM nombretomado
Is there an issue? Send a Message


* The last mission of part one of SaintsRowTheThird forces the player to arm a bomb in a building the Saints are about to enter, turning it into a timed mission. [[LampshadeHanging Lampshaded]] when Shaundi asks the obvious question:

to:

* The last mission of part one of SaintsRowTheThird ''VideoGame/SaintsRowTheThird'' forces the player to arm a bomb in a building the Saints are about to enter, turning it into a timed mission. [[LampshadeHanging Lampshaded]] when Shaundi asks the obvious question:
22nd Mar '17 12:16:39 PM BeerBaron
Is there an issue? Send a Message


* ''VideoGame/TheElderScrollsIVOblivion'':
** The next-to-last mission for the Fighters' Guild quest series has you infiltrating the Blackwood Company, the evil unscrupulous murderous puppy-kicking rival to the Fighters' Guild. Despite having been warned repeatedly that the Blackwood Company hires people out for any job, however illegal or unscrupulous, despite the fact that your sole mission in this company is to find any incriminating evidence against them, and despite the fact that you are handed a flask of what they ''tell you'' is a highly illegal berserker drug and ordered to drink it as part of your induction into the Blackwood Company. Needless to say, by the time you snap out of your drug-induced walking hallucination/berserker rage, you've helped massacre an entire village full of innocent people while under the delusion you were just fighting goblins. Well, hey, at least you got your evidence, right? Oh, wait. Your ''next'' mission is to now go back to the Blackwood Company hall (which you are now a deserter from, thus meaning you have to fight your way back in against ''the entire Blackwood Company staff in residence''), go into the basement, and destroy their drug production lab. Granted, it's possible to leave the village during the attack without harming anyone, but you still have to go back in and shut them down.
** The sidequest "Where Spirits Have Lease". You're supposed to evict the spirit of an ''Evil Undead Wizard'' from a haunted house. When you find his tomb, he asks you to rejoin his hand to his body in order to give him rest. A player's first thought is, naturally, "Trap!" Naturally, you can't just toss his evil corpse into the river. You have to rejoin the hand, causing you to have to fight a very powerful lich in order to destroy the spirit. The spirit even lampshades your gullibility.
** In one of the Mages Guild quests, you have to meet with the Count of Skingrad, and a man tells you to meet him at the Cursed Mine at 2:00 AM. [[spoiler: You get attacked by a group of necromancers led by that same man, and when the Count shows up to save you he insults you for being so stupid]]. Though this one might catch you off guard if you have prior knowledge that [[spoiler: the count is a vampire]], making his request to meet you in the middle of the night somewhat understandable.
** At the end of the Dark Brotherhood questline it's revealed that you've been following the assassination quests of someone else and not your leader, through "deaddrop" notes. The stupid part? It's completely obvious that the sources for the letters have been switched after the first two. The first two letters contain a clinical mission objective (such as "Kill so-and-so") whereas the fake letters are in a handwritten font and have more personalised orders (such as "so-and-so is wanted dead because they did such-and-such). You have no choice but to follow the instructions of the obviously fake notes until the questline's conclusion, getting your leader and half the Dark Brotherhood's Elders killed in the process. Worse, when you "discover" (in-character) the betrayal by finding the impostor's diary (and his mother's decaying head), you then meet with the heads of the Brotherhood, who have killed your boss thinking he was the traitor. The diary you've read (and could very well be carrying on your person) explicitly states that he wasn't, and that one of the other leaders of the Brotherhood is. Nonetheless, there is absolutely no option to mention this to the heads of the Brotherhood, no way to show them evidence of your boss's innocence or the fact that the traitor was still among them. Instead you have to go with them to the Night Mother's shrine, ''exactly as the diary said the traitor was planning on'', and allow the trap to happen. You can even take the decaying head out and show it to him. His dialog clearly shows that he is the only one affected by this, but you can neither tell the other members, nor do they notice his reaction.
* The main quest in ''Tribunal'', the expansion to ''VideoGame/TheElderScrollsIIIMorrowind'', is ''made'' of this trope. To progress in the game you must complete a series of morally dubious quests for two different people, one of whom is clearly losing her sanity, while the other makes no secret of the fact that he tried to kill you (to be fair, given that he knows that the player character knows that already, admitting it ''might'' be seen as making him ''more'' trustworthy, not less). It's not even a 'choose the lesser of two evils' situation - you can simply ignore them both and leave. Except, of course, that you can't complete the game that way.

to:

* ''VideoGame/TheElderScrollsIVOblivion'':
''Franchise/TheElderScrolls''
** ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'''s ''Tribunal'' expansion has this present in the main quest. To progress in the game you must complete a series of morally dubious quests for two different people, one of whom is clearly losing her sanity, while the other makes no secret of the fact that he tried to ''kill you'' (to be fair, given that he knows that the player character knows that already, admitting it ''might'' be seen as making him ''more'' trustworthy, not less). Unlike the main game's main quest, there isn't even a [[TakeAThirdOption third option]] that gets you out of working with them if you want to complete the expansion.
** ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'':
***
The next-to-last mission for the Fighters' Guild quest series has you infiltrating the Blackwood Company, the evil unscrupulous murderous puppy-kicking rival to the Fighters' Guild. Despite having been warned repeatedly that the Blackwood Company hires people out for any job, however illegal or unscrupulous, despite the fact that your sole mission in this company is to find any incriminating evidence against them, and despite the fact that you are handed a flask of what they ''tell you'' is a highly illegal berserker drug and ordered to drink it as part of your induction into the Blackwood Company. Needless to say, by the time you snap out of your drug-induced walking hallucination/berserker rage, you've helped massacre an entire village full of innocent people while under the delusion you were just fighting goblins. Well, hey, at least you got your evidence, right? Oh, wait. Your ''next'' mission is to now go back to the Blackwood Company hall (which you are now a deserter from, thus meaning you have to fight your way back in against ''the entire Blackwood Company staff in residence''), go into the basement, and destroy their drug production lab. Granted, it's possible to leave the village during the attack without harming anyone, but you still have to go back in and shut them down.
** *** The sidequest "Where Spirits Have Lease". You're supposed to evict the spirit of an ''Evil Undead Wizard'' from a haunted house. When you find his tomb, he asks you to rejoin his hand to his body in order to give him rest. A player's first thought is, naturally, "Trap!" Naturally, you can't just toss his evil corpse into the river. You have to rejoin the hand, causing you to have to fight a very powerful lich in order to destroy the spirit. The spirit even lampshades your gullibility.
** *** In one of the Mages Guild quests, you have to meet with the Count of Skingrad, and a man tells you to meet him at the Cursed Mine at 2:00 AM. [[spoiler: You get attacked by a group of necromancers led by that same man, and when the Count shows up to save you he insults you for being so stupid]]. Though this one might catch you off guard if you have prior knowledge that [[spoiler: the count is a vampire]], making his request to meet you in the middle of the night somewhat understandable.
** *** At the end of the Dark Brotherhood questline it's revealed that you've been following the assassination quests of someone else and not your leader, through "deaddrop" notes. The stupid part? It's completely obvious that the sources for the letters have been switched after the first two. The first two letters contain a clinical mission objective (such as "Kill so-and-so") whereas the fake letters are in a handwritten font and have more personalised orders (such as "so-and-so is wanted dead because they did such-and-such). You have no choice but to follow the instructions of the obviously fake notes until the questline's conclusion, getting your leader and half the Dark Brotherhood's Elders killed in the process. Worse, when you "discover" (in-character) the betrayal by finding the impostor's diary (and his mother's decaying head), you then meet with the heads of the Brotherhood, who have killed your boss thinking he was the traitor. The diary you've read (and could very well be carrying on your person) explicitly states that he wasn't, and that one of the other leaders of the Brotherhood is. Nonetheless, there is absolutely no option to mention this to the heads of the Brotherhood, no way to show them evidence of your boss's innocence or the fact that the traitor was still among them. Instead you have to go with them to the Night Mother's shrine, ''exactly as the diary said the traitor was planning on'', and allow the trap to happen. You can even take the decaying head out and show it to him. His dialog clearly shows that he is the only one affected by this, but you can neither tell the other members, nor do they notice his reaction.
* The main quest in ''Tribunal'', the expansion to ''VideoGame/TheElderScrollsIIIMorrowind'', is ''made'' of this trope. To progress in the game you must complete a series of morally dubious quests for two different people, one of whom is clearly losing her sanity, while the other makes no secret of the fact that he tried to kill you (to be fair, given that he knows that the player character knows that already, admitting it ''might'' be seen as making him ''more'' trustworthy, not less). It's not even a 'choose the lesser of two evils' situation - you can simply ignore them both and leave. Except, of course, that you can't complete the game that way.
reaction.
8th Mar '17 6:38:04 AM GoblinCipher
Is there an issue? Send a Message

Added DiffLines:

* In the Distant Village area of ''VideoGame/HollowKnight'', everywhere seems to webbed up by spiders. There are piles of corpses webbed up with spiders, and the Dream Nail reveals their last thoughts were of a surprise betrayal. Then you come upon a [[SavePoint bench]], surrounded by very odd-looking characters just keep repeating the same few words, telling you they're your friends and urging you to rest. Falling for the ObviousTrap is the only way to get to a monster's lair.
31st Jan '17 9:52:33 PM builderbobthe
Is there an issue? Send a Message


* In a mission of ''VideoGame/SplinterCellChaosTheory'', Lambert informs Sam that uniquely, the upcoming guards are armed with less-than-lethal equipment where they are otherwise just armed with the killy-kind of bullets throughout the game. Should the player manage to take them all out, they'll find there is simply no where else to go in the level - meaning you ''have'' to get the guards to find and incapacitate you to trigger the next part of the mission, in which Sam escapes being interrogated.
22nd Jan '17 8:59:04 PM Willbyr
Is there an issue? Send a Message


* In ''CorpseParty'', in order to get the true ending to Chapter 1 and proceed with the rest of the game, you have to go into a room that you're warned it's a bad idea to even ''enter'', then deliberately ignore the dying message of a skeleton you find in the room. Otherwise [[spoiler: surviving the ghost attack in the infirmary just leads to Seiko still dying and Naomi being compelled to commit suicide by supernatural forces.]]

to:

* In ''CorpseParty'', ''VideoGame/CorpseParty'', in order to get the true ending to Chapter 1 and proceed with the rest of the game, you have to go into a room that you're warned it's a bad idea to even ''enter'', then deliberately ignore the dying message of a skeleton you find in the room. Otherwise [[spoiler: surviving [[spoiler:surviving the ghost attack in the infirmary just leads to Seiko still dying and Naomi being compelled to commit suicide by supernatural forces.]]
31st Dec '16 9:16:37 PM nombretomado
Is there an issue? Send a Message


* In ''GeneForge 5'' the player is given the mission to track down the origins of an assassination attempt of a ranking member of the government, with explicit orders not to let that attempt be revealed to anyone. The clues lead to a fortification commanded by a general with the arrogant discrimination and control-freak methods typical of the culture, but the game cannot progress unless the players reveal their purpose for being there to the guy in charge. In spite of being the hardass overseer type he knows nothing about what's going on in his fort in this case, but suggests that he couldn't possibly know anything that might be going on in a deathtrap that has been barred to everyone, leaving him as the only one with the authority to enter. Maybe you should look in there, hero?

to:

* In ''GeneForge ''VideoGame/{{Geneforge}} 5'' the player is given the mission to track down the origins of an assassination attempt of a ranking member of the government, with explicit orders not to let that attempt be revealed to anyone. The clues lead to a fortification commanded by a general with the arrogant discrimination and control-freak methods typical of the culture, but the game cannot progress unless the players reveal their purpose for being there to the guy in charge. In spite of being the hardass overseer type he knows nothing about what's going on in his fort in this case, but suggests that he couldn't possibly know anything that might be going on in a deathtrap that has been barred to everyone, leaving him as the only one with the authority to enter. Maybe you should look in there, hero?
12th Dec '16 9:07:33 PM ImpudentInfidel
Is there an issue? Send a Message


* ''VideoGame/DragonAgeII'': A surprising number of quests ''require'' [[PlayerCharacter Hawke]] to hold the IdiotBall in order for them to play out the way the writers want.

to:

* ''VideoGame/DragonAgeII'': A surprising number of quests ''require'' [[PlayerCharacter Hawke]] to hold the IdiotBall in order for them to play out the way the writers want. More justified than most examples since the game is presented as one of the characters telling the story, much of which he did not witness, after the fact with the benefit of hindsight.
This list shows the last 10 events of 196. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=Main.StupidityIsTheOnlyOption