History Main / StupidityIsTheOnlyOption

26th Sep '17 9:24:59 AM VVK
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** In ''Legion'', there's a quest chain in Stormheim in which the Tauren initially giving you quests suddenly disappear and are replaced by some extremely suspicious goblins. They constantly let slip their real intentions, are obviously just playing for time while they load up all the Taurens' stuff that they're stealing, send you to quests that they expect to kill you, and give rewards that are described as looking valuable (but are useless as items) and are later revealed to be absurdly worthless. But unless you first do the quest chain (and earn the in-game title "the Gullible"), the story doesn't give any option to question them or take them to justice. You can either leave them there or be "fooled" first so that you get a chance for revenge later.
13th Sep '17 5:43:48 PM ZarbiNerada
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* In TabletopGame/{{Chess}}, there is a state of the board called "zugzwang". It is when you have what looks like a decent position, except that any move you make will give your opponent an advantage. It is normally forced, but it sometimes happens without the other side manipulating the position.

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* In TabletopGame/{{Chess}}, there is a state of the board called "zugzwang". It is when you have what looks like a decent position, except that any move you make will give your opponent an advantage. It is normally forced, but it sometimes happens without the other side manipulating the position. A spectacular example of this is [[http://www.chessgames.com/perl/chessgame?gid=1289113 The Tomb Game]], played in 1971. White is, for all practical purposes, forced to checkmate himself once he runs out of pawn moves, and so [[KnowWhenToFoldEm resigns]].
3rd Sep '17 12:52:15 PM ZorotheGallade
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*** This is justified in the game by the fact the Data Rooms are either being destroyed by the X or shut down to prevent them from absorbing the suit upgrades meant for Samus. You actually see them do that later.
15th Aug '17 3:34:03 PM ImpudentInfidel
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** In the Silverite Mine, a large and conspicuous cement disk just inside the entrance would strike any seasoned adventurer as highly suspicious. There is plenty of space to navigate around it, but the game combines this trope with GameplayAndStorySegregation so that when halfway past it with clear intent ''not'' to step on it, a {{Cutscene}} is triggered in which [[{{Railroading}} your character and party do exactly that]].

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** In the Silverite Mine, a large and conspicuous cement disk just inside the entrance would strike any seasoned adventurer as highly suspicious. There is plenty of space to navigate around it, but the game combines this trope with GameplayAndStorySegregation so that when halfway past it with clear intent ''not'' to step on it, a {{Cutscene}} is triggered in which [[{{Railroading}} your character and party do exactly that]]. [[spoiler: It doesn't end up mattering, because it ''really is'' a harmless decoration. That you get ambushed while standing on it is a coincidence.]]
21st Jun '17 9:52:34 AM ImpudentInfidel
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** When Hawke is warned that a serial killer is targeting Hightown women, [[spoiler:Hawke can't even ''try'' to warn Leandra, who is promptly kidnapped because she was wandering around Hightown alone after dark and becomes one of his victims]].

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** When Hawke is warned that a serial killer is targeting Hightown women, [[spoiler:Hawke can't even ''try'' to warn Leandra, who is promptly kidnapped because she was wandering around Hightown alone after dark and becomes one of his victims]].victims. This includes not saying anything when you hear she's been getting gifts from a secret admirer that you ''know'' matches the killer's MO]].
26th May '17 7:20:46 AM case
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** ''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.

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** ''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
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** 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.]]

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** 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
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* 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.

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* 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
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* 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:

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* 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
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* ''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.

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* ''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.
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