History Main / StupidityIsTheOnlyOption

31st Jan '17 9:52:33 PM builderbobthe
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* 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
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* 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.]]

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* 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
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* 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?

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* 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
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* ''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.

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* ''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.
22nd Nov '16 10:25:52 PM LucaEarlgrey
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* ''VideoGame/SeventhDragon III Code:VFD'' has you fighting your first dragon, which is easy enough. Then a far more powerful dragon appears to really terrorize the area and Nagamimi stresses that you ''really'' shouldn't fight it. [[ChronicHeroSyndrome Neither of the two dialogue choices you're given permit you to wisely retreat]], so in order to advance the plot, you have to fight the new dragon and suffer a HopelessBossFight, with Nagamimi chewing you out afterwards even though [[ButThouMust the game gave you no choice in the matter]].

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* ''VideoGame/SeventhDragon III Code:VFD'' has you fighting your first dragon, which is easy enough. Then a far more powerful dragon appears to really terrorize the area and Nagamimi [[MissionControl Nagamimi]] stresses that you ''really'' shouldn't fight it. [[ChronicHeroSyndrome Neither of the two dialogue choices you're given permit you to wisely retreat]], so in order to advance the plot, you have to fight the new dragon and suffer a HopelessBossFight, with Nagamimi [[WhatTheHellHero chewing you out afterwards afterwards]] even though [[ButThouMust the game gave you no choice in the matter]].
22nd Nov '16 10:25:31 PM LucaEarlgrey
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Added DiffLines:

* ''VideoGame/SeventhDragon III Code:VFD'' has you fighting your first dragon, which is easy enough. Then a far more powerful dragon appears to really terrorize the area and Nagamimi stresses that you ''really'' shouldn't fight it. [[ChronicHeroSyndrome Neither of the two dialogue choices you're given permit you to wisely retreat]], so in order to advance the plot, you have to fight the new dragon and suffer a HopelessBossFight, with Nagamimi chewing you out afterwards even though [[ButThouMust the game gave you no choice in the matter]].
29th Oct '16 12:44:21 PM Koveras
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* ''VideoGame/DragonAgeOrigins'': In a lot of the sidequests you have roadside encounters with bandits or smugglers you know you have to eliminate, while they don't necessarily know why you're there. But even if you place your party tactically around the battlefield beforehand, once you trigger the cutscene by talking to the leader, your whole party is teleported back together, right in the middle of the enemies' crossfire.

to:

* ''VideoGame/DragonAgeOrigins'': In a lot of the sidequests sidequests, you have roadside encounters with bandits or smugglers you know you have to eliminate, while they don't necessarily know why you're there. But even if you place your party tactically around the battlefield beforehand, once you trigger the cutscene by talking to the leader, your whole party is teleported back together, right in the middle of the enemies' crossfire.



* VideoGame/DragonAge2: A surprising number of quests ''require'' [[PlayerCharacter Hawke]] to hold the IdiotBall in order for them to play out the way the writers want.
** 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.]]
** During ''On the Loose,'' Huon's wife asks Hawke for protection because she fears for her life. Hawke notably says they'll come back for her after dark, and the player ''has'' to leave the alienage and come back in order for the quest to trigger. Lo and behold, leaving her alone for so long gives Huon ample opportunity to return and kill his wife, which Hawke witnesses just as s/he walks through the alienage gates.
** When Anders [[spoiler:asks for Hawke's help finding ingredients to a magic potion that he claims will split him and Justice, and the ingredients sound oddly similar to real-world bomb ingredients, Hawke has no choice but to take Anders at his word and help him. While in some GuideDangIt cases Hawke can realize Anders' deception after the fact and call him out on it, Anders will note that it's too late and the Chantry blows up no matter what.]]
** In the ''Legacy'' DLC, [[spoiler:even if Hawke kills Corypheus, one of the Grey Wardens who brought you will act obviously possessed, strongly implying that Corypheus body-hopped after you slew him, but Hawke and co. have no choice but to stand there and watch him go on his merry way. Which makes Hawke and Varric's insistence that they were ''sure'' Corypheus died in ''Inquisition'' sound more like they're trying to convince themselves.]]

to:

* VideoGame/DragonAge2: ''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.
** When Hawke is warned that a serial killer is targeting Hightown women, [[spoiler: Hawke [[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]].
** During ''On the Loose,'' Loose'', Huon's wife asks Hawke for protection because she fears for her life. Hawke notably says they'll come back for her after dark, and the player ''has'' to leave the alienage and come back in order for the quest to trigger. Lo and behold, leaving her alone for so long gives Huon ample opportunity to return and kill his wife, which Hawke witnesses just as s/he walks they walk through the alienage gates.
** When Anders [[spoiler:asks for Hawke's help finding ingredients to a magic potion that he claims will split him and Justice, and the ingredients sound oddly similar to real-world bomb ingredients, Hawke has no choice but to take Anders at his word and help him. While in some GuideDangIt cases cases, Hawke can realize Anders' deception after the fact and call him out on it, Anders will note that it's too late and the Chantry blows up no matter what.]]
what]].
** In the ''Legacy'' DLC, [[spoiler:even if Hawke kills Corypheus, one of the Grey Wardens who brought you will act obviously possessed, strongly implying that Corypheus body-hopped after you slew him, but Hawke and co. have no choice but to stand there and watch him go on his merry way. Which makes Hawke and Varric's insistence that they were ''sure'' Corypheus died in ''Inquisition'' ''[[VideoGame/DragonAgeInquisition Inquisition]]'' sound more like they're trying to convince themselves.]]themselves]].
9th Oct '16 4:44:46 PM MyFinalEdits
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* ''VideoGame/DragonAgeOriginsAwakening'': 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]].
** A good portion of ''[[VideoGame/DragonAgeOriginsAwakening Awakening]]'' 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:

* ''VideoGame/DragonAgeOriginsAwakening'': ''VideoGame/DragonAgeOriginsAwakening'':
**
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]].
** A good portion of ''[[VideoGame/DragonAgeOriginsAwakening Awakening]]'' 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.]]
9th Oct '16 1:08:19 PM Give1Take2
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* ''Franchise/DragonAge'':
** In the Silverite Mine in ''[[VideoGame/DragonAgeOriginsAwakening Awakening]]'', 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]].
** In a lot of the sidequests in ''VideoGame/DragonAgeOrigins'' you have roadside encounters with bandits or smugglers you know you have to eliminate, while they don't necessarily know why you're there. But even if you place your party tactically around the battlefield beforehand, once you trigger the cutscene by talking to the leader, your whole party is teleported back together, right in the middle of the enemies' crossfire.

to:

* ''Franchise/DragonAge'':
**
''VideoGame/DragonAgeOrigins'': In a lot of the sidequests you have roadside encounters with bandits or smugglers you know you have to eliminate, while they don't necessarily know why you're there. But even if you place your party tactically around the battlefield beforehand, once you trigger the cutscene by talking to the leader, your whole party is teleported back together, right in the middle of the enemies' crossfire.
* ''VideoGame/DragonAgeOriginsAwakening'':
In the Silverite Mine in ''[[VideoGame/DragonAgeOriginsAwakening Awakening]]'', 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]].
** In A good portion of ''[[VideoGame/DragonAgeOriginsAwakening Awakening]]'' 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 lot 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 sidequests in ''VideoGame/DragonAgeOrigins'' you have roadside encounters with bandits or smugglers you know you have to eliminate, while game [[spoiler:the darkspawn ''flood'' into the city through said tunnel at the same time that they don't necessarily know why you're there. But attack Vigil's Keep, so the player ''has'' to make the [[MortonsFork difficult choice]] of saving Vigil's Keep or Amaranthine.]]
* VideoGame/DragonAge2: A surprising number of quests ''require'' [[PlayerCharacter Hawke]] to hold the IdiotBall in order for them to play out the way the writers want.
** When Hawke is warned that a serial killer is targeting Hightown women, [[spoiler: Hawke can't
even if you place your party tactically ''try'' to warn Leandra, who is promptly kidnapped because she was wandering around Hightown alone after dark and becomes one of his victims.]]
** During ''On
the battlefield beforehand, once you trigger the cutscene by talking to the leader, your whole party is teleported Loose,'' Huon's wife asks Hawke for protection because she fears for her life. Hawke notably says they'll come back together, right in for her after dark, and the middle player ''has'' to leave the alienage and come back in order for the quest to trigger. Lo and behold, leaving her alone for so long gives Huon ample opportunity to return and kill his wife, which Hawke witnesses just as s/he walks through the alienage gates.
** When Anders [[spoiler:asks for Hawke's help finding ingredients to a magic potion that he claims will split him and Justice, and the ingredients sound oddly similar to real-world bomb ingredients, Hawke has no choice but to take Anders at his word and help him. While in some GuideDangIt cases Hawke can realize Anders' deception after the fact and call him out on it, Anders will note that it's too late and the Chantry blows up no matter what.]]
** In the ''Legacy'' DLC, [[spoiler:even if Hawke kills Corypheus, one
of the enemies' crossfire. Grey Wardens who brought you will act obviously possessed, strongly implying that Corypheus body-hopped after you slew him, but Hawke and co. have no choice but to stand there and watch him go on his merry way. Which makes Hawke and Varric's insistence that they were ''sure'' Corypheus died in ''Inquisition'' sound more like they're trying to convince themselves.]]
9th Oct '16 9:18:54 AM ZarbiNerada
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* In TabletopGame/{{Chess}}, there is a state of the board called "zugzwang". It is when 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.

to:

* 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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