15 Hours Left to Support a Troper-Created Project : Personal Space (discuss)

History Main / StupidityIsTheOnlyOption

21st May '16 10:09:07 AM Tarlonniel
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** In the finale, [[spoiler: the Normandy has a final fight with the Collector ship. If the Normandy is fully upgraded she has a significant advantage at range; Shepard will inexplicably order the final attack to be done at point-blank range just like he does if she has her old guns, for no reason other than the plot requires the ship to be caught in the explosion and downed.]]

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** In the finale, [[spoiler: the Normandy has a final fight with the Collector ship. If the Normandy is fully upgraded she has a significant advantage at range; Shepard will inexplicably order the final attack to be done at point-blank range just like he does as if she has her old guns, for no reason other than the plot requires the ship to be caught in the explosion and downed.]]
16th May '16 7:35:07 AM eliaskelham
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** In the first ''VideoGame/BaldursGate'': many a player might very well break the ingenious code and guess that Koveras is really [[spoiler:Sarevok]]. You still can't stop him from framing you though, or do anything about him when he's standing right in front of you in Candlekeep, alone, unarmored, and apparently unarmed as well.

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** In the first ''VideoGame/BaldursGate'': many a player might very well break the ingenious code and guess that Koveras is really [[spoiler:Sarevok]]. You still can't stop Though you can treat him from framing with suspicion and refuse his [[TreacherousQuestGiver treacherous offer of help]], it's impossible to avoid taking the fall for the murders he wants to frame you though, for, regardless of whether or do anything about him when he's standing right in front of not you in Candlekeep, alone, unarmored, and apparently unarmed as well.actually commit them.
25th Apr '16 1:14:35 AM DKW001
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* In the adventure game ''VideoGame/{{Loom}}'', at one point Bobbin gets captured by Bishop Mandible who imprisons you in a cage and then pretty much tells you to try and escape. Of course, you can easily escape using the open draft, but you know that the bishop is waiting for you to do just that and it can't be good when you do. Except for there isn't anything else that you can do. So you do the only thing you can, and you step right into the XanatosGambit: Stay in the cage or help Mandible.

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* In the The adventure game ''VideoGame/{{Loom}}'', at one point Bobbin gets ''VideoGame/{{Loom}}'' has a few examples, all of which should make you feel fortunate that this is the type of game where can't die:
** At around the midpoint, you get snatched by a dragon and taken to her lair. She and her treasure hoard are blocking the only way out, and it soon becomes clear that she has no intention of letting you go. What to do? Simple: use a reverse Straw to Gold draft to turn her entire hoard into worthless rubbish. This unlocks the "A" note on your distaff, allowing you to cast a Sleep draft on her, whereupon she sets fire to the straw and flees in terror, allowing you to escape.
** In the Blacksmiths' Guild, you eventually come across Edgewise working on the last of 10,000 swords contracted by Bishop Mandible. The noise is awful and making your head hurt. How to deal with it? Why, simply cast Twisting (or reverse Sharpness) on the sword so Edgewise can't work on it anymore, not to mention tick off both Mandible and the leader of the guild, both of whom are in the same room that very moment.
** That, naturally, results in you getting
captured by Bishop Mandible Mandible, who imprisons locks you up in a cage and then pretty much tells dares you to try and escape. Of course, you can easily escape using do this with the open Opening draft, but you know that the bishop is waiting for you to do just that expecting this and it can't will be good when you do.ready to respond. Except for there isn't anything else that you can do. So you do the only thing you can, and you step right into the XanatosGambit: Stay in the cage or help Mandible.
19th Apr '16 3:16:49 AM erforce
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* The first ancient temple of ''VideoGame/GoldenSun''. The class on field-trip made all the wrong choices to make when dealing with ancient ruins. Sometimes the player is asked "should we keep going" but gets shot down if the answer is the obvious "no". They making things really easy for the bad guys. Later, during the Altin Mines arc, you find yourself at a dead end, with a huge boulder at the end of a corridor with a sign next to it saying not to touch it. While you're supposed to use the Force Orb to knock it down then channel the spirit of Film/IndianaJones to outrun it, allowing it to blast a hold in the floor that leads to the boss' room, it's possible to skip getting the orb and get a different cutscene where Garet ''kicks'' the boulder. And if that wasn't enough, the entire plot got started because ''a giant boulder killed the main character's parents''.

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* The first ancient temple of ''VideoGame/GoldenSun''. The class on field-trip made all the wrong choices to make when dealing with ancient ruins. Sometimes the player is asked "should we keep going" but gets shot down if the answer is the obvious "no". They making things really easy for the bad guys. Later, during the Altin Mines arc, you find yourself at a dead end, with a huge boulder at the end of a corridor with a sign next to it saying not to touch it. While you're supposed to use the Force Orb to knock it down then channel the spirit of Film/IndianaJones ''Franchise/IndianaJones'' to outrun it, allowing it to blast a hold in the floor that leads to the boss' room, it's possible to skip getting the orb and get a different cutscene where Garet ''kicks'' the boulder. And if that wasn't enough, the entire plot got started because ''a giant boulder killed the main character's parents''.
15th Apr '16 7:39:27 AM Arcorann
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* Near the end of the Core area in ''VideoGame/{{Undertale}}'', you find an area full of patchy spiderwebs, which slow you down and visibly cling to the PlayerCharacter's shoes when they walk over them. Soon the path ahead is entirely covered in web. It's obvious what's going to happen, but there's no other way to proceed.

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* Near the end of the Core area Hotlands in ''VideoGame/{{Undertale}}'', you find an area full of patchy spiderwebs, which slow you down and visibly cling to the PlayerCharacter's shoes when they walk over them. Soon the path ahead is entirely covered in web. It's obvious what's going to happen, but there's no other way to proceed.
20th Mar '16 5:07:51 PM CyberTiger88
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Sometimes a story requires the heroes to fail. They need to be captured by the guards, inadvertently [[MacGuffinDeliveryService allow the villain to get the MacGuffin]], be betrayed, walk into a trap, or free the SealedEvilInACan. Setbacks and challenges are a core building block of narrative, so this is fine... sometimes. Video game stories, however, have the protagonist controlled by you the player. What happens when the plot needs you personally to fail? Why, [[{{Railroading}} force the error]], of course. Whether it's due to a {{Cutscene}} or ButThouMust, the game simply cannot progress until the awaiting disaster is triggered.

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Sometimes a story requires [[YouCantThwartStageOne the heroes to fail.fail]]. They need to be captured by the guards, inadvertently [[MacGuffinDeliveryService allow the villain to get the MacGuffin]], be betrayed, walk into a trap, or free the SealedEvilInACan. Setbacks and challenges are a core building block of narrative, so this is fine... sometimes. Video game stories, however, have the protagonist controlled by you the player. What happens when the plot needs you personally to fail? Why, [[{{Railroading}} force the error]], of course. Whether it's due to a {{Cutscene}} or ButThouMust, the game simply cannot progress until the awaiting disaster is triggered.
1st Mar '16 5:28:54 PM MyFinalEdits
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* For a hardened criminal with opulent experience doing time, Riddick does some surprisingly stupid things in ''VideoGame/EscapeFromButcherBay''. Immediately upon his arrival to the slam, some fishy dude with a nervous voice and shifty eyes all of a sudden offers him a shiv (an illegal and relatively valuable item, mind you) completely for free. Although you can practically hear admiral Akbar shouting at that point, you have no choice but to go into the dude's cell and fall into an ambush.
** Later you must make him try to open a door with a retinal scanner, although him being an escaped inmate, it's clear from the start that it's not going to work but will instead trigger an alarm. Conveniently, the alarmed guards will open a necessary door for you.

to:

* For a hardened criminal with opulent experience doing time, Riddick does some surprisingly stupid things in ''VideoGame/EscapeFromButcherBay''. Immediately upon his arrival to the slam, some fishy dude with a nervous voice and shifty eyes all of a sudden offers him a shiv (an illegal and relatively valuable item, mind you) completely for free. Although you can practically hear admiral Akbar shouting at that point, you have no choice but to go into the dude's cell and fall into an ambush.
**
ambush. Later you must make him try to open a door with a retinal scanner, although him being an escaped inmate, it's clear from the start that it's not going to work but will instead trigger an alarm. Conveniently, the alarmed guards will open a necessary door for you.



* The first ancient temple of ''VideoGame/GoldenSun''. The class on field-trip made all the wrong choices to make when dealing with ancient ruins. Sometimes the player is asked "should we keep going" but gets shot down if the answer is the obvious "no". They making things really easy for the bad guys.
** Later, during the Altin Mines arc, you find yourself at a dead end, with a huge boulder at the end of a corridor with a sign next to it saying not to touch it. While you're supposed to use the Force Orb to knock it down then channel the spirit of Film/IndianaJones to outrun it, allowing it to blast a hold in the floor that leads to the boss' room, it's possible to skip getting the orb and get a different cutscene where Garet ''kicks'' the boulder. And if that wasn't enough, the entire plot got started because ''a giant boulder killed the main character's parents''.

to:

* The first ancient temple of ''VideoGame/GoldenSun''. The class on field-trip made all the wrong choices to make when dealing with ancient ruins. Sometimes the player is asked "should we keep going" but gets shot down if the answer is the obvious "no". They making things really easy for the bad guys. \n** Later, during the Altin Mines arc, you find yourself at a dead end, with a huge boulder at the end of a corridor with a sign next to it saying not to touch it. While you're supposed to use the Force Orb to knock it down then channel the spirit of Film/IndianaJones to outrun it, allowing it to blast a hold in the floor that leads to the boss' room, it's possible to skip getting the orb and get a different cutscene where Garet ''kicks'' the boulder. And if that wasn't enough, the entire plot got started because ''a giant boulder killed the main character's parents''.



* In ''VideoGame/ResidentEvil5'', Chris and Sheva enter a corridor that has very obvious pressure plates along the floor. Any normal person would be able to step over them or shimmy along the wall to avoid them. You, of course, can only walk straight into them, triggering a quicktime event of avoiding the ensuing traps.
** Later you happen upon a paddock filled with numerous Lickers, which are blind but sensitive to loud noises, as Chris and Sheva both deduce. You'd think they would try to quietly pry open the rickety door blocking their exit, but no; they kick it down with a loud clang and catch the attention of said Lickers instead.

to:

* In ''VideoGame/ResidentEvil5'', Chris and Sheva enter a corridor that has very obvious pressure plates along the floor. Any normal person would be able to step over them or shimmy along the wall to avoid them. You, of course, can only walk straight into them, triggering a quicktime event of avoiding the ensuing traps.
**
traps. Later you happen upon a paddock filled with numerous Lickers, which are blind but sensitive to loud noises, as Chris and Sheva both deduce. You'd think they would try to quietly pry open the rickety door blocking their exit, but no; they kick it down with a loud clang and catch the attention of said Lickers instead.
1st Mar '16 1:27:52 PM Soldancer
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** Human Pious Augustus live and breathe this trope: first, he hear suspect voices calling to him, to wich he can only respond by getting to a strange stone circle to be teleported to his doom. Then they ask to smash a statue of himself ([[FallenHero quite metaphorical]]) to open a door to his doom. And then you're confronted with three artifacts of unimmaginable power (and, of course, [[ArtifactOfDoom doom]]). One guesses that after the first time you've died and been through hell and insanity for over two millenia, you would have learned to be more considerate before touching them again... [[spoiler: instead you've got to do it two more times for the true plot to unfold!]]

to:

** Human Pious Augustus live and breathe this trope: Augustus: first, he hear hears suspect voices calling to him, to wich which he can only respond by getting to a strange stone circle to be teleported to his doom. Then they the voices ask him to smash a statue of himself ([[FallenHero quite metaphorical]]) to open a door to his doom. And then you're he's confronted with three artifacts of unimmaginable unimaginable power (and, of course, [[ArtifactOfDoom doom]]). One guesses would assume that after the first time you've died and been through hell and insanity for over two millenia, you would have learned to be more considerate before touching them again... [[spoiler: instead you've got to do it two more times for the true plot to unfold!]]
9th Feb '16 5:10:32 PM Sammettik
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* The First ancient temple of ''VideoGame/GoldenSun''. The class on field-trip made all the wrong choices to make when dealing with ancient ruins. Sometimes the player is asked "should we keep going" but gets shot down if the answer is the obvious "no". At some point it looked like the teacher might end up having some evil agenda, and he did make things really easy for the bad guys. Then later in some mining site, there's a sign that reads "don't touch wall". Guess what you have to do to continue on...

to:

* The First first ancient temple of ''VideoGame/GoldenSun''. The class on field-trip made all the wrong choices to make when dealing with ancient ruins. Sometimes the player is asked "should we keep going" but gets shot down if the answer is the obvious "no". At some point it looked like the teacher might end up having some evil agenda, and he did make They making things really easy for the bad guys. Then later in some mining site, there's guys.
** Later, during the Altin Mines arc, you find yourself at a dead end, with a huge boulder at the end of a corridor with
a sign that reads "don't next to it saying not to touch wall". Guess what you have it. While you're supposed to do use the Force Orb to continue on...knock it down then channel the spirit of Film/IndianaJones to outrun it, allowing it to blast a hold in the floor that leads to the boss' room, it's possible to skip getting the orb and get a different cutscene where Garet ''kicks'' the boulder. And if that wasn't enough, the entire plot got started because ''a giant boulder killed the main character's parents''.



* ''VideoGame/GoldenSun'': During the Altin Mines arc, you find yourself at a dead end, with a huge boulder at the end of a corridor with a sign next to it saying not to touch it. While you're supposed to use the Force Orb to knock it down then channel the spirit of Film/IndianaJones to outrun it, allowing it to blast a hold in the floor that leads to the boss' room, it's possible to skip getting the orb and get a different cutscene where Garet ''kicks'' the boulder. And if that wasn't enough, the entire plot got started because ''a giant boulder killed the main character's parents''.
20th Jan '16 11:54:19 PM Miracle@StOlaf
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Added DiffLines:

** Later you happen upon a paddock filled with numerous Lickers, which are blind but sensitive to loud noises, as Chris and Sheva both deduce. You'd think they would try to quietly pry open the rickety door blocking their exit, but no; they kick it down with a loud clang and catch the attention of said Lickers instead.
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