History Main / UnexpectedlyRealisticGameplay

11th Feb '18 8:34:41 PM nombretomado
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Imagine playing a FirstPersonShooter and finding that [[SheatheYourSword NOT shooting the bloodthirsty enemies]] is the expected solution, and merely pointing your gun long enough without firing or firing some warning shots will scare them away with no body count. Since every shooter is designed to [[ExactlyWhatItSaysOnTheTin let you shoot enemies]], why would you think this time would be different? This can also be the result if a PhysicsEngine or gameplay effect is made to simulate reality (or what people generally accept as "real"[[note]]For example, a puzzle that involves a bull and a red cape. This is a myth proven untrue, but is still commonly accepted.[[/note]]) without the player knowing, and is suddenly called upon to solve a problem.

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Imagine playing a FirstPersonShooter and finding that [[SheatheYourSword NOT shooting the bloodthirsty enemies]] is the expected solution, and merely pointing your gun long enough without firing or firing some warning shots will scare them away with no body count. Since every shooter is designed to [[ExactlyWhatItSaysOnTheTin let you shoot enemies]], why would you think this time would be different? This can also be the result if a PhysicsEngine UsefulNotes/PhysicsEngine or gameplay effect is made to simulate reality (or what people generally accept as "real"[[note]]For example, a puzzle that involves a bull and a red cape. This is a myth proven untrue, but is still commonly accepted.[[/note]]) without the player knowing, and is suddenly called upon to solve a problem.
28th Jan '18 6:02:59 PM HashiriyaR32
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* Likewise, in ''VideoGame/HotelDuskRoom215'', you'll need to close and open the DS to flip over a completed puzzle for to see some important text written on the back of it.
2nd Jan '18 4:52:31 PM rjd1922
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* In ''VideoGame/{{Clock Tower|1995}}'', you can access the house's garage, climb into the car that's parked inside, and simply drive away from the murderous pursuer. But, [[VideoGameCrueltyPunishment doing so gives you]] [[DangerTakesABackseat the game's worst ending]].

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* In ''VideoGame/{{Clock Tower|1995}}'', you can access the house's garage, climb into the car that's parked inside, and simply drive away from the murderous pursuer. But, [[VideoGameCrueltyPunishment doing so (and abandoning your friends) gives you]] [[DangerTakesABackseat the game's worst ending]].
1st Jan '18 10:18:56 AM Monolaf317
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* In ''VideoGame/{{Clock Tower|1995}}'', you can access the house's garage, climb into the car that's parked inside, and simply drive away from the murderous pursuer. But, doing so gives you [[DangerTakesABackseat the game's worst ending]].

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* In ''VideoGame/{{Clock Tower|1995}}'', you can access the house's garage, climb into the car that's parked inside, and simply drive away from the murderous pursuer. But, [[VideoGameCrueltyPunishment doing so gives you you]] [[DangerTakesABackseat the game's worst ending]].
1st Jan '18 6:26:09 AM Bindal
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** One mission for the Doomsday Heist requires the player to steal an ambulance, which the game helpfully marks on your radar and it's located somewhere in the city - or you just call 911, request an ambulance and steal that one instead. Your Mission Control even points out that he didn't mention it because he thought it would be obvious.
17th Dec '17 7:54:19 PM rjd1922
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* In ''VideoGame/SuperMetroid'' one section of the game has you trying to find a way into Meridia, an area that you can see through a glass tube, but can't get to. The solution is to simply destroy the glass tube with one of your vast array of explosive weaponry--but because your weapons normally only affect enemies and doors, not scenery, it's not obvious. (Unless you've seen the clue in another part of the game, where a similar tube has already been destroyed.)

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* In ''VideoGame/SuperMetroid'' one section of the game has you trying to find a way into Meridia, Maridia, an area that you can see through a glass tube, but can't get to. The solution is to simply destroy the glass tube with one of your vast array of explosive weaponry--but because your weapons normally only affect enemies and doors, not scenery, it's not obvious. (Unless you've seen the clue in another part of the game, where a similar tube has already been destroyed.)
17th Dec '17 7:51:48 PM rjd1922
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* In ''VideoGame/{{Clock Tower|1995}}'', you can access the house's garage, climb into the car that's parked inside, and simply drive away from the murderous pursuer. But, doing so gives you the game's worst ending.

to:

* In ''VideoGame/{{Clock Tower|1995}}'', you can access the house's garage, climb into the car that's parked inside, and simply drive away from the murderous pursuer. But, doing so gives you [[DangerTakesABackseat the game's worst ending.ending]].
7th Dec '17 7:14:30 AM BeerBaron
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** In most games, [=NPCs=] usually react angrily if you talk to them while holding your weapons; if you want to speak to someone without having your reputation with that person plummet, you have to literally SheatheYourSword first. This came as a surprise to numerous gamers, who were quite used to the video game idea of being able to walk around with holding a sword of pure evil, with a small armoury strapped across your back, and have none of the [=NPCs=] of that particular game bat an eye.
** In a swing back to MisaimedRealism, this can be [[GoodBadBugs exploited]] in ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]''. You can play a little persuasion minigame to raise a person's disposition to you, but everyone has a maximum value you can raise their disposition to with this. If you raise their disposition to the max level with your weapon out, you can back out of conversation, sheathe your weapon, and head back into a conversation for an instant jump in their disposition beyond what is normally possible.
** To acquire some daedric quests your player character needs to be "unlikable" and/or "unpleasant" so that the daedric prince will dignify speaking to you, so you can brew and drink a potion that specifically lowers your charisma stat ''or'' get drunk with a lot of alcohol which will have the same effect.

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** In most games, [=NPCs=] usually react angrily if you talk ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' and ''Oblivion'', speaking to them while holding a NPC with your weapons; if you want to speak to someone without having your reputation with weapon drawn will decrease that person plummet, [=NPC's=] disposition, essentially averting GunsInChurch. In order to avoid the disposition drop, you have to literally SheatheYourSword first. have to SheatheYourSword. This came comes as a surprise to numerous many gamers, who were are quite used to the video game idea of being able to walk around with holding a sword of pure evil, with evil and a small armoury armory strapped across your back, and have none of the back without [=NPCs=] of that particular game bat even batting an eye.
eye.
** In a swing back to MisaimedRealism, this can be [[GoodBadBugs exploited]] in ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]''. You can play a little Oblivion]]'':
*** Swinging back to MisaimedRealism, it is possible to ''exploit'' the above example in order to get higher NPC dispositions that would normally be possible. When using the
persuasion minigame mini-game to raise a person's disposition to you, but everyone has an [=NPC's=] disposition, there is a maximum value that each NPC has. However, if you can raise their them to this disposition to with this. If you raise their disposition to the max level with your weapon out, you can drawn, then back out of the conversation, sheathe your weapon, and head back into a conversation for re-enter conversation, the penalty will be removed. This results in an instant jump in their disposition beyond what is would normally be possible.
** To acquire some daedric quests *** In order to get the Daedric quest of Namira, [[OurGodsAreDifferent Daedric Prince]] of the [[NightmareFetishist Grotesque]] and [[NatureIsNotNice Decay]], you actually have to ''be'' grotesque. This means doing things (consuming potions or alcoholic drinks) that lower your player character needs to be "unlikable" and/or "unpleasant" so that the daedric prince will dignify speaking to you, so you can brew and drink a potion that specifically lowers your charisma stat ''or'' get drunk with a lot of alcohol which will have the same effect.Personality attribute significantly.
28th Nov '17 6:22:58 AM rjd1922
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*** You can defeat The End by sniping him the first time he appears in a cutscene, [[DungeonBypass thus skipping his entire boss fight]]. Barring that, you can also skip the fight entirely by just saving the game and leaving it alone for a few days. Since The End is over 100 years old, he'll actually die waiting for Snake to show up again!

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*** You can defeat The End by sniping him the first time he appears in a cutscene, [[DungeonBypass [[SkippableBoss thus skipping his entire boss fight]]. Barring that, you can also skip the fight entirely by just saving the game and leaving it alone for a few days. Since The End is over 100 years old, he'll actually die waiting for Snake to show up again!
8th Nov '17 4:30:38 PM arrgh
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* In ''VideoGame/GodOfWarII'', there is a segment where the player has to climb up to a ledge to continue. There is a pushable block nearby, but standing on the block still leaves the ledge just out of reach. There is a switch the player can hit that causes a square part of the floor to raise up on a thin, round pillar, but it falls back down too quickly for the player to use it. The solution is to kick the block UNDER the raised floor before the pillar falls. Like many examples here, in real life this solution would be obvious, but most players would expect [[HitboxDissonance the entire floor-pillar object to act as a solid rectangle.]]

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* In ''VideoGame/GodOfWarII'', there is a segment where the player has to climb up to a ledge to continue. There is a pushable block nearby, but standing on the block still leaves the ledge just out of reach. There is a switch the player can hit that causes a square part of the floor to raise up on a thin, round pillar, but it falls back down too quickly for the player to use it. The solution is to kick the block UNDER the raised floor (touching the pillar, and letting the floor-section rest atop it) before the pillar it falls. Like many examples here, in real life this solution would be obvious, but since this is a video game, most players would expect [[HitboxDissonance the entire floor-pillar object to act as a solid rectangle.]]



*** You have to open a locked door. How do you do it? Disguise yourself as a scientist, and knock.

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*** You have to open a locked door. How do you do it? Disguise yourself as a scientist, scientist who has business in the building past that door, and knock.
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