History Main / WelcomeToCorneria

9th Nov '16 7:53:12 PM DatNuttyKid
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[[folder:Simulation Game]]
* ''VideoGame/AnimalCrossing'' features six (eight in the newest installments) personality types for the NPCs, each with their own unique interactions with the player or other NPCs. While this limits the repetitivity, if the player finds themselves with more than one of the same personality type in one town, it can get quite annoying to talk to all of their neighbors only to hear them all say the same thing. Another problem this creates is that the villagers will often repeat basic tutorials, such as how to shake fruit from trees or use tools.
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30th Oct '16 7:03:49 AM Anddrix
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* ''VideoGame/AliceInWonderland'': Despite being a modern game for the {{Wii}}, the video game version of Creator/TimBurton's [[Film/AliceInWonderland film]] has this with a number of the talking flowers.

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* ''VideoGame/AliceInWonderland'': Despite being a modern game for the {{Wii}}, the video game version of Creator/TimBurton's [[Film/AliceInWonderland [[Film/AliceInWonderland2010 film]] has this with a number of the talking flowers.
24th Oct '16 5:15:06 PM nombretomado
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* Blizzard's ''VideoGame/{{Warcraft}}'' and ''VideoGame/{{Starcraft}}'' games subvert this. If you click a unit (or an NPC in ''WorldOfWarcraft'') [[StopPokingMe enough times]], it will start BreakingTheFourthWall, saying {{One Liner}}s from movies, referencing RealLife, or noting some absurd detail about its fictional existence. The (incomplete) GameFAQs list of ''VideoGame/WarcraftIII'' "pissed quotes" is over 90 kilobits big.

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* Blizzard's ''VideoGame/{{Warcraft}}'' and ''VideoGame/{{Starcraft}}'' games subvert this. If you click a unit (or an NPC in ''WorldOfWarcraft'') [[StopPokingMe enough times]], it will start BreakingTheFourthWall, saying {{One Liner}}s from movies, referencing RealLife, or noting some absurd detail about its fictional existence. The (incomplete) GameFAQs Website/GameFAQs list of ''VideoGame/WarcraftIII'' "pissed quotes" is over 90 kilobits big.
9th Oct '16 2:50:13 PM ShivaIndis
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* Creator/WorkingDesigns loved to parody[=/=][[LampshadeHanging lampshade]] this trope. Indeed, very few [=NPC=]s in their games didn't result in a decently complex dialogue between them and the main characters. The same sort of thing (minus the parody) could be found in the ''Franchise/{{Grandia}}'' series, made by Creator/GameArts, the same company responsible the ''{{Lunar}}'' series that Working Designs is best known for. In both series, revisiting towns from earlier in the game will invariably result in new dialogue from the [=NPC=]s.

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* Creator/WorkingDesigns loved to parody[=/=][[LampshadeHanging lampshade]] this trope. Indeed, very few [=NPC=]s in their games didn't result in a decently complex dialogue between them and the main characters. The same sort of thing (minus the parody) could be found in the ''Franchise/{{Grandia}}'' series, made by Creator/GameArts, the same company responsible the ''{{Lunar}}'' ''Franchise/{{Lunar}}'' series that Working Designs is best known for. In both series, revisiting towns from earlier in the game will invariably result in new dialogue from the [=NPC=]s.
8th Aug '16 8:20:47 AM longWriter
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-->[[StopHelpingMe "Don't forget to reload, Dr. Freeman!"]]

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-->[[StopHelpingMe -->[[AnnoyingVideoGameHelper "Don't forget to reload, Dr. Freeman!"]]
25th Jul '16 5:25:59 PM F1Krazy
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*** Generally downplayed in the rest of ''Adventure'', however, as the dialogue of the [=NPCs=] in the hub worlds (especially Station Square) will change as you progress through the story. It's not always related to the story progress either; some [=NPCs=] have their own minor sub-plots that unravel over the course of the game, such as the woman who has a crush on the burger shop worker. For bonus points, some [=NPCs=] will even appear, disappear, or move around between levels, reflecting the passing of time, rather than just standing in one place for the entire game.
10th Jul '16 12:25:35 PM nombretomado
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* BioWare is kind of strange about this. Random civilians throughout their games will consistently have 3-5 distinct lines of dialogue. Often, though, events in the plot will make them comment; for instance, the Mandalorians in ''VideoGame/KnightsOfTheOldRepublicII'' have separate comments about each of the various sidequests you undertake. (Unfortunately, the citizens of Nar Shaddaa will repeat their two lines about Goto being blown up ''forever''. Arg.) Sometimes, they'll even be able to comment about other weirdnesses: the [=NPC=]s in the beginning of Hordes of the Underdark, for instance, will remark if you're carrying weapons or running around in your underwear, chat about being the same race (if you aren't human), and even flirt if your Charisma is high enough.

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* BioWare Creator/BioWare is kind of strange about this. Random civilians throughout their games will consistently have 3-5 distinct lines of dialogue. Often, though, events in the plot will make them comment; for instance, the Mandalorians in ''VideoGame/KnightsOfTheOldRepublicII'' have separate comments about each of the various sidequests you undertake. (Unfortunately, the citizens of Nar Shaddaa will repeat their two lines about Goto being blown up ''forever''. Arg.) Sometimes, they'll even be able to comment about other weirdnesses: the [=NPC=]s in the beginning of Hordes of the Underdark, for instance, will remark if you're carrying weapons or running around in your underwear, chat about being the same race (if you aren't human), and even flirt if your Charisma is high enough.



* ''VideoGame/{{MARDEK}} RPG'' plays this straight in most cases, but then it was made wholly by [[OneManArmy a single person]] (wholly including the graphics, music, plot and programming), takes up about 22MB of space, and has [[LoadsAndLoadsOfCharacters so many of those single-line characters it's justified.]] Besides, the single dialogues are often quite hilarious and are usually all different, making [[TalkToEveryone checking out every person in a location]] a fun thing to do. All of the ten or so playable characters in the third installment have one line for every location, though, and three pieces of dialogue unlocked with levelling. BioWare could be proud.

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* ''VideoGame/{{MARDEK}} RPG'' plays this straight in most cases, but then it was made wholly by [[OneManArmy a single person]] (wholly including the graphics, music, plot and programming), takes up about 22MB of space, and has [[LoadsAndLoadsOfCharacters so many of those single-line characters it's justified.]] Besides, the single dialogues are often quite hilarious and are usually all different, making [[TalkToEveryone checking out every person in a location]] a fun thing to do. All of the ten or so playable characters in the third installment have one line for every location, though, and three pieces of dialogue unlocked with levelling. BioWare Creator/BioWare could be proud.
6th Jul '16 2:04:47 PM DavidCowie
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--> '''Man on bench''': I can't think of anything interesting to say, so I keep on repeating the same old stuff.
5th Jul '16 2:29:41 PM mkmlp
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* The Courier in Machinima/CouriersMindRiseOfNewVegas, often lampshades this, and is apparently half shore the mimetic "Patrolling The Mojave, almost makes me wish for nuclear winter." line, must be some kind of code and/or slogan used by the NCR troopers.
23rd Jun '16 2:18:28 PM Midna
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* ''VideoGame/{{Undertale}}'' like literally almost every other trope ever connected to [=RPGs=], messes with this one in several ways:
** According to one of his phone calls, Papyrus has been working on "a few sentences to stand around and repeat." If you call him again in the same room after he says this, he just repeats "a few sentences to stand around and repeat."
** [[spoiler:After discovering his ability to use determination to "save his game", Flowey eventually grows bored of interacting with the residents of the underground because of this trope. The reason he messes with the protagonist so much is because they, not being bound by this, are the most interesting thing to come into his life in a very long time.]]
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