->''"In this kind of story the pseudo-scientific apparatus should be taken simply as a machine in the sense which the word bore for the Neo-classical critics. The most superficial appearance of plausibility--the merest sop to our critical intellect--will do."''
-->--Creator/CSLewis, ''On Science Fiction''.

A WillingSuspensionOfDisbelief is a must for almost any work of fiction. There are certain elements of story or gameplay where realism would simply make a work tedious, difficult, or confusing for the audience. Thus there are ways in which works will be blatantly, unabashedly unrealistic, and nobody really minds. See the RuleOfIndex.

It's possible for these to become unacceptable, when the abstraction gets in the way of enjoying the work. On the flip side, it's possible to get so accustomed to a particular break from reality that [[TheCoconutEffect people stop realizing it's unrealistic]].

Of course, different people have different tolerances for the balance between "abstraction" and "simulation," which means that some media creators make conscious and deliberate efforts to avert at least some of these tropes. [[SimulationGame Those sorts]] [[FunForSome of things]], however, tend to cater toward a rather niche crowd. Even then, there's still a small measure of abstraction simply to prevent things from getting too tedious.

Compare NecessaryWeasel.

Note that despite the title, these tropes are about realism, not reality. Some of them may be TruthInTelevision. (RealityIsUnrealistic, after all.)
!!'''Forms of Acceptable Breaks From Reality include:'''

* AcousticLicense \\
Because, really, five exchanges of "what did you say?" in between every interesting line of dialogue would just get boring.
* AliensSpeakingEnglish \\
And with perfect American/English/Australian/[[AliensOfLondon wherever-the-work-was-made accents]] too!
* AlreadyUndoneForYou \\
Someone already got through this trap-laden dungeon to wait for you, so why are the traps still there? It wouldn't be fun, otherwise!
* AllInARow\\
Because they'd get stuck behind a table sometimes. It'd be annoying depending on whether or not you're teleported to a battlefield or fight enemies wherever you stand and your character's stuck.
* AllSwordsAreTheSame\\
Because designing a wide variety of weapons, as well as unique battle animations for every one of them, is hard.
* AntiFrustrationFeatures\\
They'd never make sense storywise, they're just to keep the player from getting frustrated.
* ArbitraryGunPower \\
Video game guns damage your life bar, not your organs. Accurate simulations of the physics and biology of bullet wounds are prohibitive in terms of development time, or simply don't fit in with CompetitiveBalance, so the effects of bullet wounds are abstracted.
* ArbitraryHeadcountLimit \\
Arbitrary requirement that stops you from having too many characters in a party or unit. TruthInTelevision with regard to close quarters and stealth missions.
* ArbitraryMaximumRange \\
In real-world physics, there's no "maximum range" for weapons in space - but that wouldn't make for gripping space battles and if it's video games, system performance will take a big hit if it has to track that many objects that aren't in the playfield anymore.
* ArbitraryMinimumRange \\
Some weapons may have a minimum range, and it is a lot less effective or unable to fire at targets at all before this distance. Having such a powerful weapon without a minimum range can be a GameBreaker, since it would have little weakness. TruthInTelevision for any ranged weapon, or any melee weapon known for its size.
* ArtificialGravity \\
Virtually all Sci-Fi starships have some form of artificial gravity.
* ArtMajorBiology \\
No, the work doesn't follow actual biology, but if it did, we wouldn't have a very good story.
* ArtisticLicensePhysics \\
No, the work doesn't follow actual physics, but if it did, we wouldn't have a very good story.
* ArtisticLicenseLaw \\
To the extent that litigation is dramatic, almost none of it happens in the courtroom. But the way it actually plays out, i.e. trading written motions over several months, doesn't exactly make for gripping television.
* ArtisticLicenseMartialArts\\
Fight scenes are usually very dramatic, adding to a good story. Slow, concentrated movements don't make for exciting scenes.
* AuthorityEqualsAsskicking \\
The higher a character is in his hierarchy, the better he is in a fight.
* AutomatonHorses \\
Horses never have to be watered, fed, or rested in video games, and often not in other media.
* BagOfSharing \\
Everyone in the team can access the same inventory even when they're apart, because forcing the player to micromanage the inventory would be too obnoxious.
* BackSeatsAreJustForShow \\
Cars with 2 doors but four seats can't be used to carry more than two people.
* BenevolentArchitecture \\
Architecture and geography seem to be designed for that genre and your character's abilities.
* BigDamnFireExit \\
There will always be an escape route. If the building's on fire (or even ''exploding'') there will be one non-burning pathway. If there isn't, it will conspire to collapse in such a way as to create one as a character approaches a dead end.
* BlatantItemPlacement \\
What's a medkit doing here anyway? Well, the wounded player won't be complaining.
* BottomlessBladder \\
Fictional characters don't have to do mundane things like use the restroom unless the story dictates it.
* BottomlessMagazines \\
You get unlimited shots, because who wants to stop the action to reload?
* BulletproofHumanShield \\
Having the ActionHero survive gunfire by hiding behind a {{Mook}} might not be realistic, but it's definitely cool.
* {{Cap}} \\
A maximum number a game puts on numeric amounts, ranging from statistics to score to damage points.
* ChaosArchitecture \\
When geography of countries and buildings in sequels don't resemble their previous incarnations.
* CommandAndConquerEconomy \\
A game in which nothing gets built unless the player orders it to.
* CommonplaceRare \\
An object that either should be easily affordable or else found in everyone's home becomes a priceless artifact acquired at great pains.
* CompetitiveBalance \\
In multiplayer games, ensuring that each character is balanced enough to be used somewhat effectively against every other character.
* ConcealmentEqualsCover \\
Characters can hide behind anything and be protected from projectiles even if they could, in theory, penetrate whatever is being used for cover.
* ConspicuouslySelectivePerception \\
In stealth games, enemies will be very attentive to your noises, but not to any others.
* ContinueYourMissionDammit \\
Avoids a TimedMission by only having everyone act like you're in a hurry.
* ConvectionSchmonvection \\
A character can get as close as they want to lava - as long as they aren't actually ''touching'' it, they'll be perfectly fine. Not to mention [[FakeDifficulty the game would be too hard if you had to fight off the invisible heat as well as the enemies.]]
* ConvenientWeaknessPlacement \\
The one thing that can kill a baddie is smack in the middle of his lair and/or fighting arena.
* {{Cooldown}} \\
Powers and abilities have arbitrary, fixed recovery periods that are usually independent of each other.
* CriticalEncumbranceFailure \\
You're perfectly fine with 87 pounds of weight, but add one more item and you can't move.
* CriticalExistenceFailure \\
You're perfectly fine with 1 HitPoint left or otherwise being just one step away from death, but lose the last bit of health and you die instantly.
* CrosshairAware \\
A character in a video game can see when/where an attack is going to hit, because it would be frustrating if they couldn't.
* DoorToBefore \\
A door that leads you straight back to the beginning of a dungeon so you don't have to walk out the long way.
* EasyCommunication \\
When you give orders to your troops, they're transmitted instantly to every soldier.
* EasyLogistics \\
You don't need to worry about feeding your troops or keeping up supplies - that all happens automatically.
* AnEconomyIsYou \\
All stores in a videogame city are centered around selling things you in particular will need.
* EnoughToGoAround \\
In {{MMORPG}}s, a quest item is supposedly unique, but there's one for every player of the game in order to prevent LootDrama.
* EternalEquinox \\
Day and night are always the exact same length, regardless of the season or the latitude.
* EternallyPearlyWhiteTeeth\\
Actors generally have healthy teeth, even when the medieval characters they're portraying wouldn't. But hey, our heroes have to look good.
* EventDrivenClock \\
In-universe time and calendar is based around the hero's actions and progress rather than a real-time clock.
* EveryBulletIsATracer \\
You'll be able to see the path of bullets to assist in aiming or following the action.
* EverythingFades \\
Things will vanish or otherwise no longer be seen when a character is done with them (killed enemies, [[DieChairDie broken chairs]], etc.).
* ExplosionsInSpace \\
Should be impossible, [[RuleOfCool but...]]
* FirewoodResources \\
In RealTimeStrategy games, wood is always shown in bundles.
* FlashOfPain \\
Enemies flash colors when hit.
* FloatingPlatforms \\
Because it's much easier than building proper structural supports.
* FourthWall \\
One many people gloss over, but still there. In any play, characters will always face each other so both faces can be seen from one particular wall. And though there are assorted important doors, windows, etc. on all three walls, that fourth one never has any important features, despite the fact that everyone keeps standing facing it.
* FreeRangeChildren \\
Children have more freedom in the work than in real life.
* FriendlyFireproof \\
The protagonist's attacks will never damage their friends and enemy attacks won't damage their allies unless done specifically that way.
* GameplayGuidedAmnesia \\
Because the character of a game knows things the player doesn't, sometimes the character gets amnesia to excuse the explanation to the player.
* GatelessGhetto \\
You're dumped in a small part of a city walled off from the rest of it, so you can't explore what hasn't been programmed.
* GlobalCurrency \\
The same money is used across the entire world (spanning multiples countries and/or times).
* GoldSilverCopperStandard\\
Because who honestly wants to realistically calculate relative market values and exchange rates?
* GunsInChurch \\
Nobody bats an eye if you bring your weapons to a private audience with an important person. If they do, it's likely a trap.
* HardHead \\
Dying from a head injury would make characters too vulnerable. When it's done in a video game or movie that has a vulnerable protagonist, then that's great.
* HealThyself \\
When you pick up a medkit or use a potion, you get healed ''instantly''.
* HollywoodDarkness \\
When you wanna see that it's dark, but the audience still wants to ''see'' in the dark.
* HollywoodHacking \\
Because ''real'' hacking is actually quite boring, would become worthless after the technology is exposed, plus would be a bit boring in a video game.
* HollywoodPsych \\
Because the fact that the main character would end up [[ShellShockedVeteran too damaged and insane to ever live a normal life]] after the events of the average video game isn't a very happy ending.
* HyperactiveMetabolism \\
Food and sleep will instantly heal you.
* HyperspaceArsenal \\
In games, you can carry an absolutely enormous amount of stuff, though where it's actually ''kept'' is a mystery.
* ImprobablePowerDiscrepancy \\
Enemies in {{RPG}}s are given statistics based on how powerful you're expected to be at that point, not how strong that enemy would be based on common sense.
* InexplicableTreasureChests \\
Where did they come from? Who put them there? Why does nobody else ever open them?
* InexplicablyPreservedDungeonMeat \\
Without them, those epic dungeon crawls tend to peter out after a few days.
* InfiniteFlashlight \\
A flashlight which never runs out of batteries or needs to be recharged, except if the plot demands or if it's a gameplay mechanic.
* InformedEquipment \\
Game characters' equipment won't show up visually.
* InsecurityCamera \\
You can easily just blow up security cameras or otherwise make them useless and nobody will be alarmed by it. Unless there's a DangerouslyGenreSavvy supervisor present, at best it'll be dismissed as a temporary glitch to not worry about.
* Instant180DegreeTurn \\
Characters can turn around in an instant.
* InstantHomeDelivery \\
When you buy something, it shows up instantly or at least much faster than in RealLife.
* InstantSedation \\
Because we don't have 15 minutes of valuable airtime to waste watching a tranquilizer go into effect.
* InstantWinCondition \\
When you clear a game stage, all the troubles, death traps, remaining enemies etc. are completely ignored, because you won.
* InVehicleInvulnerability \\
Driver doesn't die or get injured when a car crashes without explosion.
* IronButtMonkey \\
No matter how much damage he suffers, he just keeps coming back!
* JustAddWater \\
Items can generally be created by just sticking two or three things together.
* JustifiedExtraLives \\
An in-game explanation for why you can keep coming back from the dead.
* JustifiedTutorial \\
A tutorial that makes sense in context.
* TheKidsAreAmerican \\
A work takes place in a foreign land and the children have American accents.
* KidHero \\
In reality, allowing or actively putting a child in [[HarmfulToMinors any kind of danger]] is a big no-no. But kid readers want to see people like them be heroic.
* LazyBackup \\
Yes, the other fifteen members of the party ''could'' carry on the fight should the frontline trio fall, but that would make the battle too easy.
* LawOfCartographicalElegance \\
Land masses will never cross the edge of a world map.
* LeakedExperience \\
When fighting in {{RPG}}s, characters not in the active party will get some percentage of the experience that the active party gets to prevent CantCatchUp situations.
* LimitedSoundEffects \\
Because not all programmers go the extra mile of having a sound-effect ensemble.
* LoudOfWar \\
Blasting loud music at someone won't cause hearing damage.
* MercyInvincibility\\
Because being hit again and again without being able to retaliate is a bit unfair.
* MoneySpider \\
A more believable scenario would be getting rewarded ''for'' killing the monsters, but it'd simply take too long to go back to the person and get rewarded every time you did it.
* MuzzleFlashlight \\
You have no flashlight, so just start firing your weapons and follow the muzzle flash!
* NeverRecycleABuilding \\
Don't worry about zoning laws, the abandoned building is just waiting for you to use it.
* NewsTravelsFast \\
As soon as something important happens in the plot, everyone in the world will know about it.
* NoCureForEvil \\
A lot of enemies can't heal, especially since this would get ''very'' annoying for some particularly hard enemies.
* NoPeriodsPeriod \\
[[TakeOurWordForIt You just don't go there]].
* NoRecycling \\
In strategy games, you can't scavenge debris for usable materials.
* NobodyPoops \\
At least not onscreen.
* NominalImportance \\
Only people that are relevant to the plot or a {{sidequest}} will be blessed with names. Everyone else will be {{nameless|Narrative}} or be referred to with [[EveryoneCallsHimBarkeep generic or descriptive titles]], because the writers can't be expected to think of names for everyone.
* NoArcInArchery \\
For balance purposes, mostly.
* NoStatAtrophy \\
Once you raise a stat, it 'll never go down again.
* NowWhereWasIGoingAgain \\
The ways to combat this are acceptable because not knowing what to do next in a video game is frustrating, time-wasting, and not fun.
* NPCAmnesia \\
Because picking a wrong choice in a DialogueTree could otherwise result in the game becoming {{Unwinnable}}, and programming alternate ways to proceed can be tedious.
* OlympicSwimmer \\
If (or once) you know [[SuperNotDrowningSkills how to swim]], you'll do it perfectly and for as long as you like.
* OlympusMons \\
The game allows the player to [[CapturedSuperEntity capture and control creatures]] that would seem odd when commanded [[KidHero preteen hero]], because not allowing it wouldn't [[RuleOfFun be any fun at all]].
* OneBulletClips \\
In a game, if you fire one bullet and reload, you'll be shown reloading a full magazine, but will still only have reloaded one bullet and not lost any others doing so.
* OneDoseFitsAll \\
Much like with InstantSedation above, it would probably be irritating more than anything if a character had to calculate the dosage of tranquillizer, poison etc. per person before administering it, especially in video games.
* OneSizeFitsAll \\
Clothing and armor can be worn by anyone, regardless of its source or the wearer's size or gender.
* OneTrueFaith \\
A work of ScienceFiction or {{Fantasy}} has only one religion (TheChurch) in it; furthermore, there are never any factions of it or different interpretations of its belief.
* OptionalTrafficLaws \\
Drivers can safely ignore all the rules of the road, often with no more consequence than at worst, a bystander making a rude hand gesture and/or being profane towards the driver.
* PainfullySlowProjectile \\
Bullets are slow enough to {{dodge|TheBullet}}. Especially common in {{Platform|Game}} and ShootEmUp games.
* PartyInMyPocket \\
Sometimes from a developmental point of view, showing all 3-8+ party members on-screen at all times means issues such as them taking up a lot of space in the area and having their pathfinding programmed without OffscreenTeleportation.
* PamphletShelf \\
Whenever you see a bookshelf, there'll never be more than one book (and often one ''line'') that you can read; so that you don't spend an hour looking for something relevant.
* PlotPoweredStamina \\
You don't have to break off the action to rest, eat, or sleep in-world, though your characters may abruptly decide to do so in a cutscene.
* PowerEqualsRarity \\
The more powerful an item, monster, or ability/spell is, the harder it is to find.
* PuzzleReset \\
In a game, if you exit and re-enter the room, any puzzle will reset itself.
* RealisticDictionIsUnrealistic \\
Having everyone speak like they would in real life would just make a reader think that [[RougeAnglesOfSatin they never bothered]] [[WantonCrueltyToTheCommonComma to check their work]] or just make it hard for them to understand what's being said.
* TheReveal \\
Not only for other characters to catch up to the plot, but ''also'' so the viewer's on the same page as the characters. Sometimes literally.
* RewardFromNowhere \\
A seemingly arbitrary prize for an in-universe action with no explanation as to who gives out the prize or why.
* RibcageStomach \\
The inside of a creature's stomach looks like the inside of the entire creature lacking organs.
* RidiculouslyFastConstruction \\
All buildings can be produced and military units trained in a ridiculously short amount of time.
* RiskStyleMap \\
A war or other contest involves struggles for regions which are wholly in the possession of one side or the other are treated as "spaces" for movement and can't be divided up in any way.
* RiskingTheKing \\
The people in charge take direct action when other people are available to do it for them.
* RockStarParking \\
Because no one wants to put the story on hold for half an hour while the characters are looking for a spot.
* RuleOfCool \\
Yeah, it's totally unrealistic, but ''man'', it looks awesome.
* RuleOfFunny \\
Some stuff that's PlayedForLaughs is funny ''only'' because it's ''not real'', namely VideoGameCrueltyPotential or ComedicSociopathy. In RealLife? Not so much.
* SelectiveGravity \\
Gravity is only applied to some things.
* ShortRangeLongRangeWeapon \\
The inability of [[TheGunslinger a long-range weapon user]] to use said weapon at long range.
* TheSimpleLifeIsSimple \\
The simple life is indeed simplified for games where farming is (one of) the objective(s); [[JustifiedTrope the complexities of real-life farming would take the fun out of it otherwise]].
* SkillPointReset\\
A way to completely [[LaserGuidedAmnesia forget everything you knew about your current job]] and [[InstantExpert learn everything from scratch]] again.
* SoftWater \\
A fall from any height at all can be rendered harmless or merely incapacitating if, at the end of the fall, the character meets a body of water.
* SoleEntertainmentOption \\
In the entire in-work world, there's only one kind of entertainment or only one city where you can find it.
* SoundCodedForYourConvenience \\
In video games, many things make sounds more distinct from each other than in real life so the player can more easily tell what's happening just by hearing them.
* SpaceCompression \\
Where an environment is blatantly not to scale so you don't spend an entire day just walking to the next city.
* StatisticallySpeaking \\
In VideoGames, no matter how high your strength, speed, etc. goes, you still won't be able to, for example, [[InsurmountableWaistHighFence lift that tree in your way]].
* SteelEarDrums \\
Nobody is ever bothered by extremely loud noises unless it serves the plot.
* SuperNotDrowningSkills \\
Video game characters can breathe underwater for infinite amounts of time.
* SurprisinglyFunctionalToys \\
When a VideoGame character is shrunk and encounters a recognizable object scaled to the character's new size, said object will retain the function and properties scale of its original size.
* SuspiciouslySmallArmy \\
Micromanaging or representing a military force on the scale of most modern armed forces would likely destroy either one's patience or video card.
* SuspiciousVideoGameGenerosity \\
When the game gives you a whole whack of healing items and ammo, you're about to fight a nasty boss battle.
* TakeYourTime \\
The villain won't put his dastardly plan into motion until you get there, no matter how long you partake in various sidequests. Wouldn't be fair to just realistically railroad you.
* TechTree \\
Instead of anything historically accurate, there's a tree of inventions that you use Research Points to buy your way through, so each tech has an oft-rigid set of prerequisite techs that don't always make sense.
* ThreeRoundDeathmatch \\
Best of three wins in a FightingGame. You start again with full health.
* ThrivingGhostTown \\
Cities and towns are much smaller than they should be for sustainability.
* ThirdPersonFlashback \\
Normally, people don't see themselves in their own visual recall unless some mirror was there showing themselves. Can be used very effectively.
* TookAShortcut \\
A common HandWave to explain other NPC's suddenly showing up past the dungeon you just risked life and limb getting through.
* TraumaInn \\
Sleeping at an inn is guaranteed to instantly cure all your wounds.
* TwentyFourHourArmor \\
You wear your armor everywhere.
* UnitsNotToScale \\
In RealTimeStrategy games, infantrymen are ridiculously large when compared to vehicles and buildings.
* UniversalDriversLicense \\
A character can drive any vehicle they come across without any training.
* UniversalPoison \\
There's only one type of poison and generally one type of antidote for it. Saves a spot in the inventory.
* VendorTrash \\
Merchants are more than happy to purchase your useless junk in endless quantities, even if there's no chance of reselling it.
* VeryHighVelocityRounds \\
You've slowed down time and while enemy bullets will crawl like molasses, yours go at normal speed.
* VideogameDashing \\
Lunging forward or back-stepping has the same effect as firing an invisible jet pack.
* VideoGameGeography \\
The world map is a toroid. Distances aren't quite right. But hey - it's a video game!
* VideoGameStealing \\
A thief can pick the pockets of a giant direwolf in the middle of an all-out brawl and come away with an eight-foot claymore.
* VideoGameTime \\
Fake use of a time scale means that empires rise and fall in the time it takes to take the trash out.
* VolumetricMouth \\
How exactly did that mouth grow ridiculously huge?
* WalletOfHolding \\
Where you can collect millions of gold coins and not have your pants fall down.
* WeBuyAnything \\
Wanna sell that suit of armor at a grocery store? They'll take it!
* WelcomeToCorneria \\
Minor [=NPCs=] always say the same dialogue because they just can't put in endless words.
* WorstAid \\
Certain instances of this, such as bending the elbows when performing chest compression on a live action actor while simulating CPR, are to avoid actually injuring the person since the ribs and/or sternum can be broken by using the full force of locked arms on them and can cause problems for the heart if it's not needed.
* YouAllLookFamiliar \\
Because not all developers are ambitious enough and/or have enough time to go for a CastOfSnowflakes.
* YouCallThatAWound \\
When a special character is incapable of dying or being seriously injured in a battle.
* YouGetKnockedDownYouGetBackUpAgain \\
In VideoGames, when you're knocked down, you can't be damaged until you get back up, because it's ''quite'' annoying when it's averted.