An article in this index will be about these things:
* Gameplay mechanics--including mechanics borrowed from Tabletop Games.
* Characterization and setting tropes specific to game characters and settings.
* Setting tropes that aren't necessarily specific to games but are used in games to the degree they are pretty much stock elements, or without which many games would be unrecognizable/unplayable.
'''NOTE: Please do not add tropes to this index if they can instead be put in one of the sub-categories.'''
----
!!Tropes related to technical aspects of video games:
[[index]]
[floatboxright:
Categories:
+AcceptableBreaksFromReality
+Awesome.VideoGames
+BossBattle
+ErrorIndex
+GameplayAndStorySegregation
+Website/TheGrandListOfConsoleRolePlayingGameCliches
+HowVideoGameSpecsWork
+InteractiveStorytellingTropes
+JapaneseGames
+NotTheWayItIsMeantToBePlayed
+OlderThanTheNES
+RolePlayingGame Tropes
+StockVideoGamePuzzle
+StrategyGameTropes
+VariousVideogameViews
+VideoGameCharacters
+VideoGameCulture
+VideoGameDifficultyTropes
+VideoGameEffectsAndSpells
+VideoGameGenres
+VideoGameInterfaceElements
+VideoGameItemsAndInventory
+VideoGameObjectives
+VideoGamePhysics
+VideoGameRewards
+VideoGameSettings
+VideoGameSystems
+VideoGameTacticalIndex
+VisualNovelTropes
]
* TwoAndAHalfD\\
A sidescrolling platform game in a three-dimensional world.
* ThreeQuartersView \\
A method of portraying three dimensional space in a two-dimensional plane. Basically, it's a tilted bird's eye view perspective in which both the top and front of an object is seen at the same time, and the vertical axis indicates both height and depth.
* AmbidextrousSprite \\
An asymmetric sprite will be perfectly mirrored--meaning it will "switch sides" depending on what way it's facing.
* ArcadePerfectPort \\
Once the golden standard for ported video games when the difference in processing power between arcade and home was substantial.
* AutomaticNewGame \\
If the game can't find a previous save file, it skips the usual choice of "New Game" / "Continue Game" and starts up a new game by default.
* BackThatLightUp \\
Handheld game consoles can be lit in several ways.
* CameraCentering \\
Quickly focusing the camera behind the player so you can see the same direction they are.
* CameraPerspectiveSwitch \\
When the camera switches between first and third person perspective, or vice versa, either manually or dynamically.
* CelShading \\
A kind of rendering process that makes 3D models look like cartoons.
* CombatAndSupport \\
A pair of combat roles players can select between based on their respective play-styles.
* ConsoleCameo \\
A replica of the console a game is on (or another console by the same company) appears in the game.
* ContextSensitiveButton \\
A control that does different things depending on the current situation.
* CutAndPasteEnvironments \\
Repetition of levels/environments, either in part or whole.
* DialogueTree \\
Dialogue which proceeds by selecting options from a list.
** ShallIRepeatThat \\
When, at the end of a long set of text or dialogue tree, the person with whom you are speaking asks to start the entire conversation over.
* DigitalAvatar \\
Your custom persona inside the game (and elsewhere in {{cyberspace}}).
* DigitizedSprites \\
Converting an existing or pre-made image into a sprite.
* DynamicLoading \\
Techniques used to hide LoadsAndLoadsOfLoading.
* EarnYourBadEnding \\
If the DownerEnding among MultipleEndings requires a surprising amount of extra effort to reach.
* ElaborateEqualsEffective \\
Items and weapons will have a better look as they grow stronger.
* EmergentGameplay\\
In the course of playing a game, players discover new methods and strategies beyond the basic mechanics.
* EssenceDrop \\
Dead enemies drop some intangible thing (usually spheres) that refill your health, magic, etc.
* EventFlag \\
Something that happens that triggers something else (not always related) to occur.
* EvolutionaryRetCon \\
As graphics technology improves, the appearance of the enemies changes so they are scarier, more detailed, and/or more and more lifelike.
* FauxFirstPerson3D \\
A way to simulate 3-D graphics by arranging 2D elements into a perspectivical picture.
* FirstPersonGhost \\
In FirstPersonShooter games, you can never see any part of your body other than perhaps your gun-toting arms.
* FixedCamera \\
The camera views the level from a specific direction or angle, often for thematic reasons. Either way, you can't change the angle if you wanted to.
* FlipScreenScrolling \\
A continuous gameworld scrolls only in full-screen intervals, or is otherwise rendered as a series of "screens".
* FreelookButton \\
The ability to switch from player control to camera control (when you can't have both), and simply observe all the gameworld's SceneryPorn from the character's perspective.
* FreewareGames \\
Games which have either been created for free distribution, or are formerly commercial titles that have been released from their copyright obligations.
* GameFavoredGender\\
When gender differences lead to one gender being more useful than the other.
* GoingThroughTheMotions \\
3D games have a recognizable set of animations for each character which are repeated throughout the game.
* GraphicsInducedSuperDeformed \\
Video game characters have big heads in-game due to the low pixel count they take up.
* HeadSwap \\
Same body + different head = different character!
* HyperactiveSprite \\
Sprites which will not have an idle mode, thereby being animated as if moving when it should be standing still.
* IsometricProjection \\
A form of graphical projection that fakes a third dimension when only 2D graphics are available.
* KillScreen \\
When an older game gets played so far past expectations that it results in a GameBreakingBug.
* LoadingScreen \\
Please wait, your trope description is loading.
** LoadsAndLoadsOfLoading \\
A game that takes ''longer'' to load.
* MagnetHands \\
Characters in {{Platform Game}}s will always be holding their weapon, no matter what kind of crazy acrobatics they're engaged in.
* MookDebutCutscene \\
A short, usually wordless cutscene introduces you to a new kind of mook.
* MultiPlatform \\
Any software program, particularly a VideoGame, that is simultaneously developed and (usually) simultaneously released for more than one system.
* PointBuildSystem \\
The opposite type of GameSystem to the ClassAndLevelSystem, you spend points to buy stats & skills.
* PostProcessingVideoEffects \\
Common visual effects that are applied after the scene is rendered by the game engine.
* RatchetScrolling \\
The camera follows you in one direction only; it won't let you retrace your steps.
* RealTimeWithPause \\
The ability to affect gameplay while it's paused.
* RepeatableQuest \\
Quests that can be repeated.
* RespawnPoint \\
When you die, there's a designated place your new body pops out.
* SaveToken \\
An item in your inventory that allows you to save your game.
* ScriptedEvent \\
Events in video games which are programmed to unfold in the same way each time.
* {{Shareware}} \\
A popular form of game distribution, especially during the 1990s.
* SideView \\
A video game perspective in which all objects are viewed strictly from the side, with little or no amount of their tops or bottoms visible.
* {{Skybox}} \\
A graphical representation of the sky that "wraps around" a computer game-world, and is used to simulate the "sky" of a game-world.
* SoftReset \\
The ability to restart just the game, without having to reboot the system.
* SoundOfNoDamage \\
A sound effect played when something is hit without taking damage.
* SpritePolygonMix \\
Fifth-generation systems often used fully 3D backgrounds with sprite characters, or static backgrounds with polygonal characters.
* SuddenlyBlonde \\
A character's design must be constrained due to technical limitations.
* SuspendSave \\
A Quick Save system that is good for a single use.
* TechDemoGame \\
A game that has such high hardware requirements, it's almost like a tech demo for said hardware requirements. It can also refer to games that make an obvious push to show off power (such as a game for a video game console).
* ThematicSeries \\
A series of loosely connected games.
* TopDownView \\
A bird's eye view of the action.
* VectorGame \\
Any game that uses a vector graphics display instead of pixels or polygons.
* VideoGameGeography \\
The consequences of making maps fit to a game instead of the other way around.
* WhoForgotTheLights \\
They made it dark for atmosphere ... pity you can't see anything because of it.
* WrapAround \\
A mechanic where the edges of the screen are hyperspatially connected: move past the left side, and you appear on the right.
* ZipMode \\
An out-of-story way to quickly get from one area to another, to minimize {{backtracking}}.
!!Common gameplay tropes:
* AbsurdlyHighLevelCap \\
In games with {{Character Level}}s, the maximum level is far higher than necessary to defeat the FinalBoss.
* AbsurdlyLowLevelCap \\
In games with {{Character Level}}s, the maximum level will be attained long before the end of the game.
* ActionCommands \\
The player must execute a command within a small window of time.
* AllianceMeter\\
Getting the game's factions to like or hate you.
* AnInteriorDesignerIsYou \\
A video game that lets you decorate a room.
* {{Antepiece}} \\
A small piece of level design that is not in itself very challenging but gives players a clue about how they should respond to a bigger challenge that's just around the corner.
* ArtificialAtmosphericActions \\
{{NPC}} actions which are programmed but turn up in inappropriate ways or circumstances.
* BattleIntro \\
The introduction a character has before a fighting game match.
* BeatingADeadPlayer \\
You just died... so why are those dudes still attacking your corpse?
* BeatThemAtTheirOwnGame \\
The most effective tactic against the enemy is the enemy's own tactics.
* BigDamnFireExit \\
Is the building being destroyed around you? There'll always be a fireproof/destructionproof pathway you can escape through!
* CallAHitPointASmeerp \\
A common video game convention that is given a different name in an attempt at immersion.
* CameraLockOn \\
Focusing the camera on a target.
* CaptureTheFlag \\
Common video game mode where two teams try to capture each other's flag. And kill lots of them while they're at it, usually.
* CharacterCustomization \\
Altering the statistics of your character in relation to the game the character is in.
* CheckPoint \\
A point to which the player can return after play has been interrupted, especially by player character death.
* CheckPointStarvation \\
A severe lack of {{Check Point}}s.
* ClassChangeLevelReset \\
If your character changes his class, you must level him up from zero.
* ColorCodedArmies \\
Opposing sides in a strategy game can be told apart by their color.
* ColorCodedMultiplayer \\
Identical PC's can be told apart by their color.
* ComebackMechanic \\
A feature that provides assistance to losing players or players near elimination.
* ControllableHelplessness \\
Video games that allow you to control your character (somewhat) even while helpless.
* CorridorCubbyholeRun \\
A corridor with a constant hazard you have to avoid by utilizing "safe zones".
* CraniumRide \\
Jumping on an enemy's head and riding them, often across hazards.
* CriticalExistenceFailure \\
You can survive any amount of injury with no lasting effects -- unless it takes out your last HitPoint, in which case it's instant death.
* CriticalStatusBuff \\
A character becomes more powerful as his HitPoints approach zero.
** TurnsRed \\
When an enemy (usually a [[BossBattle Boss]]) becomes more powerful as his HitPoints dwindle.
* CrouchAndProne \\
Crouching and/or lying on the ground has various effects for your character.
* DieChairDie \\
In-game props which can be destroyed, sometimes resulting in a reward.
* DirectContinuousLevels \\
It's a linear game, but not broken up by jumps between levels.
* DoNotDropYourWeapon \\
Heroes and enemies will never drop their gun--until they die.
* DoNotRunWithAGun \\
Only the player can move and shoot at the same time; everyone else has to stop if they want to attack.
* DropInDropOutMultiplayer\\
Other players can join and leave any time they want.
* DualWorldGameplay \\
Gameplay techniques introduced by the idea of the player travelling between two worlds.
* EasyExp \\
Non-standard way to gain XP (experience/experience points).
* EasyModeMockery \\
The game mocks you for playing on easy mode.
* ElitesAreMoreGlamorous \\
While frequently a military type, your PlayerCharacter's specific position rarely happens to be "[[RedshirtArmy Yet Another Grunt In This Trench]]". Then again, in most cases you would not ''want'' to play as one of these for long.
* EndgamePlus \\
Defeating the FinalBoss returns you to your most recent save point, but with new bonus content added to the gameworld somewhere.
* EndlessGame \\
A game that never ends; you just keep going to more and more levels.
* EnemyDetectingRadar \\
Blip! Blip! Blip... [[Franchise/MetalGear VRRRRP!?]]
* AnEntrepreneurIsYou \\
A game where you run a business of some sort.
* EverythingBreaks \\
It's like as soon as you touch it, it crumbles into dust!
* EverythingIsSmashableArea \\
A confined space in a video game where every object surrounding you is smashable, usually for collecting points.
* ExtraTurn \\
[[SuperMarioBrosSuperShow Take one step, and then again!]]
* FakeBalance \\
Theoretically balanced gameplay elements that in practice, are '''not''' balanced.
* FakeDifficulty \\
When game designers create the illusion of a challenge through LuckBasedMission and other means, or when a game really ''is'' hard, but for the wrong reasons.
* FakeLongevity \\
Padding a game out to make it longer.
* FakeSkill \\
When the player finds alternative methods to beat the game than what developers intended to allow. Sometimes requires real skill to pull off.
* FirstPersonSnapshooter \\
A gameplay element that requires you to take pictures of things.
* FissionMailed \\
When it looks like you've lost the game, but the plot still continues.
* FlashOfPain \\
Every time an enemy gets hit, it blinks a different colour for a short time.
* FlushingEdgeInteractivity \\
Because being able to flush toilets that otherwise serve no function whatsoever is the cinematic interactive experience players are looking for!
* FollowTheMoney \\
Ubiquitous, small, often shiny collectible items, usually in {{Platform Game}}s.
* ForMassiveDamage \\
When a match just won't work, go for a flamethrower!
* GameLobby \\
When players need to get together and agree to play before an online game can start.
* GameplayAutomation \\
When the game optionally runs, or offers to run, parts of itself.
* GamePlaysItself \\
A videogame forcibly automates something traditionally player-controlled in that genre of game.
* GameWithinAGame \\
Playing a different game inside a game.
* GeoEffects \\
Where the terrain can affect battles, such as stats or effectiveness of elemental abilities.
* GoodiesInTheToilets \\
Bathrooms will contain treasure, clues, or other useful things, if they're included in a game at all.
* GravityBarrier \\
A huge cliff or vertical drop that acts as a "fence" keeping the player from passing it.
* GrimyWater \\
Water with a tainted color that harms or kills the character upon contact.
* HealingSpring \\
A body of water that heals bathers.
* HitPoints \\
A number attributed to your health that indicates how close to death you are.
* HomeFieldAdvantage \\
Common in strategy games and {{Role Playing Game}}s, where one side has a distinct advantage based on terrain or location.
* HomingBoulders \\
Where any projectile homes into its target--even things like arrows and boulders.
* HumanCannonball \\
Launching yourself out of a cannon is an useful form of transportation.
* IdiosyncraticComboLevels \\
Names for combo length or timing specific to a game.
* InformedEquipment \\
Equipped weapons and armor are not visibly reflected on your character sprites or models.
* InjuredVulnerability \\
Attacks and other effects only work on weakened targets.
* InUniverseGameClock \\
Time passes, generally on a day/night cycle.
** NPCScheduling \\
[=NPCs=] can be seen moving about as the time passes.
* LastChanceHitPoint \\
If CriticalExistenceFailure doesn't occur immediately upon zero HP, but waits for the owner to take one more hit.
* LevelEditor \\
Make your own levels--ridiculously easy or fiendishly difficult? You decide!
* LevelGoal \\
The way to mark a definitive end to a video game level without a BossBattle.
* LevelScaling \\
As you level up, so do your enemies.
* LevelUpFillUp \\
Go up a level, and your HP fills back up to the max.
* LiftOfDoom \\
A {{Floating Platform|s}} that ascends, and as it does it passes through everything but the player character.
* LockedDoor \\
You need a key to open the door. No, [[InsurmountableWaistHighFence you can't just knock it down.]]
* LuckManipulationMechanic \\
Game mechanics that let you re-attempt chance based elements to get a better result.
* LuckStat \\
A vaguely described statistic used as a catch-all for various effects.
* MaximumHPReduction\\
An attack that reduces the target's maximum hit points rather than just their current amount.
* MiniGame \\
We interrupt your regularly scheduled plot for an UnexpectedGameplayChange!
** BettingMiniGame \\
Let's pause our quest to play craps!
** FishingMinigame \\
Toss a line and reel in the big one!
** HackingMinigame \\
Hacking into computer systems is for profit and fun!
** HotCoffeeMinigame \\
No need to call Freud -- these characters are in fact making out or having sex.
** MiniGameCredits \\
The closing company credits double as their own Minigame.
** RacingMiniGame \\
First one to the finish line wins!
* MirrorMatch \\
Where a character fights themself.
* MooksButNoBosses \\
A game is full of enemies to beat, but doesn't have any real BossBattle.
* MoraleMechanic \\
A game mechanic simulating the combatants' morale and fighting spirit.
* MultiMookMelee \\
Where you have to fight a seemingly endless stream of {{Mook}}s who slowly become tougher.
* MusicalGameplay \\
Games where the background music is immediately affected by what happens on the screen.
* NewGamePlus \\
Way of starting a new game by accessing a previous finished game, allowing you to start with improved stats, [[AndYourRewardIsClothes new costumes]] or [[BagOfHolding items won beforehand]].
* NoBulkDiscounts \\
In games with shops, buying items in bunches never saves you money.
* NonCombatantImmunity \\
No enemies will try to attack you, or be capable of killing you, until you have the means to fight back.
* NoPointsForNeutrality\\
Choosing neutral options won't get you as much development as a good or evil option.
* OneHitPolykill \\
When a bullet goes through its target and can continue to hit more targets.
* OneStatToRuleThemAll \\
One of the stats you can upgrade grossly outweighs the others in terms of usefulness.
* OnlySmartPeopleMayPass \\
Any barrier that requires the heroes to solve some kind of puzzle or [[RiddleMeThis riddle]] in order to pass.
* OnSiteProcurement \\
If you want better stuff, you'll have to find it on the job.
* OutsideTheBoxTactic \\
Certain enemies are vulnerable to tactics that are bizarre or otherwise not intuitive at first glance.
* {{Overheating}} \\
Your gun will overheat if you use it for too long, even if you have unlimited ammo.
* OxygenatedUnderwaterBubbles \\
Conveniently located air bubbles to replenish your OxygenMeter.
* PaddedSumoGameplay \\
High defensive and low offensive stats for both the player and enemies result in long, monotonous battles.
* PaletteSwap \\
Two sprites (characters, monsters etc.) that are identical except for their color scheme.
* PassThroughTheRings \\
The player must pass through a certain number of rings or other objects within a limited time period.
* PasswordSave \\
Saving your progress through use of a password rather than game memory.
* PathOfMostResistance \\
When you are presented with multiple paths or options, you should ''always'' take the most difficult looking one.
* PlayableMenu \\
Fully interactable main menu sequence.
* PlayerVersusEnvironment \\
A type of video game mode in which the enemies are computer-generated AI, specifically when players can be fought as well outside this mode.
* PlayerVersusPlayer \\
A type of video game mode in which the enemies are other players of the game.
* PlotLock \\
Something which you should easily be able to pass through, given your abilities, but the plot decrees you can't.
* PointOfNoReturn \\
A place in the story where it becomes impossible to revisit earlier points.
* PopQuiz \\
A sudden general knowledge quiz regarding obscure facts about the events, characters and monsters in the game universe.
* PowerUpMotif \\
An auditory cue that a powerup is in play.
* PressurePlate \\
A door that's powered by a floor plate that trips when stood upon.
* PressXToNotDie \\
During a cinematic event, you are instructed to press a button to trigger events or dodge attacks etc.
* PurelyAestheticGender \\
Character sex (where it can be chosen) makes no difference in player stats.
* PVPBalanced \\
In games where players can fight each other, classes must be balanced so one type of character is not overpowered.
* RegeneratingHealth \\
You can heal injuries just by being inactive, even without first aid.
* RegeneratingMana \\
* Your Mana meter refills on its own.
* RegeneratingShieldStaticHealth \\
You have [[MultipleLifeBars two health meters]], only one of which regenerates.
* RelationshipValues \\
A usually hidden meter that measures the depth of your relationship to other characters.
* RestingRecovery\\
Put the characters into a dormant state for a certain time to rapidly recover their HP/MP/etc.
* RingOut \\
To win a match held in a bounded area by throwing, forcing, or tricking the enemy into stepping out of bounds.
* RocketTagGameplay \\
High offensive stats and low defensive stats for both the player and enemies result in quick, unpredictable battles.
* RPGElements \\
Where a non-{{RPG}} is given some aspects of one (menu battles, equipment, levels).
* RPGsEqualCombat \\
The only way to get equipment, skills and levels is to fight things.
* RunDontWalk \\
Modern games have characters run by default; walking is more difficult to do.
* RulesOfTheGame \\
An area of the game with special rules or restrictions.
* SavePoint \\
A specific spot where the player is allowed to save.
** JustifiedSavePoint \\
Use this computer terminal to record your progress? ('''Yes'''/No)
* ScoringPoints \\
It's all about the points, baby! Rack up those zeroes!
** PinballScoring \\
Games that award points in extremely ridiculous amounts.
* ScratchDamage \\
You are never invincible - even enemies much weaker than you will still do 1 HitPoint of damage with their attacks.
* SetAMookToKillAMook \\
Games that offer some way to control, trick, or override enemies and make them attack other enemies.
* SillinessSwitch \\
A game option that raises the game to significantly elevated stupidity levels.
* SlidingScaleOfTurnRealism \\
How games simulate the passage of time.
* SmashingSurvival \\
In order to break free of an enemy's grip or shake loose from a trap, you have to smash the buttons, frantically spin the analog stick, or a combo of both.
* SnipingMission \\
When the player is tasked with using a [[SniperRifle long-range weapon]] to attack far-away targets.
* SpreadShot \\
Your gun shoots bullets covering wider range.
* SpringsSpringsEverywhere \\
Video games are full of springboards and other bouncy things.
* StanceSystem \\
The ability to switch to a new set of abilities or attack styles, designed to open up more strategies and combo opportunities.
* StoryDrivenInvulnerability \\
Even if you interact with the bad guy while chasing after him, you can't actually damage him until the BossBattle officially begins.
* SubsystemDamage \\
When individual body parts can be targeted or damaged, or when physical effects impede your character, such as limping or shaky aim.
* SwissArmyHero \\
Sometimes you get many heroes in one.
* TacticalDoorUse \\
Monster chasing you? Shut the door.
* TankControls \\
When a game forces you to move forward and backward separately from left and right.
* TeasedWithAwesome \\
When a video game gives you awesome gameplay elements only to take them back immediately.
** ATasteOfPower \\
Where you are given a strong character or ability early on, but lose it quickly.
* TenSecondFlashlight \\
Your flashlight only lasts a few seconds.
* TimeTrial \\
A game mode where the game keeps track of how long you've been playing a level.
* TubeTravel \\
In which you get somewhere by going through a tube.
* UnexpectedShmupLevel \\
Whoa, my trusty steed! Forsooth, we must pause to do a ShootEmUp level!
* VeteranUnit \\
An equivalent of a CharacterLevel in RealTimeStrategy games
* VideoGameSetpiece \\
An occurrence that is not part of the game's typical gameplay/engine mechanics (e.g. monsters suddenly smashing down doors).
* WarpZone \\
A secret area of a video game that allows you to magically teleport to another level, possibly offering you a choice of levels.
* WhenAllElseFailsGoRight \\
Application of the GenreSavvy concept that the goal is generally to the right of the starting point.
!!Common non-gameplay-related tropes:
* ThirtyDayFreeTrial \\
Offering the game free for a limited time so that new players can try it out.
* AbilityRequiredToProceed \\
Once you receive a particular item that lets you enter a previously inaccessible area, you will need it all over the place to simply continue on your journey.
* AddressingThePlayer \\
Once you enter your name, the game brings it back later as part of the plot or gameplay.
* AlchemicElementals \\
Four specific monsters (variations are rare) are often used to represent an element.
* AlreadyDoneForYou \\
Another character in the story has already accomplished one of your objectives.
* AlreadyUndoneForYou \\
How did those [=NPCs=] get through the dungeon ahead of you without being required to SolveTheSoupCans like you were?
* AndNowForSomeoneCompletelyDifferent \\
After getting used to one hero, you suddenly find yourself controlling a different character.
* AnnouncerChatter \\
Announcers in video games can be funny, but also annoying.
* AnotherSideAnotherStory \\
After beating the game, you get to play a parallel storyline with another character or plotline.
* BackFromTheBrink \\
The story begins with the enemy about to kill off the players, then you have to fight back.
* {{Backtracking}} \\
Having to return to an area you've already been to.
* BagOfSpilling\\
Wait, didn't I have a rocket launcher at the end of the last level?
* CameraScrew \\
The camera in a 3D game can be more of a hindrance than a help.
* CanonName \\
A character which is named by the player is given a "real" name in subsequent adaptations.
* CatastrophicCountdown \\
One a TimeBomb is set, the whole area starts joining in. Even before the boom.
* ChainReactionDestruction \\
Instead of thing exploding with BOOM, it goes "pow pow pow pow pow" etc.!
* CharacterPortrait \\
Important characters in some {{RPG}}s may have pictures of them display during dialogue.
* CharacterRosterGlobalWarming \\
50 light guys, 2 heavy guys.
* ClairvoyantSecurityForce \\
Certain guys seem to psychically know when you are trying to steal something and immediately appear from wherever they were to stop you.
* ComMons \\
The monster (in monster battlers) or card (in card battlers) for beginners, which quickly becomes useless.
* TheComputerShallTauntYou \\
A character in the game taunts you.
* CoupDeGraceCutscene \\
After you defeat a boss, a cutscene shows you delivering the final blow.
* CrateExpectations \\
Crates are ''everywhere'' in video games and serve all kinds of different purposes.
* CrueltyIsTheOnlyOption \\
You have no choice but to be cruel in order to continue playing.
* {{Cutscene}} \\
Non-interactive sequences inserted into the action of a game.
* DeathCryEcho \\
When a character is killed, they give off a dying scream, which is repeated (getting fainter) like an echo.
* DefeatMeansPlayable \\
Once you defeat a character, you can then play as said character.
* DestructibleProjectiles \\
Projectiles can be taken out by hitting them with an attack.
* DialogDuringGameplay \\
The character you control has conversations with other characters as you're walking around instead of during a cutscene.
* DuelingPlayerCharacters \\
You must fight a character you have previously controlled in a single-player game.
* EmptyRoomPsych \\
What do you mean this room really ''is'' empty?
* ExcusePlot \\
A bare-bones plot that's only there as a justification for the gameplay.
* ExpositionBreak \\
A break in the gameplay to provide you with {{exposition}}.
* FacklerScaleOfFPSRealism \\
A scale that measures how close FirstPersonShooter games are to real-world shooting and combat.
* ForebodingArchitecture \\
Games which allow you to predict when enemies will appear based on the room or visuals you're seeing.
* GameplayGuidedAmnesia \\
Because the character knows things the player doesn't, sometimes the character gets amnesia to excuse the explanation to the player.
* GayOption \\
A game that allows the character to pursue romantic ties with a same-sex character.
* HeroesPreferSwords \\
In an RPG, the main character always uses a sword.
* HideYourChildren \\
In violent video games, there will be no children at all anywhere in the game, or they will be impervious to harm.
* HitScan \\
Since bullets travel really fast, they really travel instantly to their destination in a straight line, right?
* ICantUseTheseThingsTogether \\
Main characters will talk to themselves about the items they have if the player tries to examine one, or use them in an invalid manner.
* ICantReachIt \\
Characters refuse to do or "can't" do something that is clearly within their means.
* IFoughtTheLawAndTheLawWon \\
Whoever or whatever the local law-enforcement may be, attempting to fight it is futile. They're either downright invulnerable, or endlessly respawn.
* ImpassableDesert \\
You can't enter the desert without some item.
* InfallibleBabble \\
Whenever you are given information, it is always correct.
* InGameNovel \\
A full-length novel which can be read inside the game.
* InGameTV \\
An actual TV show which the player can watch inside a game.
* InvoluntaryGroupSplit \\
The characters are forced by a suddenly falling pile of rock, to continue their journey alone.
* IrrelevantImportance \\
An important object that's already been used and hence irrelevant is still prevented from being destroyed or lost by the game.
* ItsUpToYou \\
It's the main character's job to do absolutely every task of any significance.
* JourneyToFindOneself \\
After the end of a game, one character goes off on his own to wander the world.
* LateCharacterSyndrome \\
A character who comes to the party too late in the game for the player to want to go through the effort of using them.
* LateToTheTragedy \\
The main character arrives after something horrible has happened, and while he escapes or investigates, he inevitably learns the whole story.
* LudicrousGibs \\
Ridiculously overemphasized blood and gore.
* MadLibsDialogue \\
The practice of recording lines with blanks in it, which can be filled in later.
* {{Microtransactions}} \\
Selling additional game content for real-world money.
* MisaimedRealism \\
An element of the gameplay that is supposed to make the game realistic, but eventually makes it laughably unrealistic.
* MonstersEverywhere \\
Going from point A to point B is like carving your way through a thick jungle of flesh.
* MusicalSpoiler \\
A change in background music is an early indication that something is about to happen.
* MythologyUpgrade \\
Mythological monsters get beefed up over their original descriptions.
* NewWorldTease \\
You are given a glimpse of a new world, but can't do anything there yet.
* NoGearLevel \\
A level or piece of the plot where you've been stripped of your weapons and/or equipment.
* NoItemUseForYou \\
You can't use certain or any items in certain situations.
* NoPlotNoProblem\\
Forsaking any plot or character development so that the game is purely about the gameplay itself.
* NowWhereWasIGoingAgain \\
OK, I saved my place three months ago and I'm picking the game up again... so where was I supposed to go?
* OmnicidalNeutral \\
Games that let you be neither good or evil, but you can take on ''everybody''.
* OnlyIdiotsMayPass \\
The game assumes you've never played it before, and requires you to "find out" about things you may already know.
* PausedInterrupt \\
When one character is "interrupted" by another, sometimes there is a pause before the second character actually starts talking.
* PlayerAndProtagonistIntegration \\
Are you talking to your character, or ''are'' you your character?
* PlayerPunch \\
Where the game kills or hurts someone or something that the player has come to feel emotion for.
* PreviousPlayerCharacterCameo \\
In a sequel, the PlayerCharacter from a previous game in the series shows up.
* PuzzlePan \\
Where the game's camera pans across the correct route in a puzzle before you begin.
* QuickMelee \\
Melee attacks caused by pressing a button, rather than switching to a melee weapon. Usually seen in shooter games.
* RacingGhost \\
A recording of a previous run that can be raced against in a TimeTrial mode.
* RandomEvent \\
Things that ''can'' happen, but where, when, or ''if'' they will happen are determined purely by chance.
* RandomPowerRanking \\
The tendency of video games to rank personal/{{phlebotinum}} power on a oversimplified, seemingly random/arbitray scale.
* RealIsBrown \\
Games that try to be more "realistic" often seem to paint everything in shades of brown or gray.
* RecurringElement \\
An item, character, monster etc. that appears in several games which are otherwise disconnected.
* RightHandedLeftHandedGuns \\
A weapon used in the right hand, but which seems to be designed for left-hand use.
* SaveThePrincess \\
Typical early video game plot.
* SceneryAsYouGo \\
As you walk along a bridge or walkway, it creates itself, allowing you to continue.
* ScenicTourLevel \\
The game starts with exploration of a small part of the setting while getting a tour of the level.
* ShopliftAndDie \\
Stealing from a shop can be hazardous to your health.
* SidetrackBonus \\
It can be a good idea to go the wrong way.
* SongsInTheKeyOfPanic \\
Certain events cause a song in video games to speed up.
* SpaceFillingPath \\
Rooms always have to have stuff in them, or twist or turn or generally make you spend more time in them than necessary.
* ASpaceMarineIsYou \\
In [[ScienceFiction sci-fi]] {{First Person Shooter}}s, starring a [[OneManArmy member of the military]], you will be a [[SilentProtagonist mute]] SpaceMarine.
* SpeakingSimlish \\
A language, generally for {{NPC}}s, made up of nonsense sounds strung together like actual words.
* StalactiteSpite \\
Inanimate cones of limestone can see players coming and fall appropriately.
* StatDeath
* StoryBreadcrumbs \\
Leaving scraps of information lying around the game world for the lonely player to find and pick up.
* StrongerSibling \\
In most games, if the BigBad has a sibling, they will be even stronger than the BigBad themselves.
* StupidityIsTheOnlyOption \\
Sometimes the plot makes the main character do stupid things, even if the player knows not to do them.
* SubtitlesAreSuperfluous \\
Some games do not have any subtitles for fully voiced scenes.
* SuicidalOverconfidence \\
No matter how much stronger you are than the enemy, they will always attack you.
* SuperMovePortraitAttack \\
Whenever a video game character uses their Limit Break, a portrait of them or close-up of their face is flashed on the screen just before they proceed to beat the crap out of an enemy.
* TheThreeTrials \\
The hero must achieve [[RuleOfThree three]] goals to advance the plot.
* ThisIsTheFinalBattle \\
StockPhrase spoken just before the battle with the FinalBoss.
* TitleThemeDrop \\
When the Title Screen theme for a game is played in a certain context within the game itself.
* VariableMix \\
The running background music has parallel parts that fade in and out with the rising and falling action level, rather than a set track.
* VictoryPose \\
[[StreetFighter YATTA!]]
* VictoryQuote \\
In a FightingGame, the winner gives a {{badass}} quote to the loser.
* VideoGameHistoricalRevisionism \\
The practice of misrepresenting facts in a historical setting, even when it would make no change to gameplay to be true to history.
* VillainShoes \\
A part of the story where you get to control the villain.
* ViolationOfCommonSense \\
Where the game allows you to do something that would be ''really'' stupid in the real world.
* VisibleSilence \\
[[SilentProtagonist ...]] ... ...!
* VoiceGrunting \\
Games that either have audible "beeps" while text is scrolling, or short voice clips rather than full voice acting.
* TheWanderingYou \\
Games that make you walk around a lot just so you'll fight a lot of battles.
* WarHasNeverBeenSoMuchFun \\
It's a war game, but it stars cute, colorful characters and there's no blood.
* TheWarSequence \\
Stage of a game where the enemies begin to come out in huge droves, usually near the climax.
* WastedSong \\
This is the [[AwesomeMusic/VideoGames best music ev]]--Hey, where'd it go?
* WhatAreYouLookingAt \\
{{NPC}}s just stand and stare blankly into the distance when you're not talking to them.
* WhatTheHellPlayer \\
When the player does something weird or cruel, another character will call them out on it.
* AWinnerIsYou \\
An ending sequence that's little more than a single line and a pixelly picture.
[[/index]]
----