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Wick cleaning


* ''VideoGame/AliceInWonderland2010'': Despite being a modern game for the UsefulNotes/{{Wii}}, the video game version of Creator/TimBurton's [[Film/AliceInWonderland2010 film]] has this with a number of the talking flowers.

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* ''VideoGame/AliceInWonderland2010'': Despite being a modern game for the UsefulNotes/{{Wii}}, Platform/{{Wii}}, the video game version of Creator/TimBurton's [[Film/AliceInWonderland2010 film]] has this with a number of the talking flowers.



** Also, in one area of the game (one of the factions that you are sided with), there is a guard there who will repeatedly say "Get out of here, Stalker" and, no matter what, constantly repeat this single line over and over and over again. You can hear it here: https://www.youtube.com/watch?v=16Ydsn1coBg

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** Also, in one area of the game (one of the factions that you are sided with), there is a guard there who will repeatedly say "Get out of here, Stalker" and, no matter what, constantly repeat this single line over and over and over again. You can hear it here: https://www.[[https://www.youtube.com/watch?v=16Ydsn1coBgcom/watch?v=16Ydsn1coBg here]].



* VideoGame/{{Axis and Allies}} has subtle variants of this. Most units will simply acknowledge orders you give them, but order American Engineers (a non-combat unit) to attack and they'll respond with "Huh... A break from work."

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* VideoGame/{{Axis and Allies}} ''VideoGame/AxisAndAllies'' has subtle variants of this. Most units will simply acknowledge orders you give them, but order American Engineers (a non-combat unit) to attack and they'll respond with "Huh... A break from work."



* ''VideoGame/DragonQuest'':

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* ''VideoGame/DragonQuest'':''Franchise/DragonQuest'':



** ''VideoGame/DragonQuestII'' parodies this several times in the UsefulNotes/GameBoyColor remake. %%Someone needs to check if the NES and SNES versions had these.%%

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** ''VideoGame/DragonQuestII'' parodies this several times in the UsefulNotes/GameBoyColor Platform/GameBoyColor remake. %%Someone needs to check if the NES and SNES versions had these.%%
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** Also, on the S.S. Invincible during the Ghost Ship attack, one of the pirates tells you something, then, if you talk to him again, says "You wanna hear it again?" before repeating himself. He adds this line every time after the first, making it [[LampshadeHanging a lampshade hung]] [[IncrediblyLamePun straight]].

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** Also, on the S.S. Invincible during the Ghost Ship attack, one of the pirates tells you something, then, if you talk to him again, says "You wanna hear it again?" before repeating himself. He adds this line every time after the first, making it [[LampshadeHanging a lampshade hung]] [[IncrediblyLamePun straight]].straight.
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This is not an example, this is the program being restarted each time. It's the "first time" every go-round, he's not repeating himself.


** Likewise in "Worse Case Scenario" which is based around a holodeck program simulating a [[TheMutiny Maquis mutiny]]. The program always starts with Chakotay approaching the player character in a corridor on the way to the turbolift and starting the same conversation.

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Removed: 47

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Of course, every dialogue tree ends somewhere, so this trope will always pop up sooner or later.

Compare DialogueTree, which this is related to.

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Of course, every dialogue tree DialogueTree ends somewhere, so this trope will always pop up sooner or later.

Compare DialogueTree, which this is related to.
later.
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One common feature of most {{Role Playing Game}}s are random townspeople that you can talk to and pump for information. However, many developers leave this as a low priority, giving them very limited dialogue that is endlessly repeated each time the PlayerCharacter engages them. Usually, it will just be a single sentence or two with little bearing on the plot (most often just giving some local flavor to a town) or a single sentence with some minor hints of the plot (that someone who actually matters will explain in more detail). Often goes hand in hand with [[BlindIdiotTranslation poor translations]] (where the same dialogue that was given lowest priority during the writing will get even lower priority for translation).

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One common feature of most {{Role Playing Game}}s are random townspeople that you can talk to and pump for information. information, or simply to make the place look populated. However, many developers leave this as their character is usually a low priority, giving them very limited dialogue that is endlessly repeated each time the PlayerCharacter engages them. Usually, it will just be a single sentence or two with little bearing on the plot (most often just giving some local flavor to a town) or a single sentence with some minor hints of the plot (that someone who actually matters will explain in more detail). Often goes hand in hand with [[BlindIdiotTranslation poor translations]] (where the same dialogue that was given lowest priority during the writing will get even lower priority for translation).
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* ''Series/SabrinaTheTeenageWitch'': Sabrina uses a spell that creates a duplicate of her to attend two parties at once. The double can only say three phrases chosen by the witch who casts the spell. Sabrina's chosen phrases are "that is so true", "I'd love to" and "Mr. Pool can be ''so'' annoying". The second phrase comes back to bite her when Libby suggests someone liven up the party by streaking and Sabrina's double accidentally volunteers.
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** Eddie & Milo need this trope explained to them in the [[Film/JumanjiTheNextLevel sequel]], getting confused when Nigel starts repeating his lines.
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* ''VideoGame/GrandTheftAuto'', ever since ''[[VideoGame/GrandTheftAutoSanAndreas San Andreas]]'', although according to a [=PlayStation=] Magazine article Rockstar staff went on a drive through gang turf to record authentic street dialogue for their research, and some of the lines they came up with are ridiculous enough that it takes a while for them to start being annoying.

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* ''VideoGame/GrandTheftAuto'', ''VideoGame/GrandTheftAuto'' ever since ''[[VideoGame/GrandTheftAutoSanAndreas San Andreas]]'', although according to a [=PlayStation=] Magazine article Rockstar staff went on a drive through gang turf to record authentic street dialogue speech for their research, and some of the lines they came up with are ridiculous enough that it takes a while for them to start being annoying.
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* ''VideoGame/GrandTheftAuto'', ever since ''[[VideoGame/GrandTheftAutoSanAndreas San Andreas]]'', although according to a PlayStation Magazine article Rockstar staff went on a drive through gang turf to record authentic street dialogue for their research, and some of the lines they came up with are ridiculous enough that it takes a while for them to start being annoying.

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* ''VideoGame/GrandTheftAuto'', ever since ''[[VideoGame/GrandTheftAutoSanAndreas San Andreas]]'', although according to a PlayStation [=PlayStation=] Magazine article Rockstar staff went on a drive through gang turf to record authentic street dialogue for their research, and some of the lines they came up with are ridiculous enough that it takes a while for them to start being annoying.
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* ''Franchise/GrandTheftAuto'', since ''VideoGame/GrandTheftAutoSanAndreas San Andreas'', although according to a PlayStation Magazine article Rockstar staff went on a drive through gang turf to record authentic street dialogue for their research, and some of the lines they came up with are ridiculous enough that it takes a while for them to start being annoying.

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* ''Franchise/GrandTheftAuto'', ''VideoGame/GrandTheftAuto'', ever since ''VideoGame/GrandTheftAutoSanAndreas ''[[VideoGame/GrandTheftAutoSanAndreas San Andreas'', Andreas]]'', although according to a PlayStation Magazine article Rockstar staff went on a drive through gang turf to record authentic street dialogue for their research, and some of the lines they came up with are ridiculous enough that it takes a while for them to start being annoying.
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None

Added DiffLines:

* ''Franchise/GrandTheftAuto'', since ''VideoGame/GrandTheftAutoSanAndreas San Andreas'', although according to a PlayStation Magazine article Rockstar staff went on a drive through gang turf to record authentic street dialogue for their research, and some of the lines they came up with are ridiculous enough that it takes a while for them to start being annoying.
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None


* Played fairly straight in most ''VideoGame/ShinMegamiTensei'' games, though often if you can revisit a place later dialogue will have changed at least a little to reflect the changing circumstances of the story. The ''Franchise/{{Persona}}'' games avert this fairly consistently, especially in 3 and 4 where you spend almost a year in the same city or town and meet a lot of the same people every day. They might have the same dialogue for a week or two, but eventually it will change to reflect some personal event in their lives or plot development.

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* Played fairly straight in most ''VideoGame/ShinMegamiTensei'' ''Franchise/ShinMegamiTensei'' games, though often if you can revisit a place later dialogue will have changed at least a little to reflect the changing circumstances of the story. The ''Franchise/{{Persona}}'' games avert this fairly consistently, especially in 3 and 4 where you spend almost a year in the same city or town and meet a lot of the same people every day. They might have the same dialogue for a week or two, but eventually it will change to reflect some personal event in their lives or plot development.
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* InvokedTrope in ''[[VideoGame/{{Neptunia}} Super Neptunia RPG]]'' when the party arrives at Leanbox Harbor seeking [[LaResistance the Resistance]] against Bombyx Mori, they are greeted by a woman who says "Hello. Welcome to Leanbox Harbor." [[NoFourthWall Neptune]] comments that she has a hunch that if she talks to her again, [[LampshadeHanging she'll just say the same thing]]. Despite this, she decides to press her luck anyway and, sure enough...

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* InvokedTrope in ''[[VideoGame/{{Neptunia}} Super Neptunia RPG]]'' ''VideoGame/SuperNeptuniaRPG'' when the party arrives at Leanbox Harbor seeking [[LaResistance the Resistance]] against Bombyx Mori, they are greeted by a woman who says "Hello. Welcome to Leanbox Harbor." [[NoFourthWall Neptune]] comments that she has a hunch that if she talks to her again, [[LampshadeHanging she'll just say the same thing]]. Despite this, she decides to press her luck anyway and, sure enough...
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* The player might ''think'' this will be the case with Squid, the chatty fourth wall-breaking AI antagonist from ''VideoGame/WillYouSnail'' that won't hesitate to insult poor gameplay, but this trope was actually intentionally averted as an artistic decision to prevent Squid's dialogue from becoming repetitive and boring. Squid can only say each of his voice lines once, and he'll run out of things to say eventually. The only exception is his powerpoint presentation room, where he'll repeat the same evil speech over and over again.
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Disambig


* Lampshaded in the Creator/ProZD sketch [[https://www.youtube.com/watch?v=688z-4SWxOQ "when a game has only one voiceover line for a specific action"]], in which swordfighter Archibald's quote for a thrust is "Hyah! I think that enemy got...the point!"

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* Lampshaded in the Creator/ProZD WebVideo/ProZD sketch [[https://www.youtube.com/watch?v=688z-4SWxOQ "when a game has only one voiceover line for a specific action"]], in which swordfighter Archibald's quote for a thrust is "Hyah! I think that enemy got...the point!"
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Crosswicking

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* ''Literature/RebornAsAVendingMachineINowWanderTheDungeon'': Boxxo can't speak, but can instead play one of the select few messages. These are enough to at least let others know how he feels.

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--> [[BrickJoke I like]] [[Webcomic/EightBitTheater swords.]][[note]] Urge to destroy world rising... [[/note]]

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--> [[BrickJoke -->[[BrickJoke I like]] [[Webcomic/EightBitTheater swords.]][[note]] Urge to destroy world rising... [[/note]][[/note]]
----
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* In episode 5 of ''LightNovel/LogHorizon'' when Shiroe is discussing about [[NonPlayerCharacter non-player characters]], the background shows a female NPC who keeps on saying "Welcome to the village of Arb" no matter what the players ask! This is used to underscore how the [=NPC=]s of post-Catastrophe ''Elder Tale'' subvert this trope; they have names and backstories and emotions.

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* In episode 5 of ''LightNovel/LogHorizon'' ''Literature/LogHorizon'' when Shiroe is discussing about [[NonPlayerCharacter non-player characters]], the background shows a female NPC who keeps on saying "Welcome to the village of Arb" no matter what the players ask! This is used to underscore how the [=NPC=]s of post-Catastrophe ''Elder Tale'' subvert this trope; they have names and backstories and emotions.
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* ''{{VideoGame/Arcanum}}'': NPCs have variations on the same lines that vary depending on who's being asked and who's asking (people with low intelligence, half-orcs and ogres get insulted first). These change over time as your quest objectives get updated.

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* ''{{VideoGame/Arcanum}}'': NPCs [=NPCs=] have variations on the same lines that vary depending on who's being asked and who's asking (people with low intelligence, half-orcs and ogres get insulted first). These change over time as your quest objectives get updated.



* In an episode of ''WesternAnimation/RickAndMorty'', the titular characters plus Morty's dad, [[ButtMonkey Jerry]], get trapped in an elaborate alien simulation as part of a plot to scam Rick. Jerry was picked up by accident, so the aliens set his simulation to run on minimum capacity, which means that he keeps running into [[YouALLLookFamiliar the same three NPCs over and over again]], complete with said [=NPCs=] repeating the same phrase. [[CaptainOblivious Jerry fails to notice.]]

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* In an episode of ''WesternAnimation/RickAndMorty'', the titular characters plus Morty's dad, [[ButtMonkey Jerry]], get trapped in an elaborate alien simulation as part of a plot to scam Rick. Jerry was picked up by accident, so the aliens set his simulation to run on minimum capacity, which means that he keeps running into [[YouALLLookFamiliar the same three NPCs [=NPCs=] over and over again]], complete with said [=NPCs=] repeating the same phrase. [[CaptainOblivious Jerry fails to notice.]]
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* ''{{VideoGame/Arcanum}}'': NPCs have variations on the same lines that vary depending on who's being asked and who's asking (people with low intelligence, half-orcs and ogres get insulted first). These change over time as your quest objectives get updated.
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'''Mourning Woman''': Today is the seventh day of your passing...

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'''Mourning Woman''': '''Woman Mourning Dead Husband''': Today is the seventh day of your passing...
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* ''VideoGame/TheWindRoad'' has the village stage, where NPC characters will repeat all their lines, again and again. You can run back and forth down an alley, and each time they'll loop their words.
--> '''Noodle Vendor''': Tasty noodles! Tasty noodles!\\
'''Candy Seller''': Delicious iced candied fruit!\\
'''Stall Keeper''': Take a look! Take a look!\\
'''Mourning Woman''': Today is the seventh day of your passing...
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* In ''Space Station 76,''the [=TherapyBot=] doesn't actually offer any psychoanalysis, it just spits out a platitude whenever a key word is spoken. Captain Terry finds this out after he's ordered to take 20 hours of mandatory thereapy after his "Close Personal Friend" is promoted.

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* In ''Space Station 76,''the 76''. The [=TherapyBot=] doesn't actually offer any psychoanalysis, psychoanalysis; it just spits out a platitude whenever a key word is spoken. Captain Terry finds this out after he's ordered to take 20 hours of mandatory thereapy therapy after his "Close Personal Friend" is promoted.
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* ''VideoGame/AliceInWonderland'': Despite being a modern game for the UsefulNotes/{{Wii}}, the video game version of Creator/TimBurton's [[Film/AliceInWonderland2010 film]] has this with a number of the talking flowers.

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* ''VideoGame/AliceInWonderland'': ''VideoGame/AliceInWonderland2010'': Despite being a modern game for the UsefulNotes/{{Wii}}, the video game version of Creator/TimBurton's [[Film/AliceInWonderland2010 film]] has this with a number of the talking flowers.
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correct "franchisw" to "franchise"


* ''Franchise/{{Pokemon}}'' lampshades it as much as it plays it straight throughut the franchisw.

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* ''Franchise/{{Pokemon}}'' lampshades it as much as it plays it straight throughut the franchisw.franchise.
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* ''VideoGame/OverlordI'': There are only a few lines for any given group. For example, your "servants" in an evil playthrough will get one of three lines: a complaint about [[BareYourMidriff the outfits you gave them]], a comment that they wouldn't be allowed to wear said outfits back in the village of Spree, and a threat to hit your main advisor with a poker if he doesn't stop ogling them.

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* ''VideoGame/OverlordI'': There are only a few lines for any given group. For example, your "servants" in an evil playthrough will get one of three lines: a complaint about [[BareYourMidriff the revealing outfits you gave them]], them, a comment that they wouldn't be allowed to wear said outfits back in the village of Spree, and a threat to hit your main advisor with a poker if he doesn't stop ogling them.
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Not what the item is about at all


* [[DoingItForTheArt Very much averted]] in ''VideoGame/EarthBound1994'' and ''VideoGame/{{MOTHER 3}}''. You won't get nearly as much from this series if you don't TalkToEveryone, because the game developers love adding in plenty of extra NPC lines for towns you'll never visit ever again. A particularly big example being Happy Happy Village, which is slowly turning back from the strange cult town it was into a normal town as you progress through the game. People slowly turn back to normal, many other people will apologize, and the red house will open revealing a Mr. Saturn. Also, as a sort of hidden line near the end of ''MOTHER 3'', in the basement of the Empire Porky Building, if you talk to Flint six times he'll comment about his baldness. If you talk to him ''again'' he'll comment about the metaphor he used for his baldness.

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* [[DoingItForTheArt Very much averted]] averted in ''VideoGame/EarthBound1994'' and ''VideoGame/{{MOTHER 3}}''. You won't get nearly as much from this series if you don't TalkToEveryone, because the game developers love adding in plenty of extra NPC lines for towns you'll never visit ever again. A particularly big example being Happy Happy Village, which is slowly turning back from the strange cult town it was into a normal town as you progress through the game. People slowly turn back to normal, many other people will apologize, and the red house will open revealing a Mr. Saturn. Also, as a sort of hidden line near the end of ''MOTHER 3'', in the basement of the Empire Porky Building, if you talk to Flint six times he'll comment about his baldness. If you talk to him ''again'' he'll comment about the metaphor he used for his baldness.
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* ''VideoGame/XComEnemyUnknown'': The original game had this problem with Bradford's limited, often-repeating mission briefings, but Enemy Within rectified it somewhat by adding more descriptions.

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* ''VideoGame/XComEnemyUnknown'': ''VideoGame/XcomEnemyUnknown'': The original game had this problem with Bradford's limited, often-repeating mission briefings, but Enemy Within rectified it somewhat by adding more descriptions.
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* Worthy of being mentioned for its complete and utter aversion of this trope is the ''VideoGame/TrailsSeries'' where various [=NPCs=] will have different dialogues whenever an event has passed. Or the fact that they're located in different areas compared to where they were previously. Some of them even have as many as ''seven to ten dialogue boxes'' before they repeat their last statement. All of which helps to sell the idea that these people have their own lives and stories going on around the player characters, whose main story quests are simply one of many such tales that are being told and happening in Zemuria. The fact that each and every character in the franchise has some form of ongoing tale in the background is actually one of the incentives for players to find them and talk to them to find out what's changed sicne the last time they saw them. [[VideoGame/TheLegendOfHeroesTrailsInTheSky Even some of your party members]] [[VideoGame/TheLegendOfHeroesTrailsFromZero in the party hub will have different dialogues]] [[VideoGame/TheLegendOfHeroesTrailsOfColdSteel depending on where you're at in the story.]] Not only this, but the series has, to date, four different arcs, and certain of the [=NPCs=] even have their own stories that span multiple arcs.

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* Worthy of being mentioned for its complete and utter aversion of this trope is the ''VideoGame/TrailsSeries'' where various [=NPCs=] will have different dialogues whenever an event has passed. Or the fact that they're located in different areas compared to where they were previously. Some of them even have as many as ''seven to ten dialogue boxes'' before they repeat their last statement. All of which helps to sell the idea that these people have their own lives and stories going on around the player characters, whose main story quests are simply one of many such tales that are being told and happening in Zemuria. The fact that each and every character in the franchise has some form of ongoing tale in the background is actually one of the incentives for players to find them and talk to them to find out what's changed sicne the last time they saw them. [[VideoGame/TheLegendOfHeroesTrailsInTheSky Even some of your party members]] [[VideoGame/TheLegendOfHeroesTrailsFromZero in the party hub will have different dialogues]] [[VideoGame/TheLegendOfHeroesTrailsOfColdSteel depending on where you're at in the story.]] Not only this, but the series has, to date, four different arcs, and certain of the [=NPCs=] even have their own stories that span multiple arcs. This ultimately results in scripts in the hundreds of thousands of words, and is a major contributor as to why it takes a year or more for each game in the series to be translated and localized outside of Japan after the initial release.
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Uncanny Valley is IUEO now and the subjective version has been split; cleaning up misuse and ZCE in the process


* Used intentionally in ''WesternAnimation/RoughnecksStarshipTroopersChronicles'' as your first hint something is ''seriously wrong'' with the citizens in a town. Every single one remarks "Hello. Lovely weather we are having, isn't it?" in an emotionless tone with no expression. The unit is thoroughly freaked out by the UncannyValley nature of the people while [[RubberForeheadAlien T'Phai]] is freaked out by [[ComicallyMissingThePoint humanity's odd obsession with the weather.]] [[spoiler:Of course, it turns out the citizens [[BigCreepyCrawlies aren't]] [[InsectoidAliens exactly]] [[TheyLookLikeUsNow human...]]]]

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* Used intentionally in ''WesternAnimation/RoughnecksStarshipTroopersChronicles'' as your first hint something is ''seriously wrong'' with the citizens in a town. Every single one remarks "Hello. Lovely weather we are having, isn't it?" in an emotionless tone with no expression. The unit is thoroughly freaked out by the UncannyValley uncanny nature of the people while [[RubberForeheadAlien T'Phai]] is freaked out by [[ComicallyMissingThePoint humanity's odd obsession with the weather.]] [[spoiler:Of course, it turns out the citizens [[BigCreepyCrawlies aren't]] [[InsectoidAliens exactly]] [[TheyLookLikeUsNow human...]]]]

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