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Deadlock Clock: Sep 10th 2018 at 11:59:00 PM
BreadBull Since: Aug, 2015
#1: Mar 4th 2018 at 10:57:56 PM

I think the title for this trope is causing some confusion as people think it's for gameplay mechanics and whatnot which they find, well, unexpectedly realistic (go figure), even though they fall under other tropes.

So, firstly: the trope as defined on its laconic page: A commonsensical solution that defies genre conventions. Essentially, it's when something in a game makes perfect sense if you apply real-world logic, but not when you apply video game logic. Now, as to the examples:

These will probably go better on Developer's Foresight, since there isn't really a puzzle solution here (except for the Fallout one, but "sheathe your weapon" isn't the solution, so I digress).

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  • At the start of Deja Vu II, you begin in the bathroom with NOTHING in your inventory. And we mean literally nothing; you start as a nudie. You might want to get your clothes off the bathroom door and wear them before leaving and talking to people.
  • Some NP Cs in Neverwinter Nights would refuse to talk to you if you had a weapon drawn or weren't wearing any clothes. This was dropped by Hordes Of The Underdark and not picked up for Neverwinter Nights 2.
  • In Fallout: New Vegas:
    • You can spend most of the game with your gun out and ready to fire without consequences. Places where you shouldn't have a gun out will remove all but holdout weapons, and you can still draw holdouts without causing alarm. But a couple of very tense quests to resolve conflicts between factions that are either about to shoot or are already shooting will only end in violence unless you holster your weapon. Because approaching a hostile situation with a plasma rifle up and ready to fire is naturally going to lead to some assumptions from both sides...
    • Some characters, both major and minor, will react completely differently depending on several factors, such as: what type of clothing you're wearing, what followers you have with you, what your reputation with specific factions is, among other variables. For example, if you want to talk to someone who'd normally be hostile to you because you've killed their allies in the past, you can throw on their ally's armor beforehand, and leave that Follower they hate somewhere out sight. Not realizing this beforehand can lead to situations where you're just minding your own business and someone you've never met opens fire on you for reasons you don't even understand.
  • The Elder Scrolls:
    • In Morrowind and Oblivion, speaking to a NPC with your weapon drawn will decrease that NPC's disposition, essentially averting Guns in Church. In order to avoid the disposition drop, you literally have to Sheathe Your Sword. This comes as a surprise to many gamers, who are quite used to the video game idea of being able to walk around holding a sword of pure evil and a small armory strapped across your back without NP Cs even batting an eye.
    • Oblivion:
      • Swinging back to Misaimed Realism, it is possible to exploit the above example in order to get higher NPC dispositions that would normally be possible. When using the persuasion mini-game to raise an NPC's disposition, there is a maximum value that each NPC has. However, if you raise them to this disposition max with your weapon drawn, then back out of the conversation, sheathe your weapon, and re-enter conversation, the penalty will be removed. This results in an instant jump in their disposition beyond what would normally be possible.
      • In order to get the Daedric quest of Namira, Daedric Prince of the Grotesque and Decay, you actually have to be grotesque. This means doing things (consuming potions or alcoholic drinks) that lower your Personality attribute significantly.
  • Project Zomboid: In a game of this detail, it's hard to say what realism would be unexpected, but try these:
    • With hundreds of buildings to loot, some will be locked, so you can usually smash a window instead. The "expected" result (assuming you didn't try to use your bare hands) is that the noise will draw zombies; "unexpected" is that climbing through it will injure those hands severely if you didn't take a moment to clear the glass shards, and you might need a tweezers item to deal with the trauma effectively.
    • A leg can be broken from a fall. "Expected" is that anyone can fashion a splint from sticks and rags. "Unexpected" may be that you will actually have to keep that splint on for in-game weeks (already better than the real-life months!) before your zombie-competitive mobility is restored.
    • There is a setting for the realism of reloading firearms. Given that there are three choices, it might be "expected" that at the highest setting you would need to pay attention to individual rounds in individual magazines, and this it true. It might, however, be "unexpected" that if you misuse the "rack-the-action" button when there is already a round in the chamber, an unfired round will be ejected to the ground for you to pick up—or not.
  • The Sims: In some Sims games and expansions that feature pets, you may discover that your female Sim suddenly is not allowed to clean a litter box. It's not a bug; it means she got pregnant. In real life, pregnant women are advised to avoid contact with cat droppings because of the risk of toxoplasmosis infection. The common sense solution to the unexpectedly realistic problem is of course just to have someone else do it. If she lives alone, you'll have to hire a maid.
  • In Dead Rising 2, one group of survivors Chuck can rescue are a pair of stranded US Army soldiers. Having had the rest of their unit just taken out right before their eyes, they're understandably a little nervous... So approaching them with a drawn weapon might not be the best idea.
  • Grand Theft Auto V:
    • A fast way to lose the cops is to switch vehicles or change clothes (without them seeing you do it). Even if you get spotted in their field of vision, they will ignore you. However, if they find your old car, they'll spot you no matter what you're driving.
    • Convenience store clerks will recognize you if you try to rob them more than once and sometimes will have the cops laying in wait for you... unless you wear a mask they haven't seen before.
    • Taking off or putting on a mask while out of sight will instantly drop a Wanted Level by one star.
    • The protagonists can take damage from motor vehicle collisions. They can also be directly killed by bullets while driving enclosed vehicles, which differs from most GTA games.
  • In Red Dead Redemption, you don't have to kill a shop keeper to rob his cash register—just take out your gun and point it in his general direction, and he'll put up his arms and slowly back away, allowing you to plunder his cash. Of course, if you do it accidentally, the results will be the same and your Karma Meter will go down. Well, what did you expect, swinging a loaded gun in a guy's face like that?

This one is kind of iffy. Does it fit, or given that throughout the game it's implied that the glass would be unbreakable make it more Guide Dang It!?

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  • In Super Metroid one section of the game has you trying to find a way into Maridia, an area that you can see through a glass tube, but can't get to. The solution is to simply destroy the glass tube with one of your vast array of explosive weaponry—but because your weapons normally only affect enemies and doors, not scenery, it's not obvious. (Unless you've seen the clue in another part of the game, where a similar tube has already been destroyed.)

Probably better as a subversion of Super Drowning Skills. This example is rather dated too since 'the vast majority of RPG games' usually allow the player character to seem nowadays.

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  • Xenoblade: In the vast majority of RPG games, even shallow water is treated as an Insurmountable Waist-High Fence, which forces you to either go around it or look for a means of transport across it. Xenoblade doesn't restrict you. If water is all that stands between you and your intended destination, your party can simply hop in and swim across (though you'll still take unavoidable damage and eventually die if you stray out too far).

Likewise, a subversion of Soft Water.

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  • In Grand Theft Auto IV, it was possible to survive falls from any height into a body of water. In GTA V the result of falling from a great (or even moderate) height into a body of water is the same as in real life - fatal.

Cutting the Knot perhaps would be a better fit, since it's less solving the problem and more removing it.

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  • In Clock Tower, you can access the house's garage, climb into the car that's parked inside, and simply drive away from the murderous pursuer. But, doing so (and abandoning your friends) gives you the game's worst ending.
  • In Grand Theft Auto: San Andreas preparing for the upcoming casino heist requires you to date a girl who works at the casino in order to steal her key card. In a game with some missions that won't even let you destroy your highly non-essential car without failing the mission, this mission has two options: Go on a couple of dates with her. Or just kill her. You won't fail anything, and the key card will be right there in her house.
  • Grand Theft Auto V:
    • There are optional tow truck missions where you have to save a car that's stuck on train tracks. This is a pain in the ass because you need to drive in front of the car, lower the hook, and back up squarely until the hook is attached, and then drive away ASAP before the train hits it. ...Or you can just push the car out of the way with the tow truck first. This won't fail the mission, and it's a hell of a lot faster.
      • You can also tow antagonizing vehicles, pretty much bringing any vehicular combat to an abrupt end.
    • One of the later heist missions involves acquiring several muscle cars and tuning them to carry the loot. The game offers pictures of where they might be found and stolen in parking lots spread across the city. Alternatively, if you have been frugal, you can simply whip out your character's smartphone and buy all the cars you need right from the in-game internet.

Not sure which would be a good fit (Reality Is Unrealistic?) but again, it's not an unorthodox-yet-logical solution, just the fact that people don't expect it to take so long.

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  • The Portal 2 developer commentary mentions that due to having the thought that portals appear instantly when you press the button rammed into players brains, play-testers were confused when they fired a portal at the moon and it, realistically, didn't appear instantly, due to the vast distance. Play-testers would not see a portal appear and look away. They made it so that the camera fixes once you've fired the portal, to stop confused players looking away. The vast distance and the speed at which the portal travels is actually calculated to the exact second, so players won't be waiting for long.
    • The developers assumed that the portal gun operates at the speed of light. It takes light 1.28 (approximately) seconds to travel between the earth and the moon. The flash of the portal opening on the moon appears at exactly double this time (since first the portal has to travel there, then the light from it opening has to travel back). They really did their homework.

This one...it's not even "unexpectedly realistic". I don't think "realistic simulators" are worthwhile enough to be a trope.

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  • While it's fairly easy to build and launch a simple rocket in Kerbal Space Program, actually getting that rocket into orbit or to places other than Kerbin is fairly difficult if you're more used to less realistic space simulators or you're expecting the gameplay to fit the cartoony graphics.

These two are more Stating the Simple Solution than anything.

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  • Penny Arcade had a strip where Gabriel experienced this problem with Tomb Raider (2013), trying to figure out a way to get across a gap. Tycho suggests simply jumping over, which works, leading Tycho to remark, "I don't think this is a puzzle room."
  • Realism is relative to the source material in this case, but one strip of Awkward Zombie has Chell try numerous methods to cross a room... before remembering that her primary tool is a portal gun. Then she just sets up a portal on the other side of the room and walks straight through.

Most of the wicks are the same examples as above (plus a few indices), which make up about 85% of the page. So, some cleanup will be needed, but since the title seems to be causing some problems with a lot of examples take the trope name at face value, this issue will chance to repeat itself. Time for a name change?

edited 13th Jun '18 2:22:18 PM by BreadBull

Malady (Not-So-Newbie)
#2: Mar 16th 2018 at 4:46:21 PM

Note. This has been unlocked.

Advice: Quoteblock or Folderize some of the OP.

Disambig Needed: Help with those issues! tvtropes.org/pmwiki/posts.php?discussion=13324299140A37493800&page=24#comment-576
AnotherDuck No, the other one. from Stockholm Since: Jul, 2012 Relationship Status: Mu
No, the other one.
#3: Mar 16th 2018 at 6:35:39 PM

[up][up]I don't think Developer's Foresight is what you think it is. That trope already has problems with shoehorning things that someone, somewhere thinks is even remotely clever. We don't need to move more oversized feet into it.

The description says that Cutting the Knot can overlap, so saying it's instead an example of that doesn't make sense. If you claim that, "isn't it instead this trope", you need to show those tropes are mututally exclusive. Overlaps happen.

A few of those you call Subversion are Not A Subversion.

edited 16th Mar '18 6:36:40 PM by AnotherDuck

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BreadBull Since: Aug, 2015
#4: Mar 17th 2018 at 1:23:42 AM

[up]Okay, perhaps the Cutting the Knot solutions don't need to be touched. Still though, my main point is that a good majority of the examples (as in, most of the other ones I listed) aren't puzzle solutions. I would recommend either getting rid of them or expanding the description to make the title fit (so it becomes all gameplay mechanics instead of just puzzles).

edited 17th Mar '18 1:23:52 AM by BreadBull

YourIdeas Since: Mar, 2014
#5: Mar 17th 2018 at 10:11:42 AM

Expanding the trope to fit non-puzzle descriptions seems to me like it'd create a lot of YMMW situations. As an example, Project Zomboid is a zombie apocalypse survival simulation game. The level of how unexpectedly realistic some of the mechanics are, like climbing through a window you shattered giving you cuts in your hands, is gonna vary between the player who keeps up to date with the latest updates, the player who's casual and expects a run-of-the-mill zombie game, the overly cautious player who expects the worse to happen with any choice, etc.

bwburke94 Friends forevermore from uǝʌɐǝɥ Since: May, 2014 Relationship Status: RelationshipOutOfBoundsException: 1
Friends forevermore
#6: Jun 2nd 2018 at 8:14:55 AM

Essentially, what this trope should be is simple: an aspect of gameplay is overly realistic at a point where most players would not expect this.

The oft-used "close and open the Nintendo DS" example is almost certainly not this trope, because it has absolutely nothing to do with realism within the fictional universe, and often breaks the fourth wall in the process.

I had a dog-themed avatar before it was cool.
BreadBull Since: Aug, 2015
#7: Jun 13th 2018 at 2:22:39 PM

Alright, I've put it off for a while but I've folderised all the examples.

zimou13 Since: Jan, 2018
#8: Aug 7th 2018 at 4:12:09 AM
Thumped: This post has been thumped with the mod stick. This means knock it off.
bwburke94 Friends forevermore from uǝʌɐǝɥ Since: May, 2014 Relationship Status: RelationshipOutOfBoundsException: 1
Friends forevermore
#9: Aug 7th 2018 at 3:50:02 PM

...What?

I had a dog-themed avatar before it was cool.
GastonRabbit Sounds good on paper (he/him) from Robinson, Illinois, USA (General of TV Troops) Relationship Status: I'm just a poor boy, nobody loves me
Sounds good on paper (he/him)
#10: Aug 7th 2018 at 4:57:32 PM

[up]If you're referring to the post above yours, it was a spambot.

Patiently awaiting the release of Paper Luigi and the Marvelous Compass.
bwburke94 Friends forevermore from uǝʌɐǝɥ Since: May, 2014 Relationship Status: RelationshipOutOfBoundsException: 1
Friends forevermore
#11: Aug 7th 2018 at 6:45:33 PM

[up] Ah.

I had a dog-themed avatar before it was cool.
SeptimusHeap MOD from Switzerland (Edited uphill both ways) Relationship Status: Mu
#12: Sep 7th 2018 at 11:29:41 PM

Clock is set.

"For a successful technology, reality must take precedence over public relations, for Nature cannot be fooled." - Richard Feynman
SeptimusHeap from Switzerland (Edited uphill both ways) Relationship Status: Mu
#13: Sep 12th 2018 at 12:07:03 AM

Clock is up; closing for inactivity/lack of consensus. No action is to be taken on the basis of this thread.

"For a successful technology, reality must take precedence over public relations, for Nature cannot be fooled." - Richard Feynman
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