• 1 Jul 17th, 2017 at 11:11AM
    Lastest Reply: 17th Jul, 2017 10:23:46 PM
    The character is a 12-year old college graduate with a doctorate in VR technology but doesn't realize that, in a swimming contest, using a float ring would only slow her down (and does despite calling it her secret weapon). What would be a good trope for that to fall under? Reply
  • 0 Jul 13th, 2017 at 7:07PM
    I'm looking for a trope where a creator lies about the genre of a minigame. For instance, in the PSP adaptation of the Geronimo Stilton: Kingdom of Fantasy series (this was basically Professor Layton with a license slapped on it), there was a minigame that claimed to be a rhythm game, but it was actually more like Simon. This is pretty egregious, as the game has an ACTUAL rhythm game later on! Reply
  • 0 Jul 13th, 2017 at 5:05PM
    Primarily a video game thing, but is there a trope for a reward that's given to everyone who completes a task but because of its specialized usefulness it can be anything from a Disc One Nuke (for characters who get the most out of it) to Vendor Trash (because it's effectively useless). Reply
  • 1 Jul 2nd, 2017 at 5:05AM
    Lastest Reply: 2nd Jul, 2017 07:38:49 AM
    I've been playing this turn-based game where there are characters who automatically cast another attack when an enemy dies from the previous hit, to the point that the attacker can finish off the entire opposing team.

    It goes like this: Enemy team has 4 members. An attacker on the player's team finishes off one of the enemies. They then automatically attack again. If no enemies die from that attack, they stop. If another enemy dies, they go on.

    Do we already have a trope for that? Reply
  • 1 Jun 30th, 2017 at 7:07PM
    Lastest Reply: 1st Jul, 2017 02:28:26 PM
    Is there a trope for when NP Cs in a particular game frequently ask you to do the most mundane, inconsequential, or riskless tasks for them? Seriously, if you lived in the world of many computer RP Gs, the sheer quantity of apparent incompetence you'd be constantly surrounded by would drive you nuts. Oh, hey, could you kill this raccoon that's been in our trash? Well, yeah, but you could just keep an eye out yourself and take care of it. Yes, I guess I could deliver this to your friend in the next town over, but isn't there a postal system for this kind of thing? Reply
  • 0 Jun 30th, 2017 at 3:03PM
    You know how in some games, the credits show the main character walking, and then other characters slowly join behind them, and by the end they're all together? Is there a name for that? One example that comes to mind is Mario Kart DS, although that's Mario driving by the other characters, not all of them together. Reply
  • 2 Jun 29th, 2017 at 11:11PM
    Lastest Reply: 30th Jun, 2017 07:03:21 AM
    Is there a trope covering a deceased person, either a friend being previously killed or an enemy you previously defeated, being forcefully brought back to life or reanimated as an undead enemy or boss against their will? Reply
  • 0 Jun 22nd, 2017 at 2:02PM
    Arguably a video game design pattern more than a trope, so I'm not sure if it fits as a trope. This is the "Farmvlle" mechanic where your gather ressources automatically based on a timer, but the player has to manually collect those resources, and the gathering process blocks until he or she does.

    Seen in Fallout Shelter, Farmville and Early versions of Revenge of the Titans, for instance. Reply
  • 3 Jun 19th, 2017 at 1:01AM
    Lastest Reply: 20th Jun, 2017 09:08:57 PM
    In SPV3 (http://tvtropes.org/pmwiki/pmwiki.php/Videogame/SPV3), one of the collectible skulls is known as angry. It has two effects.

    1. NP Cs which are normally allies in a level will become enemies (i.e the marines in the first half, Sentinels in 343GS/The Library) 2. Multiple NPC factions in the same area (I.e. Flood, Covenant, Sentinels) will not fight each other, and instead combine all their efforts in eliminating the player.

    Is there a trope that this skull could possibly fall under (besides Heel–Face Turn concerning the ally betrayal aspect)? Reply

      1. Hate Plague?

      2. Zerg Rush?

      1. It's less "infighting among the player's allies" and more "all of the player's allies betraying the player and the player only".

      2. Again, it's less "all enemies mindlessly rushing the player without a modicum of tactical cognizance" and more "multiple factions which are normally enemies towards each other have joined forces to kill the player and the player only, without any other behavioural changes beyond that".

      2. Enemy Mine, possibly Spiteful A.I. or Gang Up on the Human
  • 1 Jun 16th, 2017 at 9:09PM
    Lastest Reply: 16th Jun, 2017 09:03:24 PM
    Is there a trope for a sequel to a game that varies widely from its predecessors?

    Two examples I can think of is Zelda II Adventrue Of Link, which features side-scrolling platforming in contrast to The Legend Of Zelda 1's overhead adventure gameplay; and Persona 3, which shifted the series from more mainstream JRPG gameplay in Persona 2 to a combination dungeon crawler and life sim. Reply
  • 0 Jun 4th, 2017 at 9:09PM
    Is there a version of this trope which refers to developers replacing certain enemies between games for the same reasons as Replacement Mooks, or can the same trope be listed as an Out-of-Universe example?

    (i.e. Developer replaces one mook type from the previous game for a more effective type) Reply
  • 3 Jun 2nd, 2017 at 10:10AM
    Lastest Reply: 2nd Jun, 2017 09:28:34 PM
    Is there a trope for when, in video games, you are given a choice with no morally right answer (as an example, Mercy kill a friend or let him suffer for the chance of help), but to the game, there is a morally right answer, and it will punish you or treat you as evil for making a choice? (i.e. Mutations have left this man in agony, and he will likely never get help, so you Mercy kill him. Congratulations, you lost Karma) Reply
  • 0 Jun 2nd, 2017 at 3:03PM
    Is there a trope for items or powers your character get in early- or middle-game and which almost never used except during the Final Battle? Examples would be The Legend of Zelda: The Minish Cap's Cane of Pacci, that you use 2 times in the whole game: in the Temple of Flames (2nd dungeon)... and during the battle against Vaati's Wrath. or Mega Man 3's Top Spin that you obtain in the first part of the game, is Awesome, but Impractical during most of the game... and is the quickest means to kill Gamma, the final boss. Reply
  • 0 May 31st, 2017 at 12:12PM
    Perhaps an atypical question here: A game character is both a Skill Gate Character (good for beginners, but drops off in effectiveness when the player gets better at the game) and Difficult but Awesome (does not become a good choice until the player understands the game intimately and thoroughly enough). In other words, this character, as I mentioned in the title, is good for beginners, becomes bad for intermediates, but becomes good again at the expert level. Does this fall under Skill Gate Character, Difficult But Awesome, both, or something else/a new trope? Such a character is described in the page for Skill Gate Character, however.

    Example: This character has Limit Breaks that have no drawbacks besides them consuming more of their special meter than the other characters. Other characters use less meter per move but have drawbacks in the moves themselves. It makes this character good to use if you're still learning the mechanics and need something straightforward and simple. Once you get better and learn how to deal with those other characters' drawbacks, you'll find them more efficient. Once you get even better, you learn when to be more selective about using those super moves, and in addition, the lack of weaknesses makes this character's special moves less situational than the other characters', and this character becomes viable again. Reply
  • 2 May 27th, 2017 at 4:04PM
    Lastest Reply: 27th May, 2017 08:46:43 PM
    Is there a specific name for the trope in shooting games where regardless of real-life, the faster a gun shoots the less damage per bullet it deals? For example, a revolver might deal more damage than a machine-gun despite the latter being designed to take out armored vehicles. Reply
  • 0 May 25th, 2017 at 7:07PM
    We've all played games where some party members are simply more important to the plot than others. I couldn't find it and the closest analogy I can think involves Required Party Member vs Optional Party Member.

    For example, you have 8 party members in Persona 5, but only half of them stay important to the plot. In fact, they're so important that the plot won't work without them. The other half are only important for their respective story arcs/dungeons but after that, they could disappear from the story entirely and the plot would still make sense.

    Likewise, there are other games where party members can be divided into "Story characters" and "This character's only here in case you need another magic user."

    Do we have something like that? Reply
  • 1 May 12th, 2017 at 5:05AM
    Lastest Reply: 25th May, 2017 05:32:27 PM
    Do we have this one? In fighting games you would naturally have many different moves. However some are either a bug in the AI or they are purposely made to get through and connect against most anything. An example would be, say, Street Fighter 2 where if Ryu jumps with a fierce kick it will beat pretty much any other move used. Distinct from a Unblockable Attack or A.I. Breaker in that they can be blocked or avoided and they are not meant to exploit the CPU as such, more noteworthy moves that are kind of a Game Breaker because the game favors or gives priority to such a move. Reply
  • 2 May 22nd, 2017 at 4:04PM
    Lastest Reply: 24th May, 2017 05:12:01 PM
    In multiple games involving melee combat, such as Mount&Blade and For Honor, I've noticed that one is capable of blocking attacks perfectly from some very heavyweight weapons (such as war hammers and long axes) with lightweight weapons like shortswords and hatchets. Is there a trope for this? Reply
  • 1 May 20th, 2017 at 2:02PM
    Lastest Reply: 22nd May, 2017 03:43:37 PM
    A way to indirectly show a character's badassery/awesomeness/intimidation ability from seemingly unrelated events (sometimes the narration follows a bystander's train of thought in case the audience didn't get it).

    • For example, The Fifth Elephant has Carrot steal a wolf from an angry mob by claiming it's already dead. Someone points out it whimpered when Carrot threw it on his horse, Carrot says corpses do that, it's the air rushing out of their lungs. The narration describes the thought process of the mob, which ends along the lines of "This guy must have seen plenty of freshly-produced corpses, let's not stick around him any longer than we have to".
    • The first Assassin's Creed uses the level of synchronization with Altair's memories as a health bar. Since every hit taken is a deviation from the actual events, it means Altair's entire life was essentially a No Damage Run.
    • Kaamelott has Leodagan, a General Ripper whose strategies boil down to overkill, brute force and Attack! Attack! Attack! in every situation, and would seem like an easily-outwitted and out-maneuvered foe. Yet one episode shows a clan tradition where a defeated chieftain must give up his eldest daughter to the victor... and Leodagan's daughter is still a virgin.
  • 1 May 20th, 2017 at 2:02PM
    Lastest Reply: 20th May, 2017 08:09:22 PM
    I can't seem to find a couple of tropes:

    - Where games see you fighting a very large number of enemies, which may or may not be either an intentional part of or detrimental to the game experience

    - Where the Big Bad sends entire armies to attempt to kill one person.

    Anyone know any? Reply
  • 1 May 17th, 2017 at 11:11PM
    Lastest Reply: 18th May, 2017 12:04:35 AM
    In an adventure/ point n click game, an item that's useless 99% of the time and rarely advances the plot, even in multiple entries in the series. It's mainly a Joke Item but it can advance the plot, if rarely. I'm mainly thinking of the Attorney's Badge from Ace Attorney, but I think there's an actual name for this thing. Is there? Reply
  • 1 May 15th, 2017 at 11:11PM
    Lastest Reply: 16th May, 2017 06:20:03 AM
    My example is from Dragon Quest VI where the villain seals away multiple locations because they can be used against him, something no other villain seems to do. Is that regular Genre Savvy or Functional Genre Savvy since it takes place in a game and the villain has no prior experience to build off of? Reply

      Pretty sure that's just normal savvy, and therefore not an example of either.
  • 1 Apr 28th, 2017 at 9:09PM
    Lastest Reply: 28th Apr, 2017 09:53:04 PM
    Is there a trope where all of the boss battles in a video game follow a particular theme or motif? It may or may not be story-relevant. (I don't mean in a musical sense, but an aspect that all or most boss battles in that game have in common.) Reply
  • 1 Apr 23rd, 2017 at 11:11PM
    Lastest Reply: 24th Apr, 2017 02:48:23 AM
    What is the TV Tropes equivalent of whitewashing, using the meaning of the word where minority characters are made white, somehow (i.e., though adaptation, etc.?) Reply
  • 1 Apr 22nd, 2017 at 8:08AM
    Lastest Reply: 22nd Apr, 2017 04:30:55 PM
    It's where the viewpoint character rides an elevator with a transparent or otherwise see-through door and the audience is treated with glimpses of things beyond of some significance. In horror games it's usually a jump scare or similarly brief ominous sight, whereas in some games(such as Half-Life 2) the viewer is treated to some environmental storytelling as they witness characters and micro-scenes beyond. It's most common in video games, it seems, but since it's a purely visual trope it probably occurs elsewhere. Reply