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* ''VideoGame/ClockTower: The First Fear'' has a few rooms like this, such as the mannequin room (Which contains nothing but [[CaptainObvious mannequins]], [[spoiler:one of which [[RandomEvent might]] have Bobby hiding behind it]]) and the trophy room.

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* ''VideoGame/ClockTower: The First Fear'' has a few rooms like this, such as the mannequin room (Which contains nothing but [[CaptainObvious mannequins]], mannequins, [[spoiler:one of which [[RandomEvent might]] have Bobby hiding behind it]]) and the trophy room.


Not to be be confused with the psychological study of [[GoMadFromTheIsolation being left alone in an empty room]]. When played for terror, see NothingIsScarier. See CowTools for a non-video game sister trope. Contrast SidetrackBonus.

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Not to be be confused with the psychological study of [[GoMadFromTheIsolation being left alone in an empty room]]. When played for terror, see NothingIsScarier. See CowTools for a non-video game sister trope. Compare MissingSecret. Contrast SidetrackBonus.

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* In ''VideoGame/RabiRibi'', there is a room in upper Starting Forest known affectionately as the Lonely Girl Room, since the only thing it contains is a single nameless NPC whose sole dialogue is an assurance that there’s nothing in the room.

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* ''VideoGame/BendyAndTheInkMachine'' has many doors, some of which lead to small rooms or closets devoid even of bacon soup for [[PlayerCharacter Henry's]] HyperactiveMetabolism. Notably, there is a room in Chapter 1 - a chapter in which there are no enemies to fight - that only serves a second connection between another room and a hallway.


** Same goes for ''Yume2kki'', Yume Nikki's fanmade "sequel." There is one room in the graveyard world that is particularly spooky – players call it the "weird room". All it contains is a long hallway with turquoise and green paint splotches and a small gray room with a weird, non-moving twisted creature on the floor. Not exactly an empty room, but the creature does not respond to anything you try to do to it in any way, so it may as well be a wall. There's some [[HellIsThatNoise really]] [[MusicalSpoiler creepy music]] playing in this area, but nothing actually happens here, and nothing changes when you leave. [[spoiler: Well, at least [[ShmuckBait 25 out of 26 times nothing happens,]] provided you walked all the way up to the thing before leaving.]]

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** Same goes for ''Yume2kki'', ''VideoGame/Yume2kki'', Yume Nikki's fanmade "sequel." There is one room in the graveyard world that is particularly spooky – players call it the "weird room". All it contains is a long hallway with turquoise and green paint splotches and a small gray room with a weird, non-moving twisted creature on the floor. Not exactly an empty room, but the creature does not respond to anything you try to do to it in any way, so it may as well be a wall. There's some [[HellIsThatNoise really]] [[MusicalSpoiler creepy music]] playing in this area, but nothing actually happens here, and nothing changes when you leave. [[spoiler: Well, at least [[ShmuckBait 25 out of 26 times nothing happens,]] provided you walked all the way up to the thing before leaving.]]

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* ''VideoGame/MonsterHunter Generations'' has an area in the Volcanic Hollow map that features a large spider web, monster carcasses hanging from the ceiling, but...no large monsters ever appear here. This is because [[TheArtifact it had a purpose in a previous game]]: in ''Monster Hunter 4'', before plot developments turn the map the way it is in the latter half of the game and in ''Generations'', the map is called the Sunken Hollow and a GiantSpider monster, the Nerscylla, uses this map as its home, with that particular giant web zone being its rest area. A Gypceros can also come to this area, presumably because those webbed-up corpses are of its kind. When the map becomes the Volcanic Hollow, the Nerscylla and Gypceros stop appearing here, rendering the giant web room obsolete since no other large monsters use it.



* ''VideoGame/MonsterHunter Generations'' has an area in the Volcanic Hollow map that features a large spider web, monster carcasses hanging from the ceiling, but...no large monsters ever appear here. This is because [[TheArtifact it had a purpose in a previous game]]: in ''Monster Hunter 4'', before plot developments turn the map the way it is in the latter half of the game and in ''Generations'', the map is called the Sunken Hollow and a GiantSpider monster, the Nerscylla, uses this map as its home, with that particular giant web zone being its rest area. A Gypceros can also come to this area, presumably because those webbed-up corpses are of its kind. When the map becomes the Volcanic Hollow, the Nerscylla and Gypceros stop appearing here, rendering the giant web room obsolete since no other large monsters use it.



* [[ThatOneLevel The Sealed Cavern]] in ''VideoGame/FinalFantasyIV'' was full of these. Throughout the dungeon, you had to face [[BossInMooksClothing Trap Doors]] to see what was in the room behind them. Some of the time, these rooms would contain treasure chests with fantastic loot; most of the time, they contained nothing. A first-time player would either have to try every room or rely on luck to beat down the Trap Doors and get all of the goodies within the dungeon.

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* [[ThatOneLevel ''VideoGame/BoxxyQuestTheGatheringStorm'' loves this trope. You’ll find plenty of rooms that seem to be empty - some of them turn out to be used in sidequests later, while others… aren’t.
**
The Sealed Cavern]] first one you’re likely to find is Bell Cave, a small mossy cave on Artistry Highway where you can hear the sound of softly tinkling bells. There’s nothing in there until the [[PlayableEpilogue epilogue]], when you’re asked to meet someone there as part of a bonus quest.
** Deep in the haunted woods, there’s a clearing with an old lantern sitting on a stump. It can’t be lit, no matter what you try, and nothing else comes of this… until the epilogue, because it’s part of the same quest line as Bell Cave.
** The [=LoversLab=] building in [=GameFAQs=], which has some funny [=NPCs=] inside but not much else. This one really ''is'' useless, because the lab’s intended sidequest ended up being DummiedOut at the last minute.
** The “Tower of Plot” dungeon has a huge hidden area you can get to by slipping through a gap in the fence near the entrance. There are a few things of value in there, like an extra scene with Tyalie and the unique “Lady’s Breath” item, but many rooms – like the tiny village with the shamrock people – are simply there to weird you out.
** Lastly, there’s the graveyard path behind [[EasterEgg Amelie’s secret church]]. It leads into the trees, to an area with some kind of twitching, grinning serpent surrounded by a ring of greyed-out bodies. Nothing in this area can be interacted with, and it seems to only exist for the purpose of being ''utterly terrifying''.
* ''Franchise/FinalFantasy'':
** Players of other games will find the rooms in ''VideoGame/FinalFantasyII''[='=]s dungeons strange -- most of them are red herrings, not just empty but rigged with very high encounter rates. You almost always have to fight to leave the room. ''VideoGame/FinalFantasyI'' also has lots of empty rooms, but doesn't rig them this way. Savvy players will abuse these rooms to do the game's equivalent of LevelGrinding. In the remakes, where stat increases are much harder to come by, these rooms take on a whole new meaning as ''training'' rooms instead of ''trap'' rooms.
**
''VideoGame/FinalFantasyIV'' was full throws some of these. Throughout these at you in the dungeon, Sealed Cave. There aren't that many, but getting into one requires that you had defeat a Trapdoor monster, which is very powerful and uses an instant death move which is almost impossible to face [[BossInMooksClothing Trap Doors]] avoid entirely.
** In ''VideoGame/FinalFantasyVII'' there's a manhole in Corel Prision which only has an empty chest inside and that's it. No random encounters, no other secrets, nothing. Many, many person-years have been spent trying
to see what was find out why ([[UrbanLegendofZelda especially given all the other rumors about the game]]). A [[http://tcrf.net/Final_Fantasy_VII#The_Prison_Well deeper analysis]] of the game's files reveals there ''is'' something down there...well, more or less.
** ''VideoGame/FinalFantasyMysticQuest'': All of the cavernous "temples" on the southern continent. Absolutely nothing useful
in them besides restorative items and one brief, optional encounter with the Old Man.
* In ''VideoGame/MarioAndLuigiDreamTeam'', there are quite a few areas like this, which at best have random near-worthless items and at worst have literally nothing. Such as the odd cave area in the north west of Somnom Woods. It's got a few blocks littered around with common items... and absolutely nothing of value to the storyline or 100% completion. Jarring considering that most other such areas have a real purpose in the main adventure. Same with that weird shrine like room to the north east of Pi'illo Castle.
* ''VideoGame/PaperMario'':
** In ''VideoGame/PaperMario64'', there's a room in Bowser's Castle (the very last dungeon) that contains absolutely nothing. To get to it, you have to push a block and expose a hidden doorway, fight your way through a horde of tough enemies, and descend down countless stairs, all for... well, nothing. As it turns out, pushing the block in the ''opposite'' direction leads you to
the room behind them. Some you really need.
* ''VideoGame/PaperMarioTheThousandYearDoor'' contains an empty house in Twilight Town. Nobody lives there and it's never significant to the plot. Considering that Twilight Town is meant to be creepy (and some think it is) its current use may be an attempt at NothingIsScarier, just to confuse the player.
** There are a couple of places in Rogueport that serve no important purpose. The house in the background
of the time, flooded sewer area contains a single Star Piece and nothing else. The weird little enclave next to the harbor contains a single Star Piece and a badge. Nobody seems to live in either of these rooms would contain treasure chests with fantastic loot; most of the time, places and, but there's evidence that somebody does and they contained nothing. A first-time just sort of went missing or something.
** There's another one in the Glitz Pit in Chapter 3. Late in the chapter, the
player would either have has to try every room or rely on luck to beat down pass through several abandoned locker rooms. There's a small, dimly lit den-like area hidden in the Trap Doors walls between two rooms, with a TV, coffee table, and get all of the goodies within the dungeon.lamp. Goombella briefly mentions it in her area tattle, just to lampshade how mysterious and pointless it is.



* ''Franchise/FinalFantasy'':
** Players of other games will find the rooms in ''VideoGame/FinalFantasyII''[='=]s dungeons strange -- most of them are red herrings, not just empty but rigged with very high encounter rates. You almost always have to fight to leave the room. ''VideoGame/FinalFantasyI'' also has lots of empty rooms, but doesn't rig them this way. Savvy players will abuse these rooms to do the game's equivalent of LevelGrinding. In the remakes, where stat increases are much harder to come by, these rooms take on a whole new meaning as ''training'' rooms instead of ''trap'' rooms.
** ''VideoGame/FinalFantasyIV'' throws some of these at you in the Sealed Cave. There aren't that many, but getting into one requires that you defeat a Trapdoor monster, which is very powerful and uses an instant death move which is almost impossible to avoid entirely.
** In ''VideoGame/FinalFantasyVII'' there's a manhole in Corel Prision which only has an empty chest inside and that's it. No random encounters, no other secrets, nothing. Many, many person-years have been spent trying to find out why ([[UrbanLegendofZelda especially given all the other rumors about the game]]). A [[http://tcrf.net/Final_Fantasy_VII#The_Prison_Well deeper analysis]] of the game's files reveals there ''is'' something down there...well, more or less.
** ''VideoGame/FinalFantasyMysticQuest'': All of the cavernous "temples" on the southern continent. Absolutely nothing useful in them besides restorative items and one brief, optional encounter with the Old Man.
* While there are more than a few rooms empty of enemies or treasure in ''VideoGame/VagrantStory'', they all at least lead somewhere, except for one room early in the game which contains only a few enemies and nothing else, leaving you to simply leave the way you came in.

to:

* ''Franchise/FinalFantasy'':
** Players of other games will find
''VideoGame/SaGaFrontier'' has a few, but the rooms in ''VideoGame/FinalFantasyII''[='=]s dungeons strange -- most of them are red herrings, not just empty but rigged with very high encounter rates. You almost always have notable is a room off to fight to leave the room. ''VideoGame/FinalFantasyI'' also has lots of empty rooms, but doesn't rig them this way. Savvy players will abuse these rooms to do the game's equivalent of LevelGrinding. In the remakes, where stat increases are much harder to come by, these rooms take on a whole new meaning as ''training'' rooms instead of ''trap'' rooms.
** ''VideoGame/FinalFantasyIV'' throws some of these at you
right in the Sealed Cave. There aren't that many, large final section of the Luminous Labyrinth. It ''looks'' important, but getting into one requires that although with some experimentation, you defeat a Trapdoor monster, which is very powerful and uses an instant death move which is almost impossible to avoid entirely.
** In ''VideoGame/FinalFantasyVII'' there's a manhole
can aim the beam of light this way in Corel Prision which only has an empty chest inside and that's it. No random encounters, no other secrets, nothing. Many, many person-years any of six colors, nothing ever happens here. A DummiedOut room of similar design also exists within the game, suggesting this must have been spent trying to find out why ([[UrbanLegendofZelda especially given all for ''something'' at some point...
* ''VideoGame/SailorMoonAnotherStory'' does this massively, and often in no-encounter settings. The hospital, elementary school and university in Tokyo have many repeated identical rooms with nothing but background objects. Later in
the other rumors about game you come across towns and ruins with whole buildings that contain nothing. Even worse, there are many barrels and similarly-inviting background objects, and only three of these in the game]]). A [[http://tcrf.net/Final_Fantasy_VII#The_Prison_Well deeper analysis]] whole game have items (necessary for HundredPercentCompletion of course).
* In ''VideoGame/SeikenDensetsu3'', in the town of Astoria, there is a house in the top-right corner of the map. Inside the house is... nothing. Just a single room. No treasure, no [=NPCs=], no character monologues, nothing. It serves absolutely no purpose whatsoever and is the only house in the entire game not to feature at least a token NPC. This is somewhat vindicated by [[spoiler:a minor battle occurring in the house during an eerie revisit of Astoria, in one
of the game's files reveals there ''is'' something down there...well, more or less.
** ''VideoGame/FinalFantasyMysticQuest'': All
three final gauntlets]].
* ''VideoGame/ShinMegamiTenseiIVApocalypse'' reuses a lot of geography from ''VideoGame/ShinMegamiTenseiIV'', but some
of the cavernous "temples" on the southern continent. Absolutely nothing useful in them besides restorative items reused areas have since been stripped of purpose and one brief, optional encounter with the Old Man.
* While there are more than a few
[=NPCs=]; many rooms empty of enemies or treasure in ''VideoGame/VagrantStory'', they all at least lead somewhere, except for one room early in the game which contains only a few enemies and nothing else, leaving you to will simply leave remain empty for the way you came in.duration of the game.



* ''VideoGame/PaperMario'':
** In ''VideoGame/PaperMario64'', there's a room in Bowser's Castle (the very last dungeon) that contains absolutely nothing. To get to it, you have to push a block and expose a hidden doorway, fight your way through a horde of tough enemies, and descend down countless stairs, all for... well, nothing. As it turns out, pushing the block in the ''opposite'' direction leads you to the room you really need.
* ''VideoGame/PaperMarioTheThousandYearDoor'' contains an empty house in Twilight Town. Nobody lives there and it's never significant to the plot. Considering that Twilight Town is meant to be creepy (and some think it is) its current use may be an attempt at NothingIsScarier, just to confuse the player.
** There are a couple of places in Rogueport that serve no important purpose. The house in the background of the flooded sewer area contains a single Star Piece and nothing else. The weird little enclave next to the harbor contains a single Star Piece and a badge. Nobody seems to live in either of these places and, but there's evidence that somebody does and they just sort of went missing or something.
** There's another one in the Glitz Pit in Chapter 3. Late in the chapter, the player has to pass through several abandoned locker rooms. There's a small, dimly lit den-like area hidden in the walls between two rooms, with a TV, coffee table, and lamp. Goombella briefly mentions it in her area tattle, just to lampshade how mysterious and pointless it is.
* In ''VideoGame/SeikenDensetsu3'', in the town of Astoria, there is a house in the top-right corner of the map. Inside the house is... nothing. Just a single room. No treasure, no [=NPCs=], no character monologues, nothing. It serves absolutely no purpose whatsoever and is the only house in the entire game not to feature at least a token NPC. This is somewhat vindicated by [[spoiler:a minor battle occurring in the house during an eerie revisit of Astoria, in one of the game's three final gauntlets]].
* ''VideoGame/SailorMoonAnotherStory'' does this massively, and often in no-encounter settings. The hospital, elementary school and university in Tokyo have many repeated identical rooms with nothing but background objects. Later in the game you come across towns and ruins with whole buildings that contain nothing. Even worse, there are many barrels and similarly-inviting background objects, and only three of these in the whole game have items (necessary for HundredPercentCompletion of course).
* ''VideoGame/ShinMegamiTenseiIVApocalypse'' reuses a lot of geography from ''VideoGame/ShinMegamiTenseiIV'', but some of the reused areas have since been stripped of purpose and [=NPCs=]; many rooms will simply remain empty for the duration of the game.
* In ''VideoGame/MarioAndLuigiDreamTeam'', there are quite a few areas like this, which at best have random near-worthless items and at worst have literally nothing. Such as the odd cave area in the north west of Somnom Woods. It's got a few blocks littered around with common items... and absolutely nothing of value to the storyline or 100% completion. Jarring considering that most other such areas have a real purpose in the main adventure. Same with that weird shrine like room to the north east of Pi'illo Castle.
* ''VideoGame/SaGaFrontier'' has a few, but the most notable is a room off to the right in the large final section of the Luminous Labyrinth. It ''looks'' important, but although with some experimentation, you can aim the beam of light this way in any of six colors, nothing ever happens here. A DummiedOut room of similar design also exists within the game, suggesting this must have been for ''something'' at some point...
* ''VideoGame/BoxxyQuestTheGatheringStorm'' loves this trope. You’ll find plenty of rooms that seem to be empty - some of them turn out to be used in sidequests later, while others… aren’t.
** The first one you’re likely to find is Bell Cave, a small mossy cave on Artistry Highway where you can hear the sound of softly tinkling bells. There’s nothing in there until the [[PlayableEpilogue epilogue]], when you’re asked to meet someone there as part of a bonus quest.
** Deep in the haunted woods, there’s a clearing with an old lantern sitting on a stump. It can’t be lit, no matter what you try, and nothing else comes of this… until the epilogue, because it’s part of the same quest line as Bell Cave.
** The [=LoversLab=] building in [=GameFAQs=], which has some funny [=NPCs=] inside but not much else. This one really ''is'' useless, because the lab’s intended sidequest ended up being DummiedOut at the last minute.
** The “Tower of Plot” dungeon has a huge hidden area you can get to by slipping through a gap in the fence near the entrance. There are a few things of value in there, like an extra scene with Tyalie and the unique “Lady’s Breath” item, but many rooms – like the tiny village with the shamrock people – are simply there to weird you out.
** Lastly, there’s the graveyard path behind [[EasterEgg Amelie’s secret church]]. It leads into the trees, to an area with some kind of twitching, grinning serpent surrounded by a ring of greyed-out bodies. Nothing in this area can be interacted with, and it seems to only exist for the purpose of being ''utterly terrifying''.

to:

* ''VideoGame/PaperMario'':
** In ''VideoGame/PaperMario64'', there's
While there are more than a few rooms empty of enemies or treasure in ''VideoGame/VagrantStory'', they all at least lead somewhere, except for one room early in Bowser's Castle (the very last dungeon) that the game which contains absolutely nothing. To get to it, you have to push only a block and expose a hidden doorway, fight your way through a horde of tough enemies, and descend down countless stairs, all for... well, nothing. As it turns out, pushing the block in the ''opposite'' direction leads you to the room you really need.
* ''VideoGame/PaperMarioTheThousandYearDoor'' contains an empty house in Twilight Town. Nobody lives there and it's never significant to the plot. Considering that Twilight Town is meant to be creepy (and some think it is) its current use may be an attempt at NothingIsScarier, just to confuse the player.
** There are a couple of places in Rogueport that serve no important purpose. The house in the background of the flooded sewer area contains a single Star Piece
few enemies and nothing else. The weird little enclave next to the harbor contains a single Star Piece and a badge. Nobody seems to live in either of these places and, but there's evidence that somebody does and they just sort of went missing or something.
** There's another one in the Glitz Pit in Chapter 3. Late in the chapter, the player has to pass through several abandoned locker rooms. There's a small, dimly lit den-like area hidden in the walls between two rooms, with a TV, coffee table, and lamp. Goombella briefly mentions it in her area tattle, just to lampshade how mysterious and pointless it is.
* In ''VideoGame/SeikenDensetsu3'', in the town of Astoria, there is a house in the top-right corner of the map. Inside the house is... nothing. Just a single room. No treasure, no [=NPCs=], no character monologues, nothing. It serves absolutely no purpose whatsoever and is the only house in the entire game not to feature at least a token NPC. This is somewhat vindicated by [[spoiler:a minor battle occurring in the house during an eerie revisit of Astoria, in one of the game's three final gauntlets]].
* ''VideoGame/SailorMoonAnotherStory'' does this massively, and often in no-encounter settings. The hospital, elementary school and university in Tokyo have many repeated identical rooms with nothing but background objects. Later in the game
else, leaving you come across towns and ruins with whole buildings that contain nothing. Even worse, there are many barrels and similarly-inviting background objects, and only three of these in the whole game have items (necessary for HundredPercentCompletion of course).
* ''VideoGame/ShinMegamiTenseiIVApocalypse'' reuses a lot of geography from ''VideoGame/ShinMegamiTenseiIV'', but some of the reused areas have since been stripped of purpose and [=NPCs=]; many rooms will
to simply remain empty for leave the duration of the game.
* In ''VideoGame/MarioAndLuigiDreamTeam'', there are quite a few areas like this, which at best have random near-worthless items and at worst have literally nothing. Such as the odd cave area in the north west of Somnom Woods. It's got a few blocks littered around with common items... and absolutely nothing of value to the storyline or 100% completion. Jarring considering that most other such areas have a real purpose in the main adventure. Same with that weird shrine like room to the north east of Pi'illo Castle.
* ''VideoGame/SaGaFrontier'' has a few, but the most notable is a room off to the right in the large final section of the Luminous Labyrinth. It ''looks'' important, but although with some experimentation,
way you can aim the beam of light this way in any of six colors, nothing ever happens here. A DummiedOut room of similar design also exists within the game, suggesting this must have been for ''something'' at some point...
* ''VideoGame/BoxxyQuestTheGatheringStorm'' loves this trope. You’ll find plenty of rooms that seem to be empty - some of them turn out to be used in sidequests later, while others… aren’t.
** The first one you’re likely to find is Bell Cave, a small mossy cave on Artistry Highway where you can hear the sound of softly tinkling bells. There’s nothing in there until the [[PlayableEpilogue epilogue]], when you’re asked to meet someone there as part of a bonus quest.
** Deep in the haunted woods, there’s a clearing with an old lantern sitting on a stump. It can’t be lit, no matter what you try, and nothing else comes of this… until the epilogue, because it’s part of the same quest line as Bell Cave.
** The [=LoversLab=] building in [=GameFAQs=], which has some funny [=NPCs=] inside but not much else. This one really ''is'' useless, because the lab’s intended sidequest ended up being DummiedOut at the last minute.
** The “Tower of Plot” dungeon has a huge hidden area you can get to by slipping through a gap in the fence near the entrance. There are a few things of value in there, like an extra scene with Tyalie and the unique “Lady’s Breath” item, but many rooms – like the tiny village with the shamrock people – are simply there to weird you out.
** Lastly, there’s the graveyard path behind [[EasterEgg Amelie’s secret church]]. It leads into the trees, to an area with some kind of twitching, grinning serpent surrounded by a ring of greyed-out bodies. Nothing in this area can be interacted with, and it seems to only exist for the purpose of being ''utterly terrifying''.
came in.



* ''VideoGame/PlanescapeTorment'' has the Mosaic Crypt in the Weeping Stone Catacombs. The mysterious rusted vents, the worn-to-illegibility scribblings on the tomb walls, the suspiciously lethal traps and even one of the recently deceased Collectors (Gris: ''"...it smells different."'') all suggest there's something special hidden in there. Aside from the massive, conspicuous sarcophagus with an enchanted hammer and some old bones inside, there really isn't. It's been one of the more maddening red herrings in recent [=CRPGs=], most likely caused by the [[DummiedOut budget/manpower/time/sanity constraints]] so obvious in the Black Isle games of the time. The chamber also contains an acid trap, possibly as a ShoutOut to ''Film/{{Cube}}'', where a character determines a room to be trapped because of its smell (noticably dry air to be exact) [[spoiler: and the same character's later death via an acid sprinkler]].
* ''[[VideoGame/MightAndMagic Might And Magic IX]]'' was loaded with these, albeit [[ObviousBeta somewhat unintentionally]].



* In ''VideoGame/UltimaV'', behind the fireplace in the Jester Chuckles's room in Castle Britain is a secret ladder that leads to a room that has a dead body in it. Curiously, there's a prisoner in the dungeon who says that he didn't mean to kill "her", and that it was Chuckles's fault. But doesn't say any more on the subject and attacks you. Other than this, there is no other mention of this, and Chuckles has no dialogue regarding it.
* An all-too-common failing with beginning ''VideoGame/NeverwinterNights'' mod designers. Sometimes you can even run across entire ''levels'' with not even the weeniest bit of flavor text.
* ''VideoGame/TaskMaker'' plays with this with the town of Lupercelia Lemma. The whole village is completely abandoned, with nothing but a few random rooms that have nothing in them. The flavor text upon entering the town says that wandering monsters may appear from the random monster generator, but even this is rare.


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* ''[[VideoGame/MightAndMagic Might And Magic IX]]'' was loaded with these, albeit [[ObviousBeta somewhat unintentionally]].
* An all-too-common failing with beginning ''VideoGame/NeverwinterNights'' mod designers. Sometimes you can even run across entire ''levels'' with not even the weeniest bit of flavor text.
* ''VideoGame/PlanescapeTorment'' has the Mosaic Crypt in the Weeping Stone Catacombs. The mysterious rusted vents, the worn-to-illegibility scribblings on the tomb walls, the suspiciously lethal traps and even one of the recently deceased Collectors (Gris: ''"...it smells different."'') all suggest there's something special hidden in there. Aside from the massive, conspicuous sarcophagus with an enchanted hammer and some old bones inside, there really isn't. It's been one of the more maddening red herrings in recent [=CRPGs=], most likely caused by the [[DummiedOut budget/manpower/time/sanity constraints]] so obvious in the Black Isle games of the time. The chamber also contains an acid trap, possibly as a ShoutOut to ''Film/{{Cube}}'', where a character determines a room to be trapped because of its smell (noticably dry air to be exact) [[spoiler: and the same character's later death via an acid sprinkler]].
* ''VideoGame/TaskMaker'' plays with this with the town of Lupercelia Lemma. The whole village is completely abandoned, with nothing but a few random rooms that have nothing in them. The flavor text upon entering the town says that wandering monsters may appear from the random monster generator, but even this is rare.
* In ''VideoGame/UltimaV'', behind the fireplace in the Jester Chuckles's room in Castle Britain is a secret ladder that leads to a room that has a dead body in it. Curiously, there's a prisoner in the dungeon who says that he didn't mean to kill "her", and that it was Chuckles's fault. But doesn't say any more on the subject and attacks you. Other than this, there is no other mention of this, and Chuckles has no dialogue regarding it.


* ''Franchise/{{Castlevania}}'':
** ''VideoGame/CastlevaniaPortraitOfRuin'''s empty rooms actually serve a purpose: To distract the player. Completing at least one quest requires the player to find a dead-end, seemingly empty room... and wait. Nothing else needs to be done, just... wait.
** In ''VideoGame/CastlevaniaRondoOfBlood'', there's a secret room in the Pirate Ship that can only be accessed by Maria, but is empty except for an unusable door/mirror. Appears to be for something that was DummiedOut.
** In ''Dracula X Chronicles'', one of the soundtrack records is now hidden there.
** In ''VideoGame/CastlevaniaIISimonsQuest'', the final town, Yomi/Ghoulash, is a ghost town with nothing in any of the rooms except for an old lady who says "Let's live here together". The other towns and the mansions have many useless rooms as well. The most flagrant red herring, though, is the upper path from Dora Woods (the lower path leads to the aforementioned ghost town and Dracula's castle), which leads you across the East Bridge to Denis Marsh (no relation to Denis Woods), a swampy dead end with a unique lime green background palette, but absolutely nothing of value.
** The original ''VideoGame/{{Castlevania|I}}'' had a very odd, if not unique, version of the empty room psych: the manual itself told you to be on the lookout for hidden doors to...well, it didn't say what kind of rooms specifically, but it doesn't matter, because in twenty-four years no one has ''ever'' found any such secret doors, because they aren't there. It's still a mystery why the manual even ''said'' they were there. So you could say this was a ''nonexistent'' room psych. The MSX version does have a level with MagicalMysteryDoors.
* In ''Film/DirtyHarry'' for the NES, there is one room you enter where the only thing in it is "Hahaha" written on the wall. [[DeadEndRoom The door is gone]], forcing you to restart your game. The developers were literally trolling the players in one of the most sadistic ways possible.
* The ''[[Franchise/DotHack .hack]]'' series contains a well-known example in an area (field) named Hidden Forbidden Holy Ground - the Hulle Granz Cathedral. It is an entirely vacant map, originally with a constantly overcast night sky, with a single short stone walkway leading from the cathedral to the middle of nowhere, around which was a lake of mist as far as the eye could see. There is absolutely nothing there and it serves no perceivable purpose in the MMO The World as it currently exists. Despite that, every subseries of the ''[[Franchise/DotHack .hack]]'' franchise has featured a plot-relevant visit to the cathedral and many plot-relevant events have occurred there.
* ''VideoGame/EnterTheMatrix'' had an Empty Level Psych. One level in the vampire mansion consisted of walking from one door to another in the same room, then loading the next level. Considering how dodgy the game was, chances are it was just oversight on someone's part.
* ''[[VideoGame/TheGoonies The Goonies II]]'' has many useless rooms (most with various people giving useless advice, like an old lady who's lost her glasses, or someone saying that it's fun to play the game) and one completely empty room. Lampshaded at one point by an Eskimo in the ice cave. "I'm Eskimo. There's nothing here." The empty-room dilemma manages to combine with another one -- the hidden-object/passageway dilemma -- to make the game a ''nightmare'' for first-time players who are completionists. Mikey has three tools he can use during the "3D" portions (fist, hammer and glasses) to either make items appear or to make a doorway in a wall/floor/ceiling. Also, in the side-scrolling portions, Mikey has very short-range bombs he can use to locate doorways. All of these factors come together into making quite possibly the most frustrating Metroidvania ever.
* The ''VideoGame/LegacyOfKain'' games have a lot of these, mainly because lots of the content was cut, leaving areas you can get to, but not leading anywhere. There's even [[http://www.thelostworlds.net/ a site about exploring them]].



* ''VideoGame/TombRaiderLastRevelation'':
** One complaint about the game, compared to previous ones, is that there are many rooms that ''look'' like they'd contain something, but have nothing in them. Usually it's justified by the level structure attempting to match aesthetic standards (like symmetry), but it's still frustrating. One example is a dark secret room in the Valley of the Kings, which contains...nothing.
** The very first revision of TRLR (only available on [=PS1=] and off the UsefulNotes/PlayStationNetwork) was missing a few items from the earlier levels. One egregious example was the 5th secret; the player would climb a ladder and flip a switch to open a door down below, and enter to find...nothing. In later revisions, this area contains ammo for the shotgun.
* In ''VideoGame/TombRaider'':
** The Caves level contains a secret room with a single medipack in front of an elaborate Mayan calendar. The room looks like it extends past that, but there is in fact no way to "open" the calendar.
** The City of Vilcabamba has a spacious room with 4 decorative serpents. It contains ''nothing'' aside from a secret door, that can't be opened from that room anyways.

to:

* ''VideoGame/TombRaiderLastRevelation'':
** One complaint about the game, compared to previous ones, is that there are many rooms that ''look'' like they'd contain something, but have nothing in them. Usually it's justified by the level structure attempting to match aesthetic standards (like symmetry), but it's still frustrating. One example is a dark secret room in the Valley of the Kings, which contains...nothing.
** The very first revision of TRLR (only available on [=PS1=] and off the UsefulNotes/PlayStationNetwork) was missing a few items from the earlier levels. One egregious example was the 5th secret; the player would climb a ladder and flip a switch to open a door down below, and enter to find...nothing. In later revisions, this area contains ammo
''Literature/TheLordOfTheRings'' game for the shotgun.
* In ''VideoGame/TombRaider'':
** The Caves level contains a secret room
SNES was filled with a single medipack in front enormous, sprawling, gigantic... repeating screens. Literally ninety percent of an elaborate Mayan calendar. The every dungeon is absolutely worthless and serves no purpose other than [[GuideDangIt confusing the hell out of you and getting you lost.]] And because of lazy graphics design, ''every room looks the same.'' Half the time, you think you're going in a circle, but you're not. It's just another goddamn empty room that looks just like it extends past that, but there is in fact no way to "open" the calendar.
** The City of Vilcabamba has a spacious
empty room you passed through a few minutes ago.
* In ''VideoGame/MegaManLegends'', at the northern end of the Old City, there's a small area
with 4 decorative serpents. a power plant and a few NPC workers. It contains ''nothing'' aside from a secret door, that can't be opened from that room anyways.serves no purpose storywise, no connection to any sidequests, no minigames, no items to collect, nothing. You could achieve OneHundredPercentCompletion without even realizing it was there.



* ''Franchise/{{Castlevania}}'':
** ''VideoGame/CastlevaniaPortraitOfRuin'''s empty rooms actually serve a purpose: To distract the player. Completing at least one quest requires the player to find a dead-end, seemingly empty room... and wait. Nothing else needs to be done, just... wait.
** In ''VideoGame/CastlevaniaRondoOfBlood'', there's a secret room in the Pirate Ship that can only be accessed by Maria, but is empty except for an unusable door/mirror. Appears to be for something that was DummiedOut.
** In ''Dracula X Chronicles'', one of the soundtrack records is now hidden there.
** In ''VideoGame/CastlevaniaIISimonsQuest'', the final town, Yomi/Ghoulash, is a ghost town with nothing in any of the rooms except for an old lady who says "Let's live here together". The other towns and the mansions have many useless rooms as well. The most flagrant red herring, though, is the upper path from Dora Woods (the lower path leads to the aforementioned ghost town and Dracula's castle), which leads you across the East Bridge to Denis Marsh (no relation to Denis Woods), a swampy dead end with a unique lime green background palette, but absolutely nothing of value.
** The original ''VideoGame/{{Castlevania|I}}'' had a very odd, if not unique, version of the empty room psych: the manual itself told you to be on the lookout for hidden doors to...well, it didn't say what kind of rooms specifically, but it doesn't matter, because in twenty-four years no one has ''ever'' found any such secret doors, because they aren't there. It's still a mystery why the manual even ''said'' they were there. So you could say this was a ''nonexistent'' room psych. The MSX version does have a level with MagicalMysteryDoors.
* ''[[VideoGame/TheGoonies The Goonies II]]'' has many useless rooms (most with various people giving useless advice, like an old lady who's lost her glasses, or someone saying that it's fun to play the game) and one completely empty room. Lampshaded at one point by an Eskimo in the ice cave. "I'm Eskimo. There's nothing here." The empty-room dilemma manages to combine with another one -- the hidden-object/passageway dilemma -- to make the game a ''nightmare'' for first-time players who are completionists. Mikey has three tools he can use during the "3D" portions (fist, hammer and glasses) to either make items appear or to make a doorway in a wall/floor/ceiling. Also, in the side-scrolling portions, Mikey has very short-range bombs he can use to locate doorways. All of these factors come together into making quite possibly the most frustrating Metroidvania ever.
* The ''VideoGame/LegacyOfKain'' games have a lot of these, mainly because lots of the content was cut, leaving areas you can get to, but not leading anywhere. There's even [[http://www.thelostworlds.net/ a site about exploring them]].
* ''Literature/TheLordOfTheRings'' game for the SNES was filled with enormous, sprawling, gigantic... repeating screens. Literally ninety percent of every dungeon is absolutely worthless and serves no purpose other than [[GuideDangIt confusing the hell out of you and getting you lost.]] And because of lazy graphics design, ''every room looks the same.'' Half the time, you think you're going in a circle, but you're not. It's just another goddamn empty room that looks just like the empty room you passed through a few minutes ago.
* The dungeons in ''VideoGame/{{Ys}} I,'' ''Ys II'' and ''Ys IV'' are complete labyrinths, full of dead-ends and loops. It can be very hard to find the way forward, and easy to miss treasure chests containing important items. One conspicuous empty room in ''Ys I'' is revisted in ''Ys II'', where it becomes important.
* ''VideoGame/EnterTheMatrix'' had an Empty Level Psych. One level in the vampire mansion consisted of walking from one door to another in the same room, then loading the next level. Considering how dodgy the game was, chances are it was just oversight on someone's part.
* The ''[[Franchise/DotHack .hack]]'' series contains a well-known example in an area (field) named Hidden Forbidden Holy Ground - the Hulle Granz Cathedral. It is an entirely vacant map, originally with a constantly overcast night sky, with a single short stone walkway leading from the cathedral to the middle of nowhere, around which was a lake of mist as far as the eye could see. There is absolutely nothing there and it serves no perceivable purpose in the MMO The World as it currently exists. Despite that, every subseries of the ''[[Franchise/DotHack .hack]]'' franchise has featured a plot-relevant visit to the cathedral and many plot-relevant events have occurred there.



* The "Adventure Fields" in ''VideoGame/SonicAdventure'' were absolutely rife with these; one particularly strange example is aboard the crashed [[CoolAirship Egg Carrier]] as Knuckles, it's possible to gain access to an area often referred to as "Eggman's Fun Room", a strange room of bright colors, a bed, and what appeared to be toys. The place served no purpose and wasn't even accessible to most characters, and was quite perplexing to some players. In the GCN remake, one of the bonus Emblems is hidden here.
* In ''Film/DirtyHarry'' for the NES, there is one room you enter where the only thing in it is "Hahaha" written on the wall. [[DeadEndRoom The door is gone]], forcing you to restart your game. The developers were literally trolling the players in one of the most sadistic ways possible.
* In ''VideoGame/MegaManLegends'', at the northern end of the Old City, there's a small area with a power plant and a few NPC workers. It serves no purpose storywise, no connection to any sidequests, no minigames, no items to collect, nothing. You could achieve OneHundredPercentCompletion without even realizing it was there.

to:

* In ''VideoGame/TombRaider'':
**
The "Adventure Fields" in ''VideoGame/SonicAdventure'' were absolutely rife Caves level contains a secret room with these; one particularly strange a single medipack in front of an elaborate Mayan calendar. The room looks like it extends past that, but there is in fact no way to "open" the calendar.
** The City of Vilcabamba has a spacious room with 4 decorative serpents. It contains ''nothing'' aside from a secret door, that can't be opened from that room anyways.
* ''VideoGame/TombRaiderLastRevelation'':
** One complaint about the game, compared to previous ones, is that there are many rooms that ''look'' like they'd contain something, but have nothing in them. Usually it's justified by the level structure attempting to match aesthetic standards (like symmetry), but it's still frustrating. One
example is aboard the crashed [[CoolAirship Egg Carrier]] as Knuckles, it's possible to gain access to an area often referred to as "Eggman's Fun Room", a strange dark secret room of bright colors, a bed, and what appeared to be toys. The place served no purpose and wasn't even accessible to most characters, and was quite perplexing to some players. In in the GCN remake, one Valley of the bonus Emblems is hidden here.
* In ''Film/DirtyHarry'' for
Kings, which contains...nothing.
** The very first revision of TRLR (only available on [=PS1=] and off
the NES, there is one room you UsefulNotes/PlayStationNetwork) was missing a few items from the earlier levels. One egregious example was the 5th secret; the player would climb a ladder and flip a switch to open a door down below, and enter where the only thing in it is "Hahaha" written on the wall. [[DeadEndRoom The door is gone]], forcing you to restart your game. The developers were literally trolling the players in one of the most sadistic ways possible.
* In ''VideoGame/MegaManLegends'', at the northern end of the Old City, there's a small area with a power plant and a few NPC workers. It serves no purpose storywise, no connection to any sidequests, no minigames, no items to collect,
find...nothing. You could achieve OneHundredPercentCompletion without even realizing In later revisions, this area contains ammo for the shotgun.
* The dungeons in ''VideoGame/{{Ys}} I,'' ''Ys II'' and ''Ys IV'' are complete labyrinths, full of dead-ends and loops. It can be very hard to find the way forward, and easy to miss treasure chests containing important items. One conspicuous empty room in ''Ys I'' is revisted in ''Ys II'', where
it was there.becomes important.



* There is a 400-story skyscraper in ''VideoGame/ZorkZero,'' comprising nearly ''2,000 rooms,'' of which only three contain anything at all -- and one of those three is an EasterEgg. The puzzle is working out which rooms you need to visit. (The clues are in the {{Feelies}}).
* The church in ''VideoGame/ShadowOfDestiny''. Exists in every time you travel to, but is nearly always closed off or otherwise unenterable. There is ''nothing'' in there. [[spoiler:Well, you can pick up an energy unit there in medieval times, but that's about it.]]
* One of these was removed from ''VideoGame/{{Riven}}'' but can [[DummiedOut still be found in the code]] and in the background of one node. It takes the form of a bookmaking press on Crater Island (because, logically, there ought to be a bookmaking press on the island where they make books) that can be manipulated but serves no purpose. It was removed because playtesters kept assuming it was part of some puzzle.
* ''VideoGame/ShenmueII'' was full of buildings with dozens of rooms and nothing whatsoever in them except for rooms that the player was told about anyway.

to:

* There is a 400-story skyscraper In ''Creator/{{Agatha Christie}}'s Evil Under the Sun'', Poirot comments during the introduction that in ''VideoGame/ZorkZero,'' comprising nearly ''2,000 rooms,'' of which only three contain anything at all -- and one of those three is an EasterEgg. The puzzle is working out which order to aid Hastings in solving the mystery, no unimportant rooms you need to visit. (The clues are in the {{Feelies}}).
* The church in ''VideoGame/ShadowOfDestiny''. Exists in every time you travel to, but is nearly always closed off
or otherwise unenterable. There is ''nothing'' in there. [[spoiler:Well, you can pick up an energy unit there in medieval times, but that's about it.]]
* One of these was removed from ''VideoGame/{{Riven}}'' but can [[DummiedOut still
characters will be found in the code]] and in the background of one node. It takes the form of a bookmaking press on Crater Island (because, logically, there ought to be a bookmaking press on the island where they make books) that can be manipulated but serves no purpose. It was removed because playtesters kept assuming it was part of some puzzle.
* ''VideoGame/ShenmueII'' was full of buildings with dozens of rooms and nothing whatsoever in them except for rooms that the player was told about anyway.
included.



* ''VideoGame/IndianaJonesAndHisDesktopAdventures'': Most locations contain nothing whatsoever of interest (sometimes they have a hidden health pickup under a random rock, but it's rare.) Thankfully, your map, once found, tells you which locations contain something and which are empty.



* Played to the hilt in ''VideoGame/YumeNikki''. This being a game loaded with {{Nightmare Sequence}}s, you can guess [[NothingIsScarier what they're intended to do to the player]].
* Same goes for ''Yume2kki'', Yume Nikki's fanmade "sequel." There is one room in the graveyard world that is particularly spooky – players call it the "weird room". All it contains is a long hallway with turquoise and green paint splotches and a small gray room with a weird, non-moving twisted creature on the floor. Not exactly an empty room, but the creature does not respond to anything you try to do to it in any way, so it may as well be a wall. There's some [[HellIsThatNoise really]] [[MusicalSpoiler creepy music]] playing in this area, but nothing actually happens here, and nothing changes when you leave. [[spoiler: Well, at least [[ShmuckBait 25 out of 26 times nothing happens,]] provided you walked all the way up to the thing before leaving.]]

to:

* Played to the hilt in ''VideoGame/YumeNikki''. This being a game loaded with {{Nightmare Sequence}}s, you One of these was removed from ''VideoGame/{{Riven}}'' but can guess [[NothingIsScarier what they're intended to do to the player]].
* Same goes for ''Yume2kki'', Yume Nikki's fanmade "sequel." There is one room
[[DummiedOut still be found in the graveyard world that is particularly spooky – players call it code]] and in the "weird room". All it contains is background of one node. It takes the form of a long hallway with turquoise and green paint splotches and bookmaking press on Crater Island (because, logically, there ought to be a small gray room with a weird, non-moving twisted creature bookmaking press on the floor. Not exactly an empty room, island where they make books) that can be manipulated but the creature does not respond to anything you try to do to serves no purpose. It was removed because playtesters kept assuming it in any way, so it may as well be a wall. There's was part of some [[HellIsThatNoise really]] [[MusicalSpoiler creepy music]] playing in this area, but nothing actually happens here, and nothing changes when you leave. [[spoiler: Well, at least [[ShmuckBait 25 out of 26 times nothing happens,]] provided you walked all the way up to the thing before leaving.]]puzzle.



* ''VideoGame/IndianaJonesAndHisDesktopAdventures'': Most locations contain nothing whatsoever of interest (sometimes they have a hidden health pickup under a random rock, but it's rare.) Thankfully, your map, once found, tells you which locations contain something and which are empty.
* In ''Creator/{{Agatha Christie}}'s Evil Under the Sun'', Poirot comments during the introduction that in order to aid Hastings in solving the mystery, no unimportant rooms or characters will be included.

to:

* ''VideoGame/IndianaJonesAndHisDesktopAdventures'': Most locations contain The church in ''VideoGame/ShadowOfDestiny''. Exists in every time you travel to, but is nearly always closed off or otherwise unenterable. There is ''nothing'' in there. [[spoiler:Well, you can pick up an energy unit there in medieval times, but that's about it.]]
* ''VideoGame/ShenmueII'' was full of buildings with dozens of rooms and
nothing whatsoever of interest (sometimes they have in them except for rooms that the player was told about anyway.
* Played to the hilt in ''VideoGame/YumeNikki''. This being
a hidden health pickup under game loaded with {{Nightmare Sequence}}s, you can guess [[NothingIsScarier what they're intended to do to the player]].
** Same goes for ''Yume2kki'', Yume Nikki's fanmade "sequel." There is one room in the graveyard world that is particularly spooky – players call it the "weird room". All it contains is
a random rock, long hallway with turquoise and green paint splotches and a small gray room with a weird, non-moving twisted creature on the floor. Not exactly an empty room, but it's rare.) Thankfully, your map, once found, tells the creature does not respond to anything you try to do to it in any way, so it may as well be a wall. There's some [[HellIsThatNoise really]] [[MusicalSpoiler creepy music]] playing in this area, but nothing actually happens here, and nothing changes when you leave. [[spoiler: Well, at least [[ShmuckBait 25 out of 26 times nothing happens,]] provided you walked all the way up to the thing before leaving.]]
* There is a 400-story skyscraper in ''VideoGame/ZorkZero,'' comprising nearly ''2,000 rooms,'' of
which locations only three contain something anything at all -- and one of those three is an EasterEgg. The puzzle is working out which are empty.
* In ''Creator/{{Agatha Christie}}'s Evil Under the Sun'', Poirot comments during the introduction that in order to aid Hastings in solving the mystery, no unimportant
rooms or characters will be included.you need to visit. (The clues are in the {{Feelies}}).



* ''VideoGame/CityOfHeroes'':
** Since the game makes heavy use of Instanced Missions and CopyAndPasteEnvironments, there are quite a few examples of empty room psyche in the game. Most this takes the form of random offices and meeting rooms you may encounter on mission maps. There are certain places on the world map that really are empty and don't serve any purpose at all, like an outdoor Tiki Bar in St. Martial, the numerous floating islands in Ouroboros, and the "Emo Gazebo" in the Ski Chalet.
** Also interesting are cases of empty door psych. Most missions are accessed through doors, and on occasion you may encounter a door that looks like it should lead you to a mission, but never actually ''does''. Examples appear in the Midnighter's Club, the Ski Chalet, and even the Studio B room in the Architect Entertainment Buildings. It's possible these doors exist only to serve as "spawn points" for players logging in. (A player logging in will emerge from the nearest spawn point, such as a door or Hospital Teleporter). This doesn't stop people from wondering what the hell is behind those doors though...
* ''VideoGame/TheElderScrollsOnline'' initially suffered from this. Many {{Non Player Character}}s had homes which could be entered, but served no purpose, or did nothing but have a single NPC to talk to once for a quest. Somewhat fixed when the Justice system was added, as these homes now all have at least a few items that can be stolen, so they aren't ''completely'' useless.
* In ''Website/GaiaOnline''' ''ZOMG!'' game, there are a number of areas that are empty or have [=NPCs=] that just stand there and don't say or do anything. Usually, this is because of the fact that ''ZOMG!'' is still in its beta testing stage and the gameplay (especially the earlier levels) are still being redone and altered. For example, the Barton Greens stage once had a golfing minigame, but that was scrapped and resulted in a screen with a Scottish NPC that doesn't say or do anything.



* ''VideoGame/CityOfHeroes'':
** Since the game makes heavy use of Instanced Missions and CopyAndPasteEnvironments, there are quite a few examples of empty room psyche in the game. Most this takes the form of random offices and meeting rooms you may encounter on mission maps. There are certain places on the world map that really are empty and don't serve any purpose at all, like an outdoor Tiki Bar in St. Martial, the numerous floating islands in Ouroboros, and the "Emo Gazebo" in the Ski Chalet.
** Also interesting are cases of empty door psych. Most missions are accessed through doors, and on occasion you may encounter a door that looks like it should lead you to a mission, but never actually ''does''. Examples appear in the Midnighter's Club, the Ski Chalet, and even the Studio B room in the Architect Entertainment Buildings. It's possible these doors exist only to serve as "spawn points" for players logging in. (A player logging in will emerge from the nearest spawn point, such as a door or Hospital Teleporter). This doesn't stop people from wondering what the hell is behind those doors though...
* In ''Website/GaiaOnline''' ''ZOMG!'' game, there are a number of areas that are empty or have [=NPCs=] that just stand there and don't say or do anything. Usually, this is because of the fact that ''ZOMG!'' is still in its beta testing stage and the gameplay (especially the earlier levels) are still being redone and altered. For example, the Barton Greens stage once had a golfing minigame, but that was scrapped and resulted in a screen with a Scottish NPC that doesn't say or do anything.
* ''VideoGame/TheElderScrollsOnline'' initially suffered from this. Many {{Non Player Character}}s had homes which could be entered, but served no purpose, or did nothing but have a single NPC to talk to once for a quest. Somewhat fixed when the Justice system was added, as these homes now all have at least a few items that can be stolen, so they aren't ''completely'' useless.

to:

* ''VideoGame/CityOfHeroes'':
** Since the game makes heavy use of Instanced Missions and CopyAndPasteEnvironments, there are quite a few examples of empty room psyche in the game. Most this takes the form of random offices and meeting rooms you may encounter on mission maps. There are certain places on the world map that really are empty and don't serve any purpose at all, like an outdoor Tiki Bar in St. Martial, the numerous floating islands in Ouroboros, and the "Emo Gazebo" in the Ski Chalet.
** Also interesting are cases of empty door psych. Most missions are accessed through doors, and on occasion you may encounter a door that looks like it should lead you to a mission, but never actually ''does''. Examples appear in the Midnighter's Club, the Ski Chalet, and even the Studio B room in the Architect Entertainment Buildings. It's possible these doors exist only to serve as "spawn points" for players logging in. (A player logging in will emerge from the nearest spawn point, such as a door or Hospital Teleporter). This doesn't stop people from wondering what the hell is behind those doors though...
* In ''Website/GaiaOnline''' ''ZOMG!'' game, there are a number of areas that are empty or have [=NPCs=] that just stand there and don't say or do anything. Usually, this is because of the fact that ''ZOMG!'' is still in its beta testing stage and the gameplay (especially the earlier levels) are still being redone and altered. For example, the Barton Greens stage once had a golfing minigame, but that was scrapped and resulted in a screen with a Scottish NPC that doesn't say or do anything.
* ''VideoGame/TheElderScrollsOnline'' initially suffered from this. Many {{Non Player Character}}s had homes which could be entered, but served no purpose, or did nothing but have a single NPC to talk to once for a quest. Somewhat fixed when the Justice system was added, as these homes now all have at least a few items that can be stolen, so they aren't ''completely'' useless.



* ''[[VideoGame/OneThousandAndOneSpikes 1001 Spikes]]'' follows one certain, extremely difficult level with a level called "Too Easy", which is absolutely devoid of enemies or traps. Only falling in the lava at the bottom can kill you, a nearly impossible prospect considering the ease of the platforming in this level. The only reason for it's existence is pure ParanoiaFuel.
* The original NES ''VideoGame/BionicCommando'' has many dead-ends with nothing in them, but the remake has secret rooms and items hidden in some of these locations.
* There's the empty pillar room in Creepy Castle of ''VideoGame/DonkeyKong64''; a room with a stone pillar in the middle, a hanging light, and what appears to be an open shaft pouring light down. It's only accessible by one character through a series of transport pads, has a balloon for 10 bananas in it, but is otherwise empty and totally functionless. It borders on MindScrew if you try to understand what effing purpose it has.
* ''VideoGame/{{Fez}}'' has a few abandoned houses with absolutely nothing in them but foreboding music. At least the map screen is kind enough to tell you when you've found everything in a given area.
* ''VideoGame/HollowKnight'''s examples include a dead-end near the northwest entrance of Deepnest occupied by a useless NPC called the Mask Maker, another alcove in Deepnest housing a [[Anime/SpiritedAway No-Face]] {{expy}} who has no relevance to the story either, a hall in the Queen's Gardens with a large insect corpse that does nothing, and a secret chamber in the Beast's Den sub-area with a trilobite sculpture that displays a Seal of Binding when hit with a Soul spell, but no valuable items or lore.



* ''VideoGame/MonsterParty'' has at least two or three empty rooms per level. Entering and leaving repeatedly would occasionally spawn a same '?' bonus you receive from defeating a boss, though.
* The "Adventure Fields" in ''VideoGame/SonicAdventure'' were absolutely rife with these; one particularly strange example is aboard the crashed [[CoolAirship Egg Carrier]] as Knuckles, it's possible to gain access to an area often referred to as "Eggman's Fun Room", a strange room of bright colors, a bed, and what appeared to be toys. The place served no purpose and wasn't even accessible to most characters, and was quite perplexing to some players. In the GCN remake, one of the bonus Emblems is hidden here.



* There's the empty pillar room in Creepy Castle of ''VideoGame/DonkeyKong64''; a room with a stone pillar in the middle, a hanging light, and what appears to be an open shaft pouring light down. It's only accessible by one character through a series of transport pads, has a balloon for 10 bananas in it, but is otherwise empty and totally functionless. It borders on MindScrew if you try to understand what effing purpose it has.
* ''VideoGame/{{Fez}}'' has a few abandoned houses with absolutely nothing in them but foreboding music. At least the map screen is kind enough to tell you when you've found everything in a given area.
* The original NES ''VideoGame/BionicCommando'' has many dead-ends with nothing in them, but the remake has secret rooms and items hidden in some of these locations.
* ''VideoGame/MonsterParty'' has at least two or three empty rooms per level. Entering and leaving repeatedly would occasionally spawn a same '?' bonus you receive from defeating a boss, though.
* ''[[VideoGame/OneThousandAndOneSpikes 1001 Spikes]]'' follows one certain, extremely difficult level with a level called "Too Easy", which is absolutely devoid of enemies or traps. Only falling in the lava at the bottom can kill you, a nearly impossible prospect considering the ease of the platforming in this level. The only reason for it's existence is pure ParanoiaFuel.
* ''VideoGame/HollowKnight'''s examples include a dead-end near the northwest entrance of Deepnest occupied by a useless NPC called the Mask Maker, another alcove in Deepnest housing a [[Anime/SpiritedAway No-Face]] {{expy}} who has no relevance to the story either, a hall in the Queen's Gardens with a large insect corpse that does nothing, and a secret chamber in the Beast's Den sub-area with a trilobite sculpture that displays a Seal of Binding when hit with a Soul spell, but no valuable items or lore.



[[AC:Western RPG]]
* ''VideoGame/PlanescapeTorment'' has the Mosaic Crypt in the Weeping Stone Catacombs. The mysterious rusted vents, the worn-to-illegibility scribblings on the tomb walls, the suspiciously lethal traps and even one of the recently deceased Collectors (Gris: ''"...it smells different."'') all suggest there's something special hidden in there. Aside from the massive, conspicuous sarcophagus with an enchanted hammer and some old bones inside, there really isn't. It's been one of the more maddening red herrings in recent [=CRPGs=], most likely caused by the [[DummiedOut budget/manpower/time/sanity constraints]] so obvious in the Black Isle games of the time. The chamber also contains an acid trap, possibly as a ShoutOut to ''Film/{{Cube}}'', where a character determines a room to be trapped because of its smell (noticably dry air to be exact) [[spoiler: and the same character's later death via an acid sprinkler]].
* ''[[VideoGame/MightAndMagic Might And Magic IX]]'' was loaded with these, albeit [[ObviousBeta somewhat unintentionally]].
* ''Franchise/TheElderScrolls'':
** Frequent throughout the series. Given that one of the main draws of the series is exploration of the [[WideOpenSandbox Wide Open]] AdventureFriendlyWorld, it makes sense that some rooms in the many caves, tombs, ruins, etc. have nothing of interest in them all. Players still often explore every one of them thoroughly, given that some of them are huge and that Bethesda simply ''loves'' to throw in secret areas and [[AlwaysCheckBehindTheChair well-hidden items]].
** In ''[[VideoGame/TheElderScrollsArena Arena]]'' and ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'', the dungeons are FILLED with these. In ''Arena'' many of them are useful because they tend to have beds or ledges you can safely sleep on without being ambushed. Though for the most part, whether the room has treasure is randomized. ''Daggerfall'' has the excuse that the dungeons themselves are [[RandomlyGeneratedLevels Randomly Generated]], which naturally generates some empty rooms at times.
** ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'':
*** ''Oblivion'' has quite a few, made all the more painful by the fact that there are usually highly valuable gems well hidden by traps.
*** Perhaps the strangest ''Oblivion'' example is "Nerastarel's House" in Skingrad. It's a seemingly normal house on a crowded street, but inside it's in ruins and filled with ghosts and undead. Naturally, the player expects something to come of this, but it's never mentioned by any NPC and there is no Nerastarel in the game.
* ''VideoGame/{{Fallout 2}}'' has some areas where the copious amounts of searchable container are all conspicuously empty. But you know that if you don't search them all...
* ''VideoGame/{{Fallout 3}}'':
** The game includes the Dunwich Building, which has a hideously evil altar in the basement. Unfortunately, it serves no function whatsoever, leaving players scratching their heads looking for the purpose. It took a year and a half for Bethesda to release an expansion (''Point Lookout'') that addressed it.
** Mama Dolce's, which itself is mostly irrelevant, has a locked gate that goes nowhere, and may have been intended for a DummiedOut (possibly {{vaporware}} DLC) area. There are also two Very Hard locked doors that lead to brick walls.
** A door in a cliff just below Satcom Array NN-03d opens to a concrete wall saying "Fuck You". The dish towers themselves contain only a few raiders and a little ammunition. Also, the southwest tower at NW-07c with the broken-off dish is completely inaccessable, and doesn't even have a door texture on the upper part.
* In both of the REPCONN buildings (HQ and Test Site) in ''VideoGame/FalloutNewVegas'', there are TONS of rooms with next to nothing in them...and a couple with thousands of caps of goods in them. Indeed, the Brotherhood of Steel bunker has this as well, actually, most of the game does. Such as the Tops casino, which has hotel rooms that are locked....with about 12 caps worth of goods inside.
* In ''VideoGame/UltimaV'', behind the fireplace in the Jester Chuckles's room in Castle Britain is a secret ladder that leads to a room that has a dead body in it. Curiously, there's a prisoner in the dungeon who says that he didn't mean to kill "her", and that it was Chuckles's fault. But doesn't say any more on the subject and attacks you. Other than this, there is no other mention of this, and Chuckles has no dialogue regarding it.
* An all-too-common failing with beginning ''VideoGame/NeverwinterNights'' mod designers. Sometimes you can even run across entire ''levels'' with not even the weeniest bit of flavor text.
* ''VideoGame/TaskMaker'' plays with this with the town of Lupercelia Lemma. The whole village is completely abandoned, with nothing but a few random rooms that have nothing in them. The flavor text upon entering the town says that wandering monsters may appear from the random monster generator, but even this is rare.
* ''VideoGame/MassEffectAndromeda:'' In the first Vault in the game, there exists a side-corridor filled entirely with inactive [[AttackDrone Remnant]] machines. As the player walks through it, their team comments how creepy it feels, wondering if the machines are going to activate and attack. On seeing there's nothing there, the player turns to leave, and one of the machines [[spoiler:falls over, spooking the crap out of the player's team. But that's all.]]

to:

[[AC:Western [[AC:Action RPG]]
* ''VideoGame/PlanescapeTorment'' has the Mosaic Crypt in the Weeping Stone Catacombs. The mysterious rusted vents, the worn-to-illegibility scribblings on the tomb walls, the suspiciously lethal traps and even This is one of the recently deceased Collectors (Gris: ''"...it smells different."'') all suggest there's something special hidden in there. Aside from the massive, conspicuous sarcophagus with an enchanted hammer and some old bones inside, there really isn't. It's been one of the more maddening red herrings in recent [=CRPGs=], biggest complaints about ''VideoGame/{{Quest 64}}''. Don't expect most likely caused by the [[DummiedOut budget/manpower/time/sanity constraints]] so obvious in the Black Isle games of the time. The chamber also contains an acid trap, possibly as a ShoutOut to ''Film/{{Cube}}'', where a character determines a room to be trapped because of its smell (noticably dry air to be exact) [[spoiler: and the same character's later death via an acid sprinkler]].
* ''[[VideoGame/MightAndMagic Might And Magic IX]]'' was loaded with these, albeit [[ObviousBeta somewhat unintentionally]].
* ''Franchise/TheElderScrolls'':
** Frequent throughout the series. Given that one of the main draws of the series is exploration of the [[WideOpenSandbox Wide Open]] AdventureFriendlyWorld, it makes sense that some
rooms in the many caves, tombs, ruins, etc. have nothing of interest in them all. Players still often explore every one of them thoroughly, given that some of them are huge and that Bethesda simply ''loves'' to throw in secret areas and [[AlwaysCheckBehindTheChair well-hidden items]].
** In ''[[VideoGame/TheElderScrollsArena Arena]]'' and ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'', the dungeons are FILLED with these. In ''Arena'' many of them are useful because they tend
to have beds or ledges anything, lest you can safely sleep on without being ambushed. Though for be driven to madness; the most part, whether ''whole gameworld'' is mostly empty. [[spoiler:Just don't get frustrated and ignore the room has treasure is randomized. ''Daggerfall'' has the excuse that the dungeons themselves are [[RandomlyGeneratedLevels Randomly Generated]], which naturally generates some empty rooms at times.
** ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'':
*** ''Oblivion'' has quite a few, made all the more painful by the fact that there are usually highly valuable gems well hidden by traps.
*** Perhaps the strangest ''Oblivion'' example is "Nerastarel's House" in Skingrad. It's a seemingly normal house on a crowded street, but inside it's in ruins and filled with ghosts and undead. Naturally, the player expects something to come of this, but it's never mentioned by any NPC and there is no Nerastarel in the game.
* ''VideoGame/{{Fallout 2}}'' has some areas where the copious amounts of searchable container are all
conspicuously empty. But you know that if you don't search them all...
* ''VideoGame/{{Fallout 3}}'':
** The game includes the Dunwich Building, which has a hideously evil altar
large patch of desert in the basement. Unfortunately, it serves no function whatsoever, leaving players scratching their heads looking for the purpose. It took a year and a half for Bethesda to release an expansion (''Point Lookout'') that addressed it.
** Mama Dolce's, which itself is mostly irrelevant, has a locked gate that goes nowhere, and may have been intended for a DummiedOut (possibly {{vaporware}} DLC) area. There are also two Very Hard locked doors that lead to brick walls.
** A door in a cliff just below Satcom Array NN-03d opens to a concrete wall saying "Fuck You". The dish towers themselves contain only a few raiders and a little ammunition. Also, the southwest tower at NW-07c with the broken-off dish is completely inaccessable, and doesn't even have a door texture on the upper part.
* In both of the REPCONN buildings (HQ and Test Site) in ''VideoGame/FalloutNewVegas'', there are TONS of rooms with next to nothing in them...and a couple with thousands of caps of goods in them. Indeed, the Brotherhood of Steel bunker has this as well, actually, most of the game does. Such as the Tops casino, which has hotel rooms that are locked....with about 12 caps worth of goods inside.
* In ''VideoGame/UltimaV'', behind the fireplace in the Jester Chuckles's room in Castle Britain is a secret ladder that leads to a room that has a dead body in it. Curiously, there's a prisoner in the dungeon who says that he didn't mean to kill "her", and that it was Chuckles's fault. But doesn't say any more on the subject and attacks you. Other than this, there is no other mention of this, and Chuckles has no dialogue regarding it.
* An all-too-common failing with beginning ''VideoGame/NeverwinterNights'' mod designers. Sometimes you can even run across entire ''levels'' with not even the weeniest bit of flavor text.
* ''VideoGame/TaskMaker'' plays with this with the town of Lupercelia Lemma. The whole village is completely abandoned, with nothing but a few random rooms that have nothing in them. The flavor text upon entering the town says that wandering monsters may appear from the random monster generator, but even this is rare.
* ''VideoGame/MassEffectAndromeda:'' In the first Vault in the game, there exists a side-corridor filled entirely with inactive [[AttackDrone Remnant]] machines. As the player walks through it, their team comments how creepy it feels, wondering if the machines are going to activate and attack. On seeing there's nothing there, the player turns to leave, and one of the machines [[spoiler:falls over, spooking the crap out of the player's team. But that's all.
Barrens...]]
* Dungeons in ''VideoGame/{{Ys}}'' games tend to have many blank dead-end rooms that seem to have no other purpose than to make backtracking more of a pain.
* ''VideoGame/MonsterHunter Generations'' has an area in the Volcanic Hollow map that features a large spider web, monster carcasses hanging from the ceiling, but...no large monsters ever appear here. This is because [[TheArtifact it had a purpose in a previous game]]: in ''Monster Hunter 4'', before plot developments turn the map the way it is in the latter half of the game and in ''Generations'', the map is called the Sunken Hollow and a GiantSpider monster, the Nerscylla, uses this map as its home, with that particular giant web zone being its rest area. A Gypceros can also come to this area, presumably because those webbed-up corpses are of its kind. When the map becomes the Volcanic Hollow, the Nerscylla and Gypceros stop appearing here, rendering the giant web room obsolete since no other large monsters use it.



[[AC:Action RPG]]
* This is one of the biggest complaints about ''VideoGame/{{Quest 64}}''. Don't expect most rooms to have anything, lest you be driven to madness; the ''whole gameworld'' is mostly empty. [[spoiler:Just don't get frustrated and ignore the conspicuously large patch of desert in the Barrens...]]
* Dungeons in ''VideoGame/{{Ys}}'' games tend to have many blank dead-end rooms that seem to have no other purpose than to make backtracking more of a pain.
* ''VideoGame/MonsterHunter Generations'' has an area in the Volcanic Hollow map that features a large spider web, monster carcasses hanging from the ceiling, but...no large monsters ever appear here. This is because [[TheArtifact it had a purpose in a previous game]]: in ''Monster Hunter 4'', before plot developments turn the map the way it is in the latter half of the game and in ''Generations'', the map is called the Sunken Hollow and a GiantSpider monster, the Nerscylla, uses this map as its home, with that particular giant web zone being its rest area. A Gypceros can also come to this area, presumably because those webbed-up corpses are of its kind. When the map becomes the Volcanic Hollow, the Nerscylla and Gypceros stop appearing here, rendering the giant web room obsolete since no other large monsters use it.

to:

[[AC:Action [[AC:Western RPG]]
* This is ''VideoGame/PlanescapeTorment'' has the Mosaic Crypt in the Weeping Stone Catacombs. The mysterious rusted vents, the worn-to-illegibility scribblings on the tomb walls, the suspiciously lethal traps and even one of the biggest complaints about ''VideoGame/{{Quest 64}}''. Don't expect recently deceased Collectors (Gris: ''"...it smells different."'') all suggest there's something special hidden in there. Aside from the massive, conspicuous sarcophagus with an enchanted hammer and some old bones inside, there really isn't. It's been one of the more maddening red herrings in recent [=CRPGs=], most likely caused by the [[DummiedOut budget/manpower/time/sanity constraints]] so obvious in the Black Isle games of the time. The chamber also contains an acid trap, possibly as a ShoutOut to ''Film/{{Cube}}'', where a character determines a room to be trapped because of its smell (noticably dry air to be exact) [[spoiler: and the same character's later death via an acid sprinkler]].
* ''[[VideoGame/MightAndMagic Might And Magic IX]]'' was loaded with these, albeit [[ObviousBeta somewhat unintentionally]].
* ''Franchise/TheElderScrolls'':
** Frequent throughout the series. Given that one of the main draws of the series is exploration of the [[WideOpenSandbox Wide Open]] AdventureFriendlyWorld, it makes sense that some
rooms in the many caves, tombs, ruins, etc. have nothing of interest in them all. Players still often explore every one of them thoroughly, given that some of them are huge and that Bethesda simply ''loves'' to throw in secret areas and [[AlwaysCheckBehindTheChair well-hidden items]].
** In ''[[VideoGame/TheElderScrollsArena Arena]]'' and ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'', the dungeons are FILLED with these. In ''Arena'' many of them are useful because they tend
to have anything, lest beds or ledges you be driven to madness; can safely sleep on without being ambushed. Though for the ''whole gameworld'' most part, whether the room has treasure is mostly empty. [[spoiler:Just don't get frustrated randomized. ''Daggerfall'' has the excuse that the dungeons themselves are [[RandomlyGeneratedLevels Randomly Generated]], which naturally generates some empty rooms at times.
** ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'':
*** ''Oblivion'' has quite a few, made all the more painful by the fact that there are usually highly valuable gems well hidden by traps.
*** Perhaps the strangest ''Oblivion'' example is "Nerastarel's House" in Skingrad. It's a seemingly normal house on a crowded street, but inside it's in ruins
and ignore filled with ghosts and undead. Naturally, the player expects something to come of this, but it's never mentioned by any NPC and there is no Nerastarel in the game.
* ''VideoGame/{{Fallout 2}}'' has some areas where the copious amounts of searchable container are all
conspicuously large patch of desert empty. But you know that if you don't search them all...
* ''VideoGame/{{Fallout 3}}'':
** The game includes the Dunwich Building, which has a hideously evil altar
in the Barrens...]]
* Dungeons in ''VideoGame/{{Ys}}'' games tend
basement. Unfortunately, it serves no function whatsoever, leaving players scratching their heads looking for the purpose. It took a year and a half for Bethesda to release an expansion (''Point Lookout'') that addressed it.
** Mama Dolce's, which itself is mostly irrelevant, has a locked gate that goes nowhere, and may
have many blank dead-end been intended for a DummiedOut (possibly {{vaporware}} DLC) area. There are also two Very Hard locked doors that lead to brick walls.
** A door in a cliff just below Satcom Array NN-03d opens to a concrete wall saying "Fuck You". The dish towers themselves contain only a few raiders and a little ammunition. Also, the southwest tower at NW-07c with the broken-off dish is completely inaccessable, and doesn't even have a door texture on the upper part.
* In both of the REPCONN buildings (HQ and Test Site) in ''VideoGame/FalloutNewVegas'', there are TONS of
rooms that seem with next to have no other purpose than to make backtracking more nothing in them...and a couple with thousands of a pain.
* ''VideoGame/MonsterHunter Generations''
caps of goods in them. Indeed, the Brotherhood of Steel bunker has an area in the Volcanic Hollow map that features a large spider web, monster carcasses hanging from the ceiling, but...no large monsters ever appear here. This is because [[TheArtifact it had a purpose in a previous game]]: in ''Monster Hunter 4'', before plot developments turn the map the way it is in the latter half this as well, actually, most of the game and in ''Generations'', does. Such as the map is called the Sunken Hollow and a GiantSpider monster, the Nerscylla, uses this map as its home, Tops casino, which has hotel rooms that are locked....with about 12 caps worth of goods inside.
* In ''VideoGame/UltimaV'', behind the fireplace in the Jester Chuckles's room in Castle Britain is a secret ladder
that particular giant web zone being its rest area. A Gypceros can also come leads to this area, presumably because those webbed-up corpses are of its kind. When the map becomes the Volcanic Hollow, the Nerscylla and Gypceros stop appearing here, rendering the giant web a room obsolete since that has a dead body in it. Curiously, there's a prisoner in the dungeon who says that he didn't mean to kill "her", and that it was Chuckles's fault. But doesn't say any more on the subject and attacks you. Other than this, there is no other large mention of this, and Chuckles has no dialogue regarding it.
* An all-too-common failing with beginning ''VideoGame/NeverwinterNights'' mod designers. Sometimes you can even run across entire ''levels'' with not even the weeniest bit of flavor text.
* ''VideoGame/TaskMaker'' plays with this with the town of Lupercelia Lemma. The whole village is completely abandoned, with nothing but a few random rooms that have nothing in them. The flavor text upon entering the town says that wandering
monsters use it.may appear from the random monster generator, but even this is rare.
* ''VideoGame/MassEffectAndromeda:'' In the first Vault in the game, there exists a side-corridor filled entirely with inactive [[AttackDrone Remnant]] machines. As the player walks through it, their team comments how creepy it feels, wondering if the machines are going to activate and attack. On seeing there's nothing there, the player turns to leave, and one of the machines [[spoiler:falls over, spooking the crap out of the player's team. But that's all.]]



* ''VideoGame/{{Borderlands 2}}'' has an entire house hanging from some cables on the Bloodshot Ramparts level, that a player can reach through some significant effort of jumping and looking for tiny ledges to climb on, but after all that effort to get there, all you're treated to is an empty room.



* ''VideoGame/Destiny2'' was supposed to have collectables, but they [[DummiedOut never made it in]]. As a result, many lost sectors have little hidden rooms that serve no apparent purpose, since they were supposed to house said items. There are also rooms that only spawn chests during a Faction Rally event and are empty otherwise.
* ''Free{{VideoGame/Doom}}'' (a freeware version of ''Doom'', currently in development) uses dummy levels in place of maps that aren't finished yet. These consist entirely of one empty room with an exit switch. Admit it - you're expecting something horrible to appear when you press the switch.
* A mod for ''Doom'' ("Deathzor Online") uses this occasionally. The story of the mod has you going through 25 of the "worst websites in the world". Every now and then, you're given a free pass due to one of the sites spitting out a 404 error or the like, putting you in a single empty room with the exit switch right ahead of you. It eventually does like ''F.E.A.R.'' just above when at one point you're put through three 404'd sites in a row - the third one, upon pressing the button, reveals that it was just kidding as the walls open to reveal an actual level.
* ''[[VideoGame/FirstEncounterAssaultRecon F.E.A.R.]]'' pulls this off with aplomb when you first enter the Armacham office building. You survive an intense firefight on the roof, and then... spend around ten minutes walking through a dimly-lit office building with ''[[NothingIsScarier nothing happening]]'' and you very likely jumping at every little shadow or slight noise. Worse is that there are signs of a struggle everywhere: broken windows, blood, the occasional corpse... but no indication as to what caused any of it. It's almost a relief when the enemies, notably the Assassins that were stalking you and responsible for this carnage, start showing up again half a level later.
* Done entirely by accident for ''VideoGame/GoldenEye1997'', where the devs had zero experience designing a first person shooter, let alone FPS maps, and inadvertently created a world that was very believable because a lot of rooms simply didn't have an obvious function. While some rooms contained useful equipment or objectives, other rooms simply ''were''. This was occasionally a problem, because it proved quite easy to get lost on some levels as a result without having a simpler layout of relevant rooms--Frigate was infamous for this.
* ''VideoGame/{{Killer7}}'': Despite the intense music in the background, nothing ''ever'' happens to you inside the Vinculum Gates.



* ''VideoGame/{{Killer7}}'': Despite the intense music in the background, nothing ''ever'' happens to you inside the Vinculum Gates.
* ''VideoGame/{{Borderlands 2}}'' has an entire house hanging from some cables on the Bloodshot Ramparts level, that a player can reach through some significant effort of jumping and looking for tiny ledges to climb on, but after all that effort to get there, all you're treated to is an empty room.



* ''[[VideoGame/FirstEncounterAssaultRecon F.E.A.R.]]'' pulls this off with aplomb when you first enter the Armacham office building. You survive an intense firefight on the roof, and then... spend around ten minutes walking through a dimly-lit office building with ''[[NothingIsScarier nothing happening]]'' and you very likely jumping at every little shadow or slight noise. Worse is that there are signs of a struggle everywhere: broken windows, blood, the occasional corpse... but no indication as to what caused any of it. It's almost a relief when the enemies, notably the Assassins that were stalking you and responsible for this carnage, start showing up again half a level later.
* ''Free{{VideoGame/Doom}}'' (a freeware version of ''Doom'', currently in development) uses dummy levels in place of maps that aren't finished yet. These consist entirely of one empty room with an exit switch. Admit it - you're expecting something horrible to appear when you press the switch.
* A mod for ''Doom'' ("Deathzor Online") uses this occasionally. The story of the mod has you going through 25 of the "worst websites in the world". Every now and then, you're given a free pass due to one of the sites spitting out a 404 error or the like, putting you in a single empty room with the exit switch right ahead of you. It eventually does like ''F.E.A.R.'' just above when at one point you're put through three 404'd sites in a row - the third one, upon pressing the button, reveals that it was just kidding as the walls open to reveal an actual level.
* Done entirely by accident for ''VideoGame/GoldenEye1997'', where the devs had zero experience designing a first person shooter, let alone FPS maps, and inadvertently created a world that was very believable because a lot of rooms simply didn't have an obvious function. While some rooms contained useful equipment or objectives, other rooms simply ''were''. This was occasionally a problem, because it proved quite easy to get lost on some levels as a result without having a simpler layout of relevant rooms--Frigate was infamous for this.
* ''VideoGame/Destiny2'' was supposed to have collectables, but they [[DummiedOut never made it in]]. As a result, many lost sectors have little hidden rooms that serve no apparent purpose, since they were supposed to house said items. There are also rooms that only spawn chests during a Faction Rally event and are empty otherwise.

to:

* ''[[VideoGame/FirstEncounterAssaultRecon F.E.A.R.]]'' pulls this off with aplomb when you first enter the Armacham office building. You survive an intense firefight on the roof, and then... spend around ten minutes walking through a dimly-lit office building with ''[[NothingIsScarier nothing happening]]'' and you very likely jumping at every little shadow or slight noise. Worse is that there are signs of a struggle everywhere: broken windows, blood, the occasional corpse... but no indication as to what caused any of it. It's almost a relief when the enemies, notably the Assassins that were stalking you and responsible for this carnage, start showing up again half a level later.
* ''Free{{VideoGame/Doom}}'' (a freeware version of ''Doom'', currently in development) uses dummy levels in place of maps that aren't finished yet. These consist entirely of one empty room with an exit switch. Admit it - you're expecting something horrible to appear when you press the switch.
* A mod for ''Doom'' ("Deathzor Online") uses this occasionally. The story of the mod has you going through 25 of the "worst websites in the world". Every now and then, you're given a free pass due to one of the sites spitting out a 404 error or the like, putting you in a single empty room with the exit switch right ahead of you. It eventually does like ''F.E.A.R.'' just above when at one point you're put through three 404'd sites in a row - the third one, upon pressing the button, reveals that it was just kidding as the walls open to reveal an actual level.
* Done entirely by accident for ''VideoGame/GoldenEye1997'', where the devs had zero experience designing a first person shooter, let alone FPS maps, and inadvertently created a world that was very believable because a lot of rooms simply didn't have an obvious function. While some rooms contained useful equipment or objectives, other rooms simply ''were''. This was occasionally a problem, because it proved quite easy to get lost on some levels as a result without having a simpler layout of relevant rooms--Frigate was infamous for this.
* ''VideoGame/Destiny2'' was supposed to have collectables, but they [[DummiedOut never made it in]]. As a result, many lost sectors have little hidden rooms that serve no apparent purpose, since they were supposed to house said items. There are also rooms that only spawn chests during a Faction Rally event and are empty otherwise.



* ''Franchise/SilentHill''. The games ([[GenreShift at least the early ones]]) involve psychological horror rather than full-fledged Gorn. Despite the fact that NothingIsScarier, an empty room is probably vastly, vastly preferable to a room with [[EldritchAbomination something in it]].
** In ''VideoGame/SilentHill1'' there are several empty rooms in the game. No items, no monsters - nothing. Disappointed, you turn to leave, when suddenly - [[ScareChord breaking glass]].
** In ''VideoGame/SilentHill2'' you're oftentimes forced to stick your hand inside dubious places, jump into gaping holes and traverse all sorts of MalevolentArchitecture... and yet nothing will come from it. Then there's [[ThatOneLevel that one scene]] at the Toluca courtyard: the gaping, SinisterGeometry of the place, complete with a gallows in the middle, and the sounds of neighing horses stampeding in panic all around set up for at least a BossBattle. You get a puzzle instead, an extremely simple one to boot.
** ''VideoGame/SilentHill3'' has many rooms exclusively filled with monsters and featuring no health, ammo, plot points, nothing. Many players will remember [[ThatOneLevel that one room]] with the decapitated mannequin[[note]]though at least this one has some loot in it[[/note]], or the one with the mirror in Brookhaven Hospital where you die if you spend too long searching in vain.
** ''VideoGame/SilentHill4: The Room'' literally and almost entirely ''takes place'' in an empty room. The hospital also has the infamous hallway with about 20 patient rooms. One is your destination, a couple contain ammo or enemies, one contains [[ItMakesSenseInContext a giant severed head]]. [[TrialAndErrorGameplay They're all randomized each time]]. Have fun!
** ''VideoGame/SilentHillShatteredMemories'' is ''made'' from empty rooms. Considering that enemies appear in scripted sequences built around major plot points and always signaled by a MusicalSpoiler immediately turns everything else into an empty room expedition. The fact that the game manages to remain scary despite of this speaks boldly of its designers, though some might disagree on this point.

to:

* ''Franchise/SilentHill''. ''VideoGame/CliveBarkersJericho'' has so many featureless dead ends that the psych factor is worn off by the first third of the game.
* ''VideoGame/ClockTower:
The First Fear'' has a few rooms like this, such as the mannequin room (Which contains nothing but [[CaptainObvious mannequins]], [[spoiler:one of which [[RandomEvent might]] have Bobby hiding behind it]]) and the trophy room.
* ''VideoGame/DayZ'' is a couple of hundred square kilometres of this from a new player's perspective.
* ''VideoGame/FatalFrame'' does this a lot. Granted, most of the rooms in the
games ([[GenreShift at least the early ones]]) involve psychological horror rather than full-fledged Gorn. Despite the fact that NothingIsScarier, an empty room is probably vastly, vastly preferable to a room with [[EldritchAbomination will ''eventually'' have something in it]].
** In ''VideoGame/SilentHill1'' there are several empty rooms in
them, but it is often the game. No items, no monsters - nothing. Disappointed, you turn to leave, when suddenly - [[ScareChord breaking glass]].
** In ''VideoGame/SilentHill2'' you're oftentimes forced to stick your hand inside dubious places, jump into gaping holes and traverse all sorts of MalevolentArchitecture... and yet nothing will come from it. Then there's [[ThatOneLevel that one scene]] at the Toluca courtyard: the gaping, SinisterGeometry of the place, complete with a gallows in the middle, and the sounds of neighing horses stampeding in panic all around set up for at least a BossBattle. You get a puzzle instead, an extremely simple one to boot.
** ''VideoGame/SilentHill3'' has many rooms exclusively filled with monsters and featuring no health, ammo, plot points, nothing. Many players will remember [[ThatOneLevel that one room]] with the decapitated mannequin[[note]]though at least this one has some loot in it[[/note]], or the one with the mirror in Brookhaven Hospital where you die if you spend too long searching in vain.
** ''VideoGame/SilentHill4: The Room'' literally and almost entirely ''takes place'' in an empty room. The hospital also has the infamous hallway with about 20 patient rooms. One is your destination, a couple contain ammo or enemies, one contains [[ItMakesSenseInContext a giant severed head]]. [[TrialAndErrorGameplay They're all randomized each time]]. Have fun!
** ''VideoGame/SilentHillShatteredMemories'' is ''made'' from empty rooms. Considering that enemies appear in scripted sequences built around major plot points and always signaled by a MusicalSpoiler immediately turns everything else into an empty room expedition. The fact
case that the game manages to remain scary despite first time you go through them they will be totally empty. The games also make a point of this speaks boldly of its designers, though some might disagree on this point.having you backtrack through previously explored areas which will frequently be empty. [[NothingIsScarier It is really, really creepy.]]



* ''VideoGame/ISeeYou'': There are many rooms where there's nothing but a bed and table [[spoiler: and maybe some blood spattered on the walls and floor.]]
* In ''VideoGame/TheLastOfUs'' there’s heaps of empty derelict rooms especially in the earlier game, these rooms look amazing but conversely serve no purpose. Except for building tension or more likely to show how almost everything is abandoned in this CrapSackWorld.



* ''VideoGame/CliveBarkersJericho'' has so many featureless dead ends that the psych factor is worn off by the first third of the game.
* ''VideoGame/ClockTower: The First Fear'' has a few rooms like this, such as the mannequin room (Which contains nothing but [[CaptainObvious mannequins]], [[spoiler:one of which [[RandomEvent might]] have Bobby hiding behind it]]) and the trophy room.
* In ''VideoGame/TheLastOfUs'' there’s heaps of empty derelict rooms especially in the earlier game, these rooms look amazing but conversely serve no purpose. Except for building tension or more likely to show how almost everything is abandoned in this CrapSackWorld.
* ''VideoGame/FatalFrame'' does this a lot. Granted, most of the rooms in the games will ''eventually'' have something in them, but it is often the case that the first time you go through them they will be totally empty. The games also make a point of having you backtrack through previously explored areas which will frequently be empty. [[NothingIsScarier It is really, really creepy.]]
* ''VideoGame/DayZ'' is a couple of hundred square kilometres of this from a new player's perspective.
* ''VideoGame/ISeeYou'': There are many rooms where there's nothing but a bed and table [[spoiler: and maybe some blood spattered on the walls and floor.]]

to:

* ''VideoGame/CliveBarkersJericho'' has so many featureless dead ends ''Franchise/SilentHill''. The games ([[GenreShift at least the early ones]]) involve psychological horror rather than full-fledged Gorn. Despite the fact that the psych factor is worn off by the first third of the game.
* ''VideoGame/ClockTower: The First Fear'' has a few rooms like this, such as the mannequin room (Which contains nothing but [[CaptainObvious mannequins]], [[spoiler:one of which [[RandomEvent might]] have Bobby hiding behind it]]) and the trophy room.
* In ''VideoGame/TheLastOfUs'' there’s heaps of
NothingIsScarier, an empty derelict rooms especially room is probably vastly, vastly preferable to a room with [[EldritchAbomination something in the earlier game, these rooms look amazing but conversely serve no purpose. Except for building tension or more likely to show how almost everything is abandoned in this CrapSackWorld.
* ''VideoGame/FatalFrame'' does this a lot. Granted, most of the
it]].
** In ''VideoGame/SilentHill1'' there are several empty
rooms in the games game. No items, no monsters - nothing. Disappointed, you turn to leave, when suddenly - [[ScareChord breaking glass]].
** In ''VideoGame/SilentHill2'' you're oftentimes forced to stick your hand inside dubious places, jump into gaping holes and traverse all sorts of MalevolentArchitecture... and yet nothing
will ''eventually'' have something in them, but it is often the case that the first time you go through them they will be totally empty. The games also make a point of having you backtrack through previously explored areas which will frequently be empty. [[NothingIsScarier It is really, really creepy.]]
* ''VideoGame/DayZ'' is a couple of hundred square kilometres of this
come from a new player's perspective.
* ''VideoGame/ISeeYou'': There are many rooms where
it. Then there's nothing but [[ThatOneLevel that one scene]] at the Toluca courtyard: the gaping, SinisterGeometry of the place, complete with a bed gallows in the middle, and table [[spoiler: the sounds of neighing horses stampeding in panic all around set up for at least a BossBattle. You get a puzzle instead, an extremely simple one to boot.
** ''VideoGame/SilentHill3'' has many rooms exclusively filled with monsters
and maybe featuring no health, ammo, plot points, nothing. Many players will remember [[ThatOneLevel that one room]] with the decapitated mannequin[[note]]though at least this one has some blood spattered on loot in it[[/note]], or the walls one with the mirror in Brookhaven Hospital where you die if you spend too long searching in vain.
** ''VideoGame/SilentHill4: The Room'' literally
and floor.]]almost entirely ''takes place'' in an empty room. The hospital also has the infamous hallway with about 20 patient rooms. One is your destination, a couple contain ammo or enemies, one contains [[ItMakesSenseInContext a giant severed head]]. [[TrialAndErrorGameplay They're all randomized each time]]. Have fun!
** ''VideoGame/SilentHillShatteredMemories'' is ''made'' from empty rooms. Considering that enemies appear in scripted sequences built around major plot points and always signaled by a MusicalSpoiler immediately turns everything else into an empty room expedition. The fact that the game manages to remain scary despite of this speaks boldly of its designers, though some might disagree on this point.



to:

* ''VideoGame/BoxxyQuestTheGatheringStorm'' loves this trope. You’ll find plenty of rooms that seem to be empty - some of them turn out to be used in sidequests later, while others… aren’t.
**The first one you’re likely to find is Bell Cave, a small mossy cave on Artistry Highway where you can hear the sound of softly tinkling bells. There’s nothing in there until the [[PlayableEpilogue epilogue]], when you’re asked to meet someone there as part of a bonus quest.
**Deep in the haunted woods, there’s a clearing with an old lantern sitting on a stump. It can’t be lit, no matter what you try, and nothing else comes of this… until the epilogue, because it’s part of the same quest line as Bell Cave.
**The [=LoversLab=] building in [=GameFAQs=], which has some funny [=NPCs=] inside but not much else. This one really ''is'' useless, because the lab’s intended sidequest ended up being DummiedOut at the last minute.
** The “Tower of Plot” dungeon has a huge hidden area you can get to by slipping through a gap in the fence near the entrance. There are a few things of value in there, like an extra scene with Tyalie and the unique “Lady’s Breath” item, but many rooms – like the tiny village with the shamrock people – are simply there to weird you out.
**Lastly, there’s the graveyard path behind [[EasterEgg Amelie’s secret church]]. It leads into the trees, to an area with some kind of twitching, grinning serpent surrounded by a ring of greyed-out bodies. Nothing in this area can be interacted with, and it seems to only exist for the purpose of being ''utterly terrifying''.


** In ''VideoGame/CastlevaniaIISimonsQuest'', the final town, Yomi/Ghoulash, is a ghost town with nothing in any of the rooms except for an old lady who says "Let's live here together". The other towns have many useless rooms as well. The most flagrant red herring, though, is the upper path from Dora Woods (the lower path leads to the aforementioned ghost town and Dracula's castle), which leads you across the East Bridge to Denis Marsh (no relation to Denis Woods), a swampy dead end with a unique lime green background palette, but absolutely nothing of value.

to:

** In ''VideoGame/CastlevaniaIISimonsQuest'', the final town, Yomi/Ghoulash, is a ghost town with nothing in any of the rooms except for an old lady who says "Let's live here together". The other towns and the mansions have many useless rooms as well. The most flagrant red herring, though, is the upper path from Dora Woods (the lower path leads to the aforementioned ghost town and Dracula's castle), which leads you across the East Bridge to Denis Marsh (no relation to Denis Woods), a swampy dead end with a unique lime green background palette, but absolutely nothing of value.


* ''VideoGame/HollowKnight'''s examples include a dead-end near the northwest entrance of Deepnest occupied by a useless NPC called the Mask Maker, a hall in the Queen's Gardens with a large insect corpse that does nothing, and a secret chamber in the Beast's Den sub-area with a trilobite sculpture that displays a Seal of Binding when hit with a Soul spell, but no valuable items or lore.

to:

* ''VideoGame/HollowKnight'''s examples include a dead-end near the northwest entrance of Deepnest occupied by a useless NPC called the Mask Maker, another alcove in Deepnest housing a [[Anime/SpiritedAway No-Face]] {{expy}} who has no relevance to the story either, a hall in the Queen's Gardens with a large insect corpse that does nothing, and a secret chamber in the Beast's Den sub-area with a trilobite sculpture that displays a Seal of Binding when hit with a Soul spell, but no valuable items or lore.

Added DiffLines:

* ''VideoGame/HollowKnight'''s examples include a dead-end near the northwest entrance of Deepnest occupied by a useless NPC called the Mask Maker, a hall in the Queen's Gardens with a large insect corpse that does nothing, and a secret chamber in the Beast's Den sub-area with a trilobite sculpture that displays a Seal of Binding when hit with a Soul spell, but no valuable items or lore.


* In ''VideoGame/SuperMario64'' if you swim under the water near the castle waterfall you’ll see a gaping square hole filled with blackness. You can bravely swim down into it but nothing happens and you risk drowning. It’s revealed that this hole is actually an exit to the Star 7 course.

to:

* In ''VideoGame/SuperMario64'' if you swim under the water near the castle waterfall you’ll see a gaping square hole filled with blackness. You can bravely swim down into it but nothing happens and you risk drowning. It’s revealed that this hole is actually an exit to the Star 7 9 course.


** In ''VideoGame/CastlevaniaIISimonsQuest'', the final town, Yomi/Ghoulash, is a ghost town with nothing in any of the rooms except for an old lady who says "Let's live here together". The other towns have many useless rooms as well. The most flagrant red herring, though, is the upper path from Dora Woods (the lower path leads to the aforementioned ghost town and Dracula's castle), which leads you across the East Bridge to Denis Marsh (no relation to Denis Woods), a swampy dead end with a unique lime green palette, but absolutely nothing of value.

to:

** In ''VideoGame/CastlevaniaIISimonsQuest'', the final town, Yomi/Ghoulash, is a ghost town with nothing in any of the rooms except for an old lady who says "Let's live here together". The other towns have many useless rooms as well. The most flagrant red herring, though, is the upper path from Dora Woods (the lower path leads to the aforementioned ghost town and Dracula's castle), which leads you across the East Bridge to Denis Marsh (no relation to Denis Woods), a swampy dead end with a unique lime green background palette, but absolutely nothing of value.


** In ''VideoGame/CastlevaniaIISimonsQuest'', the final town itself is a ghost town with nothing in any of the rooms except for a man who says "Let's live here together". The other towns have many useless rooms as well. The most flagrant red herring, though, is the upper path from Dora Woods (the lower path leads to the aforementioned ghost town and Dracula's castle), which leads you across a bridge to a swampy dead end with a unique lime green palette, but absolutely nothing of value.

to:

** In ''VideoGame/CastlevaniaIISimonsQuest'', the final town itself town, Yomi/Ghoulash, is a ghost town with nothing in any of the rooms except for a man an old lady who says "Let's live here together". The other towns have many useless rooms as well. The most flagrant red herring, though, is the upper path from Dora Woods (the lower path leads to the aforementioned ghost town and Dracula's castle), which leads you across a bridge the East Bridge to Denis Marsh (no relation to Denis Woods), a swampy dead end with a unique lime green palette, but absolutely nothing of value.

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