Paradiegetic (noun): From Greek πέρα para- meaning "Beyond" and diegetic meaning "The confines of the medium".
Most games you can beat without having to get up from your chair, provided you don't need to use the bathroom. Sometimes, though, a puzzle's solution involves something that isn't in the game itself, and beating it will require you to do something that isn't just pressing buttons on your keyboard or controller. Maybe it involves a phone number you have to call, or you need to fiddle with the date and time in Windows settings, or press the "eject" button on your CD drive. This is where this trope comes in.
These types of puzzles may lead to Guide Dang It! since most people often don't expect this sort of gameplay. It's also a risky idea if the puzzle involves something externally hosted, such as a website to visit or a phone number to call: once the website goes offline or the phone number stops working (and they will, eventually), the game may become hard or impossible to finish without looking up a guide.
Sometimes these types of puzzles are done as a form of Copy Protection, having Feelies bundled with a physical copy of the game with an answer to a puzzle to prevent those who downloaded the game on the Internet to solve it and continue.
Extrinsic Go-First Rule is a subtrope. See also Breaking the Fourth Wall and Logging onto the Fourth Wall, which is similar however is simply Played for Laughs or as an Easter Egg. Also see Unexpectedly Realistic Gameplay and Unexpected Gameplay Change. The Other Wiki calls it a pervasive game.
- X-Men (1993) requires you to perform a soft reset on the console before you can enter the final level.
- The Legend of Zelda:
- The Legend of Zelda: In the Famicom Disk System version, the pol's voice enemy is killed by yelling in the microphone in the Famicom's second controller. Each Japanese rerelease changes it so pol's voice can be killed with a different method, such as pressing Select 4 times in the GBA version, or pressing L and R to virtually "switch" to the second controller and yell into the 3DS's microphone in the 3DS version. In all English releases, including the NES version, the enemy is instead weak to arrows, as the NES does not have a microphone.
- The Legend of Zelda: Phantom Hourglass:
- At one point you're required to transfer a seal on the top screen to its corresponding location on the map on your lower screen by closing your Nintendo DS and reopening it.
- Pol's voices return as enemies, and can be stunned by blowing in the DS' microphone.
- StarTropics: To obtain the secret code, you're supposed to make the invisible ink on one of the game's Feelies appear. Good luck if you rented the game or bought a used copy. (The code is 747, if you're wondering)
- In Another Code, you have to press two maps together, one on the top screen and one on the bottom screen. To do so, you have to close and open the DS.
- In Hotel Dusk: Room 215, you need to close and open the DS to flip over a completed puzzle for to see some important text written on the back of it.
- The manual for Indiana Jones and the Fate of Atlantis action game warns you that the roulette tables in Monte Carlo are rigged, and hints that you need to do something to "beat the system". The expected solution? See what number came up, then reload the game and bet on that number.
- One late game puzzle in Last Window involves retrieving a key from a music box. The DS essentially acts as the lid and the interior of the box, which turns off when the two halves are sufficiently closed. The trick is using this at just the right time in order to pop out a key when the internal mechanisms are aligned in such a way as to let it out, which is assigned to one of the shoulder buttons.
- In Memoriam/Missing: Since January contained alternate reality elements such as in-game emails and a lot of information you were supposed to websearch for on the real internet in order to find answers to the game puzzles. Of course, shortly after the game came out, most search results would turn up walkthroughs faster than they would the websites that were intended to contain the answers.
- Simon the Sorcerer: At the end, you find a computer where you are supposed to insert a CD. However, within the game you cannot interact with the computer to open its CD drive. The solution is to open this on your own physical computer. Unfortunately, some computer setups do not send the signal the game looks for when opening the CD drive, thus making the game Unwinnable by Mistake.
- Thimbleweed Park: To solve the last puzzle, the player is cryptically hinted at to go online and watch the kickstarter video for the game.
- Doki Doki Literature Club!: You defeat Monika by deleting her character file. Monika is also doing this in-universe; she rewrites the game's script to make her romantic rivals seem undesirable or deletes them entirely if she considers them too much of a threat.
- Save the Date (Paper Dino) will always result in a bad ending unless you edit one of the game files to make yourself a "hacker".
- Boktai: The cartridge has a special sensor on it that detects the amount of ambient light. In order to keep your vampire-killing weapons charged up with sunlight, you have to play in the sunlight sometimes but not all the time, as the designers didn't want players getting heatstroke.
- Monster Rancher: In the PlayStation games, Monsters are created from "saucer stones". In-game, these are artifacts from which the monsters are generated in a lab; out of game, the player has to put a different CD or game disc into the PlayStation, which generates the monster's stats from its subcode data. Later games in the line add different input methods, like the DS microphone and touchscreen.
- Pokémon Ruby and Sapphire: The infamous puzzle to get all three of the legendary titans has a lot of this. In addition to needing very specific Pokémon, which have to be in specific places in your party, you need to be able to read Braille in text form to follow the clues in each of the chambers.
- Pokémon X and Y: In order for Inkay to evolve into Malamar, the player needs to hold the 3DS upside down when it levels up.
- The Stanley Parable: One of the achievements requires you to not play the game for five years. Another requires you to leave the game on all day on a Tuesday.
- Doom 3:
- There are two "promotional storage cabinets" in the game (containing powerful weapons), from the fictional company Martian Buddy. To find the code to open these cabinets, you had to visit the actual website www.martianbuddy.com in your browser, which was hinted at by the in-game spam e-mails found in certain PDAs. Today the website is long offline.
- Resurrection of Evil contains another Martian Buddy locker, which likewise requires a code. This time, you need to complete an arcade machine mini-game, which will give you the URL to a martianbuddy.com subpage where the code can be found.
- The Secret World is so loaded with these that they gave you a working in-game web browser. You may have to look up the ISBNs of fictional books, type a handwritten note in Romanian into Google Translate (unless you already speak it), look up the sheet music to a medieval song, or consult a specific Bible verse.
- Fez: You have to use a smartphone with a QR code reader to solve certain puzzles.
- Karoshi: One level in Karoshi 2 involves putting a music CD into your CD tray so that an in-game radio would push the crate towards you.
- Kirby Tilt 'n' Tumble had Waggle before waggle was a thing. Instead of controlling Kirby with the gamepad, you had to physically tilt the console to get him to roll in the correct direction (powered by a sensor in the cartridge itself).
- Nine Hours, Nine Persons, Nine Doors: The Nintendo DS version has an upside-down Sudoku puzzle that requires you to turn your DS upside down. Throughout the game, the top screen represents Junpei's perspective and the bottom represents Akane, who is the actual protagonist. Turning the DS indicates that you are temporarily taking control of Junpei so that he can solve the puzzle.
- Shadowmatic: The solution to last level requires the player to scan a QR code that is the solution to the penultimate level, which leads to a website that gives a hint.
- System's Twilight: The final puzzle is to reboot the system, which is solved by quitting the game and then reopening it.
- The Talos Principle: One puzzle presents you with a non-interactive QR code that can only be read by scanning it with an external device, like a smartphone or the like. This gives you an ASCII code sequence that you need to run through an external converter in order to make sense of, and then you can finally attempt to solve the puzzle proper.
- Merry Gear Solid: Two bosses in the second game — the Milkman and the Postman — are beaten by, respectively, setting your computer clock forward by a week, and dragging a file from the game's directory into the game window.
- Metal Gear:
- The first Metal Gear Solid has you get a person's contact frequency from the back of the CD case. Additionally, Psycho Mantis hijacks your controller input and thus can read your actions, so you have to move the controller to a different port.
- In Metal Gear Solid 3: Snake Eater, you can "kill" the End by saving the game and then waiting for one real-life week (or, more commonly, fiddling with your system's date). When you load your game, the End will be dead from old age.
- Short indie game Moirai has this as the entire premise. Partway through the game, on your way into the mine, you run into a strange man in bloodstained overalls with a knife. You can ask him questions and then choose whether to kill or spare him. At the end, on your way out of the mine, you run into the same guy - but with clean overalls - who asks you the same questions. As it turns out, the answers from the first guy you met were the answers the last player gave to those questions. The game then asks for your e-mail address to tell you whether the next player kills or spares you.
- In the Room Escape Game Crimson Room, at one point you find a note with an URL. When visited in your browser, the URL would lead to a page containing the words "Takagism since 1994", hinting at the combination ("1994") to a hidden safe. Today the webpage is long offline, so the game can't be finished without checking a walkthrough (unless you feel like checking all the 10000 possible combinations).
- Adobe Flash game I Don't Even Game is a surreal adventure. At one point, you're blocked by a gate, and told to visit a URL to progress. This leads to a separate Flash puzzle, which gives you a very long code you need to enter. The original URL is down, but you can still Google the code to find out what it is.
- This Is the Only Level: Several stages require going to the credits or refreshing the page in order to continue.
- Zork Zero consists half of Stock Puzzles and half of this as a form of Copy Protection. The solution to puzzle after puzzle was simply to pull a specific bit of trivia out of the game's Feelies and type it in. This was especially disappointing since many of the tasks that seemed to be clever puzzles, like finally getting to play Double Fanucci, had their only solutions printed in the documentation.
- Duck Amuck: Closing the Nintendo DS while playing the Licensed Game would result in Daffy shouting at you about a monster. Opening it up would begin a minigame where you close the DS again and use the L and R buttons to help Daffy chase after the beast (who turns out to be Gossamer). Arbitrarily, you could only try this once per day; after that it would go into Sleep Mode as normal.
- In Who Framed Roger Rabbit there's a 1-800 number that you could call for assistance from Jessica. There's no telephone in the game though, and you're supposed to actually call the number using a landline or cell to get a prerecorded message containing gameplay advice. The number, of course, now connects to something completely different.
- Takeshi's Challenge involves singing Japanese karaoke three times, in addition to a treasure-map puzzle where the player is either supposed to let the game sit out for at least five minutes (but no more than ten) after soaking the map in water or leave the game sitting for an hour to let the map sit in the sun.
- Imscared has a segment with you at an empty train station with a ticket machine, a timetable with three timestamps, and a clock displaying your system time. In order to progress, you have to alter your system time to one of the timestamps so that you can get a ticket from the ticket machine.