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The first one just seems like Sound-Coded for Your Convenience. Parrying = parry sound. The trope is inherently about feedback to the player being more important than realism.
The second seems more like a simple bug, that they forgot to add logic to check whether the fire mage was awake. I suppose you could file it under Good Bad Bugs since it sounds a bit amusing. Since it's clearly not intentional, it's hard to call it a trope.
Early games especially could carry only so many sound files, because space was limited. If there was a sound file representing "parrying", it would be used in all "parrying" situations, even if the actual sound (metal on metal) was inappropriate. Sometimes developers have enough Developer's Foresight to include different sounds for different situations (blade against blade, blade against something soft or dull, etc.) — and sometimes they don't.
Thief was notable among many things because of the different sounds. Walking or jumping on grass, carpet, wood, stone, marble, metal etc. was entirely different, and this was reflected in how likely enemies could detect you and at which distance, depending on the noise of your footsteps. Smashing with the sword on metal doors, crates, wooden bars, tapestries etc. would also everytime generate the appropriate sounds, as landing an arrow on different materials. It's just parrying that has the same sound in anycase - but then, you are not expected to be really fighting.

In Thief: The Dark Project, you can parry with your sword enemy attacks, which will make the sound of the blade clashing. The thing is that you can not only parry guards, but anything that is attacking you: even zombies or spiders. And the sound played is always the same! Quite strange to hear a blade clashing against a spider fang or a rotting arm... yet it is logical from a gamecoding perspective, as it is the sound played when you parry an attack.
Another strange case. Two premises: 1) If you knockout somebody, the unconscious body can still play appropriate sounds as if you were interacting with someone standing up. If you hurt it with a weapon, you will hear the sounds of pain played when you damage somebody. If you drop in water, he will drown and you will hear the drowning sound. If you drop it in lava, well, sound of death immediate. 2) When you attack with fire a fire mage, he will comment that your effort are useless as he's invincible to fire damage (of course). In fact they can also walk into lava...
Now, if you knockout a fire mage, and drop him into lava, he will start to "receive damage" from it. But since he is immune to fire damage, he will actually get not hurt. So, instead of the hurt sound, the same voiceover will play stating that he cannot be harmed by you (even if technically unconscious). Again, it is technically following the logic of how these sounds were coded.
What trope could best fit these kind of oversights?
Edited by Connacht89