The TVTropes Trope Finder is where you can come to ask questions like "Do we have this one?" and "What's the trope about...?" Trying to rediscover a long lost show or other medium but need a little help? Head to Media Finder and try your luck there. Want to propose a new trope? You should be over at You Know, That Thing Where.
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openPrior Achievements Don't Count Videogame
A video game mechanic where a mission, achievement or perk requires accomplishing a task with certain restrictions that are only counted from the moment you learn of it, ignoring the prior occasions where it was done. Common in Idle Games.
e.g. An quest requiring the player to kill twenty enemies with a fireball that doesn't take into account that the player once killed twenty-six enemies with a fireball, long before reaching the questgiver.
Edited by Chabal2openCharacter Needs to Relearn His Moveset in the Next Game trope Videogame
You, the player, are able to complete the character's moveset in Game 1. In Game 2, the character needs to relearn their entire moveset.
Honestly quite prevalent in games like Yakuza, where Kiryu had to spend hours fighting Majima to relearn his Dragon style, only to have to relearn everything by Yakuza Kiwami 2.
openGame Concept Vs Reality Videogame
When a game's design affects the game not in the way developer intended, sometimes with opposite effect.
openCircle-Strafe Videogame
A combat maneuver where the attacker circles around the target and continuously fires at it. Sort of like the counterpart to Stationary Boss.
The specific example I'm looking to place is Red Alert 3's Harbinger, which has side-mounted guns that let it keep circling around a stationary target to pound it into dust (inspired by the AC-130 which does the same thing).
openOff-guard kill Videogame
Enemies can be killed in one hit if they don't notice you first
openNew asset/feature introduced specifically to counter another exceptionally strong one Videogame
A specific kind of Nerf. A new character/unit/item is introduced in an expansion/update that makes short work of an outstandingly strong asset, sometimes even rendering the former Game-Breaker practically useless.
An example would be the GDI Slingshot unit in Command & Conquer: Tiberium Wars expansion Kane's Wrath. This anti-air unit renders the formerly formiddable Scrin Planetary Assault Carrier far less useful. While in the base game the ship was nearly enough to curb-stomp any non-Scrin faction to dust, the new hover AA gun stops entire fleets dead in their tracks.
This is probably YMMV.
openReckless Attack Mode Videogame
Ability that increase damage (potential), but also increase vulnerability when activated.
Usually used by good players who wouldn't take damage in the first place.
Edited by AndermannopenMagic item works just like some real world technology Videogame
For example: in Final Fantasy XIV there are things called Linkpearls, which are basically like cell phones, or maybe walkie-talkies with unlimited range.
openNon-standard battle end Videogame
Is there a trope for battles whose end is unconventional plot-wise (as in not simply beating down the opponent) but still require the player to inflict a given amount of damage to trigger said plot event.
An example that comes to my mind is one of the late-game bosses of Mother 3, who will end up locking itself in a capsule after losing a given amount of HP, preventing it from taking further damage (with the game saying "the battle is, by definition, over").
Edited by FrenchDudeopenDeclaration of Love Subversion Videogame
I was playing Persona 5, and there is a scene in which Yusuke says this:
- Yusuke: You're the woman I've been searching for all this time! Please, won't you-Ann: W-Wait a minute, I-Yusuke: -Be the model for my next art piece!?
openMain Menu Store Videogame
Is there a trope for a store that can be found in a video game, but only the main menu. The store uses currency earned through playing the game and can be used to buy things like concept art, customization items, player skins, new game modes, and such.
Two games that come to mind are Resident Evil: Outbreak and the PS 2 version of Soulcalibur III.
Edited by BKelly95openDiscouraging trope Videogame
There was a trope about when a government or a company make a process very complex and long in order to discourage people from doing it.
openGreat Game, Terrible Community Videogame
A YMMV item describing how the community of a game is the primary downside while the game on its own is alright.
openGiant Space Flea from Nowhere, but for Good guys? Videogame
So, Character A is not a summoner in any way, shape, or fashion. In fact, they have no connection to any of the giant beasts in the game, outside of maybe some incidental dialog in a minor side quest. However, there is a part of the game where they have doubts and their soul gets all muddled, but thanks to the Power of Friendship or whatever, they realize what they have to do and their will becomes ironclad. In doing so, they end up summoning one of the giant beasts, who otherwise was nowhere in sight and has no connection to what's going on, who thanks them for giving them new life thanks to their conviction, and after defeating the enemy in front of them, the giant beast leaves forever.
As the title says, a good guy version of Giant Space Flea from Nowhere. What would the trope be called? Would Giant Flea work?
openOutcome of Idling Videogame
If a player takes too long to do something, the game comments on it in some way.
Examples:
- Sonic the Hedgehog: If you step away from the controller for too long, Sonic will jump off the stage and die.
- The Neverhood: If you take too long to make the Last-Second Ending Choice, the bad guy will tell you to take your time.
- Super Mario 64: Mario will sleep if you leave him idle.
openYou must be this level to play here Videogame
What's the trope for when a game won't let you in a dungeon or other area unless you're a certain Character Level or higher? I think most mmorpgs have this but a specific one would be Asheron's Call, which, unusually, had a lot of maximum level limits as well as minimum (only players 20-50, for example.)
openAltering the save files Videogame
A form of Breaking the Fourth Wall where events in a game change the nature of the mechanics itself. Example: something happens in the game that deliberately deletes all the save files to prevent Save Scumming.
Is there any trope for games in particular where running out of money (or even going into debt) will cause you to lose?