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.
Find a Trope:
openThat one bug Videogame
Is there a trope for a bug that's not a Game-Breaking Bug but still really annoying?
openLoading screen shows tips to improve your game Videogame
Is there (or should there be) a trope for when the loading screen is used by the creator to display useful tips and hints regarding the gameplay?
openThe things you unlock early are better than the later unlocks Videogame
I cannot remember the name of this trope. There is a trope for things you get earlier in the game being better than ones you get later in the game, be it a fighting game character you unlock from the start of the game being better than later fighters you need to work to unlock, or a piece of equipment with more simple to understand mechanics being better in the long run than the harder to understand ones.
openNo Skills Videogame
Is there an equivalent of Anti-Magic for skills that aren't magic in nature? One example being how Bowyer can disable your commands in Super Mario RPG.
openTheft doesn't stack up (SOLVED) Videogame
In Fallout, stores have their items piled in tables, and the character can try and steal them, there's a small chance the storekeeper won't notice. The thing is, the storekeeper's "suspicion level" remains the same even after the player steals something, so, through Save Scumming, the player can steal, save, steal, save until the shop is completely empty.
Is there a trope for that type of Fridge Logic? (Doesn't have to be just stealing. It can be shooting, confusing people, anything.)
Edited by PisthetairosopenStock Rarity Grades Videogame
In video games, pretty much every game with a "rarity" grade for something will have some combination of (Very) Common, Uncommon, (Very/Ultra) Rare, Epic, and/or Legendary. Is there a trope for this?
Edited by RamenChefopenDon't Know How To Play Their Own Game Videogame
You will think because they literally made the game they will know how to play it, but the truth is sometimes developers don't even know their own game all that well, or perhaps the result of their certain design choices didn't work out the way they wanted.
As a result the official tips or strategies that the game developer provided ranges from wrong and useless, to embarrassingly stupid and completely moronic for players who actually know how to play the game.
Edited by AndermannopenCowboy Bebop At His Computer, but fandom-specific Videogame
Cowboy BeBop at His Computer but the misconception comes from the fandom itself instead of the media. The example I'm thinking of is a character is frequently stated as wanting to kill another character, yet it is never stated in-game or in supplementary material. The closest trope I could find is Beam Me Up, Scotty! and God Never Said That, but there's no non-existent quotes or alleged Word of God involved.
open"Hit that part!"/"Avoid it by..." etc Videogame
Text in a video game that appears during gameplay and tells you what to do, and/or gives information regarding the stage or boss. It could sometimes be in-universe, told by onlookers or the Mission Control.
Do we have this?
openSurvive till the time ends Videogame
Like Timed Mission, except that the objective is just to, well, survive until the time's up.
What's the trope for this?
openCharacter always starts a battle with a specific attack Videogame
There's a bunch of examples out there but the one example I can name out of my head is where in Dark Devotion on the Keeper of Books boss, he always starts the battle by sending out fireballs to the player. He even forms them in his intro cutscene.
openUncertain murder? Videogame
In several Shin Megami Tensei titles, there are human random encounters and absolutely no sign of what happens to them after the battle. Is there a trope for this?
openHealth above the max Videogame
Hiya, I’m new here. If I do anything wrong, please point it out!
I’m looking for a trope where a character’s health (or similar stat) is, after performing a certain action or consumming a specific item, boosted above their current maximum - but only until lost. I’m sure there’s something like this, but I haven’t found it yet.
Here’s a couple of examples:
- The Legend of Zelda: Breath of the Wild - Sleeping in a soft bed will not only revitalize you, but also grant you one heart above your maximum health. Once lost, you can no longer regain it. Also applies to certain food items, which can temporarily grant a few extra hearts or stamina wheels.
- Undertale - Sleeping at Snowed Inn or MTT hotel will grant you HP over your current max.
- Super Mario Galaxy - There’s a mushroom which adds another health wheel, increasing your max HP from 3 to 6. It returns in the sequel.
openIdiosyncratic level endings Videogame
Is there a trope for when a game (or even an entire franchise) has almost always end in a certain way? Examples: In Duke Nukem3d every level except the boss levels ends with him pushing a Big Red Button, and the 2d Sonic the Hedgehog games usually end levels with him running past the billboard/monitor thing so it spins and shows Sonic's face instead of Eggman's.
openOne level is missing a boss Videogame
Is there a trope for when every level in a game but one has a boss, and there's no explanation for why? Example: in Sonic Rivals the 3rd level (sky carnival) has no boss, and there's no in-game explanation of why.
openAssisted by a child Videogame
I'm looking for a trope where, when the player does certain things, NPC children will come up to the player and interact with them. Example:
- In this setting, there's one child that randomly wanders around the town that serves as the player's home base. Should the child's wandering put them near the player, or if the player walks up to them, they'll hold up a low-tier item and offer it to the player.
- If the player has just come back from a battle, and is low on health, they may offer a piece of food, or another small item, that will restore just enough health that they can survive long enough to get a proper healing potion.
- Should the player's health be critical, said child will not only seek out the player if they're nearby, but will begin to offer actual healing items like small health potions.
- If the player's health is near-full, the child will mostly ignore the player unless approached, but will start to offer various "trinkets" ranging from Vendor Trash, to food, all the way up to rare items like small gemstones that would normally never be found in the hands of a child, but would be a god-send for the player.
- If the player drops a small item on the ground, and subsequently forgets it, the child will pick it up, and will offer it before anything in their "inventory."
openBoss Trope Videogame
Is there a trope for a video game boss that's designed to be an easier version of a much more difficult boss, so it's sort of like a practice boss before you face the real threat? I had thought of Warm-Up Boss, but that's specifically for bosses at the end of the tutorial or first level, and I was thinking of some examples that can happen throughout the game.
openRobust Speedster Videogame
A character is not physically sturdy or well-armored, but has powerful defensive spells or abilities. this can range from "glass cannon with an emergency cooldown for balance reasons" all the way to "full-on dedicated tank, but mage or rogue flavored"
openWhat is the trope about books and libraries in videogames with barely to none information called? Videogame
You know, like for example you see a bookself full of books in a NPC's house but not matter how many times you touch it doesn't say anything apart of "There is a lot of books here!" or some generic phrase like that instead of useful information.
In a game with a large cast of playable characters the protagonist is the Jack of All Stats, or The Red Mage, or even the skill gate. The ting is that the first playable caracter is the most balanced or easy to use. May apply to the first job obtained
Edited by Ivann