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resolved Supremely Costly Overpowered Item in the store, impossible without tons of grinding. Videogame
Like:
- Cthulhu Saves the World: The Infinity +1 Sword armor, "Heroine Dress" in Miskatonia which costs 50,000 Gold, and even my heavy-grinding Insane self only had under 2000 Gold when I first saw it.
- Boxxy Quest: The Cheese Sword which is a Game-Breaker weapon but costs a lot.
Edit: This is Teaser Equipment
Edited by Maladyresolved Area denial damage pools Videogame
When a character uses an attack that temporarily leaves pools/fire/suspiciously condensed-in-one-spot radiation on the ground that damages you if you walk onto them
Hazard Attack exists now, it's that
Edited by AwkbutTVTresolved Level up health refill Videogame
Is there a trope for when leveling up in a game automatically refills your health/mana/etc? For instance, this happens in the Diablo games.
resolved For items getting smaller in stacks? Videogame
Basically the way a single bullet or arrow takes up one inventory slot, but if you add whatever number of the same thing to that item, they "get smaller" until they hit wherever the cap is set for that item.
I think it's kind of related to hammerspace, but another element is that it's often accepted by the player as logically reasonable, like buying in bulk or something, that the item should be smaller in inventory if grouped than if alone.
resolved Item / Powerup Theme To Function Disconnect / Sliding Scale Videogame
In games there can be a disconnect between what an item is and what it does, or the connection may be only symbolic.
Keys and bombs and other simple pickups usually do exactly what they should do. In shooters, first aid kits giving you health seems pretty straightforward, if a bit handwavey.
An item like the burner cell phone in buckshot roulette is sort of "reaching" for something relevant. yes its very direct in that the phone allows you to receive contact from someone who knows a future shell's quality but like, why a cell phone? really its just a wrapper for that information. this is the "neutral" zone. beyond this we are getting to the point of the trope.
Platformers like mario world and celeste have "feather" items that allow you to fly - they activate a transformation of the player that /thematically/ relates to the item itself but its not like the feather itself makes you fly with it. it just grants you its relevant power
after this we get to things like roguelike items where the reasoning is a bit strained - in the binding of isaac, different kinds of mushrooms grant different abilities like making you big or small or know more of the map. in balatro, there are planet cards which somewhat relate to what hands they influence
i struggle to think of further category examples but in some games the relationship between the item and its effect is almost not even there / not there at all. in SCP lingo, these items are "an x that does y". and when you look at games where there are just a lot lot lot of different themey items this sort of scale feels more relevant, as you stray from arcade style item design you see the like, difference between when the theme connects vs when it doesnt / when it connects to the game or not
so i guess i dont know which part of that is the trope but theres my spiel
Edited by TheJonyMysterresolved Flower Mouth question Videogame
So I just watched the Chapter Four trailer
of Poppy Playtime where it introduces Yarnaby. During the last 20 seconds of the video the character’s face slits in two, showcasing four roles of teeth. Is that Flower Mouth? (Hoping to not sound too dumb)
Edit: I just answered my own question
Edited by Puttotheangel23resolved "Force Aggro" Ability Videogame
A character has an ability where they can force enemies to attack a specific ally. For example, Alice casts Force Aggro on Bob, and now enemies will try to attack Bob.
We have Draw Aggro for when a character has the ability to draw enemies into attacking themself. I don't see anything for drawing aggro to another, but wanted to verify before I consider pursuing it as a sister (sub?) trope to Draw Aggro. TIA!
resolved Representing a game's character within the confines of another game Videogame
This is a little hard to describe, but a while ago I came across a trope for when a game character attempts to "translate" another character within its own confines - like a fighting game using existing fighters to stand in for another character who's not playable. (The example that immediately comes to mind are the Spirit Battles from Super Smash Bros. Ultimate, which is probably the easiest way to explain it.)
resolved Reveal teaser trailer only consisting on the Logo / Title Videogame
It's a thing fairly common in modern videogame marketing is trying to build hype with anything you've got, in this cases even if you've got little to nothing of an actual game. I'm looking for a trope in which the reveal of the game consists in the logo, maybe a background or some music or a "coming soon". Something like the reveal of Metroid Prime 4 (2017) or The Elder scrolls 6 (2018) or Gta 4 (that guy's arm in 2006). It doesn't necessarily have to do with gaming but it's most common in game reveals. Thanks for your attention
resolved What am I even thinking of? Videogame
Don't really know how to some it up so just gonna describe it fully. The game is a mon-collector. Overall, it's considered a buggy unplayable mess with an unfun gameplay loop and stripping away a ton of features that made the previous ones so good, but the mon added in that instalment are overall considered a net positive with no real stinkers. I was thinking Skip the Game but the story or characters aren't really seen as good persay, it's more the character designs and interesting concepts.
Edited by AwkbutTVTresolved Limited Total Experience Videogame
Do we have a trope about cases, where it becomes impossible to gain any more experience points in a game with a leveling system, because it averts Respawning Enemies and all possible other sources, like quests, are exhausted? This is neither about a level cap, nor about Anti-Grinding, as there are no game mechanics preventing you from gaining further levels, and you could still progress further at a similar rate as before, if there were sources for experience. Examples, that come to my mind right away are the Gothic series and Soulbringer.
Edit: Okay, judging by the examples, this is still covered in Anti-Grinding; just isn't mentioned in the description. Solved.
Edited by Jerryresolved That One… Main Quest? Videogame
I would like some clarification on what trope would be best suited to a main story quest that is annoying or irritating to complete? I don’t think That One Side Quest works because it’s not optional, and I don’t really know if That One Level is appropriate because it’s not technically a level?
Any input would be appreciated.
resolved A trope for when you're impersonating "yourself" Videogame
To put forth an example, in Zenless Zone Zero, Belle and Wise are commissioned to impersonate a Proxy known as Phaethon. Little do their clients know, they are Phaethon; they just had to dispose of that identity when their account was hacked, and they're now working under a different moniker. As such, they're essentially impersonating their old identity.
Is there a trope for that?
resolved Huge amount of lore Videogame
Of story content. Many side quests, for example, or many ways to upgrade your character.
resolved Character/item most effective against tanks/walls Videogame
A character or item which is most effective at taking out highly-durable targets, but worse against huge hordes or frailer opponents. I've been working on a draft for a trope like this, but I'd like to make sure this doesn't exist first.
The Battle Cats: There are some units, such as Balrog Cat and Lufalan Pasalan, which have immense attack power balanced out by a single-target attack. These cats can easily destroy bosses with huge health pools, but can be overwhelmed and defeated by a Zerg Rush of weaker enemies.
resolved Can't proceed before collecting something Videogame
Video game trope: you can't proceed to the next location before collecting something first.
Video example
: You can't board the ship before opening a chest that gives you some medals, and some exposition that medals are currency.
resolved Calling Out The Player Videogame
Essentially, in games where there is Video Game Cruelty Potential, the game calls the player out on it without it exactly being a Video Game Cruelty Punishment. Could overlap with not-videogame tropes where a character calls another character for their Jerkass behavior.
resolved Conversation During Gameplay Videogame
A plot-heavy videogame with voice acting will allow players to continue moving and playing the game (solving puzzles or platforming) while the character is holding a conversation with someone - in modern day/sci fi games, it's implied they're using some sort of communication device to recieve orders, while in fantasy games, if it's not magic, you're supposed to assume the characters are talking loud enough to be understood despite the action going on.
This trope is opposed to when games will stop the gameplay to deliver exposition, either through a cutscene where the player can't control the character, or through a Wall of Text where the action buttons just make the dialog boxes move faster.
resolved Dev Leaving stuff in for Datamines Videogame
Okay, I KNOW this is a trope, but I forget the name: what's it called when a developer leaves little things in the files that would otherwise not be found for dataminers?

A laser maker sends lasers that divides sections of the arena safe zones then rotates so the player has to move at the same speed as the laser to stay in the safe zone.