8 thoughts on “Hello epic gamers. What is the worst trope you’ve ever seen in a video game?”

  1. Suspension of disbelief is normal – story and gameplay don’t always match up, after all. But so help me, I am tired of games where one completely ignores the other. Not being able to use resurrection items, healing spells, and curative effects in cutscenes that players can normally use freely? Fine, I’ll put up with it.

    But then there’s the blatant stuff. In WoW and other mmos where nothing your characters do makes sense. There’s crap like leash mechanics or pathing areas, and sure it prevents “abuse”, but my arrows and magic suddenly whiffing while a monster heals to full for no reason besides being at their pathing limit is weird.

    Or the big boss “chasing” you at a super slow speed, totally going on how they’re gonna trash you, giving you time to get away. The Lich King Fight in Halls of Reflection did this, as did the “escape from Stormwind”.

    Or hey, how about weird morality systems that ignore everything you do outside of a cutscene? Watch Dogs had a choice to spare a villain and be the better man, ignoring that up till that point you had probably killed hundreds of people who did much less. Fallout games were a bit weird like this too – I can murder innocents and destroy a city, but as long as I give thirsty hobos some water, words of my good deeds will spread to potential allies who will feel I am trustworthy and goodhearted.

    Also, arbitrary restrictions on who I can attack and when. Skyrim was particularly annoying about this one – going so far as to mark characters as killable during specifics parts of a quest, but only during certain time frames. You can still hurt them, just can’t kill them unless either it’s the right time in the plot or you have a mod. Double points if it’s a guy who’s totally going to betray you, yet they’re story protected and can’t die or you auto-fail if they die. Looking at you too, Assassin’s Creed.

    Conversely, I like games that can tie gameplay with story. Dark Souls explained respawns as being part of the undead curse, which is why you always come back after death. Witcher 3 explained that Witcher potions are toxic to normal humans, which is why you can’t just save someone dying in a cutscene. Breath of the Wild tied respawns, a traditionally accepted “it’s just part of the game” feature, to an actual story element: the blood moon. I love it when a game actually explains why something happens rather than making me have to say “it’s just a game, let it go.”

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