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These Gaming Tropes Are Just Plain Cliché Now

Quote: "A trope is linguistically a form of rhetoric which usually consists of a play on words, but in media and entertainment we consider a trope to be some recurring idea that permeates an entire medium or genre and in today’s case we’re going to consider some gaming-related tropes. More specifically, we’re going to be considering some gaming-related tropes which have taken that perilous final step into a bad, bad place and turned into full-on clichés. "

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beerkeg1900d ago (Edited 1900d ago )

'To be honest I’m a little tired of this one. I get that boss battles are meant to be fought in large areas but what happened to the tight corridors I was just walking through, and why are they not suitable to a boss character who is only slightly larger than me, if at all? Or must every boss be the size of a large building? '

So you want to fight boss battles in corridors? Why? The large areas are to give you a chance to have some room in the fight, you have less restriction. Bosses tend to have strong attacks, if you are restricted it's not going to give you many opportunities to defend yourself and fight back.

It's not hard to see why these decisions are made, it's common sense really.

'Suddenly, loot. Everywhere…'

I kinda agree with this, but yet again, it's a design choice to give the gamer some sort of chance if they've managed to use up everything they had up to this point. It's not ideal but game devs like to see most gamers actually get through their games.

'Yes! A health pack just when I need it…'

I suppose I agree, but the amount of games that use this tactic is quite small really.

'Save New York, save the world…'

It's the same with films. The amount of films I've watched where Americans save the world in a single American city is a far larger number than I can count on my fingers.

It is a fairly lazy way of having a story where the protagonist can save the day I suppose. Can't say I'm too fussed though really. The story has to be set somewhere, maybe an invasion by aliens could be finished in one city. We haven't been invaded by aliens yet, so who knows. Maybe we will in the future and the battle will be won in Yorkshire.

'Why is it so necessary for betrayal to always happen to the protagonist of every story?'

It's not every story though. Moot point.

'It’s awfully quiet here…'

It's called pacing.

'This tutorial is… helpful?'

I'd like to skip the tutorial sections of a game as well, it does get on your nerves sometimes when you replay a game and have to go through the very obvious tutorial sections.

'The world’s greatest hope is useless…'

So you want to start as powerful as you can be? What scope does that give you for the rest of the game? It's called progression. It's called games design. If you have some alternate ideas, then please say them, because other than complaining you are not giving any constructive contributions and alternatives.

It's a case of you saying 'I don't like this' but not showing how it could be done differently.

'Elaborate ways to kill a weakened enemy…'

It's another part of game design. It's the payoff, the money shot if you will. It's to give some sort of visceral satisfaction after you've worked towards killing the enemy. I think most gamers would prefer to see some sort of satisfying conclusion to a hard fought battle.

Most of these complaints are so trivial they aren't worth worrying about. Seems like a slow days article really.

MasterD9191900d ago

Agreed...

It's all opinion anyway.