Nonsensical Situations in Games
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I was looking at the Resident Evil subreddit yesterday night to see if there was anything interesting being pointed out about the RE4 Remake, since I'm far into the game enough now that I don't need to be too concerned with spoilers, and came across a post that displayed this image and accompanying text:

[Image: WFR8Uh9.png]

OP Wrote:
Just me, or is this the single most illogical thing in any game ever?… like… just push the button lol you don’t need the key in order to push it
I thought this was kinda funny to realize, since the only reason this keypad requires a button to press the 3 key is for the purposes of gameplay. If you could just push it like you could in reality, then there's no longer a puzzle or choice involved. LOL
I guess the developers could have made it require a keycard or something which would also make the security lockers actually secure, whereas this system of security lockers is a glorified vending machine. I also like that if you put the blank button on the 2 key like in the screenshot, you can't use it on the 3 key, but surely Leon could just pop the button back off and put it on the 3 when he's done with the 2. XD


What other situations in games that emulate something we could do in real life have you seen that make no sense because they have to adapt for the purposes of a video game? Or just gameplay moments that exist for gameplay but don't actually make sense to be happening otherwise due to the characters or story? Tongue
[Image: hbCSi7H.gif]

I, the Philosophical Sponge of Marbles, send you on a quest for the Golden Chewing Gum of the Whoop-A-Ding-Dong Desert under the sea!
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I was looking at the Resident Evil subreddit yesterday night to see if there was anything interesting being pointed out about the RE4 Remake, since I'm far into the game enough now that I don't need to be too concerned with spoilers, and came across a post that displayed this image and accompanying text:

[Image: WFR8Uh9.png]

OP Wrote:
Just me, or is this the single most illogical thing in any game ever?… like… just push the button lol you don’t need the key in order to push it
I thought this was kinda funny to realize, since the only reason this keypad requires a button to press the 3 key is for the purposes of gameplay. If you could just push it like you could in reality, then there's no longer a puzzle or choice involved. LOL
I guess the developers could have made it require a keycard or something which would also make the security lockers actually secure, whereas this system of security lockers is a glorified vending machine. I also like that if you put the blank button on the 2 key like in the screenshot, you can't use it on the 3 key, but surely Leon could just pop the button back off and put it on the 3 when he's done with the 2. XD


What other situations in games that emulate something we could do in real life have you seen that make no sense because they have to adapt for the purposes of a video game? Or just gameplay moments that exist for gameplay but don't actually make sense to be happening otherwise due to the characters or story? Tongue
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I've talked about it before, but I will never shut up about how Gabriel Knight 3 has one of the stupidest puzzles seen in Adventure games, to the point that the puzzle has a wikipedia page, putting it on the level of the Goat from Broken Sword for sheer WTF-ery!

So, the set-up is very simple: you need to rent a motorcycle, but the motorcycle you need is reserved for someone else. So first off, you make the incredible leap that the only sensible solution to this is that you need to impersonate the person who it's reserved for. Already, this is a nonsensical situation, but we have not gotten CLOSE to the insane part!

This kind of crap was the lifeblood of 90's Adventure games, to the point that there was one essay who said, on being asked who killed adventure games, said "I think it should be pretty clear at this point that Adventure Games committed suicide."
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I've talked about it before, but I will never shut up about how Gabriel Knight 3 has one of the stupidest puzzles seen in Adventure games, to the point that the puzzle has a wikipedia page, putting it on the level of the Goat from Broken Sword for sheer WTF-ery!

So, the set-up is very simple: you need to rent a motorcycle, but the motorcycle you need is reserved for someone else. So first off, you make the incredible leap that the only sensible solution to this is that you need to impersonate the person who it's reserved for. Already, this is a nonsensical situation, but we have not gotten CLOSE to the insane part!

This kind of crap was the lifeblood of 90's Adventure games, to the point that there was one essay who said, on being asked who killed adventure games, said "I think it should be pretty clear at this point that Adventure Games committed suicide."
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Seeing that sort of stuff in old adventure games just reminds me of how a lot of the industry back then would purposefully make games intended to extend the amount of rentals someone would need to beat a game if they didn't bother to buy it straight up.

A few others that came to my mind that make no sense but exist solely due to videogame logic:

IO's Hitman Trilogy
Enemies in IO's Hitman trilogy can drown in any depth of water, including the shallowest of puddles. Puddle drowning will at least only occur if the NPC makes contact with it face-down, but it's still obviously silly. Furthermore, shooting an NPC in the leg to make them fall over in any body of water will result in an instant drowning accident kill, even though nobody would drown the instant their mouth touches water. I'm surprised the entire world in the IO Hitman universe hasn't died from taking a sip of water from a bottle. Rolleyes

Resident Evil 8
Those ridiculous ball puzzles in the safe rooms. Nothing seems to be stopping Ethan from just dunking the ball into the hole at the end instead of putting it through the maze, except for the fact Ethan is demonstrated to be a complete buffoon throughout RE7 and RE8.

Phasmophobia
Want to turn all the lights on in a house? Whoops, the breaker can't handle more than like 4 lights being on at a time and trips if you try to do more! Suffer


Also, this image from Fallout that I came across is on par with the RE2R one when it comes to the protagonist just being empty headed:

[Image: oRiD7.jpg]

Climb through, break it down, surely there's options available here besides picking the lock at this point. ROFL
[Image: hbCSi7H.gif]

I, the Philosophical Sponge of Marbles, send you on a quest for the Golden Chewing Gum of the Whoop-A-Ding-Dong Desert under the sea!
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Seeing that sort of stuff in old adventure games just reminds me of how a lot of the industry back then would purposefully make games intended to extend the amount of rentals someone would need to beat a game if they didn't bother to buy it straight up.

A few others that came to my mind that make no sense but exist solely due to videogame logic:

IO's Hitman Trilogy
Enemies in IO's Hitman trilogy can drown in any depth of water, including the shallowest of puddles. Puddle drowning will at least only occur if the NPC makes contact with it face-down, but it's still obviously silly. Furthermore, shooting an NPC in the leg to make them fall over in any body of water will result in an instant drowning accident kill, even though nobody would drown the instant their mouth touches water. I'm surprised the entire world in the IO Hitman universe hasn't died from taking a sip of water from a bottle. Rolleyes

Resident Evil 8
Those ridiculous ball puzzles in the safe rooms. Nothing seems to be stopping Ethan from just dunking the ball into the hole at the end instead of putting it through the maze, except for the fact Ethan is demonstrated to be a complete buffoon throughout RE7 and RE8.

Phasmophobia
Want to turn all the lights on in a house? Whoops, the breaker can't handle more than like 4 lights being on at a time and trips if you try to do more! Suffer


Also, this image from Fallout that I came across is on par with the RE2R one when it comes to the protagonist just being empty headed:

[Image: oRiD7.jpg]

Climb through, break it down, surely there's options available here besides picking the lock at this point. ROFL
Quote
Moonface Online
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Just had another one of these come to mind after @Dragon Lord pointed out in our Phasmophobia session today that the security panel in the truck is only on the inside which means you can't ever close it without trapping someone inside. XD

The one I had come to mind was the back of the truck also has no seats, so when everyone leaves a site after a job they all have to stand up with nothing to hold onto and no seatbelts, so they'd better pray the driver never takes a sharp turn or suddenly brakes.
"It appears everyone left in a hurry." Yes because everyone got yeeted out the back of the truck when it came to a sudden stop and died so now they haunt the truck they rode in. Rolleyes ROFL
[Image: hbCSi7H.gif]

I, the Philosophical Sponge of Marbles, send you on a quest for the Golden Chewing Gum of the Whoop-A-Ding-Dong Desert under the sea!
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Just had another one of these come to mind after @Dragon Lord pointed out in our Phasmophobia session today that the security panel in the truck is only on the inside which means you can't ever close it without trapping someone inside. XD

The one I had come to mind was the back of the truck also has no seats, so when everyone leaves a site after a job they all have to stand up with nothing to hold onto and no seatbelts, so they'd better pray the driver never takes a sharp turn or suddenly brakes.
"It appears everyone left in a hurry." Yes because everyone got yeeted out the back of the truck when it came to a sudden stop and died so now they haunt the truck they rode in. Rolleyes ROFL
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Moonface Online
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I was watching some gameplay of the Tomb Raider I-III Remastered trilogy from Game Informer and one of the commentators made a hilarious point that reminded me of this thread.

So in the opening cutscene of Tomb Raider I, Lara and a guide are travelling up a mountain and arrive at this huge stone door. The switch to open it is above, so Lara uses a rope to scale the door and pull the switch. Doing so opens the door, and four wolves come out and proceed to maul the poor guide before Lara can jump down to help him. Now here's where it gets silly; Lara is simply holding this rope. She isn't tied to it or anything, but for whatever reason she decides to cut the rope in order to drop down and deal with these wolves and until one of the commentators pointed out she didn't need to cut the rope at all I had never realized that despite having seen this cutscene so many times before. I probably wouldn't have even picked up on it now. XD
[Image: hbCSi7H.gif]

I, the Philosophical Sponge of Marbles, send you on a quest for the Golden Chewing Gum of the Whoop-A-Ding-Dong Desert under the sea!
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I was watching some gameplay of the Tomb Raider I-III Remastered trilogy from Game Informer and one of the commentators made a hilarious point that reminded me of this thread.

So in the opening cutscene of Tomb Raider I, Lara and a guide are travelling up a mountain and arrive at this huge stone door. The switch to open it is above, so Lara uses a rope to scale the door and pull the switch. Doing so opens the door, and four wolves come out and proceed to maul the poor guide before Lara can jump down to help him. Now here's where it gets silly; Lara is simply holding this rope. She isn't tied to it or anything, but for whatever reason she decides to cut the rope in order to drop down and deal with these wolves and until one of the commentators pointed out she didn't need to cut the rope at all I had never realized that despite having seen this cutscene so many times before. I probably wouldn't have even picked up on it now. XD
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So I've been playing RE4R again, and recently beat Separate Ways, and while I have MANY things to say about it, one of the most amazing changes of the story completely blows a plot hole wide open in the entire damn story. Spoilers incoming for RE4R DLC.

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So I've been playing RE4R again, and recently beat Separate Ways, and while I have MANY things to say about it, one of the most amazing changes of the story completely blows a plot hole wide open in the entire damn story. Spoilers incoming for RE4R DLC.

Quote
Moonface Online
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I'd be curious to see more of your thoughts on the Separate Ways DLC in the RE4 thread @Maniakkid25 since what you wrote has got me well... curious. Tongue

On what you did mention though:
[Image: hbCSi7H.gif]

I, the Philosophical Sponge of Marbles, send you on a quest for the Golden Chewing Gum of the Whoop-A-Ding-Dong Desert under the sea!
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I'd be curious to see more of your thoughts on the Separate Ways DLC in the RE4 thread @Maniakkid25 since what you wrote has got me well... curious. Tongue

On what you did mention though:
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[Image: Cut_V_OW.png]

This. I know it's hard to put perspective in Pokémon games when nothing is to scale because of the small screens/platform style, but this is just silly. Walk around that thing!
[Image: 40lI5nT.png]
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[Image: Cut_V_OW.png]

This. I know it's hard to put perspective in Pokémon games when nothing is to scale because of the small screens/platform style, but this is just silly. Walk around that thing!
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Moonface Online
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I've never liked the tree blocking mechanic in Pokémon because of how unconvincing it looks compared to the other obstacles in the same games like the boulders or Snorlax. Should've been like a large bush or some other overgrowth that can better fill the entire space rather than a stage four sapling from Stardew Valley.


Now for a moment from my session in Fallout 3 last night:

"Ooh, Enclave Power Armor. Dang, it weighs too much to carry or use it right now. Oh, I know! I'll take it off the guy wearing it and store it in the mailbox they died next to."
proceeds to stuff a full suit of armor into a tiny mailbox

I know that it's just because no game is going to put logic on storing items of varying sizes but I still found it funny imagining my character actively shoving this thing into a mailbox and walking off with the thought of "perfect, safely stored where I can come back for it later" as if nobody else in the Wasteland would notice it if that mailbox didn't function like the Tardis. ROFL
[Image: hbCSi7H.gif]

I, the Philosophical Sponge of Marbles, send you on a quest for the Golden Chewing Gum of the Whoop-A-Ding-Dong Desert under the sea!
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I've never liked the tree blocking mechanic in Pokémon because of how unconvincing it looks compared to the other obstacles in the same games like the boulders or Snorlax. Should've been like a large bush or some other overgrowth that can better fill the entire space rather than a stage four sapling from Stardew Valley.


Now for a moment from my session in Fallout 3 last night:

"Ooh, Enclave Power Armor. Dang, it weighs too much to carry or use it right now. Oh, I know! I'll take it off the guy wearing it and store it in the mailbox they died next to."
proceeds to stuff a full suit of armor into a tiny mailbox

I know that it's just because no game is going to put logic on storing items of varying sizes but I still found it funny imagining my character actively shoving this thing into a mailbox and walking off with the thought of "perfect, safely stored where I can come back for it later" as if nobody else in the Wasteland would notice it if that mailbox didn't function like the Tardis. ROFL
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Moonface Online
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I'm just randomly scrolling through the RE subreddit because I'm bored and got reminded of this moment from the RE2 remake.

Shout out to all of the recent RE games also having a system where you collect keys to unlock drawers, but for whatever reason each key is only single use yet all the drawers use the same type of keyhole. I guess one could argue the keys break every time you use them? ROFL
[Image: hbCSi7H.gif]

I, the Philosophical Sponge of Marbles, send you on a quest for the Golden Chewing Gum of the Whoop-A-Ding-Dong Desert under the sea!
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I'm just randomly scrolling through the RE subreddit because I'm bored and got reminded of this moment from the RE2 remake.

Shout out to all of the recent RE games also having a system where you collect keys to unlock drawers, but for whatever reason each key is only single use yet all the drawers use the same type of keyhole. I guess one could argue the keys break every time you use them? ROFL
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