Benevolent Architecture: Difference between revisions

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{{trope}}
[[File:rampable 8397.jpg|link=The Adventures of Dr. McNinja|rightframe]]
 
{{quote|''The two opposing armies have both realized that [[Take Cover|chest-high walls are the key to victory]]: every single battleground is littered with chest-high walls, everyone's bombs seem specifically designed to reduce buildings to chest-high walls, the Locust have developed technology to make chest-high walls rise out of the ground, and if all else fails, Mother Nature herself will step in and make rocks fall from the ceiling, forming chest-high walls!''|'''Ben ''[[Zero Punctuation|"Yahtzee"]]'' Croshaw''', on ''[[Gears of War|Gears of War 2]]''}}
|'''Ben ''[[Zero Punctuation|"Yahtzee"]]'' Croshaw''', on ''[[Gears of War|Gears of War 2]]''}}
 
It seems in certain shows and video games involving vehicles or characters with special abilities, the setting the characters reside was planned from the get-go with their mischief in mind, usually regardless of whether or not it would be useful to anyone else (say, for example, the people who ''live'' there). In the case of vehicles, for example, the town may have an abundance of broken bridges that [[Ramp Jump|can be jumped over]], flimsy fences protecting places where cars aren't "supposed" to go, a strange overabundance of seemingly useless ramps, etc. Of course these could be considered [[Acceptable Breaks From Reality]], but still, you have to wonder why someone doesn't complain about those bridges.
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The polar opposite of [[Malevolent Architecture]], yet you will often see both of them in the same place. Overlaps almost completely with [[This Looks Like a Job For Aquaman]] or [[Plot Tailored to the Party]]. Also see [[Theme Park Landscape]] (which can be both malevolent or benevolent).
{{examples}}
 
{{examples}}
== [[Comic Books]] ==
* [[Lampshaded]] big time in the first ''[[Secret Wars]]'' when ''[[Spider-Man]]'' spends a couple of panels wondering if all the Mysterious Alien Architecture he is swinging from was placed on War World strictly for his benefit.
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== [[Film]] ==
* ''[[The Spirit (film)|The Spirit]]'' (2008) lampshades this; the [[Character Title|titular hero]] feels that he was reborn as the [[Genius Loci]] of Central City, and that it aids him as he fights for it. He ''does'' finds plenty of convenient structures for him to [[Le Parkour]] his way around, and snow ''does'' tend to fall on [[Mooks]]' heads just when he needs a distraction...
* ''[[The Terminator (franchise)|Terminator: Salvation]]'' features a base built by an evil AI, who thoughtfully filled it with human-accessible control panels, walkways, doors, and computer monitors. Sort of an inversion of the trope, in that the place ''should'' require an inhuman shape/size and abilities to get around in, but doesn't. Maybe it's because of all the [[Ridiculously-Human Robots]], but still mighty convenient for humans despite the obvious remodeling.
* ''[[Banlieue 13]]'' is absolutely full of convenient parkour architecture, the prime offender being a rope conveniently hanging down the side of one building.
** This is a possible subversion in that the character using the rope did appear to control that building/area, and may have placed the rope there for this explicit purpose.
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* In [[Jackie Chan]] movies, it's unclear if this trope is in effect, or if Jackie is simply capable of turning ''any'' architecture to his benefit.
 
== [[Literature]] ==
* [[Lampshade]]d and discussed in ''[[Lord Of The Isles]]'' by [[David Drake]]. It's Benevolent Architecture that a building crumbled in such a way that one character can easily climb the rubble from higher levels to reach a second-story window—but it's [[Malevolent Architecture]] that said rubble blocked the front door.
 
== [[Live -Action TV]] ==
* In ''[[The Dukes of Hazzard]]'' it seemed that every time they needed to jump over something with their car there was a convenient ramp (usually a dirt ramp, but wooden ones and even auto carriers have been shown as well). There are also frequent instances of backroad turnoffs, offroad shortcuts, and hiding places in the woods that are used to outfox or hide from the cops.
* ''[[Pacific Blue]]'' had this trope in spades. Not only did Santa Monica have a strange abundance of drivers that don't mind Bike Policemen and women skitching their cars, it seems that every alleyway in the city has a plywood ramp, some of which seem to teleport out of nowhere.
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* Thank goodness Japan is entirely cluttered with [[Katamari Damacy|Things]]. Arranged domino-like in straight lines.
* The ''[[Knight Rider]]'' video games were embodiments of this trope. No matter how high-tech the enemy base was, there was always some way for the car to get in, do what it had to do and get out. Granted, it had all the usual gadgets, such as two-wheel driving to fit in tight spaces, but still.
** [[The Simpsons (animation)|"Every week there's a canal!" "Or an inlet."]] [[Rule of Three|"Or a fjord."]]
* In the ''[[Legacy of Kain]]'' series, the combination of Benevolent Architecture and [[Malevolent Architecture]] is at times completely baffling. The most [[Egregious]] general example: Why are there always craggy walls when Raziel needs to climb to a ledge (Benevolent Architecture), but on the other hand, why can't he just climb any wall ([[Malevolent Architecture]] with a flimsy excuse)? And when he shifts between material and spectral realms, why do things always change to enable his routes? Defiance creates even weirder situations. On the one hand, many elements of Benevolent Decay are justified, as Kain and Raziel travel through the same places at different times, causing the decay that later benefits the other. However, often these environments will have water when Raziel is there, and it will be gone when Kain is there (he can't touch water), with neither an explanation nor a logical assumption to explain it.
* The ''Zelda'' series, naturally. Obstacles scattered around the dungeons (and to an extent, around the overworld) are invariably designed so that they can be bypassed only by using specific items from Link's inventory. Particularly the item of that particular dungeon, but items from previous dungeons are allowed. Never, of course, items from later dungeons. This becomes particularly obvious when the items get more outlandish; it's not too difficult to imagine obstacles where a Hookshot might come in handy, but when Link acquires the Magnetic Gloves and dungeons happen to include vast abysses punctuated only by rotating columns labelled with North and South polarities... The Spinner in ''[[The Legend of Zelda: Twilight Princess|The Legend of Zelda Twilight Princess]]'' is another [[Egregious]] example - the dungeon it's found in is covered with slots in the walls for the Spinner to slot into.
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** Parodied excellently in [http://www.awkwardzombie.com/comic1-040907.php this comic].
*** Somewhat believably [[Handwaved]] for the most part by explaining that much of the games' environments were either directly built by the Chozo, or in the second game built by people who "borrowed" Chozo technology; so it is reasonable to believe that Samus and her Chozo-created suit can navigate them. As for why the Space Pirates and other places do this...
**** If by second game, you mean Echoes, then we know that the Chozo and Luminoth were on about the same level in terms of technology and even shared some with eachothereach other, but we're not exactly sure just how much the two races exchanged with one another.
*** ''Prime 3'' kind of does this offscreen, as the Space Pirates seems to use them to transport Crawltanks, and most civilisations have either insects that burrow or maintenance drones.
*** The doors are handwaves in ''Prime 3'' by having "force shields" over them which are vulnerable to various types of weapon fire. Samus needs a specific type of energy to [[Percussive Maintenance|shoot the forcefields off]] - the actual creators, presumably, use a key.
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* The eponymous colossi of ''[[Shadow of the Colossus]]'' occasionally have things built right ''onto'' them, allowing the main character handholds, ledges, and even platforms to park himself on.
** There's the fact that for nearly every Colossus, the surrounding architecture is just perfectly designed to reach the Colossi and kill them, except those that aren't anywhere near architecture.
* It's amazing how convenient the architecture can be for ''[[Sly Cooper]]'' and his various abilities. Apparently criminals are fond of putting hooks randomly around to swing from, or peaks to land on. The only time hooks, peaks, and so on became dangerous was ... the Cooper vault itself, built by the guys who actually use the manoeuvresmaneuvers.
** Sly learns the "Spire Jump" in the first game, a move that specifically lets him land on small points. The fact that there are random lines going across gaps that just happen to have said points is remarkable, but all the others he can simply run across.
* Even for a war zone ''[[Sniper Elite]]'' has a lot of barriers and perfect places to snipe from.
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*** To say nothing of Empire City's highways. Either Dark Gaia's release seriously warped the place or the highways were designed by the same guy who made the "Radical Highway" mentioned above...
* Every ''[[Splinter Cell]]'' level has a way to get in a room/past the guards/to the objective without using conventional doorways, making your job a lot easier if you just look around.
** Very easily justified, since that's how stealthy infiltration ''works'': find another way. Not so easy to justify when Sam must infiltrate ''CIA Headquarters'', which should very much be a fortress and...isn't. Or, in ''Conviction'', {{spoiler|Third Echelon HQ that probably would have done some remodellingremodeling after learning that Sam Fisher's coming after them. Of course, he had only started a few days earlier, and what kind of a nut would break into a heavily guarded spy agency?}}
* The ''[[Thief]]'' games are built with this trope in mind, to make it possible for the player to sneak past guards and monsters without having to kill them.
** ''[[Thief|Thief 2: The Metal Age]]'', "First City Bank and Trust": The security camera / turret sets that provide much of the automated portion of the security were, as [[lampshade]]d by a letter of complaint in the Security Office, badly placed, and can be avoided if enough care is taken. [[Justified Trope]] in that the human security guards have no reason to help make themselves obsolete.
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* The dungeons in the ''[[Tomb Raider]]'' games seem to have been designed so that, after thousands of years of decay, they would still be wholly accessible by an individual with the physical stamina needed to crawl along ledges, swing from poles, and grapple from conveniently-placed wall rings.
* ''[[Tony Hawk]]'' games: Everything is a skatepark! If it resembles a quarterpipe, it will be one. Anything can be grinded on ([[Insurmountable Waist-Height Fence|except when not]]). Of course, partially a case of [[Truth in Television]], as skaters don't limit themselves to skateparks, and try to pull off tricks in increasingly odd places, but any realism goes out of the window when you do your first powerline grind. Same holds true with most skateboarding games, as well as BMX and Snowboarding games.
* Lampshaded in the 2007 ''[[Transformers Film Series(film)|Transformers]]'' DS game([[One Game for the Price of Two|s]]). Every driving/skating/biking game apparently is a patron of [http://tfwiki.net/wiki/Convenient_Ramps_Inc%2E Convenient Ramps Inc.].
* In ''[[Hype The Time Quest]]'', in the town of Torras (all four of it) there are some conveniently placed boxes that lead over a wall that nobody else would ever need to go to, especially for the hidden button that leads to an extra magic... as well as an unexplained ladder that takes you to a well out of reach platform into three people's yards.
** And near the canal, a ladder leads to an (apparently superglued) platform that leads to a weird attic with no door to the house beneath it and two DOORS (big windows) that conveniently take you to the other side, ultimately leading to a hole in the castle wall that appears to have been built there, since it comes with a built-in woodernwooden plank floor with another ladder.
** There's also a button that takes some sort of elevator (I thought this was medieval) that takes you down into the well, which has more conveniently placed platforms that lead either to a treasure chest, a magic button (that runs ANOTHER elevator), and the other elevator that ultimately leads to the castle well, where somebody nicely left a ladder. These carpenters sure saw Hype coming, didn't they?
* ''[[Grand Theft Auto]]'' not only has ramps everywhere, leaping some gave you money. Early in the game(s), this actually mattered.
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** There are '''corkscrews and loop-de-loops built in some of these cities.''' Not to mention one track that has [[Malevolent Architecture|a mini obstacle course.]]
* ''[[Track Mania]]'' United and earlier versions, in contrast to the popular Nations, has environments that are either homages to other games (Outrun, for the Island environment) or attempt to look and feel very realistic. Coast in particular has a rural French setting that almost looks like something out of Gran Turismo. Then you get to the loops and corkscrew jumps. The Bay environment is a Japanese city and you get an SUV. It also has construction frameworks that very much resemble quarterpipes and loops, actual loops in the highway, giant jumps and highway roads that head at a sixty degree angle towards the sky. Justified in that this is a stunt racing game, but compared to the obviously artificial Stadium environment of Nations, some of those environments feel ''off''.
* In the second game of [[Portal (series)|Portal]], there are ruins that are convinientlyconveniently just ruined enough to give you a path out. Granted, [[Guide Dang It|you have to really search for some]], but they're still terethere. And one has to wonder about the convenient placement of the paints.
* Somewhat explained in ''[[Scarface the World Is Yours]]''. Half completed arching bridges making de-facto ramps and great short cuts. But doesn't explain the ramp happy ships in the harbor that just happened to be lined up well.
* ''[[Mass Effect]]'' has a few walls and corners that are useful as cover but they are essentially optional, and the game can be easily completed without bothering with them, even on Insanity, but ''[[Mass Effect 2]]'' takes this [[Up to Eleven]], with far, far, FAR''far'' more of them, although this is almost required by the increased difficulty - even on Normal, trying to fight even basic enemies without cover will probably get you killed.
* In a rare RPG example, ''[[Golden Sun]]'' is quite shameless about it, to the point that most of the time the easy straight path is blocked one way or another and you have to look for a way around, fortunately there are always wooden stumps, water ponds, psynergy-sensitive plants, the characters are genre-savvy enough to realize that they need an adept of each element and as many flavours of psynergy as possible, then again, the main goal of the game is to prevent/enforce the lighthouses from being lit, and those where designed specifically so that only an adept of the matching element would be able to get in.
* In the ''[[Uncharted]]'' series, no matter what part of the world you find yourself in, there are lots of bricks conveniently sticking out of walls in all the right places.
* ''[[Night Trap]]'' has this as an essential part of the gameplay. Who the hell puts false walls and smoke traps with bottomless pits in their house?
* ''[[Double Switch]]''. Eddie tells you at the beginning that he designed the entire security system with traps around the apartment, because the neighbourhood sucks. Later, Lyle the Handyman will set up some traps of his own.
* ''[[Deus Ex: Human Revolution|Deus Ex Human Revolution]]'' has convenient cover available almost everywhere for [[Player Character|Adam Jensen]] to optionally sneak his way through any level. In fact, the only enemies that you absolutely have to kill are the bosses. When cover isn't available, Adam can always pick up a box or a fridge (with [[Super Strength|upgraded strength]]) and place it in such a way that it can be used as cover. [[The Guards Must Be Crazy|No enemy will wonder]] why a fridge is suddenly standing in the middle of a room instead of the kitchen. There are also plenty of Jensen-sized air vents with unlocked covers. All you need to do is crouch to enter them.
* ''[[Team Fortress 2]]'' has structures that serve a purpose, but ''just so happen'' to have perfect spots for snipers, sentries, etc.
* Particularly [[Egregious]] all throughout [[Mario & Luigi: Partners In Time]]. In the present and the past, throughout the whole Mushroom Kingdom, regardless of who lives there, you will find hundreds of combinations of blocks, gates, buttons, and passageways intricately designed for two spinning men and two toddlers with hammers to get past. It's not even probable by Mario universe standards.
* ''[[The Elder Scrolls V: Skyrim]]'' isn't too bad about this but a nigh universal example is the barred door. Most of the longer dungeons have a quick exit method leading from the end of the dungeon straight to the beginning (but barring travel in the other direction). Usually is a barred door or a retractable bridge.
* The ''[[Assassin's Creed]]'' series takes what would otherwise be a blatant use of this trope and works it subtly into the meta plot. First, the [[Framing Device]] of using the [[Applied Phlebotinum|Animus]] to create a VR simulation of the protagonist's [[Genetic Memory]] creates a handy excuse for all kinds of [[Gameplay and Story Segregation]] tropes: in this case, the Animus is specifically programmed to make the environment easy to move around in so as to improve the user's ability to "synchronize" with his ancestor's memories. The result of this is a vast array of conveniently located poles, ledges, and other environmental features that seem to be tailored perfectly to Altaïr and Ezio's [[Le Parkour|free-running skills]]. Oddly, once Desmond starts acquiring these same skills via the [[Upgrade Artifact|"bleeding effect"]], he begins finding areas in the real world that operate in exactly the same way.
** [[Reality Is Unrealistic]]: Many of the odd grab-points on buildings that you find are actual elements of the period architecture. Looking at Medieval and Renaissance stone walls you often notice evenly paced crevices in the rock, for example; these were attach points for scaffolding that weren't considered worth the trouble to cover up.
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== [[Web Comics]] ==
* [[Lampshaded]] brilliantly in ''[[The Adventures of Dr. McNinja]]'' (as seen in the page image)[https://web.archive.org/web/20090901203914/http://drmcninja.com/page.php?pageNum=23&issue=15 here], where a foreman yells about people leaving rampable wooden pallets around.
* Lampshaded in [https://web.archive.org/web/20131026014130/http://www.virtualshackles.com/137 this] [[Virtual Shackles]] strip, which explains the strange interior designs in the [[Prince of Persia]] series.
 
== [[Western Animation]] ==
* Parodied in ''[[The Simpsons (animation)|The Simpsons]]'' with an exchange regarding a parody of ''[[Knight Rider]]''... with a boat. See [[This Looks Like a Job For Aquaman]].
* Subtly lampshaded in ''[[Spider-Man: The Animated Series]]'' where a fight with the [[Villain of the Week]] moves to a part of New York without any skyscrapers. Spidey realizes he can't quickly web-sling away like he could in every other episode that takes place in the downtown area.
 
{{reflist}}
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[[Category:Suspiciously Convenient Index]]
[[Category:Benevolent Architecture]]
[[Category:Necessary Weasel]]