Continue Your Mission, Dammit!: Difference between revisions

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{{examples}}
 
== Action Adventure Games ==
* ''[[Shadow of the Colossus]]'' features a minor example; if Wander is taking his time killing a Colossus, Dormin will chime in with a cryptic clue regarding the boss' weakness. If he takes longer, Dormin will chime in with a much, much less cryptic clue.
* As shown by the page quote, Navi from ''[[The Legend of Zelda: Ocarina of Time|The Legend of Zelda Ocarina of Time]]'' constantly chimes in, urging Link to travel to the next place. On the other hand, her interruptions do overlap with "[[Stop Helping Me!|helpful]]" hints as to where to go next, so it's slightly more justified. ''[[Majoras Mask]]'' does, in fact, give players a timer in the form of a clock, counting down exactly how long one has until the Moon falls onto the world. This lands right into [[Nightmare Fuel]] territory, when it gets to the end of the last day and the clock enters full-on countdown mode, complete with earthquakes, chimes, and [[Apocalypse Wow|a cutscene of the world ending, if you take too long.]]
** However, ''often,'' there are [[Sidequest|Sidequests]]s of decent length between main dungeons - especially in Majora's Mask, which ''literally'' has more sidequesting than quest-questing. Being constantly interrupted with the same instruction over and over while you're trying to do these things can get ''insanely'' annoying.
* This happens in ''[[Beyond Good & Evil (video game)|Beyond Good and Evil]]'' (no, not [[Friedrich Nietzsche|that one]]) towards the end in the frankly awesome {{spoiler|[[Space Battle]] on the surface of the moon}}. It's a radically different game mechanic and one of the climaxes of the game, and can go on indefinitely, but will your team-mates just shut up and let you enjoy the [[Crowning Moment of Awesome]]? No. They'll even {{spoiler|wrest the controls from your grasp and drop you near the landing strip}} every so often.
* In the first level of ''[[Psychonauts]]'', the [[Drill Sergeant Nasty|coach's]] taunts throughout the obstacle course regarding how slow you are. It doesn't matter how fast or slow you complete the level, as either way you'll keep hearing him telling you you're slow ''and'' be the first to finish.
** He's a [[Drill Sergeant Nasty]], they're all like that you worthless maggot. Now drop and give me fifty.
 
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== Fighting Games ==
* If you lose a fight in ''[[Rival Schools|Project Justice]]'', the continue screen has your partners trying to urge on your last defeated character. Their lines during the sequence have this tone to them:
{{quote|'''[[School Newspaper Newshound|Ran]]:''' Wake up! I didn't get the scoop yet!<br />
'''[[The Stoic|Nagare]]:''' You're still breathing, so you can do it!<br />
'''[[Delinquents|Edge]]:''' What the hell are you doing? If you aren't better the next time, I'M going to beat you up!<br />
'''[[Eagle Land|Roy]]:''' Wake up! Aren't you mad that you lost?<br />
'''[[Brainwashed and Crazy|Wild Daigo]]:''' The mission isn't over, so you don't have the right to lie down! }}
 
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** [[STALKER|"Get out of here Stalker!"]]
** In the un-modded game he even says it when you're leaving.
* ''[[BioshockBioShock (series)]]'' both deconstructs this trope and plays it straight to a minor extent. If the player stands still for a short time, the hint dialog will pop up in the HUD, assuming the player is stuck. In addition, when Ryan attempts to ambush the player, three splicers come out and machine-gun the safety glass between you and them - while you're waiting for the hatch leading to the next area to open. If you wait around once the hatch opens, though, the splicers will continue machine-gunning the glass until your console's warranty expires, never breaking through. {{spoiler|The deconstruction comes into play when it's revealed that the player character has been mentally conditioned to automatically perform any action prefixed with "would you kindly?" in reference to players typically never questioning their objectives. A bit of an [[Indecisive Deconstruction]], however, since it's not like there's any other way to finish the game.}}
** Actually it is used once by Atlas. If Jack takes too long before making the Lazarus Vector, which will bring back the plants that give Rapture its oxygen that Ryan just killed off, he will say, "Would you kindly get this thing crafted already. Air's only getting thinner down here."
* Averted in ''[[Metroid Prime]]'' 3. You have about 7 minutes to restart the 3 power generators for the anti-aircraft guns before the comet slams into the military base you are trying to defend. The other bounty hunters and computer constantly remind you of this but there's no onscreen timer. Heck, you can see the comet in the upper atmosphere, seeming somewhat stationary. The thing is, it isn't-the comet really is moving and if you start wasting time it will arrive and collide, killing everyone and everything on the base.
** Later in the game, just before Samus fights {{spoiler|Ghor}}, reports are transmitted from her ship at a regular basis showing increasingly bad damage. The ship, however, is never completely destroyed and it is always ready to fly again at the same point in time.
* In ''[[System Shock 2]]'' [[Mission Control]] tells you to speed up at various points with lines such as "You must move faster. Your mind cannot conceive of the stakes we are dealing with" regardless of your actual speed (being triggered by preforming mission critical actions or passing fixed points). Given that {{spoiler|said [[Mission Control]] is SHODAN}}, it's kind of justified for her to be rude like that.
* In ''[[Halo 3: ODST]]'', in the mission where you have to blow up the bridge in the beginning instead of fighting the wraiths shooting at you, if you do not set the charges, you are reminded to do so, but if you still don't (and choose to fight the wraiths), your partner will set the charges...when first placed, you are under the impression that you must set the charges quickly or the bridge will be overrun and any attempt to fight the wraiths will be fatal.
* Happens the whole damn time in ''[[Resistance]] 2''.
* Played by the book in ''[[Borderlands]]''. After you kill {{spoiler|Baron Flynt}}, all hell breaks loose {{spoiler|as the Lance attempts to seize control of Pandora}}. The {{spoiler|ECHO network}} goes down, {{spoiler|Crimson Lance troops are ''everywhere''}}, and pretty much from now until the end of the storyline, {{spoiler|the guardian angel}} gets on your case to get your butt to {{spoiler|The Vault}} by last Tuesday.
* In ''[[Deus Ex]]'' when you are sinking the freighter, you can stay for days in that sinking ship and nothing will happen. Of course the game will make you hurry, by having fake explosions that will only knock you around at best (which can be fatal if you are near an edge), and by throwing around random pieces of scrap that will not harm you at all.
* Played to an annoying extent in ''[[Home Front]]''. Connor will bitch you out if you take a few seconds longer to do a task, despite the fact you are pinned down by enemy fire, or some other danger.
* In ''[[Call of Juarez]]: Bound in Blood'', your brother constantly tells you to hurry up and do whatever your objective is, no matter the pace you're taking.
 
== MMORPGs ==
* ''[[City of Heroes]]'' had begun to implement something along these lines a couple of issues before it shut down in 2012 -- an increasing number of new story arcs included missions in which your contact or some other character would [[Mission Control|contact you to prompt or urge you]] further into the mission. Some of your contacts would also act like this if you spoke to them while you still had an incomplete mission assigned.
 
== Platform Games ==
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== Puzzle Games ==
* ''[[Portal 2]]'' intersperses scenes of genuine urgency (for example, during the first escape sequence, you will get crushed by a wall if you stand around gawking) with scenes of humorously exaggerated false urgency. In many cases the dialogue of the characters -- ''especially'' Wheatley -- getsWheatley—gets more and more outrageous the longer you stand around and wait, to the point where you'll miss some of the game's best humor if you do what they say right away. This is also inverted in the [[Final Boss]] battle, where if you take the time to listen to all the [[Boss Banter]] and related dialogue, you'll fail the [[Timed Mission]] and die.
 
== Real-Time Strategy ==
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** Initially, they're comments like "Commander, you haven't built a transport yet. Is there a problem?" but later on it moves to outright aggravating territory with stuff like "Maybe you should check your objectives, commander."
** Not only is it often ridiculous (basically to the tune of "Hey, Commander, it's been 5 minutes and you haven't destroyed the enemy's huge base yet, is there a problem?") but sometimes downright aggravating given that it's combined with Trial and Error gameplay, with objectives changing and new threats appearing as soon as you clear your current tasks. Good thing you hurried and took out that weak enemy, oh, guess what? There's now an army led by experimentals headed for your base. Don't have enough defenses? Too bad, you should have built some up!...
* ''[[Command and& Conquer]]: Tiberium Wars'': Some mission objectives are repeated over and over again even if there is no particular time pressure, and the objectives are presented well enough as is.
 
== Role-Playing Games ==
* In ''[[Avalon Code]]'', if you pause the game and leave it sit, the active spirit will start pestering you. Some are polite about it ("Are you thinking about something?"), others not so much ("Hurry up!").
* Player characters in ''[[Sacred]]'' 2 will start complaining if you leave them standing around too long, usually breaking the fourth wall in the process. The game also tends to give you lengthy books of lore, and doesn't pause while you read them, leading to your Seraphim thinking aloud that it's a good thing she's immortal and has time to waste.
* In [[Rogue Galaxy]], when you're taking too much time exploring or just [[Level Grinding|trying to get stronger]] so the effin' [[That One Boss|Next Boss]] won't [[One-Hit Kill|kill you instantly]], while in the middle of a mission, you'll have your allies ''constantly'' shouting stuff like ''"we gotta hurry!"'' ''"Let's get this done already!!"'' to the point it makes you want to slack off MORE just to piss them. Sadly, they don't get mad, they just [[The Scrappy|bug you even more about it]]. And each character has ''[[Broken Record|pretty much just two diferent phrases]]''!!
** On the plus side, the phrases DO change a little, depending on the mission you're currently in, and at some point in the game you can swith between allies so when you get tired of one guy's complaining you can simply summon another one to hear different complaints.
* In ''[[Kingdom Hearts]] 2'', during the Hydra boss battle, Phil helpfully reminds you to GET UP ON THE HYDRAS BACK. He will repeat it with no breaks in between.
* In ''[[Mass Effect 2]]'', Grunt will constantly remind you to "hit the keystone" in order to continue his [[Rite of Passage]].
** Under similar circumstances to the [[BioshockBioShock (series)]] example above, the tutorial level contains scenes of people getting machine-gunned by [[Humongous Mecha|YMIR mechs]] on the other side of windows from Shepard, but as soon as all targets are down they just stand there and stare.
* In ''[[Mother 3]]'', Fassad encourages Salsa to complete his task within a time limit, promising a reward. Thing is, Fassad is a complete [[Jerkass]] and, regardless of whether you complete the task within his time limit or not, he'll just lie about what the time limit was and zap [[Woobie|poor Salsa]].
* In ''[[Fallout]] One'', there is a very real time-limit. In ''[[Fallout]] Two'', there is no real time-limit, but you constantly get psychic messages from your village shaman telling you that you need to find the G.E.C.K. quickly and hurry back to the village, because there is not much time left. Supposedly they got rid of the time-limit in the sequel because fans had complained about it in the original, even though it wasn't particularly onerous and did add real drama.
* In ''[[Dragon Age Origins]]'', it's possible to recruit Oghren and then abandon his quest, go back to camp, do sidequests or entirely different main quests, etc. If you try to talk to him before you complete [[Marathon Level|Orzammar]], he'll just angrily tell you that you are wasting time.
* Frequently crops up in ''[[Alpha Protocol]]'', with [[Mission Control]] often shouting in Mike's ear that he needs to hurry before his target gets away/the bad guys storm the gates/the bombs go off. The number of genuine [[Timed Mission|Timed Missions]]s in the game can be counted on one hand, though...and one of them is completely optional.
 
== Simulation Games ==
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* ''[[Freelancer]]'' does this. "We need to fly faster!"
** Juni will tell you this ''even if you're actually ahead of her'' and thus waiting for her and the others to catch up, if you somehow manage to reach the waypoint in advance. Quite possible if you're using a mod that increases the Cruise Speed and you know the missions well.
* ''[[Star Trek: Bridge Commander]]'' has something like this. Your first officer will tell you what needs to be done next, even if you're already in the process of doing it or you haven't had the 2 seconds necessary to tell your helmsman to go to warp.
* ''[[Harvest Moon]] Animal Parade'' has Finn reminding you that you've got to go visit the Harvest Goddess whenever it's the next step in the plot.
* In ''[[The Sims Medieval]]'' other Sims during quests will often tell the active Sim to do something right away, but there are no penalties if the active Sim doesn't. There are only penalties if they ignore their Quest goal for several in-game days.
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== Wide Open Sandbox ==
* In ''[[Red Dead Redemption]]'', each quest-giving NPC has a few lines of dialog telling you to quit hanging around and go do the mission. This is triggered whenever you get near them, and thus is always triggered as soon as you exit the cutscene that introduces the mission. This means that you're being constantly derided for not doing a mission before you've even had a chance to take one step away.
* ''[[Grand Theft Auto: San Andreas]]''. Certain events -trigger- allies into harassing you into continuing the mission. Such as if you ...accidentally kill your Las Venturas casino employee girlfriend. Yeah, accidentally. That's the ticket.
* ''[[Grand Theft Auto IV]]'' rather infamously expanded this idea into a whole social networking system seemingly designed by developers who were either living in mortal fear of the player getting bored, or trying to irritate the player any time they weren't on a mission. What made it worse is that when you refused to go with them, they would be pissed off and decrease your friendship meter with them. This can be avoided however by accepting the mission, then calling them to cancel it.
** To make it more annoying, they were actually calling you to make you ''stop'' playing the main game, and to go hang out with them.
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[[Category:Acceptable Breaks From Reality]]
[[Category:Gameplay and Story Segregation]]
[[Category:Continue Your Mission, Dammit!]]
[[Category:Show, Don't Tell]]
[[Category:{{PAGENAME}}]]