Empty Room Psych: Difference between revisions

m
clean up
m (update links)
m (clean up)
Line 1:
{{trope}}
[[File:00000_238400000 2384.jpg|frame|{{color|white|Move along, nothing to see here. No, really, we mean it. Move along!}}]]
 
 
{{quote|'''''Never''''' provide a dungeon without treasure. The longer they search and find nothing, the more your players will be ''convinced'' that the treasure is bountiful and exceptionally well-hidden. If left unchecked, they will eventually dismantle and excavate the entire site in their search for loot.|'''[[DM of the Rings]] XIX''', "[http://www.shamusyoung.com/twentysidedtale/?p=713 A Pinata of Stone]", [[The Rant]].}}
 
Over decades of play, gamers have been conditioned with the notion that there is no such thing as an "empty" room -- [[The Law of Conservation of Detail]] demands that if a room is placed in a game, it must do ''something'' of value, be it a scripted plot event or NPC, [[Dungeon Shop]], [[Level Grinding|monsters to slay]], [[Inexplicable Treasure Chests]] containing [[Healing Potion|healing items]] or weapons/ammo, [[Plot Coupon|Plot Coupons]]s to pick up, etc etc. After all, programmers and writers have limited time and money to do this, so they won't needlessly create a majestic cathedral and fill it with ... empty white space to distract the player from [[Notice This|more important stuff]]. Plus, why torture those players out for a [[100% Completion]] by adding loads of [[Copy and Paste Environments|copy-pasted rooms]] with [[Missing Secret|nothing in them]]?
 
The purpose of this trope is often to keep players on their toes, either by filling the room with enemies (essentially a trap room) or to get the above confused reaction. Players who run into enough consecutive Empty Room Psych's may overlook or ignore a new one, thinking there's {{color|white|[[Self-Demonstrating Article|nothing]]}} in it, which is of course the one that ''does'' have a goodie. Other times it is entirely unintentional, when the developers [[Dummied Out|forgot to remove a room]] that was part of greater expansion. Then again, it could be the designers really ''do'' just want to give us a [[Scenery Porn|pretty room]] for the sake of it.
Line 28:
** The giant egg in ''[[The Legend of Zelda: Link's Awakening|The Legend of Zelda Links Awakening]]'' contains an endless series of identical empty rooms. And, strangely, no matter how far you walk in any direction, the exit is always a short distance below you. {{spoiler|By going through the doors in a specific sequence, you can reach a room with a hole in the floor, which leads to the final boss.}}
* This is the reason one spends hours upon hours of exploring every nook and cranny in ''Super [[Metroid]]''. Even though the game tries to throw you off with several apparently meaningless rooms complete with the 'dead end' background music. Sometimes there really is nothing there, but the player remains unconvinced.
** When you get the X-Ray Scanner, you can finally be sure -- asure—a quick sweep with the scanning beam will reveal any false or breakable walls and any hidden items.
*** Towards the end of the game, in the hidden part of [[Lethal Lava Land|Norfair]] there are one or two corridors that seem dead ends even to the scope - until you run forward and see that that wall is actually just part of the decor and you can run right past it.
** Most truly "dead end" rooms have enemy spawners, for easy (if [[Speed Run|time consuming]]) energy/ammo refills. Some false dead ends act the same way, so...
Line 44:
** The original ''Castlevania'' had a very odd, if not unique, version of the empty room psych: the manual itself told you to be on the lookout for hidden doors to...well, it didn't say what kind of rooms specifically, but it doesn't matter, because in twenty-four years no one has ''ever'' found any such secret doors, because they aren't there. It's still a mystery why the manual even ''said'' they were there. So you could say this was a ''nonexistent'' room psych.
*** The MSX version does have a level with [[Magical Mystery Doors]].
* ''[[The Goonies (video game)|The Goonies]] II'' has many useless rooms (most with various people giving useless advice, like an old lady who's lost her glasses, or someone saying that it's fun to play the game) and one completely empty room. Lampshaded at one point by an Eskimo in the ice cave. "I'm Eskimo. There's nothing here." The empty-room dilemma manages to combine with another one -- theone—the hidden-object/passageway dilemma -- todilemma—to make the game a ''nightmare'' for first-time players who are completionists. Mikey has three tools he can use during the "3D" portions (fist, hammer and glasses) to either make items appear or to make a doorway in a wall/floor/ceiling. Also, in the side-scrolling portions, Mikey has very short-range bombs he can use to locate doorways. All of these factors come together into making quite possibly the most frustrating Metroidvania ever.
* The ''[[Legacy of Kain]]'' games have a lot of these, mainly because lots of the content was cut, leaving areas you can get to, but not leading anywhere. There's even [http://www.thelostworlds.net/ a site about exploring them].
* ''[[Shadow of the Colossus]]'' averts this [[Trope]] to legendary degree by filling one of the largest open space virtual worlds ever with almost nothing but [[Scenery Porn]]. There are only 16 enemies in the entire game and unless you get horribly lost, you will only visit half the map getting to them. The remaining half is miles of gorgeous open fields, dark valleys, caves, ruins, cliffs, lakes, deserts, and mountains, all fully explorable and stuffed to the brim with absolutely nothing. However, there are several minor and mostly pointless features scattered around the map.
Line 70:
== Adventure ==
* Empty rooms are found painfully frequently in amateur [[Interactive Fiction]]. Many authors implement houses with bare-bones bedrooms, bathrooms, closets, and so on; smarter authors either make these locations more interesting, or omit them with a [[Hand Wave|hand-wave]] along the lines of "There's nothing you need in there."
* There is a 400-story skyscraper in ''[[Zork]] Zero,'' comprising nearly ''2,000 rooms,'' of which only three contain anything at all -- andall—and one of those three is an [[Easter Egg]]. The puzzle is working out which rooms you need to visit. (The clues are in the [[Feelies]]).
* The church in ''[[Shadow of Memories]]''. Exists in every time you travel to, but is nearly always closed off or otherwise unenterable. There is ''nothing'' in there. {{spoiler|Well, you can pick up an energy unit there in medieval times, but that's about it.}}
* One of these was removed from ''[[Myst|Riven]]'' but can [[Dummied Out|still be found in the code]] and in the background of one node. It takes the form of a bookmaking press on Crater Island (because, logically, there ought to be a bookmaking press on the island where they make books) that can be manipulated but serves no purpose. It was removed because playtesters kept assuming it was part of some puzzle.
Line 79:
** ...and offering some insight into the lives of the two brothers, which is very important, since the player has to decide which of the two is telling the truth and should be set free. {{spoiler|And, most importantly, the player must conclude that they're both lying bastards, and [[Take a Third Option]]}}
* ''Inherit the Earth''. Dear god, ''Inherit the Earth''. You spend the better part of the game wandering through a town and finding out in which two houses there is actually something relevant.
* Played to the hilt in ''[[Yume Nikki]]''. This being a game loaded with [[Nightmare Sequence|Nightmare Sequences]]s, you can guess [[Nothing Is Scarier|what they're intended to do to the player]].
* Same goes for ''Yume2kki'', Yume Nikki's fanmade "sequel." There is one room in the graveyard world that is particularly spooky – players call it the "weird room". All it contains is a long hallway with turquoise and green paint splotches and a small gray room with a weird, non-moving twisted creature on the floor. Not exactly an empty room, but the creature does not respond to anything you try to do to it in any way, so it may as well be a wall. There's some [[Hell Is That Noise|really]] [[Musical Spoiler|creepy music]] playing in this area, but nothing actually happens here, and nothing changes when you leave. {{spoiler|Well, at least [[Shmuck Bait|25 out of 26 times nothing happens,]] provided you walked all the way up to the thing before leaving.}}
* Subverted in ''Safecracker'', where what initially looks like a dead-end laundry room actually does contain {{spoiler|the ceiling trapdoor that leads to the final goal}}. Your character at first assumes that this trope is being invoked as a joke by the mansion's late owner.
Line 93:
== MMORPG ==
* ''[[Star Wars Galaxies]]'' has quite a few of these in every city in the game, including a theatre, the entire palace from Episode 1, a decorated beachfront with umbrellas, and a futuristic city-scape built on mountain tops with an impressive view. These do have a purpose in an MMORPG, as potential areas for chat, exploration, or deeper in-character roleplaying than normal games. Such empty rooms are expected and indirectly given a use as places that players can take their characters to get away from others or to immerse themselves further. ''[[EverQuest]]'', ''[[City of Heroes]]'', and ''[[World of Warcraft]]'' also do this.
* ''[[World of Warcraft]]'' initially suffered from this. The earlier games in the 'verse had established the existence of certain places, but the developers simply didn't have time to flesh out the entire world. Placeholders, [[Insurmountable Waist High Fence|Insurmountable Waist High Fences]]s or other obstacles were added to (unsuccessfully) keep players away. Many of these locations were fleshed out in subsequent patches or expansions. Notable examples include Silithus, Searing Gorge, Maraudon, Dire Maul, Naxxramas, Karazhan, Zul'Gurub, Ahn'Qiraj, Mount Hyjal, Forlorn Ridge, Outland, Northrend, Black Temple, Icecrown Citadel, Ulduar, Uldum, the Emerald Dream, Grim Batol, Quel'Thalas, Zul'Aman, Gilneas, Blackwing Lair, the Caverns of Time, Undermine, Kul Tiras, and Old Ironforge.
** There is a ''truly'' empty room in Silvermoon City. It has pretty scenery that matches the rest of the city but no [[NPC|NPCs]]s, no items, no mobs, nothing. Several players have had their brains broken by the presence of this room that is simply ''there''. Even when new trainers for a new profession were added, they were put in an already occupied room rather than in the empty one. It draws large crowds of roleplayers who find the empty room cool. Perhaps this was actually its purpose - to act as a playground for RPers.
** Stormwind, Ironforge, and Darnassus have large numbers of empty buildings with no NPCs or apparent function. Also in Booty Bay, there's Deep South Tannery, which would be a place for leatherworkers to go, except there's no trainer there. There's nobody in the shop at all. Perhaps they'll arrive in a future expansion.
** One conspicuously empty building in the trade district of Stormwind was later turned into an auction house to alleviate the overcrowding in Ironforge.
** There are an unlistable number of [[Easter Egg|Easter Eggs]]s in this game that take the form of a useless but curious room or place. Some notable example would be Cut-Throat Alley, a small, named alleyway in Stormwind's Dwarven District with absolutely nothing in it, Challe's Home For Little Tykes, a random orphanage in the hills of Nagrand where a troll woman takes care of a few children and is rumored to secretly eat them, the crypt in Karazhan, a long expanse of tunnels under the tower with the nightmarish area called Pool of Forgotten Sinners (or something like that) which is a huge pool with dead bodies hanging upside-down from chains, and the Cleft in Teldrassil, a random cave southwest of Shadowglen which apparently only serves as a shortcut for attackers to enter the night elf starting area. There's also the abandoned Tauren village on the outer shores of Silithus, the random and useless Dwarf farm on the eastern shore of Arathi Highlands, and Newman's Landing on the western shore of Dun Morogh. The last is explained as where all Alliance players briefly appear before actually starting in the game. If you stand around there you can see new players flashing in and out like ghosts. They also put a merchant from Booty Bay with two guards here.
** Both Dun Morogh and Tirisfal Glades have an huge, completely empty area in the western part of the zone. It's possible to enter both of these, but there's nothing there. Although it's speculated that there's an [[Eldritch Abomination|Old God]] living under the Tirisfal Glades area.
*** Come ''Cataclysm'', these areas have been revamped into [[Easter Eggs]], the area in Dun Morogh is now home to dwarven sledders and a camp of black bears. The area in Tirisfal Glades is now home to a lake, extremely high-level animal mobs, and a ring of mushrooms where fairy dragons will occasionally show up and put on some type of show with them.
Line 108:
 
== Platformer ==
* There is exactly one intentionally empty dead-end in ''[[I Wanna Be the Guy]]''. It's called the Game Over Room, from the decoration that matches the message you get upon [[Everything Trying to Kill You|everything succeeding at killing you]]. It's the safest room in the game-- ingame—in the Game Over Room, the only thing that can kill you is the suicide button. It even says so right there. {{spoiler|Except it's not actually empty in the full game. It has one of the secret items needed for [[100% Completion]].}}
** The {{spoiler|Ryu Hayabusa room}} has a fake error message box that falls and kills you.
* Similarly, one of the World 3 fortresses in ''[[Super Mario Brothers]] 3'' consists of a few very large, empty rooms (though there is a boss at the end). There is, however, a time limit--andlimit—and no obvious way out.
** Not to mention, one room in this fortress is styled like a large hall full of white platforms for Stretches, the circular blocks that Roto-discs usually orbit, and the candle props for Hot Foots ... [[Nothing Is Scarier|even though none of these respective enemies are actually there]].
* Rareware are veritable masters of this. Perhaps the most notable is the empty pillar room in Creepy Castle of ''[[Donkey Kong]] 64''; a room with a stone pillar in the middle, a hanging light, and what appears to be an open shaft pouring light down. It's only accessible by one character through a series of transport pads, has a balloon for 10 bananas in it, but is otherwise empty and totally functionless. It borders on [[Mind Screw]] if you try to understand what effing purpose it has.
Line 158:
*** Rumour has it that the Scorched Slab is a homage to the tale of Amaterasu, and that cave represents the one the goddess hid herself in the myth. And that would be the reason for having TM11 (Sunny Day) there.
** A rom hack of the Generation 3 games had a similar truck, which would reference the original rumor if examined. There was also a patch of grass in ''Gold and Silver'', similar to the one near Pallet, only accessible by wallhacking; there ''were'' actually Celebi in there.
** There were many [[Urban Legend of Zelda|weird theories]] about Dark Caves and what happens if you walk through them without using Flash. As with many similar [[Image Board]] [[Creepypasta|creepypastascreepypasta]]s, they were made up from start to finish.
** There is an area that appears in both Hoenn and the Sevii Islands called Altering Cave. The only Pokémon you'll find here is Zubat. There was plans for mystery gift to change what Pokémon you could catch here, however in ''Emerald'', all of the Pokémon (Mareep, Pineco, Aipom, Smeargle, Stantler, Houndour, Shuckle, and Teddiursa) can be caught elsewhere in Emerald and can be traded over to ''FR/LG''.
*** Many of the areas in the Sevii Islands don't really serve any purpose. The ending areas usually hold a somewhat rare item or move tutor at best. The only exception is Mt. Ember which has Moltres.
10,856

edits