Gameplay and Story Segregation: Difference between revisions

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This trope occurs whenever there is inconsistency in how things work or behave between the gameplay and storyline sections of the game, the latter of which consists of [[cutscene]]s and dialogue. While this trope is generally forgivable due to technological limitations, [[Egregious]] instances can result in the shattering of the player's [[Willing Suspension of Disbelief]]. Typically, it's done to try and make a more interesting game, since simply hitting [[One Hit KO]] all the time like in that cutscene would be utterly boring, while having a person who actually ''can't'' open doors like in that last cutscene would make the game [[Fake Difficulty|needlessly frustrating]]. Accordingly, it's sometimes excused by [[Acceptable Breaks From Reality]], but by ''no'' stretch does that justification cover all of the flat-out weird mismatches [[They Just Didn't Care|perpetrated]] by game makers over the years.
 
Since large-scale [[cutscene]]s and extensive dialogue have only really been present in games since the last twenty years or so1990s, '''Gameplay and Story Segregation''' is far more prevalent from the 16-bit era onwards, especially ones in which the storyline is a focal point of the game.
 
Forms of '''Gameplay and Story Segregation''' include:
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**:If you're only allowed three out of eighteen party members, and those three are killed, you get a Game Over even though the rest are still alive.
**:Worse yet, in some games losing one specific key playable character ends the game, [[We Cannot Go on Without You]] style, no matter how many other characters are still alive. For instance, checkmate ends the game the moment the king is dead in [[chess]].
* [[Artificial Stupidity]] <br />A character may canonically be a superintelligent master strategists, but make terrible decisions during gameplay due to [[Idiot Programming|poor programming]].
* [[Canon Shadow]] <br />A character or item that seems to be in the party, but other than giving stats, doesn't affect the plot at all.
* [[Commonplace Rare]] <br />When a seemingly common item takes an excessive amount of effort to acquire.
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* In the ''[[Touhou]]'' fangame ''[[Touhou Mother]]'', Yuuka is described as hating high speeds. During a cutscene, you have to fly very fast to reach a certain location, and during the trip, Yuuka is described to have taken "mortal damage." Sure enough, if you check your stats after the cutscene ends, Yuuka will have just 1 HP remaining.
* ''[[Black Sigil]]'' actually lets you use white magic to heal all the fallen soldiers during a siege. It costs you MP, of course, but saving them all gets you a reward.
* ''[[Ryu ga Gotoku|Yakuza: Like a Dragon]]'' has an aversion between instalments. {{spoiler|Previous protagonist Kiryu [[Wouldn't Hit a Girl]]. His boss fight in this game respects that; when Ichiban and co fight him, he will avoid deliberately attacking female party members.}}
 
=== [[Shoot'Em Up]] ===
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{{reflist}}
[[Category:{{PAGENAME}}]]
[[Category:Video Game Tropes]]
[[Category:Consistency]]
[[Category:Index]]
[[Category:Gameplay and Story Segregation]]
[[Category:Show, Don't Tell]]
[[Category:Dissonance Tropes]]