39,327
edits
prefix>Import Bot (Import from TV Tropes TVT:Main.SelectiveMemory 2012-07-01, editor history TVTH:Main.SelectiveMemory, CC-BY-SA 3.0 Unported license) |
(update links) |
||
(6 intermediate revisions by 2 users not shown) | |||
Line 1:
{{trope}}
'''Selective Memory''' is when the game denies the player knowledge his [[Player Character]] has, should logically have, or should be able to acquire effortlessly and instantly.
That map of the world the the [[Player Character]] got from his uncle before heading out to save the planet? Features the [[Doomed Hometown]] and a whole lot of blank indicating everywhere you haven't been to yet. The soldier who joins the party and suggests you go to the [[Capital City]] to ask the king for help? Forget about asking him for directions. You come to the [[Hidden Elf Village]] and the [[White Magician Girl]] wants you to talk to her sister? [[Talk to Everyone]] until you find her yourself.
When used on background information, this can be a way of putting a certain distance between the player and the player's character. It can also be a storytelling device that allows the player to discover certain facts about the character. Coupled with [[
See also [[Now Where Was I Going Again?]], for information that was given ''once'' and then can't be recalled. Compare [[Unreliable Narrator]] or [[Dramatic Irony]] when it's more about the plot itself.
[[I Thought It Meant|For people remembering only certain details pleasant to them]], see [[Self
{{examples
* Exceptionally [[Egregious]] example: In ''[[
** In the same game, there is a quest in which you must ask an elf for the location of elven capital Quintarra, a literal [[Hidden Elf Village]]. If the player character is an elf, he will find it odd that you do not already know the location. One has to justify it by claiming to be from a different continent.
* In one level in ''[[
** Because Mario has [[Heroic Mime|a very limited vocabulary]]?
* ''[[
** A full explanation of the rules was eventually provided...in the manual for ''[[
* Inverted to very great effect in ''[[
** That and the {{spoiler|[[Mind Control]]}} anyway.
* The [[Final Fantasy]] series is rife with cases where you must take object A to location B. One or more of the characters should know exactly where the destination is, but the player doesn't have a clue and is left wandering around like an idiot trying to find the place.
** Some cases make this even stupider by adding a character to your party who is supposed to escort or guide you through an area, but offers you no directional advice whatsoever.
*** Example: In ''[[
**** Possibly explained by the opening sequence of The After Years, as {{spoiler|Rydia was teleported to a different area by Leviathan, likely explaining this situation too.}}
* Both averted impressively and used shamelessly at the same time in ''[[Knights of the Old Republic]] II'': other characters will ask leading questions about the PC's past, allowing the player to learn the details by reading their own dialog options. In a few cases, the player gets to pick from mutually-exclusive options, and the answer [[
** And, near the end, the player finds out that the PC does. Much of what happens in [[The Very Definitely Final Dungeon]] is your and [[The Smart Guy]]'s plan. Made offscreen. Or something. It's mildly incomprehensible.
*** Of course, since the game was never actually finished properly, this may just be one of the things that didn't make it in.
* Lampshaded, subverted, abused to no end, and inverted in the DS game ''[[Time Hollow]]'', in which Ethan (you) and a few other key characters are expected to have a "perfectly normal memory" immediately after any given alteration of the past, regardless of who changed the past, when it was, and how it was changed. (The inversion? [[New Game
** Or, to be more specific, it averts/inverts the Selective Memory {{spoiler|caused by a second playthrough - Ethan will already know the plot of the game, since he's the player character, and as such ''he's played through it before.''}}
* Averted and played with in ''[[Baten Kaitos]]'', which helps set up one of the twists in the plot. In the game, you play not as the main character (Kalas), but as a spirit guide that helps the main character. At the beginning of the game, you of course start off knowing
* In ''[[Infinite Undiscovery]]'', you start out with zero information about the area you're in. That's OK, maybe the protagonist isn't from around there... But he's never alone, there are always others in the party, locals from all the featured areas and well-traveled people. The game even gives you the ability to talk with your party members at any time, so why can't you just ask them for directions when you're lost? Didn't anyone ever think of drawing a map before the [[Player Character]] came along?
** At least this is consistent with the title.
* Used in ''[[
** Being fair, you are provided with a map, and the game does inform you when you enter or leave the district in question.
* ''[[Fire Emblem Tellius
* Cole, the player character of ''[[
* Inverted in [[Sam and Max|Chariot of the Dogs]]. If Sam and Max mention time travel to Superball, he deletes their short-term memory. They completely forget about it, yet you retaining this knowledge lets you solve a puzzle later on.
* In the text adventure ''Byzantine Perspective'', you play a thief breaking into an art museum. The entire gimmick of the game is based on the fact that you, the player character somehow seem to have forgotten that {{spoiler|you are wearing virtual reality goggles, meaning that the room you see is about three rooms over from the one you are actually standing in.}} The way the game expects you to figure this out is {{spoiler|by realizing that you can't read a piece of paper that's in your inventory, then dropping the paper on the ground and walking into the next room, where you will now see the paper lying on the ground and you can finally read it.}}
Line 42:
[[Category:Fake Difficulty]]
[[Category:Memory Tropes]]
[[Category:
|