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Best canonical reasons for in-game mechanics

damn, the game must have been incredibly mediocre for me to forget that completely lol

Undertale's save system was the first to come to mind



This is actually pretty cool, and almost makes me want to play the game (although I heard the gameplay isn't that great)
The gameplay is wicked mediocre, but the story goes to some completely batshit places. That spoiler is the least of it. Honestly, considering you can probably get the game for pennies now it's worth it just to see the story through.
 

ElTorro

I wanted to dominate the living room. Then I took an ESRAM in the knee.
The reason for gear unlocks in Metroid: Other M.





:-(
 
The tutorial/Prologue from Trails of Zero and Trails of Cold Steel.
They look like a harmless vertical slice from the game to introduce you into the mechanics and avoid spoilers.

Then you play Ao and learn their true significance.
 

Dervius

Member
Air Hike / Double jump in DMC series being a summoned platform that Dante (or whoever) physically jumps off of again. Always thought it was cool.

If the (incredible) Deadspace UI counts, then a big shoutout to the Metro games, you had a watch that had a light indicator on it, and told you how much time you had left on your gas mask filter. If you left it to long your gas mask would start to fog up. You can also wipe your gas mask when it gets covered in blood / water, great effect.

Also in Metro, the currency system. Currency in Metro is Military Grade ammunition from before the big nuclear event that lead to metro, most of the ammo you use is cheap, and manufactured in the metro. Shiny military bullets are valuable and used as money, but can also be used in your guns for increased damage.
 

BlueWord

Member
Final Fantasy XIV is great at this. For instance, the gil paid to teleport between the various locations in the game is explained as a toll paid to an attendant upon arrival to maintain the teleportation network. In reality, those fees may be inflated because the (re)construction of the network was funded by a shady cartel that controls one of the games city-states.

That’s just one example of many provided in the game. Really goes above and beyond in this respect.
 

aett

Member
Air Hike / Double jump in DMC series being a summoned platform that Dante (or whoever) physically jumps off of again. Always thought it was cool.

Similarly: the double-jump in Symphony of the Night has Alucard's cape turn into wings for a moment.
 

El Sabroso

Member
Conker's Bad Fur Day has some good dialogs about its game mechanics

!conker%27s_bad_fur_day_(n64)_2.jpg
 

AAK

Member
I have yet to see any game give a good if any canonical reason for adversaries to take turns in hitting each other during a physical weapon on flesh battle.
 

Gestault

Member
Armor abilities in Halo Reach: They're fighting on a planet that's effectively a giant R&D facility, and the stuff only has to work for a window of two days.
 

NSESN

Member
999 and Dual screens
Because one is kid akane and the other is jumpei
. Or VLR having one blurry screen
because you are playing as old Sigma
.
 

Lemonte

Member
Doesn't explain why he can see these people.

The Soliton Radar employed the KdV equation to detect the electromagnetic waves resulting from biological reactions, allowing the user to obtain a variety of information about the immediate area, including the positions of enemies. It could even estimate the interior structure of buildings by bouncing electromagnetic waves from the land structure in question to a satellite. The main difference between the Soliton Radar and the Reactive Radar, used by Solid Snake during the Operation Intrude F014, was that the Soliton Radar could display the direction in which an enemy was facing. Although the radar was completely unaffected by adverse weather, it otherwise had a fragile signal, becoming jammed easily in areas with strong harmonic resonance or in confined spaces such as vents. It could also track the user's movements and relay this to the command center.

and nanomachines!
 

Palmer_v1

Member
Nier Automata and Dead Space were my first thoughts, but they've been covered.

Another one that hasn't been mentioned is the Prince of Persia "checkpoint/rewind" system when you mess up on a platforming sequence.

In Prince of Persia: Sands of Time, the prince never dies when you lose, he's simply telling his story wrong. I always thought that was cool.

Yup, this.
 

StoneFox

Member
The Pokemon Trainer in all the games can carry around a bike with them because they store it in a pokeball. In fact, all items can be stored in pokeballs. That's why you find pokeballs with items in them on the world map.

pokemon themselves are items DUN DUN DUNNN
 

PSqueak

Banned
Was this supposed be good?

It's not as simple as that, in the world of ARMS scientist still are investigating why it happens, but they don't yet fully understand what causes it.

People just took it REAAAAAALLY well.


Anyways:

In Borderlands and Battleborn when a character is "killed" a system teleports their body (and belongings) to a save station where the bodies are healed up.

Borderlands incorrectly jokes that your character dies and it gets a cloned body (which doesn't make sense because the stations also double as teleporters and they magically keep your stuff, so it's not actually a "just" a clone).

Battleborn's story mode explain lives as credits you have with the company that owns the system, so when you're out of credits they refuse to revive you.
 

Alastor3

Member
The entirety of Knights of the Old Republic 2: The Sith Lords?


Why do you get XP, level up and get so strong so quickly? Why do your companions keep following you on this journey despite their own feelings and motivations? Why do all these things keep happening to you and not everybody else?

Now it's Star Wars, so technically the answer is always "The force!", but KOTOR2 ties it all together in a very neat way that has stuck with me for well over a decade now. In fact in almost every RPG I play I pretty much always think to myself "I wish people would comment on how freakishly strong I'm growing over such a short period". Never happens but I can dream.

That's why KOTOR2 is the best kotor game
 

RRockman

Banned
The Pokemon Trainer in all he games can carry around a bike with them because they store it in a pokeball. In fact, all items can be stored in pokeballs. That's why you find pokeballs with items in them on the world map.

pokemon themselves are items DUN DUN DUNNN

Sorry to break it to you, but the bikes are actually folding bikes that can fit in their bags. Everything else is right though!

Errr
except the item pokemon thing
 

CONCH0BAR

Member
Devil May Cry - Double Jumping

The protagonist doesn't just jump off the air. They momentarily create a demonic/magical energy disk that they jump off once they're already in the air.
 
In Bethesda's RPGs from Oblivion onwards, they would flag a whole bunch of NPCs as unkillable and did so in a stupid fashion where when you tried to kill them they'd go unconscious and get back up a moment later. Even when you shot a miniature nuke in their face.

In New Vegas, there is a single NPC that is unkillable for the sake of having a default main ending to follow. Yes Man. It's an AI in a Securitron robot who you can destroy, but there are tons of Securitrons and it simply transfers AI into another.
 

Screaming Meat

Unconfirmed Member
In Prince of Persia: Sands of Time, the prince never dies when you lose, he's simply telling his story wrong. I always thought that was cool.

That's how Monkey Island 2 handled its few possible deaths too. Always thought that was a great way of explaining it. Literally, I guess. :D
 
One of the best parts of Chrono Trigger is capping out your normal tech skills and wondering why there isn't more. "Lightning"? Why can't I use it?

Everything your characters can do is a normal physical technique or technological bit until you go to the End of Time. And when you go to the End of Time, you meet an ancient warlord named Spekkio who decides to teach you magic. Why? Because you're descendants of the Kingdom of Zeal, and you have that power.

It's a pretty awesome way to incorporate magic into the game.

On the flip side, FFXII is partially awful because there is ZERO explanation for what Mist is. Vaan just walks out of town as a normal every day kid who can make massive explosions that warp reality using Mist. How does he have access to Mist? What is Mist? Why can all of our characters do it by default, but no one else can?

Chrono Trigger even goes so far as to DENY magic to characters it doesn't make sense for, like Ayla and Robo. FFXII does jack.
 

PSqueak

Banned
I have yet to see any game give a good if any canonical reason for adversaries to take turns in hitting each other during a physical weapon on flesh battle.

D&D basically states that each full turn (every character taking action) is representative of merely a few seconds and actions are supposed to be happening at the same time, so basically any turn based system represents actions which happen in real time performed by people who think so fucking fast it seems like time is still while they consider their options.

The Pokemon Trainer in all the games can carry around a bike with them because they store it in a pokeball. In fact, all items can be stored in pokeballs. That's why you find pokeballs with items in them on the world map.

pokemon themselves are items DUN DUN DUNNN


You're not exactly wrong, but it's stated in the games that the world of pokemon has the technology to turn matter into data, that's why you can store everything on the pc, so yes it could be in pokeballs, but not neccessarily.

Other fun facts:
-Pokemon centers just manipulate the data of your pokemon to restore to "healthy" status
-TMS are disks because you boot them up in computers (your pokedex maybe?) and alter the data of the pokemon to have the move
-This is why it makes sense they created porygon, if they have the technology to print out pokemon data, they just straight up created pokemon data that didnt exist and printed it out.
-Before Sun & Moon, all your pokemon were stored in a digital purgatory where they are in eternal stasis until you take them out of the pc, the game calls this out and it's the reason why Mohn created the pokepelago.
-They asked the devs once what would happen if you tried to catch a human with a pokeball, apparently the pokeball would deem the Data erroneous and would modify it to the closest "correct" pokemon data. I guess that's where te idea for Bill's experiment came from.
-The idea of Data to matter and viceversa means that, yes, all pokemon are subject to the "To Be" teleport dilema!
 

foxdvd

Member
Undertale's save system was the first to come to mind



This is actually pretty cool, and almost makes me want to play the game (although I heard the gameplay isn't that great)

I am one of the few who loved the gameplay (very Mass Effect 2 like)...especially if you play it on the harder settings.
 
I never played it myself, but isn't the premise of Planescape: Torment that the protagonist is an immortal who reincarnates ad nauseum, providing an in-game reason for respawn?
 

Fandangox

Member
IIRC Pretty much every mechanic in TWEWY has a story justification, and for the most part it worked out well enough. Even stuff like why the characters fight in two separate screens is explained as them being in a phase dimension or something of the sort.
 
Breath of the Wild's reason for respawning enemies.

Every blood moon, Ganon's power is at its peak, which makes him powerful enough to respawn all of his minions (including overworld bosses). This whole sequence really made Ganon seem incredibly menacing this game.

If only his boss fight was more difficult to match.

Also, don't Souls games have lore reasons for respawns (both enemies and your player character)?
 

Neptonic

Member
In New Vegas, there is a single NPC that is unkillable for the sake of having a default main ending to follow. Yes Man. It's an AI in a Securitron robot who you can destroy, but there are tons of Securitrons and it simply transfers AI into another.
I never even thought about killing Yes Man, holy crap.
 

Fuchsdh

Member
Checkpoints in Bioshock: Infinite

Yeah, I think as much as people go on about BioShock as being this amazing meta-commentary about games as games, it's BioShock Infinite that does a better job of it. Basically almost every time you "die"... you actually do die. And the Booker you're playing when the game reloads is just another of infinite Bookers who has reached the same point as you previously.

The original BioShock does deserve credit for how well its mechanics, story, and setting dovetail, though, which was a problem with Infinite.

In Prince of Persia: Sands of Time, the prince never dies when you lose, he's simply telling his story wrong. I always thought that was cool.


Nor why the world pauses during calls.

Yeah at this point it's almost a trope in and of itself, but I still like it. A recent game that had the same basic gist was Song of the Deep—every time you "die" it's just the ocean showing the protagonist a course of action that wouldn't have worked.
 

kunonabi

Member
Metroid Other M!

It's hot so let's unlock the ability because you have to go through the hot area!!!!!

Thats actually the opposite of how that played out. Even with the odd execution of some unlocks it was still a logical approach within the narrative and better than fusion where you got abilities mega man style and it was always clearly sign posted which ability was coming next.
 

Gnomepowered

Neo Member
The Codec calls in MGS basically being things only Snake can hear by vibrating specific bones in his ear

I don't think this works exclusively in game because he quite clearly reacts to the Codec video screens as well, which breaks that logic. Plus, he must be talking in response to the calls, and no one ever hears that, either. But since the game screws so much with the 4th wall in general, I take a lot of the canon explanations with a grain of salt.
 

Izuna

Banned
Thats actually the opposite of how that played out. Even with the odd execution of some unlocks it was still a logical approach within the narrative and better than fusion where you got abilities mega man style and it was always clearly sign posted which ability was coming next.

Am I being trolled or do you have a bad memory?
 

Corven

Member
One thing I liked about EVE online was the idea that the 3rd person camera for your ship was actually a external floating camera deployed by the ship itself.
 
The Pokemon Trainer in all the games can carry around a bike with them because they store it in a pokeball. In fact, all items can be stored in pokeballs. That's why you find pokeballs with items in them on the world map.

pokemon themselves are items DUN DUN DUNNN

That's...not true. It's a collapsable bike.

And those aren't pokeballs, they're essentially "capsules" from Dragonball (considering the artist, Ken Sugimori, was heavily inspired by the Dragonball series). Although I guess they operate similarly enough. You even press a button and throw them
 

Peltz

Member
Why you can only have 3 people in a party in Chrono Trigger. It's because
trying to travel with more than 3 into a time gate at any one time will force you to go to the End of Time where the extra people must stay.
 
In Bethesda's RPGs from Oblivion onwards, they would flag a whole bunch of NPCs as unkillable and did so in a stupid fashion where when you tried to kill them they'd go unconscious and get back up a moment later. Even when you shot a miniature nuke in their face.

In New Vegas, there is a single NPC that is unkillable for the sake of having a default main ending to follow. Yes Man. It's an AI in a Securitron robot who you can destroy, but there are tons of Securitrons and it simply transfers AI into another.

I liked Morrowind's best. "Oh shit motherfucker you broke the threads of time and prophecy. You done fucked it up. Keep playing with your dumb shit if you want but you done. You done."
 
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