Dictionary of RPG Cliches Dictionary of RPG Cliches By Fritz Fraundorf. Contributors: GuruLou1 David Green J. Parish A. Barath Matt D. Brown Amanda Flowers Jennifer Gasiorowski Matt32 Mafia Boss Vinny Valentino [email protected] Jeff Copperthite Jack McGarrity EDeangelus Kate Malloy Henry Madej Rebo1234 Morrigan Altahir Bastion Nature102 Spacerat Herman Ling Pete John VanSickle Shaif PanzerStar Mikael Sundberg TJM0119 K.Z. Mike Flanegan Paul Nathans Travis Allen Jesse Schauer David McGrath Jason K. Jones Arcana Joshman88 Jacob Carson MarkMat581 Remex Azar Matiz Z-Force mR. pENGUIN Roshni41 JHNWD KraSH 43 Shafer1 Shane Lile Nature Leseul Chocobo12 The Portuguese Monkey Alex T. Serpent231 Taarkoth Matt Hobbs Aaron Gover Nathan Henderson Shope Azazel JRMayoMan Todd Louie AnOn YmOuS JeffreyATW Minami 7-11 Rule. Shops never close. At the least, they close very rarely and only during certain major events. (Exception: Zelda 64) 8-bit plot. Oldest RPG plot. You are the legendary hero. Kill the Big Bad Demon. Most 8-bit RPGs (and some 16- and 32-bit ones) use this plot. 16-bit plot. Standard RPG plot. The Corrupt Empire rules the world. You're the leader of a small rebel band. Overthrow the Empire. Usually the hero is a soldier for the Empire at the start of the game (as in Suikoden, Vandal~Hearts, or FF6), but soon realizes that the Empire is evil and joins the fight against them. General standard for RPG plots. 32-bit plot. Similar to a 16-bit plot, but somehow religion is involved. 64-bit plot (Quest 64). See 8-bit plot. 99. Maximum number of units of any item of type you can carry, often leading to peculiar situations in which you could carry 99 Potions and 99 Hi-Potions, but not 100 Potions and 0 Hi-Potions. 1000 years. Frequently-occuring date in RPGs. The evil demon (or demons) shows up every 1000 years, or was sealed by the Ancients for 1000 years. Why can't they just kill them off permanently? Ability Loss. Whenever you fight a character before they join you, they have abilities that they can't use once they actually join. (see young Rydia, Yuffie, Sonya in Suikoden) Airship. Every RPG has a flying vehicle, usually an airship or a flying dragon, which is obtained near the very end of the game. (although in FF games, you tend to get the airship sooner). Ambidextrious. All non-polygon characters are ambidextrious. This is to save time by just flipping the character's image for both the left and right facings. Amnesia rule. Whenever there is a good character with amnesia, they were always a bad guy before they got amnesia. (See Shining Force II and Lufia). In addition, everybody with amnesia is cured (Exception: FF5) Ancients, The. Ubiquitous race that vanished long ago (typically 1000 years ago), but left behind advanced technology. Usually, however, one of your party members is a female magic-user who is the last Ancient or a member of some other special race. (Terra, Aerith, Rydia, Mariel, Eleni in Vandal~Hearts, Asellus, etc.) Ancient Flying Castle. Generic final dungeon. And Behind Door #2... When in you are in a dungeon, and you come into a room with two doors, you generally want to go through the door further away from you, as it will have a switch or something that opens a passage behind the closer door. Anonymous Hero Rule. Up until recently, the main character never had a name and you had to enter one. (You can still usually enter a name, but there's also a default one) Anorexia Rule. RPG characters never seem to need to eat. (exceptions: Wild Arms and Earthbound) This may explain Brave Fencer Musashi's appearance. Army rule. No matter how big the armies of both sides are, the final battle always inevitably comes down to a few chosen heroes versus a big bad evil monster. Particularly ridiculous in Suikoden. Asbestos Rule. If something is burning as part of the storyline, it will not burn down until whatever you have to do there is accomplished, yet it stays burning. (See the burning house in FF6 or any burning town) Atheist rule. All priests and churches are up to no good (the same with rich guys). Religions that do not involve priests and/or churches are ok (Wild Arms) and in fact are always on your side. Backwards Day. Whenever somebody tells you not to do something or go someplace, you should. Beat You To It. Whenever the heroes go to stop the bad guys from getting something/somewhere, the bad guys are always there when the heroes arrive at the end, but they apparently didn't have to go through the dungeon because all the puzzles weren't solved, switches not flipped, etc. Block Home. Towns are always completely safe -- those wandering monsters just don't feel like coming inside for some reason. (Exception: FF8) Block Home Rule #2. Nobody cares if you just walk into their house and start talking to them as if they were family and not some strangers with weapons. Blues Brothers Rule. The heroes are always right, no matter what they do. Whatever side the heroes are on is the good side. Bonus Boss. Feature of many recent RPGs. Extremely tough boss that you don't have to beat to win the game and is just there as an added challenge. (Weapons, Elidibs, EarthDragon, ArchMage, Ragu Ragla, etc.) Usually, you get some really powerful item for winning that isn't at all useful because if you're tough enough to beat the boss, you don't need it. (Like the Sherrif Star in Wild Arms or the master materia from the Weapons) Broken Bridge. Adjunct to a Fetch Quest. An obstacle, frequently a broken bridge, prevents you from progressing to the next town. Once you complete the Fetch Quest, however, the bridge is fixed. What a coincidence! Broken Record. Townspeople will continually repeat the same message over and over, even if you revisit the town later in the game and the message doesn't make sense anymore. (Exceptions: FF7 and Wild Arms) Buddy rule. Whenever the hero has a more experienced buddy or leader, that character always dies, leaving the hero to fend for themself (Suikoden [Odessa], Phantasy Star IV, etc.). Building Ordinance. All enemy castles, towers, etc. are all designed as a maze, which must make it really hard for the people living in the castle. Cait Sith's Rule.. Whenever a character permanently leaves the party (due to death or otherwise), all their items and equipment are usually returned to you. So named for the absurdity of Cait Sith No. 2 inheriting all of No. 1's experience, equipment, and Materia, even though No. 1 was crushed in the temple. (Of course, we all know what really happened to Cait Sith No. 2 ^_^) Very weird in FF8, especially parts when allies seem to be dead but you still can equip and un-equip them (Missile Base) Call For Help. Annoying enemy move in which an enemy summons other members of its kind (see Phantasy Star games and Shining the Holy Ark). Can lead to frusteratingly long battles. Carrot On A Stick. Most shops have chests behind the counter. Frusterating as it is, there's no way to reach them. Chancellor rule. Chancellors or other advisors to kings are always up to no good. Charades Law. Whenever a character performs an action such as handing something to somebody else, they usually hold out their hand, but you do not actually see the item in question. For example, when Celes attacks Kefka on the Floating Continent in FF6, her sword cannot be seen. (Exception: the Zodiac Stones in FF Tactics, some items in FF8) Chicken In Every Pot. People in games keep stuff in weird places, i.e. valuable heal potions inside pots, powerful equipment just sitting around caves in chests, etc. Clown Car rule. All buildings, towns, vehicles, etc. appear tiny on the overworld map in relation to your character, but when you are inside them, they are much bigger. Clown Car rule #2. All vehicles have infinite seating capacity. Can all 9 FF7 characters really all fit in the buggy? (Exception: FF8) Collapsing Castle Law. Major enemy hideouts (especially the final dungeon) always collapse when you beat the dungeon, even though there is absolutely no physical force that would cause them to collapse. Communist Choice. A situation in a game where you are presented with a choice, but if you choose one of the choices, you just have to choose again until you choose the choice the game wants you to choose. (I did not come up with this term; I don't know who did, but I claim no credit for it.) Confidential Information. You can never see how much HP a boss has -- spells that normally show enemy's HP don't work. (Exception: Most FFs) Conservation of Death. In most RPGs, one major good character dies, but only one (FF4, FF6, Wild Arms, etc.). There are a few games (Suikoden, for example) where more than one major good character dies. Countdown Rule. Whenever you have to escape from a place within a time limit, the location will blow up / collapse as soon as you leave, no matter how much time is left on your timer. (See the Mako No. 1 Reactor, Galbadia Missile Site) Cowardice Rule. The major bad guys keep running away, leaving flunkies for you to fight, until you finally fight them near the end of the game. Crono's rule. Except in Final Fantasy games, the main character never talks (unless you are choosing the response), although other characters react as if the character was talking. Currency Name Convention. All currencies in games start with the letter G. (gil, gella, goth, gilder, gold, etc.) Cute Animal Character. Stereotypical cute and furry animal character. Usually worthless in battle and just intended for comedic relief. (the only exception is Peco, who is really powerful in addition to being extremely cute, and Spekkio, even though he doesn't join you). Dead or Alive. Characters and enemies can have 1 out of 2500 HP and be perfectly healthy, but as soon as they drop to 0 HP, they suddenly die. (exception: Kartia) Deja Vu Dungeon. Cliched plot device in which a dungeon you visit in the beginning of a game (generally in the game's opening sequence) later is the last dungeon or a dungeon near the end of the game (see BOF2, Mario RPG, Shining the Holy Ark, Shining Force 2, Suikoden, and others). Dekar's Rule. If you don't actually see a character die (or are explicitly told so by somebody who did), they're not dead. (Example: Seifer in FF8, Dyne in FF7 Dibs Rule. In most cases, your party are the only ones trying to save the world. Nobody else ever beats you to it or even tries. Anybody that is trying to save the world on their own ends up either joining you, or dying. Double Agent Rule. Whenever there is a spy for the bad guys in your party, that spy always up turning good and staying in your party after being unmasked (see Caet Sith, Kira in Vandal~Hearts, and Sanchez in Suikoden). Similar to the Party Compulsion Rule. Disappearing Act #1. Any overpowering character that joins your party soon leaves your party for any number of reasons (killed, is actually a bad guy, etc.) Disappearing Act #2. Semi-important characters often vanish near the end of the game. Witness Jane's total disappearance in Wild Arms after the Sweet Candy sinks, Palmer vanishing after the rocket launch in FF7, etc. Dissection Rule. Every game has a boss with several body parts (head and arms, or several heads), each of which can be attacked and destroyed separately. Dolly's Rule. All enemies of the same type are completely identical clones of each other (you never see a Slime that happens to be a bit stronger than your average Slime, for example). In addition, many enemy types closely resemble each other with just a variation in color. (Exception: FF8) Dronejam. When annoying townspeople stand in front of a door or passage and won't move. Duel boss. Most games have a boss that you have to find as just the main character. Eager Beaver Rule. In a 16-bit plot, towns and people join the rebellion without hesitation and have no fear of the Empire attacking / killing / destroying them. Exception: Narshe in FF6. Earthbound Rule. All final bosses have some special super duper dimension background that you fight in, frequently out in space. So named because Earthbound has these in every battle. Earthquake Rule. Most earthquakes spells generally involve the ground simply shaking, which somehow damages people. Eccentric Inventor. Stereotypical character in most RPGs; usually builds your airship. See Momo, Cid IV, Lucca, Lexus, Emma, and many others. Ectoplasm Rule. Despite having no physical shape, ghosts and other spirit-like creatures can be physically damaged (by swords, lightning bolts, etc.) Emperor's Clothes. RPG armor is apparently invisible; none of the characters ever look like they're wearing armor, just their normal outfits. Ending rule. All endings are considered poor by the majority of players. Ending Song. Lately it has become fashionable for a song (with actual lyrics) to play during a game's credits. See BOF3, Xenogears, Castlevania: SOTN, Wild Arms (the Japanese version), Tales of Destiny, Parasite Eve, etc. Endless Fount of Items. Stores never run out of items. Endurance rule. Both party members and bosses can survive an incredible amount of damage (shot repeatedly, hit with meteor, electrocuted by lightning, attacked with 15-hit sword techniques). Energizer Rule. Lights (torches, campfires, lamps, whatever) never burn out or run out of electricity -- unless, of course, the story requires them too. Equipment Progression Rule. The farther you get away from the starting point of the game, the better equipment the stores have. This is true even when there is no reason for it (why does a podunk place like Icicle Inn have better weapons that Junon?) (Exception: FF8, because of "remodeling") Evil unleashed. Frequently in a Deja Vu Dungeon, the hero accidentally unleashes the big bad evil monster, which was sealed there (this can sometimes be an Unbeatable Boss). The hero is then sometimes exiled or punished for doing so, but in the end defeats the monster, and all ends well. Evil laugh. Most games have a bad guy with a weird laugh ("Mwah ha ha!", "Gyaa haa haa!" [Heidegger], "Khhk khhk khhk!" [Alhazad], etc.). Of course, none of them can beat Kefka. Click here for a large list. Fake King Plot. Oldest RPG subplot known. A town has a fake king that is really a monster, while the real king is imprisoned. Sure signs you're dealing with a Fake King Plot are messages like "The king has been acting strange lately" or "The king hasn't been himself since ...". References to this plot have even been found in primitive cave paintings. False Endgame. Transparent attempt to make you believe you are at the end of the game when you aren't (Photosphere in Wild Arms, battle with Zog in BOF1, Floating Continent in FF6, etc.). Believed by no one becuase there is still a lot of the map you haven't explored, items you don't have, etc. Family Feud. One of the major bad guys is always related to one of the major good guys. Feeling of Impending Doom. Save points and healing items inexplicably congregate just before a dangerous area or boss. Female Healers. The second character you get for most of the game is almost always female, a healer of some sort, romantically involved with the main character, or all of the above. (Examples: Tia(Lufia 2), Young Rydia(FF4), Mint(Tales of Phantasia), Nina(Breath of Fire 1), Marle(Chrono Trigger), Kid(Chrono Cross), and lots more) Female Only Towns.Female only towns that hate men. Not only are these in many RPGs, they somehow manage to sustain throughout many generations...that's just wrong. And why aren't there male only towns? Fetch Quest. Any subquest unimporant to the plot, in which you are sent to find a key / rescue a lost kid / save the workers in the mine / otherwise resolve a town's problem. Lufia 2 is filled with these. Fire! Fire! All materials in RPGs are flammable, including metal, stone, and even ectoplasm (Mommy, look at the burning ghost!). Flea Market Rule. All shops will buy any type of item, even if they have no use for it. Want to sell bazooka ammo to a fishing goods shop? No problem! Flunky Boss. A boss that keeps summoning a group of flunky enemies; if you kill all of them, it will just resummon them. Thus, your strategy is always to kill all but one of them. (See Hidon in FF6, Mack in Mario RPG, etc.) Free Inn Rule. When an inn is free for no reason, don't stay there. Somebody will steal your money during the night. Does not apply to inns that are free for a reason (i.e., you saved the town, main character's hometown, etc.). Gas Shortage? There is usually one airship in the world. Despite the bad guys usually being a big empire/company that rules the world, they apparently can't build another airship. Perhaps this is due to a gas shortage... on the other hand, airships never seem to run out of gas. Glass Ceiling of Magic. Most (but not all) female characters are magic-users. Gratuitous Flashback Sequence. The name says it all. Especially annoying because these are usually extremely linear, change scenes frequently, and have no fighting. Graveyard Rule. All graveyards have a secret passage revealed by pushing one of the tombstones. Graveyard Rule #2.All graveyards with tombstones you can examine has a hidden message from the programmer somewhere, usually about something being dead that shouldn't. Greeter Guys. Town/castle NPCs who have no purpose except to say "Welcome to ______!" (EVERY RPG KNOWN TO MAN) Groundhog Day Rule. Townspeople remain in the same place, doing the same thing, the whole game. (Exception: FF8) Hands Off rule. Nobody ever opens chests except you. In rare occasions, another important character will open them. (like when Locke opens all the chests in the Phoenix Cave) Heat-Seeking Magic. Magic never misses. In addition, it will never harm people on your side (even if a huge tidal wave just swept across the battlefield, only the opposing side is damaged). (Exception: FF6's Merton) Hometown rule. The hero's hometown, or other town where you start, is usually destroyed, or the hero is somehow otherwise prevented from returning (being exiled in Secret of Mana, FF7, or Wild Arms, for example). How Many People You Got In There? In the majority of RPGs, only the main character is seen walking around. When an important event appears, the other characters come out of the main character. HP Imbalance. The enemies always have far more HP than your characters do, but inflict less damage than your party does, so it all comes out even. I guess they don't want your party's HP numbers to get too big... HP Imbalance #2.If you fight someone who joins your party, they always have way more HP when you fight them than they do when they join you. (Magus from CT is the most glaring example) Inn Inflation Rule. Each inn in the game gets progressively more expensive for no logical reason. Inn rule. Whenever the characters go to the inn without you controlling them, something important happens during the night (such as a Nighttime Chat). Inn Accomodation Rule. There is always vacany at any inn. The inns apparently reserve a room for the party just in case they happen to show up. Invisible Guardrail. Except in action-RPGs, you can never walk off a pit or into water. You can only walk off ledges in certain circumstances, when there is a need for you to be able to jump off ledges. Item Duplication. Almost every recent RPG has had a glitch that lets you duplicate items. (FF7, Wild Arms, FF Tactics, etc.) It's All In the Family.Heroes often have a parent/grandparent/ancestor, almost always male, who was a hero as well. (Examples: Lufia 1/Nameless Redhead(Maxim), FF5/Butz(father), Tales of Phantasia/Cless(Miguel), and even the starter of many cliches, Dragon Warrior/Noname hero(Erdrick)) It's A Small World After All. If you think about it, most RPGs take place in an incredibly tiny world with only a few cities and a surface area less than the moon. The same applies for towns -- they have about six houses, tops. Kain (or Kane). Most common name in RPGs. Used in: FF4, Shining Force 1, Phantasy Star 2, Vandal~Hearts, … truncated (20,744 more characters in archive)