This is mostly an RPG trope, but can be applied to any game with combat elements and some type of Life Meter. This trope is about Video Games where it's easy to inflict ridiculous amounts of damage, resulting in combat practically just being about attacking first. Actual skill is most likely still involved, but it will be more about agility (Dodging, improvising) than intelligence (Min-Maxing, planning ahead). This trope can happen due to various reasons; Higher offensive stats than defensive ones, an abundance of One-Hit Kill moves, et cetera. Please note that this has to apply to both Player Characters and enemies, or it's just a case of Glass Cannon.
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| - This is mostly an RPG trope, but can be applied to any game with combat elements and some type of Life Meter. This trope is about Video Games where it's easy to inflict ridiculous amounts of damage, resulting in combat practically just being about attacking first. Actual skill is most likely still involved, but it will be more about agility (Dodging, improvising) than intelligence (Min-Maxing, planning ahead). This trope can happen due to various reasons; Higher offensive stats than defensive ones, an abundance of One-Hit Kill moves, et cetera. Please note that this has to apply to both Player Characters and enemies, or it's just a case of Glass Cannon.
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| - This is mostly an RPG trope, but can be applied to any game with combat elements and some type of Life Meter. This trope is about Video Games where it's easy to inflict ridiculous amounts of damage, resulting in combat practically just being about attacking first. Actual skill is most likely still involved, but it will be more about agility (Dodging, improvising) than intelligence (Min-Maxing, planning ahead). This trope can happen due to various reasons; Higher offensive stats than defensive ones, an abundance of One-Hit Kill moves, et cetera. Please note that this has to apply to both Player Characters and enemies, or it's just a case of Glass Cannon. This trope doesn't have to be a bad thing. Fast-paced battles tend to be more exciting than longer and tedious ones, and they may require less Level Grinding. Compare Glass Cannon, One-Hit Kill, One-Hit-Point Wonder and type 2 Mutual Disadvantage. Contrast the inversion, Padded Sumo Gameplay Examples of Rocket Tag Gameplay include:
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