| rdfs:comment
| - In multi-player video games, particularly MMORPGs, it's common for there to be as many copies of a "quest item" as there are people taking the quest. This trope describes when these quest items should logically be unique within the world. The most extreme case is probably when this is a specific named individual's head (heart, liver, pancreas, whatever); it's also common with bits of a unique magical beast or just items that should be impossible to reproduce, such as a specific lost piece of jewelry or an Artifact of Doom that canonically can't be made anymore.
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| abstract
| - In multi-player video games, particularly MMORPGs, it's common for there to be as many copies of a "quest item" as there are people taking the quest. This trope describes when these quest items should logically be unique within the world. The most extreme case is probably when this is a specific named individual's head (heart, liver, pancreas, whatever); it's also common with bits of a unique magical beast or just items that should be impossible to reproduce, such as a specific lost piece of jewelry or an Artifact of Doom that canonically can't be made anymore. This can get downright silly when everyone in your party needs a MacGuffin to complete the quest, so in one "instance" there turn out to be enough copies for each and every one of you. If Sir Bob and his four cohorts are on a mission to retrieve the head of Baron Evilpants, well, you're in luck! Turns out that, while he looks like a normal human being during battle, Evilpants has five heads! There's Enough to Go Around! (Actually, most of the time looting someone's head won't actually change their model. One can only assume that Evilpants had five severed heads in his pockets, each of them identical to his own. So, six in total.) And of course there are also enough Baron Evilpants's to go around so all the following groups can also each kill one. However, as logically absurd as this is, it's definitely an Acceptable Break From Reality. If you have hundreds of thousands or even millions of players, allowing only one person in the entire game world to complete a quest vital for advancement would be seen grossly unfair. This can be partially justified by portraying each player as functioning with his or her "own" timeline in the larger world (don't even expect a Hand Wave regarding how these people interact when they're outside of their quests), but it still doesn't explain how a single instance can yield as many copies of a necessary unique item as there are players going in together. Probably best not to ask. Seriously, forget I even brought it up. See also: Acceptable Breaks From Reality, Rule of Fun. Examples of Enough to Go Around include:
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