Funny and ironic things in RPGs
1. Taking people's belongings without their permission and they do nothing about it.
2. Also, barging into people's homes without knocking.
3. Mini-boss characters occassionally represented as a more common, mundane enemy, contrary to their overworld avatar.
4. Enemies with recycled/recolored sprites and different names presented as unique creatures because of the developer's lazyness in regards to creating new graphics.
5. Enemies with overpowered stats and deceptively cute names/appearances like "Gatsby" or "Fido"
6. Going through a whole path(s) just to find something lame in a chest like a common potion or weapon/armor that is long outdated by the time you aquire it.
7. Opening up a chest to find an impossible to defeat monster (most common in the FF games).
8. RPGs in general.
Any others?
2. Also, barging into people's homes without knocking.
3. Mini-boss characters occassionally represented as a more common, mundane enemy, contrary to their overworld avatar.
4. Enemies with recycled/recolored sprites and different names presented as unique creatures because of the developer's lazyness in regards to creating new graphics.
5. Enemies with overpowered stats and deceptively cute names/appearances like "Gatsby" or "Fido"
6. Going through a whole path(s) just to find something lame in a chest like a common potion or weapon/armor that is long outdated by the time you aquire it.
7. Opening up a chest to find an impossible to defeat monster (most common in the FF games).
8. RPGs in general.
Any others?

Comments
1. Taking people's belongings without their permission and they do nothing about it.
2. Also, barging into people's homes without knocking.
3. Mini-boss characters occassionally represented as a more common, mundane enemy, contrary to their overworld avatar.
4. Enemies with recycled/recolored sprites and different names presented as unique creatures because of the developer's lazyness in regards to creating new graphics.
5. Enemies with overpowered stats and deceptively cute names/appearances like "Gatsby" or "Fido"
6. Going through a whole path(s) just to find something lame in a chest like a common potion or weapon/armor that is long outdated by the time you aquire it.
7. Opening up a chest to find an impossible to defeat monster (most common in the FF games).
8. RPGs in general.
Any others?
I was literally thinking this about an hour ago when I was playing Secret of Mana.
How about the Hollywood love story that gets tossed into each one of these games?
1. Taking people's belongings without their permission and they do nothing about it.
2. Also, barging into people's homes without knocking.
3. Mini-boss characters occassionally represented as a more common, mundane enemy, contrary to their overworld avatar.
4. Enemies with recycled/recolored sprites and different names presented as unique creatures because of the developer's lazyness in regards to creating new graphics.
5. Enemies with overpowered stats and deceptively cute names/appearances like "Gatsby" or "Fido"
6. Going through a whole path(s) just to find something lame in a chest like a common potion or weapon/armor that is long outdated by the time you aquire it.
7. Opening up a chest to find an impossible to defeat monster (most common in the FF games).
8. RPGs in general.
Any others?
I think this is more of a memory / system limitation thing than developer laziness. If you want to create vast worlds and huge dungeons, you probably have a limited enemy palette to work with. At least in terms of retro gaming... you don't really see this nowadays.
Only thing I can add is:
9. When you finally think you are at the last boss, you always get rewarded by fighting an even tougher boss after him. Or at least the same boss in a different form / shape.
In some games, you even get triple bosses at the end. Even better!
I've also noticed that in many RPGs you start in a bed waking up.
Hitchhiker's Guide to the Galaxy text adventure. Your first action is to open your eyes; you've just woken up.
1. Taking people's belongings without their permission and they do nothing about it.
2. Also, barging into people's homes without knocking.
I love this. What's funny is that most of the time the residents greet you and share useful information, as if they had meant for you to come in all along! The only exception I can think of is in Baldur's Gate, where you sometimes really have to scheme it in order to rob someone's house without getting caught.
Also in Breath of Fire, there is one dresser in the town of Auria that cannot be plundered no matter what you do; the owner will always come running in and call the guard on you, sending you directly to jail.
At some point, you're going to have to talk to a tree and do what it says.):
http://project-apollo.net/text/rpg.html
Read this and thank me later (my favorite is #107 -- Arbor Day Rule:
At some point, you're going to have to talk to a tree and do what it says.):
http://project-apollo.net/text/rpg.html
In Fallout 3 the tree was once human and I got pissed and lit his ASS on fire!!! Now who's listening WOODY!
Being able to withstand a shot of fire or lightning to the face and only suffering minor damage.
I can actually buy into this one. Video game characters are designed to be phenomenal, much like super heroes. They can take it as well as they can dish it out.
Another thing: Why do final bosses give you experience and gold? You just beat the game. Why add to those?
Ideally, it would be to enhance your party as you venture out into the expanded areas of the overworld to generally live about the land, explore territories, continue battling stronger creatures, and generally enjoy the new world as seen after such an epic change as you just rendered.
... but few traditional RPGs have let you continue to play after the ending, as I always sorely wanted to do once having fallen in love with a particular RPG world.
Of course we all know that this is for those who may have missed something, but still.
Another thing: Why do final bosses give you experience and gold? You just beat the game. Why add to those?
Ideally, it would be to enhance your party as you venture out into the expanded areas of the overworld to generally live about the land, explore territories, continue battling stronger creatures, and generally enjoy the new world as seen after such an epic change as you just rendered.
... but few traditional RPGs have let you continue to play after the ending, as I always sorely wanted to do once having fallen in love with a particular RPG world.
I've rarely experienced that with RPG's, though there are a few.
Another thing: Why do final bosses give you experience and gold? You just beat the game. Why add to those?
Ideally, it would be to enhance your party as you venture out into the expanded areas of the overworld to generally live about the land, explore territories, continue battling stronger creatures, and generally enjoy the new world as seen after such an epic change as you just rendered.
... but few traditional RPGs have let you continue to play after the ending, as I always sorely wanted to do once having fallen in love with a particular RPG world.
I've rarely experienced that with RPG's, though there are a few.
Yeah, exactly.
walk up to a dude that just says "Error" What if this happened in real life? I would find this useful when dealing with moron's. People wold try to ask you a legitimate question and you could just say Error.
Lol I was just about to mention that. Funny how that happens.
Read this and thank me later (my favorite is #107 -- Arbor Day Rule:
At some point, you're going to have to talk to a tree and do what it says.):
http://project-apollo.net/text/rpg.html
Guess who beat you to the punch for posting that link?