We Couldn’t Live Without These 8 Ridiculous But Vital Video Game Clichés

Even if they make us wince, the most beautiful shots of video games are those that we could not do without. If you’ve spent any time in virtual worlds, big or small, you’ve probably come across many, if not all, of the video game cliches mentioned here. Examples abound, whether it’s things that appear flawlessly during adventures, systems you’ve come to expect, or things that would never work or make no sense in real life but do in games. However, the games would probably be unplayable without them. Join us as we reminisce about some of the most ridiculous and beloved video game cliches we just can’t get enough of.
bottomless bags

Inventory management has appeared in a multitude of games over the years, whether you like it or not. But have you ever thought about what we can really take in virtual worlds as adventurers? Take for example Skyrim. What kind of bag could hold two-handed axes, books, ingredients and a large number of buns? You can definitely carry a lot as a Dragonborn. Of course, there’s a limit to how much you can carry at a time, and if you loot too much you’ll be overburdened, but that’s still amazing when you think about it. Imagine trying to stuff a massive sword into your bag. Many games seem to feature Tardis-like bottomless magic bags that can hold just about anything, regardless of size, shape, or weight. But, let’s face it, who wants a bag that can’t hold much when there’s so much wealth to be had? It’s a cliche we’re ready to embrace for the rest of our lives, and thankfully game characters never seem to suffer from back pain.

Audio logs

It’s good that the inhabitants of game worlds have a propensity for keeping secret passwords. After all, it allows future explorers like us to bypass obstacles or obtain valuable goods. Audio logs have become one of those common components in games that are usually there to tell us more about the environment we’re exploring, provide us with vital information to help us progress, or just add a little flavor. Audio logs are very popular in open-world games, with Horizon Forbidden West being one of the more recent extensive RPGs that features its own audio logs that Aloy can locate. They might not be for everyone, but they certainly bring plenty of extra conversation to virtual experiences of all kinds and sizes, from tapes of Metal Gear Solid 5 and Fallout to audio logs of BioShock.

Enemies who don’t remember you

In a video game, do you technically exist if an opponent can’t see you? Even if you are in their line of sight, it is as if you were never there after they lost sight of you. You can argue that your average opponent tasked with protecting a location doesn’t have the best memory, but it’s generally understood to be the case. We’re glad it works that way, to be honest. For example, in Assassin’s Creed Valhalla, clinging to the side of a structure or carefully retreating into dense grass (which effectively makes you invisible) allows you to avoid the attention of guards you’ve summoned. You have the option to start over once they have given up pursuit and resumed normal business. It’s a convenient method to restart if you make a mistake, but it raises questions about the effectiveness of the guards.
edges that are color coded

Certain recurring aspects in video games provide a legitimately functional purpose. As the game worlds got bigger and bigger, so did our means of getting around, and climbing became a staple of more and more experiences. Luckily, all of the climbable ledges and cliffs have been color-coded (usually a shade of yellow) in the past so that we as players know we can interact with them. You can always tell what ledges you can climb and which ledges are about to slip by because of how they stick out into the environment in games like Assassin’s Creed, Tomb Raider, Uncharted, and even God of War. Of course, there are some outliers, like in The Legend of Zelda: Breath of the Wild, where you can climb just about anything. But, as the clichés say.