7 Classic FPS Tropes Make No Sense

FPS games are fun even if they don’t make sense.

A lot of first-person shooters are based on real events because they use virtual versions of real weapons, real locations, and real wars. Even games set in the future sometimes have stories or conflicts that are similar to real life.

Even so, the games aren’t always like real life. This is because a developer’s main goal isn’t to make war look exactly like it does in real life. At the end of the day, that sounds more scary than fun. So, companies choose to add features and mechanics that are just there to make the game more fun, even if they don’t make sense. And if they show up in enough games, they turn into tropes like the ones below.

Gunshots Don’t Slow You Down

Gunshots Don't Slow You Down

In a first-person shooter, you’re likely to get shot every now and then. If you take too many, you die. But if you keep your character from dying, they will be fine. They can still run, jump, and do all the other things they used to do.

In real life, it’s a little different to take a bullet. No matter where it hits, just one bullet is likely to do a lot of damage. For instance, if you get shot in the foot, you won’t be able to run around for a while. In this case, it’s good that games don’t follow reality, because if you had to go to the hospital every time you got shot, it would slow down the adventure a lot.

Melee Attacks Are More Deadly Than Most Weapons

Melee Attacks Are More Deadly Than Most Weapons

Most of the time in FPS games, you shoot people, but you can also use melee attacks. Most of the time, these are used in close combat when you don’t have time to load your gun. Most of the time, you don’t have a sword or spear, so you have to use the butt of your gun or a small knife to beat up your enemy.

In games like Halo and Call of Duty, these close-range attacks are more powerful than most of your weapons for some reason. In fact, one or two hits is all it takes to kill them, so it’s worth it to use the melee attack.

Pick Up Ammo By Walking Over It

Pick Up Ammo By Walking Over It

Most first-person shooters move quickly. So, developers don’t want you to have to bend down all the time to pick up ammunition. But you never bring enough for the current mission, so you have to get more out there.

In most games, you can walk over extra ammunition to get it. This is something that games never explain. When you walk by the ammo, it seems to jump into your pocket. It’s clear that it’s not based on reality, but it’s added for convenience, which is usually a good thing.

Conveniently Placed Explosive Barrels

Conveniently Placed Explosive Barrels

Both FPS games and action games in general have a lot of barrels that go off. In Penalty Kick Online game, these things are placed all over, and when you shoot them, they blow up. They exist to give you a chance to pull off some exciting kills, but they don’t make sense.

Who is putting all of these dangerous barrels in places that could be battlegrounds? Some bad guys put a lot of them in their own base. They’re not even pretending to be someone else. Most of the time, they are big, bright red, and clearly flammable. People don’t move them to a safer place, and they often stand right next to them. All of this is very dangerous, but it’s fun to see games blow up if they have good fire effects.

You Can Carry A Full Armory

You Can Carry A Full Armory

When it comes to weapons, there are two kinds of FPS games. You can only carry two or three weapons at a time in some of them. Wolfenstein and Doom, on the other hand, let you carry all your guns at once.

If you’re playing as a normal person, it’s silly to carry everything. The power required to juggle rocket launchers, shotguns, assault rifles, and other weapons begs the question: where did they get it? Even if they have super strength, where do they keep all the weapons when they’re not using them? They can’t have as many holsters as they want. Holding their rifles, do they have an RPG between their legs?

One Man Army

One Man Army

Most single-player first-person shooter games have you fight on your own. Sometimes you might have a friend or two with you, but they usually don’t kill many people. So, it’s up to you to wipe out all the armies you face. Master Chief, B.J. Blazkowicz, and DoomGuy all know everything there is to know about this.

But that wouldn’t happen in the real world. Maybe a sniper could kill several people at once from far away. But, a lone soldier on the battlefield is doomed to failure if confronted by more than one wave of well-trained foes. If games worked that way, the best heroes wouldn’t be as special because they would always need a lot of help.

Replacing Virtually A Full Clip When Reloading

Replacing Virtually A Full Clip When Reloading

This trope is about FPS players more than it is about the genre. Most people who play these kinds of games have gotten into the habit of reloading after every gunfight or shot. This means that even if they still have 95% of their clip left, they throw it away and put in a new one. In the real world, this should be a huge waste of bullets.

But when you throw away bullets in video games, you rarely lose them. Instead, they become magically part of a full clip that you can use later. As was already said, the genre can’t be blamed for the fact that you have to keep reloading, but the bullets not going away is because the games don’t make sense.