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'''Basic Trope:''' Items or interface are grayed out to show they can't be used.
* '''Straight''':
** Alice has a gun that turns gray when out of ammo.
** In ''Legends of Troperia'', the button to flee battles is grayed out during mandatory boss fights.
* '''Exaggerated''':
** Alice's gun not only turns gray, light and dark components all move to the same shade.
** The flee button isn't just grayed out - it's obscured by a gray square altogether.
* '''Downplayed''': Useless items are still colorful, but they're noticeably more dull.
* '''Justified''':
** Alice's gun uses color as a projectile. When she fires her last shot, it uses the color from the weapon itself for the last bit of energy.
** The flee button uses color to show how many uses are left before your party needs to regain stamina.
* '''Inverted''': Gray items are useful, colorful ones are useless.
* '''Subverted''': Due to a bug, you can still hit the flee button, despite it being grayed out.
* '''Double Subverted''': ...However, a failsafe in the code ensures the enemy will catch up to you no matter what.
* '''Parodied''': Pencils, rubber bands, and other ordinary items inexplicitly turn gray upon breaking.
* '''Zig Zagged''': While color is usually a good indicator of whether Alice's gun will work, it can still jam up while colorful, or fire a few extra rounds despite graying-out.
* '''Averted''': Color, or lack thereof, is non-indicative of whether an item will work.
* '''Enforced''': The producers want an easy-to-notice indicator of whether an option is on the table.
* '''Lampshaded''':
** "Oh a weapon! Nevermind, it's gray, no point picking it up."
** "You can't escape me! Your flee button is grayer than ash."
* '''Invoked''': Professor Galactic designs her weapons to gray out when they need reloaded.
* '''Exploited''':
** Alice uses weapon color as an eye-test to determine which weapons are already loaded.
** Emperor Evuls paints over gray weapons so they falsely appear useful.
* '''Defied''': After seeing Evuls catch on to the grayed-out weapons, Galactic switches to a more subtle indicator to allow Alice a better chance at bluffing ammo.
* '''Discussed''': "If your speed stat is too low compared to the enemy's, your flee button will turn gray, meaning you can't run away."
* '''Conversed''': "Gray meaning useless makes no sense. If I painted a chair red, I can still sit on it. What makes gray any different?"
* '''Implied''': Alice looks through a weapons depot. While there are items of all colors, including gray, she only seriously considers the ones that are red, blue, or green.
* '''Deconstructed''': As gray being useless catches on, the blind and colorblind are put at a distinct disadvantage by not being able to tell what items are still useable.
* '''Reconstructed''': Rather than throw out color as an indicator, it is used alongside shape and non-visual cues to maintain accessibility.
* '''Played For Laughs''':
** Alice uses a stone as an improvised weapon. Amazingly, it phases right through Evuls, as the stone was gray.
** A boss fight looks at your menu options, stick a straw in your flee button, and drinks the color out of it.
* '''Played For Drama''': Alice's weapon runs out of ammo sooner than expected, allowing the genre savvy Evuls to corner her without fear of retaliation.
* '''Played for Horror''': A group of wandering ghosts haunt a dreary neighborhood. Anyone caught out at night slowly has the color sucked out of them until they are left a pale, empty shell.
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Huh, [[GrayIsUseless the link to the main page]] isn't gray? Guess it still works.
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%% Optional items, added after Conversed, at your discretion:
%%
%%* '''Plotted A Good Waste''': ???

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