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I disagree with linking to paintings, which is an index for famous paintings. It doesn't add much information or context to this page.


The gameplay is primarily controlled through selecting text-based options at the bottom of the screen or selecting points of interest. The player can decide to hunt for food, explore the unknown, deal with threats, and converse with numerous wild beasts, spirits, other Draak-Kin, and more through selecting text menu options or spots on a map. Scenes are illustrated by {{paintings}}, brought alive by [[MotionParallax parallax techniques]] and glimmers of spirit lines that all Draak-Kin see. There are some [[RolePlayingGame RPG]] elements in that the player's Draak-Kin grows stronger through mastery of the four NaturalElements, and may accumulate treasure and artifacts. The {{Macrogame}} of collecting animal masteries and achievements provides permanent stat boosts across playthroughs, making difficult parts more feasible over time.

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The gameplay is primarily controlled through selecting text-based options at the bottom of the screen or selecting points of interest. The player can decide to hunt for food, explore the unknown, deal with threats, and converse with numerous wild beasts, spirits, other Draak-Kin, and more through selecting text menu options or spots on a map. Scenes are illustrated by {{paintings}}, paintings, brought alive by [[MotionParallax parallax techniques]] and glimmers of spirit lines that all Draak-Kin see. There are some [[RolePlayingGame RPG]] elements in that the player's Draak-Kin grows stronger through mastery of the four NaturalElements, and may accumulate treasure and artifacts. The {{Macrogame}} of collecting animal masteries and achievements provides permanent stat boosts across playthroughs, making difficult parts more feasible over time.



* MotionParallax: The scenery is illustrated by many-layered {{paintings}} that move at different speeds thanks to parallax techniques.

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* MotionParallax: The scenery is illustrated by many-layered {{paintings}} paintings that move at different speeds thanks to parallax techniques.
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* MotionParallax: The scenery is illustrated by many-layered {{paintings}} that move at different speeds thanks to parallax techniques.
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The gameplay is primarily controlled through selecting text-based options at the bottom of the screen or selecting points of interest. The player can decide to hunt for food, explore the unknown, deal with threats, and converse with numerous wild beasts, spirits, other Draak-Kin, and more through selecting text menu options or spots on a map. Scenes are illustrated by paintings, brought alive by [[MotionParallax parallax techniques]] and glimmers of spirit lines that all Draak-Kin see. There are some [[RolePlayingGame RPG]] elements in that the player's Draak-Kin grows stronger through mastery of the four NaturalElements, and may accumulate treasure and artifacts. The {{Macrogame}} of collecting animal masteries and achievements provides permanent stat boosts across playthroughs, making difficult parts more feasible over time.

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The gameplay is primarily controlled through selecting text-based options at the bottom of the screen or selecting points of interest. The player can decide to hunt for food, explore the unknown, deal with threats, and converse with numerous wild beasts, spirits, other Draak-Kin, and more through selecting text menu options or spots on a map. Scenes are illustrated by paintings, {{paintings}}, brought alive by [[MotionParallax parallax techniques]] and glimmers of spirit lines that all Draak-Kin see. There are some [[RolePlayingGame RPG]] elements in that the player's Draak-Kin grows stronger through mastery of the four NaturalElements, and may accumulate treasure and artifacts. The {{Macrogame}} of collecting animal masteries and achievements provides permanent stat boosts across playthroughs, making difficult parts more feasible over time.
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The gameplay is primarily controlled through selecting text-based options at the bottom of the screen or selecting points of interest. The player can decide to hunt for food, explore the unknown, deal with threats, and converse with numerous wild beasts, spirits, other Draak-Kin, and more through selecting text menu options or spots on a map. Scenes are illustrated by paintings, brought alive by parallax techniques and glimmers of spirit lines that all Draak-Kin see. There are some [[RolePlayingGame RPG]] elements in that the player's Draak-Kin grows stronger through mastery of the four NaturalElements, and may accumulate treasure and artifacts. The {{Macrogame}} of collecting animal masteries and achievements provides permanent stat boosts across playthroughs, making difficult parts more feasible over time.

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The gameplay is primarily controlled through selecting text-based options at the bottom of the screen or selecting points of interest. The player can decide to hunt for food, explore the unknown, deal with threats, and converse with numerous wild beasts, spirits, other Draak-Kin, and more through selecting text menu options or spots on a map. Scenes are illustrated by paintings, brought alive by [[MotionParallax parallax techniques techniques]] and glimmers of spirit lines that all Draak-Kin see. There are some [[RolePlayingGame RPG]] elements in that the player's Draak-Kin grows stronger through mastery of the four NaturalElements, and may accumulate treasure and artifacts. The {{Macrogame}} of collecting animal masteries and achievements provides permanent stat boosts across playthroughs, making difficult parts more feasible over time.
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* TheExtremistWasRight: An unusual example. The game presents you with a PhilosophicalChoiceEnding between Destruction, Compassion, and Survival, and [[spoiler: all three of the Elders, who could be seen to represent two extremes and a "middle path," are shown to be right to a certain extent if you side with them.]] In terms of this trope:

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* TheExtremistWasRight: An unusual example. The game presents you with a PhilosophicalChoiceEnding PhilosophicalChoiceEndings between Destruction, Compassion, and Survival, and [[spoiler: all three of the Elders, who could be seen to represent two extremes and a "middle path," are shown to be right to a certain extent if you side with them.]] In terms of this trope:



** On the other extreme, the Allmother [[spoiler: is shown to be right about the folly of destruction if you choose to side with her, although your actual fate as a reincarnated Draak-Kin human is only hinted at.]

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** On the other extreme, the Allmother [[spoiler: is shown to be right about the folly of destruction if you choose to side with her, although your actual fate as a reincarnated Draak-Kin human is only hinted at.]]]

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* TheExtremistWasRight: [[spoiler: Many-Times-Burned is correct about what will happen to the Draak-Kin if the No-Tails prevail and proposes killing all of them to help preserve the Draak and their world. While you can choose not to, siding with it actually does lead to peace and a healthier environment.]]

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* TheExtremistWasRight: An unusual example. The game presents you with a PhilosophicalChoiceEnding between Destruction, Compassion, and Survival, and [[spoiler: all three of the Elders, who could be seen to represent two extremes and a "middle path," are shown to be right to a certain extent if you side with them.]] In terms of this trope:
**
Many-Times-Burned [[spoiler: is correct about what will happen to the Draak-Kin if the No-Tails prevail and proposes killing all of them to help preserve the Draak and their world. While you can choose not to, siding with it actually does lead to peace and a healthier environment.]]]]
** On the other extreme, the Allmother [[spoiler: is shown to be right about the folly of destruction if you choose to side with her, although your actual fate as a reincarnated Draak-Kin human is only hinted at.]



* NiceMeanandInBetween: The three main Elder Draak-Kin. The Allmother is the Nice, a kind figure espousing compassion and empathy. Many-Times-Burned is the Mean and functions as the warlike voice of destruction. Darktooth is the In-Between, advocating for knowledge and rationality instead of taking a particular side. Interestingly, [[spoiler: the game doesn't paint any of them as inherently right or wrong, and all of three of their endings could be considered either "good" or "bad," depending on your point of view.]]

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* NiceMeanandInBetween: NiceMeanAndInBetween: The three main Elder Draak-Kin. The Allmother is the Nice, a kind figure espousing compassion and empathy. Many-Times-Burned is the Mean and functions as the warlike voice of destruction. Darktooth is the In-Between, advocating for knowledge and rationality instead of taking a particular side. Interestingly, [[spoiler: the game doesn't paint any of them as inherently right or wrong, and all of three of their endings could be considered either "good" or "bad," depending on your point of view.]]
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* HiddenDepths: Many-Times-Burned is more than a violent bully. Its philosophy is centered around survival and pursuing life, and it goes far deeper than killing just for the sake of it. [[spoiler: Its solution to the conflict with the No-Tails is also just as valid as the others and actually does lead to peace if you pursue it.]]


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* NamesToRunAwayFromReallyFast: You'd be forgiven for wanting to avoid a murderous volcano-dwelling dragon named "Many-Times-Burned." However, see DarkIsNotEvil above.
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* TheExtremistWasRight: [[spoiler: Many-Times-Burned is correct about what will happen to the Draak-Kin if the No-Tails prevail and proposes killing all of them to help preserve the Draak and their world. While you can choose not to, siding with it actually does lead to peace and a healthier environment.]]


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* JerkassHasAPoint: Many-Times-Burned is extremely aggressive and can even come across as a FantasticRacist due to its willingness to wipe out the No-Tails (not to mention other Draak-Kin). However, this comes from a deep dedication to the philosophy of Survival and its arguments aren't presented as any more right or wrong than the other Elders. [[spoiler: It has also seen the future and is right about what will happen if Draak-Kin go extinct.]] Moreover, [[spoiler: siding with Many-Times-Burned and exterminating the humans ''does'' in fact lead to peace and environmental stability, at least for the near future, and is no less a valid ending than any of the others.]]


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* NiceMeanandInBetween: The three main Elder Draak-Kin. The Allmother is the Nice, a kind figure espousing compassion and empathy. Many-Times-Burned is the Mean and functions as the warlike voice of destruction. Darktooth is the In-Between, advocating for knowledge and rationality instead of taking a particular side. Interestingly, [[spoiler: the game doesn't paint any of them as inherently right or wrong, and all of three of their endings could be considered either "good" or "bad," depending on your point of view.]]
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** The description of the Prickleback notes that its spines do not seem like something your snout would like to run into, [[VideoGame/SonicTheHedgehog particularly not at high speed.]]

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** The description of the Prickleback notes that its spines do not seem like something your snout would like to run into, [[VideoGame/SonicTheHedgehog [[Franchise/SonicTheHedgehog particularly not at high speed.]]
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when dangling, watch your modifiers


** Compassion: By aligning with Allmother, [[spoiler:Many-Times-Burned is outraged, and orders the Spiritkeeper and any sympathizers immediately executed. The Spiritkeeper is slain, but its Draak-Kin soul endures, [[FlingALightIntoTheFuture flung thousands of years into modern-day Earth]] and reborn in human form, hoping to save Earth by guiding humans to prosperity and harmony from within, not by destroying them.]]

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** Compassion: By aligning with Allmother, [[spoiler:Many-Times-Burned is outraged, and [[spoiler:the Spiritkeeper infuriates Many-Times-Burned, who orders the Spiritkeeper and any sympathizers immediately executed. The Spiritkeeper is slain, but its Draak-Kin soul endures, [[FlingALightIntoTheFuture flung thousands of years into modern-day Earth]] and reborn in human form, hoping to save Earth by guiding humans to prosperity and harmony from within, not by destroying them.]]
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** Many-Times-Burned and Allmother take their respective philosophies to the point where [[spoiler:they each reject one of the Laws, the very foundation of Draak-Kin nature. Many-Times-Burned has no particular use for the Law of Treasure because lusting after a huge DragonHoard doesn't actually help with Survival. Meanwhile, Allmother's Compassion means that it rejects the Law of Destruction. It doesn't accept that PredationIsNatural, instead feeding a carnivore with her own body. Neither of the two shows any concern for Tradition, either.]]

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** Many-Times-Burned and Allmother take their respective philosophies to the point where [[spoiler:they each reject one of the Laws, the very foundation of Draak-Kin nature. Many-Times-Burned has no particular use for the Law of Treasure because lusting after a huge DragonHoard doesn't actually help with Survival. Meanwhile, Allmother's Compassion means that it rejects the Law of Destruction. It doesn't accept that PredationIsNatural, instead feeding a carnivore with her its own body. Neither of the two shows any concern for Tradition, either.]]
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* VagueHitPoints: The game numerically tracks health, but doesn't show this number anywhere on the user interface. Instead, combat damage is abstracted ("You deal moderate damage to the enemy!"), and health states are divided into categories. The health states are Pristine at 100% health, Fine at 76-99%, Battered at 51-75%, Injured at 26-50%, and Crippled below 25%. The latter three health states also include some stat debuffs for any character without the Resist Pain passive ability.
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renamed trope


The gameplay is primarily controlled through selecting text-based options at the bottom of the screen or selecting points of interest. The player can decide to hunt for food, explore the unknown, deal with threats, and converse with numerous wild beasts, spirits, other Draak-Kin, and more through selecting text menu options or spots on a map. Scenes are illustrated by paintings, brought alive by parallax techniques and glimmers of spirit lines that all Draak-Kin see. There are some [[RolePlayingGame RPG]] elements in that the player's Draak-Kin grows stronger through mastery of the four ElementsOfNature, and may accumulate treasure and artifacts. The {{Macrogame}} of collecting animal masteries and achievements provides permanent stat boosts across playthroughs, making difficult parts more feasible over time.

to:

The gameplay is primarily controlled through selecting text-based options at the bottom of the screen or selecting points of interest. The player can decide to hunt for food, explore the unknown, deal with threats, and converse with numerous wild beasts, spirits, other Draak-Kin, and more through selecting text menu options or spots on a map. Scenes are illustrated by paintings, brought alive by parallax techniques and glimmers of spirit lines that all Draak-Kin see. There are some [[RolePlayingGame RPG]] elements in that the player's Draak-Kin grows stronger through mastery of the four ElementsOfNature, NaturalElements, and may accumulate treasure and artifacts. The {{Macrogame}} of collecting animal masteries and achievements provides permanent stat boosts across playthroughs, making difficult parts more feasible over time.

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** [[spoiler: Many-Times-Burned and Allmother take their respective philosophies to the point where they each reject one of the Laws, the very foundation of Draak-Kin nature. Many-Times-Burned has no particular use for the Law of Treasure, because lusting after a huge DragonHoard doesn't actually help with Survival. Meanwhile, Allmother's Compassion means that she rejects the Law of Destruction. She doesn't accept that PredationIsNatural, instead feeding a carnivore with her own body. Neither of the two shows any concern for Tradition either.]]

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** [[spoiler: Many-Times-Burned and Allmother take their respective philosophies to the point where they [[spoiler:they each reject one of the Laws, the very foundation of Draak-Kin nature. Many-Times-Burned has no particular use for the Law of Treasure, Treasure because lusting after a huge DragonHoard doesn't actually help with Survival. Meanwhile, Allmother's Compassion means that she it rejects the Law of Destruction. She It doesn't accept that PredationIsNatural, instead feeding a carnivore with her own body. Neither of the two shows any concern for Tradition Tradition, either.]]



* StrawNihilist: The School of Nothingness. Nothing is true, and nothing matters, so you should just go dig a hole in the sand and do nothing. They're not hostile, but they do [[spoiler: encourage you to abandon your quest, and embracing their philosophy leads to your death]].

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* StrawNihilist: The School of Nothingness. Nothing They believe that nothing is true, and nothing matters, so you should just go dig a hole in the sand and do nothing. They're not hostile, but they do [[spoiler: encourage you to abandon your quest, and embracing their philosophy leads to your death]].
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* StrawNihilist: The School of Nothingness. Nothing is true, and nothing matters, so you should just go dig a hole in the sand and do nothing. They're not hostile, but they do [[spoiler: encourage you to abandon your quest, and embracing their philosophy leads to your death]].

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* BlueAndOrangeMorality: Draak-Kin are not bound by anything resembling human morals. They are not just allowed, but ''expected'' to do whatever they wish in search of power and treasure. There is a CodeOfHonour (referred to as Tradition) concerning how Draak-Kin interact with each other so that the species can keep strong and not start sneak-killing each other in paranoia. Compassion and unity are considered weaknesses, as the Draak-Kin are largely isolationist and rivals.

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* BlueAndOrangeMorality: BlueAndOrangeMorality:
**
Draak-Kin are not bound by anything resembling human morals. They are not just allowed, but ''expected'' to do whatever they wish in search of power and treasure. There is a CodeOfHonour (referred to as Tradition) concerning how Draak-Kin interact with each other so that the species can keep strong and not start sneak-killing each other in paranoia. Compassion and unity are considered weaknesses, as the Draak-Kin are largely isolationist and rivals.
** [[spoiler: Many-Times-Burned and Allmother take their respective philosophies to the point where they each reject one of the Laws, the very foundation of Draak-Kin nature. Many-Times-Burned has no particular use for the Law of Treasure, because lusting after a huge DragonHoard doesn't actually help with Survival. Meanwhile, Allmother's Compassion means that she rejects the Law of Destruction. She doesn't accept that PredationIsNatural, instead feeding a carnivore with her own body. Neither of the two shows any concern for Tradition either.]]
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* BlueAndOrangeMorality: Draak-Kin are not bound by anything resembling human morals. They are not just allowed, but ''expected'' to do whatever they wish in search of power and treasure. There is a CodeOfHonor (referred to as Tradition) concerning how Draak-Kin interact with each other so that the species can keep strong and not start sneak-killing each other in paranoia. Compassion and unity are considered weaknesses, as the Draak-Kin are largely isolationist and rivals.

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* BlueAndOrangeMorality: Draak-Kin are not bound by anything resembling human morals. They are not just allowed, but ''expected'' to do whatever they wish in search of power and treasure. There is a CodeOfHonor CodeOfHonour (referred to as Tradition) concerning how Draak-Kin interact with each other so that the species can keep strong and not start sneak-killing each other in paranoia. Compassion and unity are considered weaknesses, as the Draak-Kin are largely isolationist and rivals.



* CodeOfHonor: Tradition, the rules for social interaction between Draak-Kin, including respecting each other's treasure and territory and the rules for challenging for it. However, Tradition ''is not Law''. Breaking it may have social consequences, but success is often more important than playing by the rules, and conversely, invoking Tradition to protect yourself works only to a point.

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* CodeOfHonor: CodeOfHonour: Tradition, the rules for social interaction between Draak-Kin, including respecting each other's treasure and territory and the rules for challenging for it. However, Tradition ''is not Law''. Breaking it may have social consequences, but success is often more important than playing by the rules, and conversely, invoking Tradition to protect yourself works only to a point.
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** [[spoiler: Never Ever, the black, [[TouchedByVorlons enkindled]] rat doesn't look too unusual, apart from the sigils hovering around its head.]] But you can fight it later on when the Spiritkeeper is fully grown, and [[BonusBoss it's a serious challenge]].

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** [[spoiler: Never Ever, the black, [[TouchedByVorlons enkindled]] rat doesn't look too unusual, apart from the sigils hovering around its head.]] But you can fight it later on when the Spiritkeeper is fully grown, and [[BonusBoss [[OptionalBoss it's a serious challenge]].
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* AllJustADream: Downplayed. Whenever you die but have an extra Sigil of Life to spare, that day is revealed to have been a bad dream that acts as vision warning the Spiritkeeper away from bad decisions.

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* AllJustADream: Downplayed. Whenever you die but have an extra Sigil of Life to spare, that day is revealed to have been a bad dream that acts as a vision warning the Spiritkeeper away from bad decisions.
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* DogsAreDumb: While [[NobleWolf Clansingers]] are among the most intelligent non-Draak beings, those domesticated by humans are fairly dim-witted beasts.
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* DontYouDarePityMe: The Draak known as Twist was born with a bad leg, which seriously hampers its chances of surviving as a wild predator. You can choose to express pity for Twist, which makes Twist so incensed that it immediately attacks you.

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* TheJoyOfFirstFlight: The Spiritkeeper definitely isn't human, but the trope is otherwise played exactly to form. Only adult Draak are able to fly, so the first flight scene is treated just the same as a "coming of age" or "ascending the throne" sort of moment. And then, true to form, the joy is interrupted by Darktooth bearing grim news.

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* IntimidationDemonstration: Territorial challenger Flare arrives and burns down a tree with its firebreath as a show of power. You can return the favor by burning down a ''bigger'' tree, which sends Flare packing without an actual battle.
* TheJoyOfFirstFlight: The Spiritkeeper definitely isn't human, but the trope is otherwise played exactly to form. Only adult Draak are able to fly, so the first flight scene is treated just the same as a "coming of age" or "ascending the throne" sort of moment. And then, Also true to form, the trope, the joy is interrupted by Darktooth bearing grim news.
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* DestroyerDeity: Many-Times-Burned is worshipped by many beings as an avatar of the End of all Things. Darktooth wryly notes that that might be the case.
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* {{Epigraph}}: Each chapter opens with an excerpt from classic literature or poetry, generally on the optimistic view of life being a treasured and wondrous thing. While there are options in the game to be a "traditional dragon" who deals fire and destruction to anything in your path, there are many more based on quietly listening and learning about the world.

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