See also The Radio Dies First for this trope applied to military or naval communications and Cut Phone Lines for deliberate sabotage of landlines. Coverage steadily increased from major metropolitan areas only in the '80s to near complete coverage except in some extreme rural areas/wilderness by 2015.Ī Sub-Trope of Plot-Sensitive Items. By 2000, 50% of Americans owned cell phones and by 2015, 93% of Americans owned smartphones. A rich character living in a major metropolitan area could reasonably expect to have a cell phone on their person (and coverage in the metropolitan area) by the early '90s or so. The period the work is set in or created in, the lifestyle of the characters involved, as well as the setting have a major influence over when this trope applies. You can even make a Drinking Game out of it. Often watching older sitcoms, from the early days of cellphone use ( '80s– '90s), the time of the cellphone's primitive ancestor, the car phone ( '60s– '70s) and the days when mobile phones were not available ( '50s and before - early mobile phones existed as far back as The '40s, but were not available for civilian use) you may suffer many a facepalm as you count how many situations could have been prevented with just having a cellphone ( Larry David and others have commented on how prevalent this is in Seinfeld - the plots of almost half of the episodes in the series simply wouldn't work if the characters had cell phones). Another explanation could be that the-monster-of-the-week's eldritch powers or the cursed-land are somehow jamming the signal, giving a more plausible (if not logical) explanation of the loss of signal. Note that, for those cases to be a valid example, the reason is merely mentioned as a Hand Wave and no further developments come from them, such as trying to locate the cell phone. However, in many situations where this trope takes place, the problem is far more localized being lost in the werewolf-infested woods isn't a national emergency.Ī simpler solution is to mention that cell phones are not an available option: the guy has just lost it, forgot it at home, or even refuses to have one to begin with (such as those Hopeless with Tech). Note that during widespread disasters, such as the London bombings or 9/11, cell networks often fail for several reasons: overload due to everyone trying to reach each other, cell towers being damaged, and civilian phones being locked out to let emergency personnel have all the capacity. Or they're deliberately using Artistic License to artificially preserve the drama. The range of cellphones is also ridiculously reduced from what they are in real life even if elsewhere in the story reception is better than normal - maybe writers are confusing them with two-way radios, or don't realise that most modern phones allow long-distance and international calls. This means that cellphones are lost, broken, stolen, run out of power, jammed, intercepted or tampered with far more than they should. Even in comedy situations, there are some plotlines (such as Locked in a Room) that only work if the characters don't have cellphones. It used to be all you had to do for a survival adventure story was plop a bunch of people away from electricity to completely strand them at the mercy of wild animals/ serial killers/zombies - but cell phones are making that harder and harder for writers to do believably. With the advent of the computer age, writers still don't quite know how to work Cell Phones into a story. Mathew Buck, Bad Movie Beatdown on "While She was Out"
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