History GuideDangIt / Other

21st Apr '17 4:23:01 PM Mineboot45
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** For example: ascending to God Tier. Nothing in the game tells you it can even be done, and the method is extremely unintuitive: you have to ''die.'' But not just anywhere, no! [[spoiler:On your Quest Bed.]] Bear in mind that Sburb generates enormous worlds, and that one's [[spoiler:Quest Bed]] is the comparative size of a dust mote in a swimming pool. And that [[spoiler:one's Quest Bed is not given any particular importance in the game. It's an ornate, personally designed spawn point for your avatar, and that's about it.]]

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** For example: ascending to God Tier. Nothing in the game tells you it can even be done, and the method is extremely unintuitive: you have to ''die.'' But not just anywhere, no! [[spoiler:On your Quest Bed.]] Bear in mind that Sburb generates enormous worlds, and that one's [[spoiler:Quest Bed]] is the comparative size of a dust mote mite in a swimming pool. And that [[spoiler:one's Quest Bed is not given any particular importance in the game. It's an ornate, personally designed spawn point for your avatar, and that's about it.]]
19th Apr '17 3:25:39 PM AnotherDuck
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* Inserting a USB plug into the socket is described as a serious problem by people, resulting in broken USB sockets, broken pendrives, and some MemeticMutation on various sites claiming you have to turn the plug 3 times and etc. There is often a logo on the "top" of the plug, but it's not always easy to see, and not all sockets line up the same way.
* In RealLife, socializing can be this. Taking the wrong [[ShrinkingViolet Flaw]]/[[UsefulNotes/AspergerSyndrome Disadvantage]] at character creation (or being given a particular backstory by the RandomNumberGod) can result in one character taking ages to learn what other players know by instinct.
** Life's alchemy system (called 'science') is also this. The outcome of synthesizing materials varies depending on climate, surroundings, and tool quality. If other players don't feel like helping you, you'll never get anywhere! (Though some have built in-game libraries to store alchemy information, and the Teacher profession can also be very helpful.)
*** Even more confusingly, some alchemical ideas and methods could, in fact, be completely wrong, and if your profession is Scientist, it's your job to work out which ones are right and which ones aren't. Good luck!
* Job interviews, especially the dreaded "Where do you see yourself in five years?" question.
* Any freelance job based around "pitching," particularly freelance journalism, is essentially just a game of trial-and-error based on random hunches and theories about what editors will like and, often just as importantly, randomly favorable conditions at the publication. A perfectly decent story idea, for instance, could be rejected because someone in house has already begun working on an identical one. Or because the publication has reached its budgetary limit for freelance stories that month.
* Ride/ActionPark showed the [[DeconstructedTrope ramifications]] of this trope in RealLife. For one, many of the Waterworld areas had ''really'' cold water, causing people to freak out when they hit the water.[[note]]This caused a ''death'' in the Tarzan Swing area, since the person in question had a heart attack from shock.[[/note]] The only way to know this was to find out for yourself.
* The number of PhysicalPinballTables released with a full set of instructions on how to play the game is in the single-digits. Normally, the manual only comes with assembly instructions, safety guidelines, and the manufacturer's contact information. This is in spite of some serious SerialEscalation in regards to the complexity of these tables in the 80s and 90s, to where you may play the same machine for years and still not know all the rules. Luckily, with the rise of the Internet, most popular tables now have rules written by players, but unless it's phenomenally popular like ''Pinball/TheAddamsFamily'' or ''Pinball/TheSimpsonsPinballParty'', they'll likely be incomplete, and most will be filled with so much pinball jargon that it won't make any sense to anyone not accustomed to pinball.
* In web design, this is known as [[https://en.wikipedia.org/wiki/Mystery_meat_navigation mystery meat navigation]]--web interfaces where it's difficult to navigate your way around without [[TryEverything hovering all over the place]].
19th Apr '17 3:21:14 PM AnotherDuck
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* Online gaming in ''general''. Very few games that offer a tutorial do more than simply explain the control scheme and a few other things such as what a stat may do or what a class role is. They are rarely updated for the ever-changing {{Metagame}}. Many of the tools available to you may have caveats or advantages that are not obviously clear or plain difficult to know about without reading into information discovered by intrepid data miners. And sure enough, players expect you to know all of the metagame rules if you don't want to find yourself kicked or repeatedly cussed out by StopHavingFunGuys and [[ArrogantKungFuGuy arrogant players]].
** The {{MOBA}} genre is ''especially'' prone to this. The practice modes don't tell you anything of what you can expect ''players'' to do. The players claim this is a "steep learning curve", but really, we can call this more of "Denial of crucial information". And if you're new to the genre in general, you probably don't wanna play unless you like getting cussed out, kicked, or suffering a leaver while losing a lot - the tutorials that ''are'' available on third-party sites are often full of jargon that is never defined. Combined with the players' tendencies to [[SuffersNewbiesPoorly chase newbies out of the game]], this is very ''very'' frustrating.
* [=MMORPGs=] that don't offer clear quest directions often necessitate consulting a website. Even if the in-game descriptions are clear enough, some aspect of the game will be better described on an external website.
** ''VideoGame/FinalFantasyXI'' has incredibly vague quest descriptions and game mechanics that would otherwise be hidden from the player.

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* Online gaming in ''general''. Very few games that offer a tutorial do more than simply explain the control scheme and a few other things such as what a stat may do or what a class role is. They are rarely updated for the ever-changing {{Metagame}}. Many of the tools available to you may have caveats or advantages that are not obviously clear or plain difficult to know about without reading into information discovered by intrepid data miners. And sure enough, players expect you to know all of the metagame rules if you don't want to find yourself kicked or repeatedly cussed out by StopHavingFunGuys and [[ArrogantKungFuGuy arrogant players]].
** The {{MOBA}} genre is ''especially'' prone to this. The practice modes don't tell you anything of what you can expect ''players'' to do. The players claim this is a "steep learning curve", but really, we can call this more of "Denial of crucial information". And if you're new to the genre in general, you probably don't wanna play unless you like getting cussed out, kicked, or suffering a leaver while losing a lot - the tutorials that ''are'' available on third-party sites are often full of jargon that is never defined. Combined with the players' tendencies to [[SuffersNewbiesPoorly chase newbies out of the game]], this is very ''very'' frustrating.
* [=MMORPGs=] that don't offer clear quest directions often necessitate consulting a website. Even if the in-game descriptions are clear enough, some aspect of the game will be better described on an external website.
**
''VideoGame/FinalFantasyXI'' has incredibly vague quest descriptions and game mechanics that would otherwise be hidden from the player.



* Every song in ''DanceCentral'' has its own "finishing move," which the game neglects to teach you in the Break Down. Because of this, it is impossible to get 100% on a song your first time unless you look up said move on youtube or are really good at guessing what exactly the move will be based on the flashcards.
* If a WideOpenSandbox or {{Metroidvania}} game doesn't give the player a stable idea of where to go, then it'll certainly feel like this after the player dinks around enough and happens to find where they were supposed to go.

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* Every song in ''DanceCentral'' ''VideoGame/DanceCentral'' has its own "finishing move," which the game neglects to teach you in the Break Down. Because of this, it is impossible to get 100% on a song your first time unless you look up said move on youtube or are really good at guessing what exactly the move will be based on the flashcards.
* If a WideOpenSandbox or {{Metroidvania}} game doesn't give the player a stable idea of where to go, then it'll certainly feel like this after the player dinks around enough and happens to find where they were supposed to go.
flashcards.
18th Mar '17 7:18:53 PM nombretomado
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* The finished but still-current Franchise/{{Neopets}} 'plot' quest in Altador is absolutely impossible without using a guide: Some of the requirements make you click A SINGLE PIXEL in an image which it was never specified to do so, and go to locations in a certain order which seemingly had ''absolutely nothing'' to do with the plot. Some of the 'puzzle' varieties in the games consisted of pressing switches in the right combination-- for the second-last combination puzzle, '''there were over 1,000 possible combinations''' and you had to try ''every single one''. All this for some measly items per day while the plot is still relevant, which don't even amount to much cash right now (but will in, say, 10 years) so it's useless to most players of the game. The cool site theme is the only thing worth doing it for.

to:

* The finished but still-current Franchise/{{Neopets}} Website/{{Neopets}} 'plot' quest in Altador is absolutely impossible without using a guide: Some of the requirements make you click A SINGLE PIXEL in an image which it was never specified to do so, and go to locations in a certain order which seemingly had ''absolutely nothing'' to do with the plot. Some of the 'puzzle' varieties in the games consisted of pressing switches in the right combination-- for the second-last combination puzzle, '''there were over 1,000 possible combinations''' and you had to try ''every single one''. All this for some measly items per day while the plot is still relevant, which don't even amount to much cash right now (but will in, say, 10 years) so it's useless to most players of the game. The cool site theme is the only thing worth doing it for.
30th Nov '16 10:08:26 PM legendaryweredragon
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Added DiffLines:

*** It later turns out that there actually is a second method of getting to god tier that is even more obscure, but if you know about it, is much easier. [[spoiler: You have to die on your Sacrificial Slab.]] This is easier than the other method because [[spoiler: the Sacrifical Slabs]] are much easier to find since they always in the same places in the game [[spoiler: inside the moons of Prospit and Derse]], and unlike the first method, it is not required that both your dreamself and your original body still be alive. This is much more of a GuideDangIt because there are no hints at all of this, unlike the first method which does have a few hints the players can get from the consorts, and [[spoiler: the inside of the moons]] is a place that players probably would not think of going to without this knowledge.
26th Oct '16 8:12:08 PM VutherA
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* Online gaming in ''general''. Very few games that offer a tutorial do more than simply explain the control scheme and a few other things such as what a stat may do or what a class role is. They are rarely updated for the ever-changing {{Metagame}}. And sure enough, players expect you to know all of the metagame rules if you don't want to find yourself kicked or repeatedly cussed out by StopHavingFunGuys and [[ArrogantKungFuGuy arrogant players]].

to:

* Online gaming in ''general''. Very few games that offer a tutorial do more than simply explain the control scheme and a few other things such as what a stat may do or what a class role is. They are rarely updated for the ever-changing {{Metagame}}. Many of the tools available to you may have caveats or advantages that are not obviously clear or plain difficult to know about without reading into information discovered by intrepid data miners. And sure enough, players expect you to know all of the metagame rules if you don't want to find yourself kicked or repeatedly cussed out by StopHavingFunGuys and [[ArrogantKungFuGuy arrogant players]].
5th Jul '16 12:01:52 PM ZombieAladdin
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* Minor one in ''VideoGame/RhythmHeaven Megamix''. Quiz Show challenges you to hit the buttons the same number of times as the quiz show host. What it doesn't tell you is that the [[ThatOneAchievement skill star]] for this game can only be earned by closely matching the host's rhythm. This is also the way to boost your score beyond 80.
** There are also hidden goodies in each of the Endless Games that are made available in the museum by reaching particular scores. Not only does the game never once tell you of their existence, not even from a random tip from the Barista, the scores themselves are incredibly hard to reach and will escape the notice of anyone not that interested in the Endless Games. [[note]]The minimum scores needed are 30 for Coin Toss, 120 for Sick Beats, 20 for Chargin' Chicken, and 40 for Clap Trap.[[/note]]
13th Jun '16 3:41:08 PM pointycatears
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* The finished but still-current Franchise/{{Neopets}} 'plot' quest called Altador is absolutely impossible without using a guide: Some of the requirements make you click A SINGLE PIXEL in an image which it was never specified to do so, and go to locations in a certain order which seemingly had ''absolutely nothing'' to do with the plot. Some of the 'puzzle' varieties in the games consisted of pressing switches in the right combination-- for the second-last combination puzzle, '''there were over 1,000 possible combinations''' and you had to try ''every single one''. All this for some measly items per day while the plot is still relevant, which don't even amount to much cash right now (but will in, say, 10 years) so it's useless to most players of the game.

to:

* The finished but still-current Franchise/{{Neopets}} 'plot' quest called in Altador is absolutely impossible without using a guide: Some of the requirements make you click A SINGLE PIXEL in an image which it was never specified to do so, and go to locations in a certain order which seemingly had ''absolutely nothing'' to do with the plot. Some of the 'puzzle' varieties in the games consisted of pressing switches in the right combination-- for the second-last combination puzzle, '''there were over 1,000 possible combinations''' and you had to try ''every single one''. All this for some measly items per day while the plot is still relevant, which don't even amount to much cash right now (but will in, say, 10 years) so it's useless to most players of the game. The cool site theme is the only thing worth doing it for.
4th Jun '16 7:45:50 PM nombretomado
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* Bemani managed to avoid this for 14 PS2 iterations of ''VideoGame/{{Beatmania}} IIDX''. Then DJ TROOPERS came along with their Unknown Targets secretly hidden in the extra stage system. There is no way you would figure out that in order to unlock all of the Unknown Target songs (which, unless you knew '''exactly''' what was going on, seemed to [[RandomEncounters appear randomly]] inside the Military Splash extra stage system) you'd need to fulfill any 5 of 6 criteria:

to:

* Bemani managed to avoid this for 14 PS2 [=PS2=] iterations of ''VideoGame/{{Beatmania}} IIDX''. Then DJ TROOPERS came along with their Unknown Targets secretly hidden in the extra stage system. There is no way you would figure out that in order to unlock all of the Unknown Target songs (which, unless you knew '''exactly''' what was going on, seemed to [[RandomEncounters appear randomly]] inside the Military Splash extra stage system) you'd need to fulfill any 5 of 6 criteria:
25th May '16 10:05:26 AM louisXVI
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* Any freelance job based around "pitching," particularly freelance journalism, is essentially just a game of trial-and-error based on random hunches and theories about what editors will like and, often just as importantly, what is going on at the publication behind-the-scenes. A perfectly decent story idea, for instance, could be rejected because someone in house has already begun working on an identical one. Or because the publication has reached its budgetary limit for freelance stories that month.

to:

* Any freelance job based around "pitching," particularly freelance journalism, is essentially just a game of trial-and-error based on random hunches and theories about what editors will like and, often just as importantly, what is going on randomly favorable conditions at the publication behind-the-scenes.publication. A perfectly decent story idea, for instance, could be rejected because someone in house has already begun working on an identical one. Or because the publication has reached its budgetary limit for freelance stories that month.
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