History Main / BladderOfSteel

4th Aug '16 12:31:41 PM Morgenthaler
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** There are ''{{Asteroids}}'' players who stock up 99 lives, ''take breaks'' while the ship is left to die a few dozen times, then resume play.

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** There are ''{{Asteroids}}'' ''VideoGame/{{Asteroids}}'' players who stock up 99 lives, ''take breaks'' while the ship is left to die a few dozen times, then resume play.
3rd Aug '16 2:13:00 PM UmbrellasWereAwesome
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* ''{{Franchise/Halo}}'' has some pretty cruel examples. For the ''{{VideoGame/Halo 3}}'' achievement, Annual, needed to get Recon Armor, 4 players must together beat the final level on [[HarderThanHard Legendary]] on [[UpToEleven Ghosts]] with [[NintendoHard Iron on.]] If one player dies, you must start again from the last checkpoint.

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* ''{{Franchise/Halo}}'' has some pretty cruel examples. examples:
**
For the ''{{VideoGame/Halo 3}}'' achievement, Annual, needed to get Recon Armor, 4 players must together beat the final level on [[HarderThanHard Legendary]] on [[UpToEleven Ghosts]] with [[NintendoHard Iron on.]] on]]. If one player dies, you must start again from the last checkpoint.
22nd Jul '16 1:40:01 PM Morgenthaler
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* An interesting semi-aversion: there is an old ''SpaceInvaders'' clone for DOS called ''[[BlandNameProduct Space Intruders]]'' that would not let you pause. If you hit the pause button, the words "Pause Requested" would appear at the bottom of the screen; this means the game will pause for you after you finish the current wave. The intent was to keep the game frantic without fully succumbing to this trope.
* Pretty much every game made by Creator/{{Cactus}}. ''CleanAsia'' is the especially {{egregious}} case.

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* An interesting semi-aversion: there is an old ''SpaceInvaders'' ''VideoGame/SpaceInvaders'' clone for DOS called ''[[BlandNameProduct Space Intruders]]'' that would not let you pause. If you hit the pause button, the words "Pause Requested" would appear at the bottom of the screen; this means the game will pause for you after you finish the current wave. The intent was to keep the game frantic without fully succumbing to this trope.
* Pretty much every game made by Creator/{{Cactus}}. ''CleanAsia'' ''VideoGame/CleanAsia'' is the especially {{egregious}} case.



* ''SteelBattalion'' has missions that range from 45 minutes to an hour and a half, none of which can be paused (unless you unplug the controller, in which case it will wait for you to replug it in and hit the Start button), or even reset. Once the mission begins, you accept full responsibility for the loss of your mech, or death. If you fail too much and no longer have enough supply points for a new VT, you must start the game over. If you die, same deal.

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* ''SteelBattalion'' ''VideoGame/SteelBattalion'' has missions that range from 45 minutes to an hour and a half, none of which can be paused (unless you unplug the controller, in which case it will wait for you to replug it in and hit the Start button), or even reset. Once the mission begins, you accept full responsibility for the loss of your mech, or death. If you fail too much and no longer have enough supply points for a new VT, you must start the game over. If you die, same deal.



* ''GearsOfWar 2'' and ''3'' feature Horde Mode, where a team of up to five humans fight 50 increasingly powerful waves of enemies. There is no safe time to pause, the rare exception being when a wave is failed--the game then waits until the host elects to either restart the wave or throw in the towel, assuming the other players don't also quit during that time (and comebacks are difficult, especially in 3, since fortifications are cleared and everyone reverts to their spawn weapons).

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* ''GearsOfWar ''VideoGame/GearsOfWar 2'' and ''3'' feature Horde Mode, where a team of up to five humans fight 50 increasingly powerful waves of enemies. There is no safe time to pause, the rare exception being when a wave is failed--the game then waits until the host elects to either restart the wave or throw in the towel, assuming the other players don't also quit during that time (and comebacks are difficult, especially in 3, since fortifications are cleared and everyone reverts to their spawn weapons).
28th Jun '16 9:58:12 PM FlakyPorcupine
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Added DiffLines:

* ''VideoGame/CatPlanet'' has no ability to save, requiring the player to beat the game in one go. There's no way to pause either, but there is no penalty for death and the player can just sit motionlessly.
27th Jun '16 11:38:39 PM lalalei2001
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* The flash game Pause Ahead is an interesting use of this trope. It doesn't prevent you from pausing the game, but if you pause your character will still move in the direction you moved him in. Lots of puzzles in the game require the pause button. This means that you will pause the game to play it, making it nearly impossible to use the pause button to pause the game for real.

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* The flash game Pause Ahead ''VideoGame/PauseAhead'' is an interesting use of this trope. It doesn't prevent you from pausing the game, but if you pause your character will still move in the direction you moved him in. Lots of puzzles in the game require the pause button. This means that you will pause the game to play it, making it nearly impossible to use the pause button to pause the game for real.
27th May '16 8:19:19 AM case
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There are many types of games out there. Some are designed to be [[AntiPoopSocking picked up and played for minutes at a time]]. Others encourage longer sessions by spreading out [[SavePoint Save Points]] or forcing the player to [[LevelGrinding grind]]. But even if you're not at the next save point, you can always leave, right? Just pause the game and carry on later. Sure, [[SaveGameLimits it's a total waste of power when a suspend option could have been built into the game]], but at least that shiny disc/cartridge/whatever doesn't have dictatorial control over your life.

'''''[[Film/SupermanReturns WRONG!]]'''''

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There are many types of games out there. Some are designed to be [[AntiPoopSocking picked up and played for minutes at a time]]. Others encourage longer spread out their {{Save Point}}s in the interest of providing a [[CheckpointStarvation a greater challenge]]. These games can use SaveGameLimits to prevent sessions by spreading out [[SavePoint from becoming too long or cumbersome while still preserving a sense of danger.

Without
Save Points]] or forcing Game Limits, the player only way to [[LevelGrinding grind]]. But even if you're not at take a break from the next game in-between save point, you can always leave, right? Just points is to pause the game and carry on later. Sure, [[SaveGameLimits it's a total waste of power when a suspend option could have been built into game. It's not the game]], perfect solution, as the system has to keep running during the break, but at least that shiny disc/cartridge/whatever doesn't have dictatorial control over your life.

'''''[[Film/SupermanReturns WRONG!]]'''''
it works.

WellThisIsNotThatTrope.



Note that the only examples that should be posted here are ones where pausing is disabled, or is punished (for example, if TimeKeepsOnTicking while paused, that counts). If it allows pausing, but has a lousy save system, see SaveGameLimits and CheckpointStarvation.



Compare MarathonLevel and MarathonBoss. Contrast AntiPoopSocking, where the game implements features to keep people from doing JustOneMoreLevel too much.

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Compare MarathonLevel and MarathonBoss. Contrast AntiPoopSocking, where the game implements features to keep people from doing JustOneMoreLevel too much.
much. Note that pausing has to be disabled, or breaks away from the game have to be met with a penalty, for a game to count as this trope. CheckpointStarvation is its own thing.
21st May '16 10:27:44 PM erforce
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'''''[[SupermanReturns WRONG!]]'''''

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'''''[[SupermanReturns '''''[[Film/SupermanReturns WRONG!]]'''''



* ''Film/{{Ghostbusters}} II'' on the NES doesn't have a pause function. Attacked by ''WebVideo/TheAngryVideoGameNerd'':
-->''"I mean, if you have to answer the phone, or take a shit, it's like, 'Tough shit if you gotta take a shit!' You gotta take a quick shit! You gotta have turbo turds! I'm trying to play the game, I've got shit stains in my pants, and an answering machine that says 'Sorry, I'm playing Ghostbusters 2 on Nintendo.' What a selfish game. Bottom line, '''have a fucking pause button, god damn it!'''''"

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* ''Film/{{Ghostbusters}} II'' ''Film/GhostbustersII'' on the NES doesn't have a pause function. Attacked by ''WebVideo/TheAngryVideoGameNerd'':
-->''"I mean, if you have to answer the phone, or take a shit, it's like, 'Tough shit if you gotta take a shit!' You gotta take a quick shit! You gotta have turbo turds! I'm trying to play the game, I've got shit stains in my pants, and an answering machine that says 'Sorry, I'm playing Ghostbusters 2 ''Ghostbusters 2'' on Nintendo.' What a selfish game. Bottom line, '''have a fucking pause button, god damn it!'''''"
21st May '16 9:59:32 PM erforce
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->"There's no pause feature. [[InvokedTrope No, it's not an oversight.]] Does ''your'' life have a pause control?"
-->--''The instruction manual for VideoGame/PennAndTellersSmokeAndMirrors, in reference to Desert Bus''

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->"There's ->''"There's no pause feature. [[InvokedTrope No, it's not an oversight.]] Does ''your'' life have a pause control?"
-->--''The
control?"''
-->-- ''The
instruction manual for VideoGame/PennAndTellersSmokeAndMirrors, in reference to Desert Bus''
20th May '16 9:46:44 PM nombretomado
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* ''VideoGame/{{Sacred}} 2'' on the PS3 has no pause function, even if you go to your inventory. The only way to "pause" is to save and exit, and when you return you're ''at your last save point''.

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* ''VideoGame/{{Sacred}} 2'' on the PS3 [=PS3=] has no pause function, even if you go to your inventory. The only way to "pause" is to save and exit, and when you return you're ''at your last save point''.
6th May '16 5:12:20 PM nombretomado
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** The final area in ''[[GaiaOnline zOMG!]]'' takes a ''minimum'' of two hours to complete. And that's just if you have a competent crew. You have to make your way through Shallow Seas, the Robofish cave, and Sealab Compound just for a chance to fight the Chapter 1 boss. And it's an instance, meaning that if you exit the game for whatever reason, you have to start over from the beginning. Casual MMO, my eye!

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** The final area in ''[[GaiaOnline ''[[Website/GaiaOnline zOMG!]]'' takes a ''minimum'' of two hours to complete. And that's just if you have a competent crew. You have to make your way through Shallow Seas, the Robofish cave, and Sealab Compound just for a chance to fight the Chapter 1 boss. And it's an instance, meaning that if you exit the game for whatever reason, you have to start over from the beginning. Casual MMO, my eye!



* ''EVEOnline''. Due to the one-server nature of Eve, it's possible for enemies in different timezones to schedule their assaults of player-owned structures so that the defenders will have to play at inconvenient times or accept their losses. However, the reinforced mode system alleviates this problem somewhat: If the enemy succeeds in assaulting a player-owned structure, it becomes invulnerable for a certain number of hours, which can be adjusted by the owner beforehand. If the defender correctly estimated the time of the attack, the structure will exit reinforced mode at a time when the defender can organize an effective defense.

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* ''EVEOnline''.''VideoGame/EVEOnline''. Due to the one-server nature of Eve, it's possible for enemies in different timezones to schedule their assaults of player-owned structures so that the defenders will have to play at inconvenient times or accept their losses. However, the reinforced mode system alleviates this problem somewhat: If the enemy succeeds in assaulting a player-owned structure, it becomes invulnerable for a certain number of hours, which can be adjusted by the owner beforehand. If the defender correctly estimated the time of the attack, the structure will exit reinforced mode at a time when the defender can organize an effective defense.
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