History Main / FakeDifficulty

28th Jul '17 7:24:30 AM Piterpicher
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What the—why is this VisualNovel suddenly making me play a rhythm game? I only have one arm, man, that's why I picked up the slow-paced game instead of one of those!

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[[VisualNovel/DanganRonpa What the—why is this this]] VisualNovel [[VisualNovel/DanganRonpa suddenly making me play a rhythm game? game]]? I only have one arm, man, that's why I picked up the slow-paced game instead of one of those!
17th Jul '17 7:25:31 PM Luigiofthegods
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A bug which renders the game unplayable.

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A bug which renders the game unplayable.unplayable from its current state (and sometimes, even future states).



Games with unintuitive, complex, or difficult control systems.

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Games with unintuitive, complex, or and/or difficult control systems.



* ArtificialStupidity - on the part of your teammates.\\

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* ArtificialStupidity - on the part of your teammates. \\



* InterfaceScrew\\

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* InterfaceScrew\\InterfaceScrew \\



* RandomlyDrops - if the items are necessary to continue the game.

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* RandomlyDrops - if the items are necessary to continue the game.
game or achieve certain endings.



If you don't know how to do a {{Shoryuken}} because you didn't read the manual, that's just you being lazy, not {{Fake Difficulty}}. This is for games which refer to plot elements or instructions that are only in ANOTHER game's manual which you haven't purchased yet.

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If you don't know how to do a {{Shoryuken}} because you didn't read the manual, that's just you being lazy, not {{Fake Difficulty}}.FakeDifficulty (or just a case of not having access to it or any reproduction of it for whatever reason). This is for games which refer to plot elements or instructions that are only in ANOTHER game's manual which you haven't purchased yet.



If objects that reside in the "background" layer can still kill you by CollisionDamage. In isometric views, it's hard to tell what's blocking you or what's safe to land on. Your bullets are blocked by walls, enemy bullets don't have that problem.

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If objects that reside in the "background" layer background or foreground layers can still obstruct and/or kill you by CollisionDamage. In isometric views, it's hard to tell what's blocking you or what's safe to land on. Your bullets are blocked by walls, enemy bullets don't have that problem.



A hole in a platform game which, despite appearances, is ''not'' bottomless. The only way to find out is to jump in!

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A hole in a platform game which, despite appearances, is ''not'' bottomless. bottomless and/or ''does'' have a safe place to land, just way off to the side. The only way to find out is to jump in!jump!



A gameplay design element that in the future will prevent the player from winning, but the player may not be informed of this until ''hours'' after it happened.

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A gameplay design element that in the future will deliberately prevent the player from winning, but the player may not be even informed of this the possibility until ''hours'' after it happened.



A game's solution requires an answer that is blatantly incorrect in the real world, causing players with the true answer to get stuck at the puzzle.

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A game's solution requires an answer that is blatantly incorrect in the real world, causing players with the true logical answer to get stuck at the puzzle.
21st Apr '17 2:56:39 PM Sar-Chasm
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* EscortMission - some of them \\

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* EscortMission - some Some of them them. \\
20th Feb '17 1:09:17 PM bt8257
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When you play a [[VideoGame video game]], you expect to be able to use your skills as a gamer to beat whatever challenges the game throws at you. If the challenges require a lot of skill, the game is hard to win. If it doesn't require much skill, it should be an easy game. However, some games that should be relatively easy are actually quite hard. It could be due to shoddy programming, a GameBreakingBug, poor implementation of gameplay elements or time constraints, or the developers threw in something which makes the game harder, but which has nothing to do with the player's or AI's skills. This is fake difficulty.

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When you play a [[VideoGame video game]], {{video game}}, you expect to be able to use your skills as a gamer to beat whatever challenges the game throws at you. If the challenges require a lot of skill, the game is hard to win. If it doesn't require much skill, it should be an easy game. However, some games that should be relatively easy are actually quite hard. It could be due to shoddy programming, a GameBreakingBug, poor implementation of gameplay elements or time constraints, or the developers threw in something which makes the game harder, but which has nothing to do with the player's or AI's skills. This is fake difficulty.
29th Jan '17 4:45:35 PM __Vano
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Probably the worst cause of GuideDangIt. This is when the game gives you information, but it's not simply inaccurate. The computer is outright ''lying to you''.

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Probably the worst cause of GuideDangIt. This is when the game gives you information, but it's not simply inaccurate. The computer is outright ''lying to you''.you'' (and not for plot-based reasons i.e. the player has no reason to expect a catch).
21st Dec '16 7:33:23 PM Willbyr
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A "missable" item which, if you didn't get it on your first chance, will be unobtainable afterwards. Doubly frustrating if it's a very powerful item that will aid the quest, and sure to cause a lot of frustration if it's a ''key item'', primarily required for the [[GoldenEnding best ending]]. Extremely likely to cause controller-tossing [[{{Unwinnable}} if it's a key item required to get]] '''''[[UnwinnableByDesign any]]''' [[UnwinnableByDesign ending at all]]''. If the NonStandardGameOver screen/cinematic lets you know what you missed for your next go-around, then the Fake Difficulty of the situation is ''slightly'' lessened. It'd still be better if they told you about it ''before'' it was LostForever, though.

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A "missable" item which, if you didn't get it on your first chance, will be unobtainable afterwards. Doubly frustrating if it's a very powerful item that will aid the quest, and sure to cause a lot of frustration if it's a ''key item'', primarily required for the [[GoldenEnding best ending]]. Extremely likely to cause controller-tossing [[{{Unwinnable}} if it's a key item required to get]] '''''[[UnwinnableByDesign any]]''' [[UnwinnableByDesign ending at all]]''. If the NonStandardGameOver screen/cinematic lets you know what you missed for your next go-around, then the Fake Difficulty of the situation is ''slightly'' lessened. It'd still be better if they told you about it ''before'' it was LostForever, lost, though.
21st Dec '16 7:33:06 PM Willbyr
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* '''The outcome of the game is influenced by decisions that were uninformed at the time and [[LostForever cannot be undone]].''' (Unless the game is heavily story-based and unforeseen consequences of actions undertaken with incomplete information are legitimate plot elements, or the game offers some way of mitigating or eliminating those consequences.) A game that offers a JokeCharacter and is clear about the character's weakness has real difficulty. A game that [[CrutchCharacter disguises a joke character as a real one]] has fake difficulty.

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* '''The outcome of the game is influenced by decisions that were uninformed at the time and [[LostForever [[PermanentlyMissableContent cannot be undone]].''' (Unless the game is heavily story-based and unforeseen consequences of actions undertaken with incomplete information are legitimate plot elements, or the game offers some way of mitigating or eliminating those consequences.) A game that offers a JokeCharacter and is clear about the character's weakness has real difficulty. A game that [[CrutchCharacter disguises a joke character as a real one]] has fake difficulty.



* LostForever\\

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* LostForever\\PermanentlyMissableContent\\
23rd Oct '16 6:58:48 AM Josef5678
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FakeDifficulty was prevalent in many older games, when developers were still learning about how to make fair challenges. When people realized that sometimes, the game was hard for all the wrong reasons, they decided to make it more of a fair challenge. [[UnpleasableFanbase The unfortunate side effect is that newer games seem easier in comparison merely because they're a fairer challenge.]] There are plenty of other reasons for this (such as players being aware of some persistent forms of FakeDifficulty and making sure to avoid them) but that's another article entirely. It still ''does'' exist today, mind you.

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FakeDifficulty Fake Difficulty was prevalent in many older games, when developers were still learning about how to make fair challenges. When people realized that sometimes, the game was hard for all the wrong reasons, they decided to make it more of a fair challenge. [[UnpleasableFanbase The unfortunate side effect is that newer games seem easier in comparison merely because they're a fairer challenge.]] There are plenty of other reasons for this (such as players being aware of some persistent forms of FakeDifficulty Fake Difficulty and making sure to avoid them) but that's another article entirely. It still ''does'' exist today, mind you.



NoExamplesPlease

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NoExamplesPlease
NoExamplesPlease.



Games with CopyProtection or {{Feelies}} that are not included with some nonetheless legal purchases of the game. E.g. VideoGame/{{Quest for Glory}} having only maps and pamphlets with certain versions of the game.

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Games with CopyProtection or {{Feelies}} that are not included with some nonetheless legal purchases of the game. E.g. VideoGame/{{Quest ''VideoGame/{{Quest for Glory}} Glory}}'' having only maps and pamphlets with certain versions of the game.
13th Sep '16 2:51:48 PM KingBowser9001
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Contrast AntiFrustrationFeature, where things are fudged in the player's favor instead. Also contrast NintendoHard, which is extreme, but very 'real' difficulty.

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Contrast AntiFrustrationFeature, where things are fudged in the player's favor instead. Also contrast NintendoHard, which is extreme, but very 'real' ''real'' difficulty.
13th Sep '16 2:51:07 PM KingBowser9001
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Contrast AntiFrustrationFeature, where things are fudged in the player's favor instead.

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Contrast AntiFrustrationFeature, where things are fudged in the player's favor instead.
instead. Also contrast NintendoHard, which is extreme, but very 'real' difficulty.
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