History Main / FakeLongevity

29th Aug '16 11:41:17 AM Silverblade2
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* As the index article describes, the vast majority of both free and subscription {{MMORPG}}s have this in spades for various reasons. Subscription games traditionally want to keep players online for as long as possible, while free games want players impatient enough to start BribingYourWayToVictory. On the other hand, more dedicated players have argued that many RealLife tasks have some degree of longevity or tedium and {{MMORPG}}s as 'fantasy life sims' should reflect this fact. It is interesting to note that the genre as a whole is moving towards a faster default advancement rate and making the more spectacular grind rewards completely optional. One particular point of contention is randomized loot drops, which means players are forced to kill the same boss over and over again in order to get the gear they want. It can get extremely aggravating if a group manages to kill a boss, only for it to drop a piece of gear nobody in the group can use.
20th Aug '16 10:08:45 PM Rivenmarth
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** ''Project DIVA Future Tone'', the port of the Arcade version for PS4, takes this back a step. Easy through Hard difficutlies are unlocked at the start, but if you want to play songs on Extreme, you have to complete them on Hard first.
14th Aug '16 10:18:09 AM UmbrellasWereAwesome
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* ''{{VideoGame/Halo 2}}'' implemented a new mechanic for its "Legendary" difficulty setting. While the foes in Legendary are nowhere near invincible (they're just a bit more challenging), {{Creator/Bungie}} decided to give co-op mode a 'status link' between the two players; basically, if one of you dies, the game resets you back to your last continue point. In the past the remaining player could retreat and allow his comrade to respawn back in (if they could make it a fair distance from local enemies without being killed themselves), but this is no longer a viable option. Naturally, this means that any blunders can cause you to replay the same room over and over and over again, made much worse by the new health system. After considerable backlash from fans, Bungie restored the old mechanic for ''Halo 3'''s Legendary difficulty setting. It also had fake longevity via FakeDifficulty.

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* ''Franchise/{{Halo}}'':
**
''{{VideoGame/Halo 2}}'' implemented a new mechanic for its "Legendary" difficulty setting. While the foes in Legendary are nowhere near invincible (they're just a bit more challenging), {{Creator/Bungie}} decided to give co-op mode a 'status link' between the two players; basically, if one of you dies, the game resets you back to your last continue point. In the past the remaining player could retreat and allow his comrade to respawn back in (if they could make it a fair distance from local enemies without being killed themselves), but this is no longer a viable option. Naturally, this means that any blunders can cause you to replay the same room over and over and over again, made much worse by the new health system.
**
After considerable backlash from fans, Bungie restored the old mechanic for ''Halo 3'''s ''VideoGame/{{Halo 3}}'''s Legendary difficulty setting. It (and subsequent games) also had have fake longevity via FakeDifficulty.
11th Aug '16 4:50:07 PM Ninetails2000
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* ''VideoGame/CrashNitroKart'' took this trope and ran with it. Every track has three modes: Normal Race; CNK Tokens, which require you to collect three tokens on the track while racing other opponents; and Time Relics, which place you alone on the track with a timer counting up and boxes that stop the timer for a certain amount of seconds. However, you only need to win the normal races and race all four bosses to race the final boss... But if you beat him, he then tells you that it didn't count and you now have to go and collect ALL of the Time Relics so you can race him again and actually beat the game. And considering the Time Relic Races can be downright NintendoHard at times, it'll be a while before you manage to beat the game.

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* ''VideoGame/CrashTeamRacing'' and it's SpiritualSuccessor ''VideoGame/CrashNitroKart'' took this trope and ran with it. Every track has three modes: Normal Race; CNK CTR/NK Tokens, which require you to collect three tokens on the track while racing other opponents; and Time Relics, which place you alone on the track with a timer counting up and boxes that stop the timer for a certain amount of seconds. However, you only need to win the normal races and race all four bosses to race the final boss... But if you beat him, he then tells you that it didn't count and you now have to go and collect ALL of the Time Relics so you can race him again and actually beat the game. And considering the Time Relic Races can be downright NintendoHard at times, it'll be a while before you manage to beat the game.game.
** And that's only half of the story! [[DoubleUnlock In order to unlock the final racetrack for Time Trials]](The Turbo Track in CTR and Hyper Spaceway for CNK) you need to collect all five Gems. How is it that you get the gems, you may ask? Remember those token races? You have to go through what's otherwise a typical race while also collecting obtusely placed letters on the track and then finish in first place. This is oftentimes JUST AS NintendoHard as the time trials, as you almost always have to go out of your way to get some letters and then claw your way back up to first in time to finish the race and that's only with FOUR sets of tokens. The fifth, purple set requires you to do a teeth gnashingly frustrating Crystal Challenge where you have to collect 25 crystals sprawled out across one of the four battle tracks and protected by literal mazes of nitro crates and the like. Finally, after collecting ALL of a set of tokens, you unlock it's respective Gem Cup, a series of four races against [[TheComputerIsACheatingBastard plainly unfair computer opponents.]] Once you've done all of THAT, you can FINALLY unlock that final track, get that final relic, race the final boss again and win the game for real-real. YEEESH!!! Thankfully for those playing Nitro Kart(Unless it's the GBA version)[[GoodBadBugs A glitch in the unlock system means]] [[DungeonBypass the game only checks if you have the BLUE gem before granting access to the Hyper Spaceway.]] You'll miss out on the bonus characters unlocked through the gem cups, but when you just want to wrap things up(Especially if you've already beaten the game once with one team and are on your second playthrough with the opposite team to unlock True Velo), that glitch can save you HOURS of replaying races to get those stupid tokens.
10th Aug '16 10:00:10 AM JapaneseTeeth
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** In both the [=WiiU=] and 3DS versions of the game, unlocking all of the custom moves and gear takes ''forever'', since it's comprised mainly of RandomlyDrops, and things you've already collected will keep popping up.
29th Jul '16 10:47:57 AM Morgenthaler
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* You really have to wonder about the Dracoid Cemetery and Dracoid Ruins in ''LandsOfLore 2''. In the cemetery, you'll find glass orbs lying around. You need to charge these at three different machines, which turn them white, blue or yellow, to open the crypts in the cemetery, which will only accept specific colors of orbs. Inside the crypts you'll find new orbs to charge. Two of the machines are underneath the cemetery, another is in the ruins, which is a ''huge'' level. When you've opened all the crypts, you'll have to fulfill quests for two dracoid ghosts which once again involve traversing those enormous ruins, which mostly consist of empty space. It's a very drawn-out and tedious sequence in an otherwise fun and immersive game.

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* You really have to wonder about the Dracoid Cemetery and Dracoid Ruins in ''LandsOfLore ''VideoGame/LandsOfLore 2''. In the cemetery, you'll find glass orbs lying around. You need to charge these at three different machines, which turn them white, blue or yellow, to open the crypts in the cemetery, which will only accept specific colors of orbs. Inside the crypts you'll find new orbs to charge. Two of the machines are underneath the cemetery, another is in the ruins, which is a ''huge'' level. When you've opened all the crypts, you'll have to fulfill quests for two dracoid ghosts which once again involve traversing those enormous ruins, which mostly consist of empty space. It's a very drawn-out and tedious sequence in an otherwise fun and immersive game.
10th Jul '16 10:33:54 AM nombretomado
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** BioWare learned their lesson in the [[VideoGame/MassEffect2 sequel]]; it's possible to get [[strike: all]] ''most'' of the achievements in one playthrough.

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** BioWare Creator/BioWare learned their lesson in the [[VideoGame/MassEffect2 sequel]]; it's possible to get [[strike: all]] ''most'' of the achievements in one playthrough.
22nd Jun '16 11:03:13 PM MyFinalEdits
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** ''VideoGame/TheLegendOfZeldaSkywardSword'' is sometimes criticized for this as well, largely due to the vast distances between locations in the sky and the final Spirit Realm challenge near the end.

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** ''VideoGame/TheLegendOfZeldaSkywardSword'' is sometimes criticized for this as well, largely due to the vast distances between locations in the sky Sky and the final Spirit Realm challenge near the end.



* All games in the ''VideoGame/MetroidPrime'' series feature a search for {{Plot Coupon}}s that open the way for TheVeryDefinitelyFinalDungeon, which are accused of only existing to make the game longer. Only the third game made an attempt to shorten the task by putting the coupons along your path as you travel the game normally and not requiring every single one to pass to the final area.

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* All games in the ''VideoGame/MetroidPrime'' ''VideoGame/MetroidPrimeTrilogy'' series feature a search for {{Plot Coupon}}s that open the way for TheVeryDefinitelyFinalDungeon, which are accused of only existing to make the game longer. Only the third game made an attempt to shorten the task by putting the coupons along your path as you travel the game normally and not requiring every single one to pass to the final area.



* In ''FarCry 2'' , nearly every single mission in the game is set faaaaar from where you actually receive the missions from, amounting to seemingly endless driving (occasionally spiced with gunfights every time you cross through a guard post) in the process. And while there is Instant Travel possible in the form of Bus Stops, these are so few of those inbetween they don't do much to cut out the filler.
* The ''VideoGame/{{Borderlands}}'' DLC ''Mad Moxxi's Underdome Riot''. Rather than actually create a challenging new clump of story, the designers scratched together three small arenas using leftover textures and models from the game, and make you fight out five rounds in each of them, each round consisting of five waves of about 20 enemies each. So that's 75 waves of enemies to pass a quest that gives you relatively little experience, a paltry amount of new guns, and 10 gamer points.

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* In ''FarCry ''VideoGame/FarCry 2'' , nearly every single mission in the game is set faaaaar from where you actually receive the missions from, amounting to seemingly endless driving (occasionally spiced with gunfights every time you cross through a guard post) in the process. And while there is Instant Travel possible in the form of Bus Stops, these are so few of those inbetween they don't do much to cut out the filler.
* ''VideoGame/{{Borderlands}}'':
**
The ''VideoGame/{{Borderlands}}'' DLC ''Mad Moxxi's Underdome Riot''. Rather than actually create a challenging new clump of story, the designers scratched together three small arenas using leftover textures and models from the game, and make you fight out five rounds in each of them, each round consisting of five waves of about 20 enemies each. So that's 75 waves of enemies to pass a quest that gives you relatively little experience, a paltry amount of new guns, and 10 gamer points.



* ''WorldOfWarcraft'' used to do this pretty shamelessly. If you wiped in a raid dungeon, you often had to walk for ten minutes only to get back in[[note]]Originally you were ported to a graveyard outside the instance[=/=]dungeon and had to walk all the way back to the instance portal. Have you ever walked to the actual instance entrance of Deadmines in Westfall? Yeah, brand new level 15 Alliance players (most of whom followed someone else in in the first place and so they had no clue which way to go when they were by themselves) had to do that EACH TIME THEY DIED[[/note]], and then another thirty to get back to the last boss. Unless the normal enemies started respawning, in which case you have to wait for most people to get back in and kill all of them again. And after some real life days, the entire raid would reset. To say nothing about the "attunements", increasingly elaborate quest chains ''every'' player needed to complete to even enter the raid, or the pains of having to buff 40 people individually as a paladin with buffs that only lasted 5 minutes. However, in the expansions these timewasters were reduced severely to make raids more accessible.

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* ''WorldOfWarcraft'' ''VideoGame/WorldOfWarcraft'' used to do this pretty shamelessly. shamelessly.
**
If you wiped in a raid dungeon, you often had to walk for ten minutes only to get back in[[note]]Originally you were ported to a graveyard outside the instance[=/=]dungeon and had to walk all the way back to the instance portal. Have you ever walked to the actual instance entrance of Deadmines in Westfall? Yeah, brand new level 15 Alliance players (most of whom followed someone else in in the first place and so they had no clue which way to go when they were by themselves) had to do that EACH TIME THEY DIED[[/note]], and then another thirty to get back to the last boss. Unless the normal enemies started respawning, in which case you have to wait for most people to get back in and kill all of them again. And after some real life days, the entire raid would reset. To say nothing about the "attunements", increasingly elaborate quest chains ''every'' player needed to complete to even enter the raid, or the pains of having to buff 40 people individually as a paladin with buffs that only lasted 5 minutes. However, in the expansions these timewasters were reduced severely to make raids more accessible.



** ''VideoGame/SuperMarioBrosTheLostLevels'' has four extra Worlds after World 8. The catch? You have to beat the game '''eight times''', with [[NoFairCheating NO Warp Zones]] and [[SaveGameLimits NO powering the system off]]. Fortunately, the ''VideoGame/SuperMarioAllStars'' remake only requires you to complete Worlds 1 through 8 once, and Warp Zones are allowed.

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** ''VideoGame/SuperMarioBrosTheLostLevels'' has four extra Worlds after World 8. The catch? You have to beat the game '''eight times''', with [[NoFairCheating NO Warp Zones]] and [[SaveGameLimits NO powering the system off]].Zones]]. Fortunately, the ''VideoGame/SuperMarioAllStars'' remake only requires you to complete Worlds 1 through 8 once, and Warp Zones are allowed.



** The Green Stars in ''VideoGame/SuperMarioGalaxy2''. It's FakeDifficulty and Fake Longevity combined. 120 extra stars, which are located in the craziest locations, have no hints on the location save for a very quiet tinkling sound, and are spread out in galaxies people have already completed. For some people, [[spoiler: Grandmaster Galaxy]] was more preferable. Then, after getting all the green stars and beating the regular Grandmaster Galaxy level, you still can't play The Perfect Run until there are 9999 star bits in the bank.

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** The Green Stars in ''VideoGame/SuperMarioGalaxy2''. It's FakeDifficulty and Fake Longevity combined. 120 extra stars, which are located in the craziest locations, have no hints on the location save for a very quiet tinkling sound, and are spread out in galaxies people have already completed. For some people, [[spoiler: Grandmaster Galaxy]] was more preferable. Then, after getting all the green stars and beating the regular Grandmaster Galaxy level, you still can't play The Perfect Run until there are 9999 star bits in the bank.



* ''R4: VideoGame/RidgeRacer Type 4'' advertises itself as having 320 cars to unlock. However, there are only about 16 unique car designs in the entire game (4 tiers of cars * 4 manufacturers), and the number of cars stems from there being four teams with different tuning properties that have access to the same cars and the fact that for the first three tiers, you get one of three variants of a particular tier-manufacturer combo, all of which look exactly the same as each other. Moreover, finishing first in each race grants you only the best car unlocks; to unlock the rest, you have to DoWellButNotPerfect and place 2nd or 3rd in some races.

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* ''R4: VideoGame/RidgeRacer Type 4'' 4'':
** The game
advertises itself as having 320 cars to unlock. However, there are only about 16 unique car designs in the entire game (4 tiers of cars * 4 manufacturers), and the number of cars stems from there being four teams with different tuning properties that have access to the same cars and the fact that for the first three tiers, you get one of three variants of a particular tier-manufacturer combo, all of which look exactly the same as each other. Moreover, finishing first in each race grants you only the best car unlocks; to unlock the rest, you have to DoWellButNotPerfect and place 2nd or 3rd in some races.



* ''VideoGame/JetForceGemini'' forces you, right before the final level, [[RescueArc to rescue every Tribal on the game]]. You must rescue them all in one go for each level you attempt; if you miss or let but one of them get killed, you must restart that level. They have an annoying habit of running around in the middle of crossfire and some Drone soldiers are specifically programmed [[SpitefulAI to held them hostage and kill them the moment they spot you.]] You must also rescue those on [[GuideDangIt out of the way Bonus Worlds]]. Have fun.
* The ''GearsOfWar'' games are ''absolutely insane'' about this. To get HundredPercentCompletion for the [[BraggingRightsReward achievements]] requires: hosting (not just playing) one hundred matches, getting one hundred kills with each weapon, and getting a total online body count of ten thousand (Gears 1); racking up one hundred thousand kills across all modes and reaching level 100 (Gears 2); and earning every onyx medal, which requires (among others) six thousand kills with various weapons in versus modes and six thousand matches in each versus game type (Gears 3).

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* ''VideoGame/JetForceGemini'' forces you, right before the final level, [[RescueArc to rescue every Tribal on the game]]. You must rescue them all in one go for each level you attempt; if you miss or let but die at least one of them get killed, them, you must restart that level. They have an annoying habit of running around in the middle of crossfire and some Drone soldiers are specifically programmed [[SpitefulAI to held them hostage and kill them the moment they spot you.]] You must also rescue those on [[GuideDangIt out of the way Bonus Worlds]]. Have fun.
* The ''GearsOfWar'' ''VideoGame/GearsOfWar'' games are ''absolutely insane'' about this. To get HundredPercentCompletion for the [[BraggingRightsReward achievements]] requires: hosting (not just playing) one hundred matches, getting one hundred kills with each weapon, and getting a total online body count of ten thousand (Gears 1); racking up one hundred thousand kills across all modes and reaching level 100 (Gears 2); and earning every onyx medal, which requires (among others) six thousand kills with various weapons in versus modes and six thousand matches in each versus game type (Gears 3).
20th Jun '16 10:51:06 PM Zubon
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* ''Evil Defenders'' is a TowerDefense game with 15 maps. To add on play time, each of the maps has 6 difficulty levels. And then the achievements call for grinding four times as many kills as all 15*6 of those levels.
2nd Jun '16 4:11:52 PM LucaEarlgrey
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* To unlock a song's [[HarderThanHard Extra]] chart in ''VideoGame/GrooveCoaster'', you have to not only get an S rank on Hard, but also Simple and Normal difficulty as well, despite having demonstrated that you're good enough for the Extra chart and should not have to play charts that are far too easy for your level of skill.

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* To unlock a song's [[HarderThanHard Extra]] chart in ''VideoGame/GrooveCoaster'', you have to not only get an S rank on Hard, but also Simple and Normal difficulty as well, despite having demonstrated that you're good enough for the Extra chart and should not have to play charts that are far too easy for your level of skill. This might not be a problem for those who started with the easiest charts in the game, but it can be aggravating for players who jump straight to Hard due to prior rhythm game experience.
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