History Main / FakeLongevity

15th Jun '18 10:03:31 AM Diask
Is there an issue? Send a Message


* Not allowing you to save whenever you want ([[SuspendSave especially inexcusable with modern technology]]) so you have to replay from a checkpoint if you need to turn it off.

to:

* Not allowing you to save whenever you want ([[SuspendSave especially (especially inexcusable with modern technology]]) technology which allows for a SuspendSave) so you have to replay from a checkpoint if you need to turn it off.



* ''VideoGame/{{Mass Effect|1}}'' is a good example of this. To get all of the achievements, especially the ally achievements, requires no less than 3 playthroughs. And these aren't the "do whatever is necessary to get to the end of the game" playthroughs, but ''full'' playthroughs, requiring doing the side missions as well as the required story missions.
** In the first game, 100% completion required visiting a ton of planets which consist of a few square kilometers of rocks, crags, and general time-wasting. Some of them have hidden side-quests that have nothing to do with any of the plots. In the same vein, the PlotTumor Cerberus, which plays a huge role later in the series, is found this way. Most of their bases are hidden on random worlds.
*** And of course, the [[UncomfortableElevatorMoment minutes-long Citadel elevator rides]].
** Creator/BioWare learned their lesson in the [[VideoGame/MassEffect2 sequel]]; it's possible to get [[strike: all]] ''most'' of the achievements in one playthrough.
*** But expect to encounter this if you want the GoldenEnding. You'll need to gather resources and money beyond the basics by planet-scanning, a feature largely panned by the fans. Despite that, it ''was'' generally faster than the Mako sequences it replaced.
** The third game boasts a "Galaxy At War", which has a "Readiness Rating." This number determines the quality of your ending. If it's not high enough, no good ending for you. Before a recent patch getting the best ending through Single Player alone was basically impossible, which forced you into the new multiplayer mode. Even worse, as long as your computer is connected to the internet, the rating slowly ''ticks down''.

to:

* ''VideoGame/{{Mass Effect|1}}'' is a good example of this. To get ''VideoGame/MassEffect1''
** Getting
all of the achievements, especially the ally achievements, requires no less than 3 playthroughs. And these aren't the "do whatever is necessary to get to the end of the game" playthroughs, but ''full'' playthroughs, requiring doing the side missions as well as the required story missions.
** In the first game, 100% completion required visiting a ton of planets which consist of a few square kilometers of rocks, crags, and general time-wasting. Some of them have hidden side-quests that have nothing to do with any of the plots. In the same vein, the PlotTumor Cerberus, which plays a huge role later in the series, is found this way. Most of their bases are hidden on random worlds.
*** And of course, the ** The [[UncomfortableElevatorMoment minutes-long Citadel elevator rides]].
rides]] took at least a minute, even if your machine could load the next area much faster. Thankfully, there are taxi cabs waiting around to let you go places for free.
** Creator/BioWare learned their lesson in the [[VideoGame/MassEffect2 sequel]]; it's possible to get [[strike: all]] ''most'' of the achievements in one playthrough.
*** But
playthrough, but expect to encounter this if you want the GoldenEnding. You'll need to gather resources and money beyond the basics by planet-scanning, a feature largely panned by the fans. Despite that, it ''was'' generally faster than the Mako sequences it replaced.
** The third game ''VideoGame/MassEffect3'' boasts a "Galaxy At War", which has a "Readiness Rating." This number determines the quality of your ending. If it's not high enough, no good ending for you. Before a recent patch getting the best ending through Single Player alone was basically impossible, which forced you into the new multiplayer mode. Even worse, as long as your computer is connected to the internet, the rating slowly ''ticks down''.



* ''Videogame/{{Fallout New Vegas}}'' was designed with similar tricks, as no-clipping above the map will reveal. Here, the main overworld itself is divided into cells by insurmountable hills or cliffs and connected by limited pathways to allow for dynamic loading. {{Beef gate}}s are added to many of these passes to discourage {{sequence breaking}}. The titular city has gateways connecting its cells, which beats going through subway tunnels. PC Mods also exist that combine area of Freeside and The Strip into single giant cells.

to:

* ''Videogame/{{Fallout New Vegas}}'' ''Videogame/FalloutNewVegas'' was designed with similar tricks, as no-clipping above the map will reveal. Here, the main overworld itself is divided into cells by insurmountable hills or cliffs and connected by limited pathways to allow for dynamic loading. {{Beef gate}}s are added to many of these passes to discourage {{sequence breaking}}. The titular city has gateways connecting its cells, which beats going through subway tunnels. PC Mods also exist that combine area of Freeside and The Strip into single giant cells.



* ''VideoGame/{{Xenogears}}'' is infamous for unskippable text (inexcusable given that even 8-bit titles such as the original ''VideoGame/DragonWarrior'' had adjustable text speed), which makes the game go on longer than it should have.

to:

* ''VideoGame/{{Xenogears}}'' is infamous for unskippable text (inexcusable given that even 8-bit titles such as the original ''VideoGame/DragonWarrior'' ''VideoGame/DragonQuestI'' had adjustable text speed), which makes the game go on longer than it should have.have.
* ''VideoGame/{{Anachronox}}'' uses many dirty tricks to pad out your playtime; dramatic camera sweeps during which you can't move or [[CombatantCooldownSystem fill up your party's action meters]], very large expanses between points A and B, anemic combat animations (even your basic attacks take several seconds, even if you miss) and unskippable cutscenes all add up more minutes to your clock than they should.
8th May '18 11:26:23 AM simonscot
Is there an issue? Send a Message


* ''VideoGame/Xenogears'' is infamous for unskippable text (inexcusable given that even 8-bit titles such as the original ''VideoGame/DragonWarrior'' had adjustable text speed), which makes the game go on longer than it should have.

to:

* ''VideoGame/Xenogears'' ''VideoGame/{{Xenogears}}'' is infamous for unskippable text (inexcusable given that even 8-bit titles such as the original ''VideoGame/DragonWarrior'' had adjustable text speed), which makes the game go on longer than it should have.
24th Apr '18 6:53:29 PM KingOdin
Is there an issue? Send a Message

Added DiffLines:

* ''VideoGame/Xenogears'' is infamous for unskippable text (inexcusable given that even 8-bit titles such as the original ''VideoGame/DragonWarrior'' had adjustable text speed), which makes the game go on longer than it should have.
18th Apr '18 9:38:12 PM jormis29
Is there an issue? Send a Message


* In ''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.

to:

* In ''VideoGame/FarCry 2'' ''VideoGame/FarCry2'' , 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.
8th Apr '18 12:14:39 PM Midna
Is there an issue? Send a Message

Added DiffLines:

** In ''VideoGame/SuperMarioBros2'', each character can be selected for any stage of any playthrough, and you only have to defeat the final boss with one character to see the ending. This is a marked change from (and an improvement on) the game it's adapted from, ''Doki Doki Panic'', where each character's progress is tracked separately and all four characters have to defeat the final boss for the credits to roll, meaning you have to beat the entire game ''four times''. Since it's a disk-based game, that's not taking into account the frequent disk flipping and loading times going on in-between, dragging things out even longer. Fortunately, Warp Zones are allowed.
20th Mar '18 10:10:08 AM LucaEarlgrey
Is there an issue? Send a Message


** 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.

to:

** 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. And finally, to unlock the final car and final BGM, you need to get all of the other cars first!
24th Feb '18 6:46:07 PM nombretomado
Is there an issue? Send a Message


** ''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.

to:

** ''Project DIVA Future Tone'', the port of the Arcade version for PS4, [=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.
3rd Jan '18 1:43:39 PM VelvetPierrot
Is there an issue? Send a Message


*** Combee was almost as bad as Drifloon; found on only one optional trainer outside Veilstone City, or you had to take the time to do the ScrappyMechanic of slathering Honey on Honey Trees in the hopes that Combee appears after waiting a day for the tree to start shaking.

to:

*** Combee was almost as bad as Drifloon; found on only one optional trainer outside Veilstone City, or you had to take the time to do the ScrappyMechanic of slathering Honey on Honey Trees in the hopes that Combee appears after waiting a day ip tp six for the tree to start shaking.
19th Nov '17 3:03:28 PM LucaEarlgrey
Is there an issue? Send a Message


** For most games, if you wanted [[OneHundredPercentCompletion all of the gold trophies]], you have to 1st-place every cup on every engine class. This means if you go straight into 150 cc mode and get all of the golds for that class, you ''still'' need to go down to the easier classes for their trophies. This applies to star rankings as well. ''Mario Kart 8'' finally alleviates this by giving you star and trophy credit for the class you earned them on ''and all classes below them as well'', so that 150 cc 3-star gold trophy clear will now count for 50 cc and 100 cc too.

to:

** For most games, if you wanted want [[OneHundredPercentCompletion all of the gold trophies]], you have to 1st-place every cup on every engine class. This means if you go straight into 150 cc mode and get all of the golds for that class, you ''still'' need to go down to the easier classes for their trophies. This applies to star rankings as well. ''Mario Kart 8'' finally alleviates this by giving you star and trophy credit for the class you earned them on ''and all classes below them as well'', so that 150 cc 3-star gold trophy clear will now count for 50 cc and 100 cc too.
19th Nov '17 3:03:20 PM LucaEarlgrey
Is there an issue? Send a Message


** For most games, if you wanted [[OneHundredPercentCompletion all of the gold trophies]], you have to 1st-place every cup on every engine class. This means if you go straight into 150 cc mode and get all of the golds for that class, you ''still'' need to go down to the easier classes for their trophies. This applies to star rankings as well. ''Mario Kart 8'' finally alleviates this by giving you star and trophy credit for the class you earned them on ''and all classes below them as well'' (so that 150 cc 3-star gold trophy clear will now count for 50 cc and 100 cc as well).

to:

** For most games, if you wanted [[OneHundredPercentCompletion all of the gold trophies]], you have to 1st-place every cup on every engine class. This means if you go straight into 150 cc mode and get all of the golds for that class, you ''still'' need to go down to the easier classes for their trophies. This applies to star rankings as well. ''Mario Kart 8'' finally alleviates this by giving you star and trophy credit for the class you earned them on ''and all classes below them as well'' (so well'', so that 150 cc 3-star gold trophy clear will now count for 50 cc and 100 cc as well).too.
This list shows the last 10 events of 540. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=Main.FakeLongevity