History Main / FakeLongevity

5th Feb '16 12:03:54 PM poi99
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** The mission objectives in ''MetalGearSolidVThePhantomPain''. The primary objectives for each main mission are always stated to you by both Miller and your iDroid, but the optional objectives (which are necessary for OneHundredPercentCompletion) are shaded out with "????" until you either complete them or finish the mission once, even in the [[HardModeFiller recycled missions]]. If you want the coveted OneHundredPercentCompletion, you ''have'' to play the main missions multiple times, not because the optional objectives are necessarily difficult (some of them are quite easy, in fact) but because the game just didn't bother to explain them to you the first time around.
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** The mission objectives in ''MetalGearSolidVThePhantomPain''.''VideoGame/MetalGearSolidVThePhantomPain''. The primary objectives for each main mission are always stated to you by both Miller and your iDroid, but the optional objectives (which are necessary for OneHundredPercentCompletion) are shaded out with "????" until you either complete them or finish the mission once, even in the [[HardModeFiller recycled missions]]. If you want the coveted OneHundredPercentCompletion, you ''have'' to play the main missions multiple times, not because the optional objectives are necessarily difficult (some of them are quite easy, in fact) but because the game just didn't bother to explain them to you the first time around.
5th Feb '16 11:05:58 AM poi99
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Added DiffLines:
** The mission objectives in ''MetalGearSolidVThePhantomPain''. The primary objectives for each main mission are always stated to you by both Miller and your iDroid, but the optional objectives (which are necessary for OneHundredPercentCompletion) are shaded out with "????" until you either complete them or finish the mission once, even in the [[HardModeFiller recycled missions]]. If you want the coveted OneHundredPercentCompletion, you ''have'' to play the main missions multiple times, not because the optional objectives are necessarily difficult (some of them are quite easy, in fact) but because the game just didn't bother to explain them to you the first time around.
2nd Feb '16 10:59:55 PM Karxrida
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* The final boss of ''[[ChainOfMemories Kingdom Hearts: Chain of Memories]]'' has a predictable and repetitive pattern of easy-to-avoid attacks. Unfortunately, you can only hurt him during a small time window at one point in the pattern. And he has four health bars.
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* The final boss of ''[[ChainOfMemories ''[[VideoGame/KingdomHeartsChainOfMemories Kingdom Hearts: Chain of Memories]]'' has a predictable and repetitive pattern of easy-to-avoid attacks. Unfortunately, you can only hurt him during a small time window at one point in the pattern. And he has four health bars.
26th Jan '16 12:58:53 PM MegaMarioMan
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* The ''VideoGame/PaperMario'' series has the ability to skip easy battles with a badge. Unfortunately, the badge cost valuable badge points. You can also [[PreExistingEncounters avoid battles]].
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* The first 2 ''VideoGame/PaperMario'' series has the ability to skip easy battles games have badges that let you defeat enemies who would give you one or zero Star Points ([[http://www.mariowiki.com/First_Attack First Attack]] lets you defeat them with a badge. Unfortunately, the badge cost valuable badge points. first strike, while [[http://www.mariowiki.com/Bump_Attack Bump Attack]] lets you walk into them to defeat them). Of course, they still require Badge Points to wear them (First Attack takes 1, Bump Attack takes 5). You can also [[PreExistingEncounters just avoid battles]].battles, since they're all PreExistingEncounters.

* ''VideoGame/ShadowHearts'' Has a near subversion, one of the side quests is the Man Festival in what appears to be a 100 level dungeon of nothing but fights. After the 26th battle you skip to the 89th. A title card explans how the party fought through the previous 63 levels. * Similar to the above example, ''VideoGame/SuperPaperMario'' also subverts this with an area where it appears you will have to fight 100 Sammer Guys in a row to get the Pure Heart. [[spoiler:Then Mimi shows up around number 25, and stalls you with a boss fight. After that, the remaining Sammer Guys will immediately surrender so you can get to the Pure Heart (with explainations ranging from, "While I maintain that we should fight to preserve our honor, I will respectfully back down and allow you to obtain the Pure Heart." at the beginning to "Just go!!" at the end) and then '''THE ENTIRE WORLD IS DESTROYED'''. You still survive though (somehow).]]
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* ''VideoGame/ShadowHearts'' Has a near subversion, one of the side quests is the Man Festival in what appears to be a 100 level dungeon of nothing but fights. After the 26th battle you skip to the 89th. A title card explans explains how the party fought through the previous 63 levels. * Similar to the above example, ''VideoGame/SuperPaperMario'' also subverts this with an area where it appears you will have to fight 100 Sammer Guys in a row to get the Pure Heart. [[spoiler:Then Mimi shows up around number 25, and stalls you with a boss fight. After that, the remaining Sammer Guys will immediately surrender so you can get to the Pure Heart (with explainations explanations ranging from, "While I maintain that we should fight to preserve our honor, I will respectfully back down and allow you to obtain the Pure Heart." at the beginning to "Just go!!" at the end) and then '''THE ENTIRE WORLD IS DESTROYED'''. You still survive though (somehow).]]
26th Jan '16 8:05:31 AM MegaMarioMan
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** ''Wind Waker'' also has a very long figurine side-quest. In ''The Minish Cap'', figurines are collected by taking part in a lottery that can be done over and over again through collecting shells that are very easy to find. In ''Wind Waker'', the player has to take a photograph of the NPC/enemy they want a figure of, take it to the figurine maker, who only makes one per game-day (so you'd better get to love the Song of Passing, which moves time forward twelve game-hours, should you want to complete this sidequest; you'll be playing it over and over and over...) Also, your camera only holds three photos. Also, the figurine maker will reject photos if they're not "good" enough. With some photos (such as Tetra's), you only have a single opportunity to take them, and you can't be certain if they're "good" enough until you show them to the figurine maker. Don't save in the meantime. Though still time consuming, this sidequest is significantly improved in the HD remaster; Carlov now accepts multiple pictures in a single game-day, and the camera puts a stamp on pictures he'll accept so you know whether they'll work ahead of time.
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** ''Wind Waker'' also has a very long figurine side-quest. In ''The Minish Cap'', figurines are collected by taking part in a lottery that can be done over and over again through collecting shells that are very easy to find. In ''Wind Waker'', the player has to take a photograph of the NPC/enemy they want a figure of, take it to the figurine maker, who only makes one per game-day (so you'd better get to love the Song of Passing, which moves time forward twelve game-hours, should you want to complete this sidequest; you'll be playing it over and over and over...) Also, your camera only holds three photos. Also, the figurine maker will reject photos if they're not "good" enough. With some photos (such as Tetra's), you only have a single opportunity to take them, and you can't be certain if they're "good" enough until you show them to the figurine maker. Don't save in the meantime. Though still time consuming, this sidequest is significantly improved in the HD remaster; Carlov now accepts multiple as many pictures in a single game-day, game-day as you can give him, the camera can hold up to 12 pictures, and the camera puts a stamp on pictures he'll accept so you know whether they'll work ahead of time.
17th Jan '16 4:13:01 PM nombretomado
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* ''StarControl II'', hours and hours of flying through hyperspace so you can try to mine a few more metals? Seriously, some hyperspace "jumps" took upwards of ten minutes of just watching your ship fly in a straight line. Of course, once you get the Portal Spawner you can skip around 90% of that (and save a fortune in fuel). Experienced players are sure to do so early on, and it streamlines the entire game. But like many of the sidequests in that game, you will only find out the thing even exists if you investigate cryptic hints and gossip from the dialog trees.
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* ''StarControl II'', ''VideoGame/StarControlII'', hours and hours of flying through hyperspace so you can try to mine a few more metals? Seriously, some hyperspace "jumps" took upwards of ten minutes of just watching your ship fly in a straight line. Of course, once you get the Portal Spawner you can skip around 90% of that (and save a fortune in fuel). Experienced players are sure to do so early on, and it streamlines the entire game. But like many of the sidequests in that game, you will only find out the thing even exists if you investigate cryptic hints and gossip from the dialog trees.
4th Jan '16 3:12:57 AM pittsburghmuggle
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* ''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 (some of whom followed someone else in in the first place and so they had no cluw which way to go) 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'' 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 (some (most of whom followed someone else in in the first place and so they had no cluw clue which way to go) 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.
4th Jan '16 3:12:06 AM pittsburghmuggle
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* ''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 entrance of Deadmines in Westfall? Yeah, brand new level 15 Alliance players 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.
to:
* ''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 (some of whom followed someone else in in the first place and so they had no cluw which way to go) 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.
4th Jan '16 3:11:03 AM pittsburghmuggle
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* ''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, 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.
to:
* ''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, 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 entrance of Deadmines in Westfall? Yeah, brand new level 15 Alliance players 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.
2nd Jan '16 1:23:51 PM nombretomado
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** ''VideoGame/SonicColors'' has mercifully pared back much of the fake longevity. Yes it can take excessive replays to get the red rings and the S ranks to unlock the Game Land levels and, subsequently, Super Sonic, but they are completely optional. In fact, you can't use Super Sonic in boss battles. Unlike Unleashed (and [[SonicGenerations Generations]]), Colors didn't allow the player to acquire most of the collectibles on their first run through a stage since Wisps needed to access most of them were unlocked as they progress through the game, forcing players to return to previously beaten stages. This did sometimes allow for different paths to be taken, however.
to:
** ''VideoGame/SonicColors'' has mercifully pared back much of the fake longevity. Yes it can take excessive replays to get the red rings and the S ranks to unlock the Game Land levels and, subsequently, Super Sonic, but they are completely optional. In fact, you can't use Super Sonic in boss battles. Unlike Unleashed (and [[SonicGenerations [[VideoGame/SonicGenerations Generations]]), Colors didn't allow the player to acquire most of the collectibles on their first run through a stage since Wisps needed to access most of them were unlocked as they progress through the game, forcing players to return to previously beaten stages. This did sometimes allow for different paths to be taken, however.
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