History Main / FakeLongevity

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.
2nd Jun '16 4:08:54 PM LucaEarlgrey
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Added DiffLines:

* 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.
14th May '16 8:09:09 AM LucaEarlgrey
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* Rewards that are dependent on difficulty level, and only unlock when playing on a particular difficulty but not the ones below it. While negligible for players who choose to start on the easiest difficulty settings, a player aiming for OneHundredPercentCompletion and chooses to skip Easy mode to play Normal or Hard mode will have to go back to the lower difficulty level(s) to get all of the rewards, even if they've demonstrated that they are far more than good enough for those easier difficulty modes. Achievement systems are particularly guilty of this.

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* Rewards that are dependent on difficulty level, and only unlock when playing on a particular difficulty but not the ones below above it. While negligible for players who choose to start on the easiest difficulty settings, a player aiming for OneHundredPercentCompletion and chooses to skip Easy mode to play Normal or Hard mode will have to go back to the lower difficulty level(s) to get all of the rewards, even if they've demonstrated that they are far more than good enough for those easier difficulty modes. Achievement systems are particularly guilty of this.
10th May '16 2:43:57 PM Morgenthaler
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* Variant example: since it's history-based, ''EmpireEarth'' advertised "500,000 years of gameplay." 450,000 of those years were in the stone age, which (as you can guess) doesn't let you do much.
* Some RTS games, like ''{{Starcraft}}'', have missions which require you to defend a base for a set period of time. Sometimes this requires you to sit around for at least thirty to forty five minutes waiting for the timer to run down.

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* Variant example: since it's history-based, ''EmpireEarth'' ''VideoGame/EmpireEarth'' advertised "500,000 years of gameplay." 450,000 of those years were in the stone age, which (as you can guess) doesn't let you do much.
* Some RTS games, like ''{{Starcraft}}'', ''VideoGame/{{Starcraft}}'', have missions which require you to defend a base for a set period of time. Sometimes this requires you to sit around for at least thirty to forty five minutes waiting for the timer to run down.



* ''{{DJMAX}} Online'' prevented you from playing any songs whose difficulty level was higher than your experience level, forcing you to grind levels to play more difficult songs. This was very frustrating for those experienced with ''{{Beatmania}}'' or ''[=O2Jam=]'', which the 5- and 7-key modes, respectively, played very similarly to.

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* ''{{DJMAX}} ''VideoGame/{{DJMAX}} Online'' prevented you from playing any songs whose difficulty level was higher than your experience level, forcing you to grind levels to play more difficult songs. This was very frustrating for those experienced with ''{{Beatmania}}'' or ''[=O2Jam=]'', which the 5- and 7-key modes, respectively, played very similarly to.



* The DS versions of the ''DigimonWorld'' games take this to rarely seen levels. The games are extremely straightforward, following a pattern of running throught simple areas, defeating a boss, then go back to the city and talk to certain characters, follow with a short cutscene and unlock a new area to explore. However, the games have a extremely high random encounter rate, and the bosses will prove to be too strong to the player if he doesn't take a good hour grinding on the areas before the boss. The later areas also have a maze-like design with several dead-ends with no reward whatsoever, wich become extremely tedious and time-consuming to navigate due to the random encounters that can't be avoided.

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* The DS versions of the ''DigimonWorld'' ''VideoGame/DigimonWorld'' games take this to rarely seen levels. The games are extremely straightforward, following a pattern of running throught simple areas, defeating a boss, then go back to the city and talk to certain characters, follow with a short cutscene and unlock a new area to explore. However, the games have a extremely high random encounter rate, and the bosses will prove to be too strong to the player if he doesn't take a good hour grinding on the areas before the boss. The later areas also have a maze-like design with several dead-ends with no reward whatsoever, wich become extremely tedious and time-consuming to navigate due to the random encounters that can't be avoided.
9th May '16 4:04:49 PM SbenLives
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* ''VideoGame/CrashNirtoKart'' 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/CrashNirtoKart'' ''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.
22nd Apr '16 7:01:27 PM ZerroDefex
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*** ''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.

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*** ''New Vegas'' * ''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.
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