History Main / GameplayDerailment

12th Jul '16 1:09:16 AM jormis29
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* Pod surfing in ''[[VideoGame/{{Battlefield}} Battlefield 2142]]'', which allows players in drop pods to essentially ignore gravity. Because this allows them rapid travel as well as Mario-like invincibility against air vehicles, it has been patched away. Remaining, however, is the "[=RDX=] hopper": because "friendly fire off" also turns friendly splash damage off, demopak users are effectively walking explosions.

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* Pod surfing in ''[[VideoGame/{{Battlefield}} Battlefield 2142]]'', ''VideoGame/Battlefield2142'', which allows players in drop pods {{drop pod}}s to essentially ignore gravity. Because this allows them rapid travel as well as Mario-like invincibility against air vehicles, it has been patched away. Remaining, however, is the "[=RDX=] hopper": because "friendly fire off" also turns friendly splash damage off, demopak users are effectively walking explosions.
23rd Jun '16 7:04:10 PM flocculentCamelidae
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* ''VideoGame/{{Minecraft}}'' had people come up with creative ways to farm for drops by mobs, but once skeletons and zombies were able to spawn in with their equipment being a rare drop, players focused more on mob traps to score the rare items without having to bother to hunt for the materials to create the same items. A few patches adjusted the rare drop mechanic where now all dropped equipment by mobs will be heavily worn down. Needless to say, the popularity of resource farms went right back up after the nerf. Unfortunately (or fortunately, depending on your point of view) Minecraft implements mob spawning, damage and general behaviour in a very simplistic fashion, which makes it effectively impossible to prevent farms.

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* ''VideoGame/{{Minecraft}}'' had people come up with creative ways to farm for drops by mobs, but once skeletons and zombies were able to spawn in with their equipment being a rare drop, players focused more on mob traps to score the rare items without having to bother to hunt for the materials to create the same items. A few patches adjusted the rare drop mechanic where now all dropped equipment by mobs will be heavily worn down. Needless to say, the popularity of resource farms went right back up after the nerf. Unfortunately (or fortunately, depending on your point of view) Due to the simplistic way Minecraft implements mob spawning, damage and general behaviour in a very simplistic fashion, which makes it effectively impossible to prevent farms.many of its core features, disabling or removing farms is nearly impossible.
22nd Jun '16 4:30:13 PM MisterVercetti
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* Zigzagged with ''VideoGame/ChipsChallenge''; due to the shoddy programming of the original Windows port, fan-made levels often exploited level design glitches that wouldn't have been possible in most other versions of the game (such as cloning keys/boots, or hiding objects underneath floor tiles). When the engine was rebuilt for the remake/sequel, the designers decided to run with it, to the point where such design gimmicks are utilized in several of the sequel's official levels.

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* Zigzagged with ''VideoGame/ChipsChallenge''; due to the shoddy programming of the original Windows port, fan-made levels often exploited level design glitches that wouldn't have been possible in most other versions of the game (such as cloning keys/boots, or hiding objects underneath floor tiles). When the engine was rebuilt for the remake/sequel, the designers decided to run with it, ThrowItIn, to the point where such design gimmicks are utilized in several of the sequel's [[AscendedGlitch official levels.levels]].
22nd Jun '16 4:29:11 PM MisterVercetti
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* Zigzagged with ''VideoGame/ChipsChallenge''; due to the shoddy programming of the original Windows port, fan-made levels often exploited level design glitches that wouldn't have been possible in most other versions of the game (such as cloning keys/boots, or hiding objects underneath floor tiles). When the engine was rebuilt for the remake/sequel, the designers decided to run with it, to the point where such design gimmicks are utilized in several of the sequel's official levels.
20th Jun '16 10:37:29 PM X2X
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* One of the biggest examples is the discovery of {{Combos}} in ''VideoGame/StreetFighterII''. Characters were not supposed to be able to string moves together in this way, but they became so central to {{Fighting Game}}s that one of ''VideoGame/KillerInstinct''[='s=] selling points was its polished combo system. Parrying, from the third installment, is another instance. Since perfect mastery of parrying is a prerequisite in higher levels of play, the risk of being countered turned virtually all non-casual matches into Chun-dominated turtle-fests.

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* One of the biggest examples is the discovery of {{Combos}} in ''VideoGame/StreetFighterII''. Characters were not supposed to be able to string moves together in this way, but they became so central to {{Fighting Game}}s that one of ''VideoGame/KillerInstinct''[='s=] selling points was its polished combo system. Parrying, [[PunchParry Parrying]], from the [[VideoGame/StreetFighterIII third installment, installment]], is another instance. Since perfect mastery of parrying is a prerequisite in higher levels of play, the risk of being countered turned virtually all non-casual matches into Chun-dominated turtle-fests.
15th Apr '16 9:04:16 PM thatother1dude
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* Pudding farming in ''VideoGame/NetHack''. It's simple arithmetic: AsteroidsMonster + RandomlyDrops = infinite items and equipment.
--> "The [=DevTeam=] has arranged an automatic and savage punishment for pudding farming. [[SelfInflictedHell It's called pudding farming]]." - Jove

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* Pudding farming in ''VideoGame/NetHack''. It's simple arithmetic: AsteroidsMonster + RandomlyDrops = infinite items and equipment.
equipment. [[EmptyLevels This isn't as useful as it seems]], so the developers never bothered stopping it.
--> "The [=DevTeam=] has arranged an automatic and savage punishment for pudding farming. [[SelfInflictedHell [[ThePunishmentIsTheCrime It's called pudding farming]]." - Jove
15th Feb '16 2:28:20 PM Sianist
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* ''VideoGame/MirrorsEdge'' has a similar problem; its speedrun record is around 45 minutes due to a glitch which essentially causes a DoubleJump, thus allowing the player to skip many passages of the game.

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* ''VideoGame/MirrorsEdge'' has a similar problem; its speedrun record is around 45 30 minutes due to a glitch which essentially causes a DoubleJump, thus allowing the player to skip many passages of the game.
14th Feb '16 11:18:58 AM MyFinalEdits
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* ''GearsOfWar'' is a cover-based shooter, which is pretty clear in the single-player. The multiplayer, on the other hand, mostly consisted of players rolling and roadie running with shotguns out and occasionally using the cover for wall bouncing (split instances to move closer to their opponents) if they didn't get any of the powerful weapons, popshotting at each other when not rolling around to avoid getting hit. This was addressed in the sequel with changing the shotgun to have a less effective total range, making it impractical to use as a sole weapon but giving it more consistent power in the short range it was meant for, and adding a 'stopping power' mechanic, slowing players down to a steadily-increasing extent if they run in the direction of gunfire they are currently taking from. [[TheyChangedItNowItSucks Some people were indignant.]]
** When it was clear that wallbouncing with shotguns was ''still'' a more viable tactic than actually playing the game as intended despite the nerfs to the shotgun, for the third game they included a weapon that was created specifically to counter it. The Retro Lancer is an automatic assault rifle that is much more powerful than the standard Lancer but has crap accuracy outside of short range and no chainsaw bayonet. It still didn't stop wallbouncing for the most part. However, the Retro fell victim to its own gameplay derailment when people started tapping the trigger to only fire one bullet at a time, as the ''first'' bullet fired from the Retro has good accuracy, it's only when you continuously fire that it becomes terrible. Essentially the Retro became a stronger version of the Hammerburst (a semi-automatic rifle designed for longer ranges).

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* ''GearsOfWar'' ''VideoGame/GearsOfWar'' is a cover-based shooter, which is pretty clear in the single-player. The multiplayer, on the other hand, mostly consisted of players rolling and roadie running with shotguns out and occasionally using the cover for wall bouncing (split instances to move closer to their opponents) if they didn't get any of the powerful weapons, popshotting at each other when not rolling around to avoid getting hit. This was addressed in the sequel with changing the shotgun to have a less effective total range, making it impractical to use as a sole weapon but giving it more consistent power in the short range it was meant for, and adding a 'stopping power' mechanic, slowing players down to a steadily-increasing extent if they run in the direction of gunfire they are currently taking from. [[TheyChangedItNowItSucks Some people were indignant.]]
**
]]\\
When it was clear that wallbouncing with shotguns was ''still'' a more viable tactic than actually playing the game as intended despite the nerfs to the shotgun, for the third game they included a weapon that was created specifically to counter it. The Retro Lancer is an automatic assault rifle that is much more powerful than the standard Lancer but has crap accuracy outside of short range and no chainsaw bayonet. It still didn't stop wallbouncing for the most part. However, the Retro fell victim to its own gameplay derailment when people started tapping the trigger to only fire one bullet at a time, as the ''first'' bullet fired from the Retro has good accuracy, it's only when you continuously fire that it becomes terrible. Essentially the Retro became a stronger version of the Hammerburst (a semi-automatic rifle designed for longer ranges).
13th Feb '16 10:52:04 PM TheCuza
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Added DiffLines:

** When it was clear that wallbouncing with shotguns was ''still'' a more viable tactic than actually playing the game as intended despite the nerfs to the shotgun, for the third game they included a weapon that was created specifically to counter it. The Retro Lancer is an automatic assault rifle that is much more powerful than the standard Lancer but has crap accuracy outside of short range and no chainsaw bayonet. It still didn't stop wallbouncing for the most part. However, the Retro fell victim to its own gameplay derailment when people started tapping the trigger to only fire one bullet at a time, as the ''first'' bullet fired from the Retro has good accuracy, it's only when you continuously fire that it becomes terrible. Essentially the Retro became a stronger version of the Hammerburst (a semi-automatic rifle designed for longer ranges).
5th Feb '16 6:49:16 AM Muzozavr
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* Want to play fan-made levels for Supaplex? Read everything you can about glitches (typically called "tricks" in the fandom) or you'll find most of them unsolvable. Taken to a ridiculous extreme in levelsets like D77 and D78 where most level solutions don't even _resemble_ normal gameplay. To add insult to the injury, some of these glitches require frame-perfect timing. Many of these levels require several such tricks in a row. [[NintendoHard There is no saving in this game.]] Thankfully, most versions of the game offer variable speed, so the game can be slowed down. It's still really freaking hard, though.
* Competitive speedrunning in the Genesis-era SonicTheHedgehog games often eschews "normal" gameplay in favor of strange glitches, most of which involve getting stuck in a wall and then zipping across the entire level. These glitches tend to be really difficult to perform. Basic skill still counts, though and being good _only_ at the glitches will not make you competition-worthy.

to:

* Want to play fan-made levels for Supaplex? Read everything you can about glitches (typically called "tricks" in the fandom) or you'll find most of them unsolvable. Taken to a ridiculous extreme in levelsets like D77 and D78 where most level solutions don't even _resemble_ ''resemble'' normal gameplay. To add insult to the injury, some of these glitches require frame-perfect timing. Many of these levels require several such tricks in a row. [[NintendoHard There is no saving in this game.]] Thankfully, most versions of the game offer variable speed, so the game can be slowed down. It's still really freaking hard, though.
* Competitive speedrunning in the Genesis-era SonicTheHedgehog games often eschews "normal" gameplay in favor of strange glitches, most of which involve getting stuck in a wall and then zipping across the entire level. These glitches tend to be really difficult to perform. Basic skill still counts, though and being good _only_ ''only'' at the glitches will not make you competition-worthy.
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