History Main / GameplayDerailment

15th Oct '17 8:53:38 AM SeptimusHeap
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* ''VideoGame/{{F-Zero}} X''[='=]s physics are weird; just look up [[http://www.youtube.com/watch?v=FpcIXn5VMm8 world]] [[http://www.youtube.com/watch?v=F_ZWIiT4Dbc records]] of it on [=YouTube=] to see some of the oddities that you need to exploit if you want to set some awesome times.

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* ''VideoGame/{{F-Zero}} ''VideoGame/FZero X''[='=]s physics are weird; just look up [[http://www.youtube.com/watch?v=FpcIXn5VMm8 world]] [[http://www.youtube.com/watch?v=F_ZWIiT4Dbc records]] of it on [=YouTube=] to see some of the oddities that you need to exploit if you want to set some awesome times.
8th Oct '17 1:29:26 PM Abodos
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* The entire ''Franchise/{{Metroid}}'' series revolves around nonlinear gameplay, although in later games this nonlinearity is usually found by manipulating collisions. For example, in ''VideoGame/MetroidPrime'' and ''Metroid Prime 2: Echoes'', it is possible to walk around doors and outside of the actual map. This is used to skip entire boss fights (namely Quadraxis) in ''Metroid Prime 2: Echoes'' speedruns.

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* The entire ''Franchise/{{Metroid}}'' series revolves around nonlinear gameplay, although in later games this nonlinearity is usually found by manipulating collisions. For example, in ''VideoGame/MetroidPrime'' and ''Metroid Prime 2: Echoes'', ''VideoGame/MetroidPrime2Echoes'', it is possible to walk around doors and outside of the actual map. This is used to skip entire boss fights (namely Quadraxis) in ''Metroid Prime 2: Echoes'' speedruns.
22nd Aug '17 2:50:50 PM AgentS7
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* ''VideoGame/KingdomHearts3D'' is supposed to be a game where [[TheHero Sora]] and [[TheLancer Riku]] zip through massive levels with the exciting new Flowmotion mechanics, leaping from lampposts and spinning around flagpoles. [[BoringButPractical In practice, it's a lot easier to slam into a wall, jump a bit higher, slam into the wall again, jump a bit higher, and so on.]] Made worse/better by the fact that attacks breaking out of Flowmotion are [[GameBreaker very easy to do, do a lot of damage, and can make mincemeat out of the final bosses with just about any character setup on ever the higher difficulties.]]
8th Aug '17 1:00:01 PM ReiKusanagi
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** The Boss battles in ''VideoGame/{{Touhou}}'' games tend to be the same way due to how how one could inflate the graze value and just drag things out w/ bombs and sometimes killing yourself, completely the opposite of the apparent intended flow of beating them fast without bombs/deaths for visible score bonuses.
5th Jun '17 8:21:02 AM Jhimmibhob
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* The popular ''VideoGame/{{Civilization}} II'' scenario ''World of Jules Verne'' has an example in the form of the [[Literature/WarOfTheWorlds Martian death walker]]. It was designed to be a temporary, formally unstoppable threat that would wreak havoc and vanish quickly, leaving the victim civ to rebuild in its wake. Towards this end, the unit has damage and armor as close to infinite as the game engine allows. However, a Spy unit with insanely good luck can turn the unit, putting you [[GodMode at the helm of an invincible alien steamroller]].
14th May '17 4:57:00 PM nombretomado
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* In 1981, and then again in 1982, Douglas Lenat [[http://www.newyorker.com/reporting/2009/05/11/090511fa_fact_gladwell?currentPage=all tested his learning program]], [[http://en.wikipedia.org/wiki/Eurisko Eurisko]], in a ''TabletopGame{{Traveller}}: Trillion Credit Squadron'' tournament. Eurisko [[LevelGrinding simulated thousands of battles]], [[LoopholeAbuse found unconventional ship configurations and methods]], and defeated all comers. Twice. In a row. Even with notable rule changes. Eurisko could have done it a third time, but Lenat decided to retire it from the tournament, since if the program had won a 3rd time, it would be the last such tournament.

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* In 1981, and then again in 1982, Douglas Lenat [[http://www.newyorker.com/reporting/2009/05/11/090511fa_fact_gladwell?currentPage=all tested his learning program]], [[http://en.wikipedia.org/wiki/Eurisko Eurisko]], in a ''TabletopGame{{Traveller}}: ''TabletopGame/{{Traveller}}: Trillion Credit Squadron'' tournament. Eurisko [[LevelGrinding simulated thousands of battles]], [[LoopholeAbuse found unconventional ship configurations and methods]], and defeated all comers. Twice. In a row. Even with notable rule changes. Eurisko could have done it a third time, but Lenat decided to retire it from the tournament, since if the program had won a 3rd time, it would be the last such tournament.
6th May '17 1:08:23 PM Midna
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* The original release of ''VideoGame/TheLegendOfZeldaLinksAwakening'' contained a glitch that allowed players to warp across the screen by hitting the Select button at a certain moment during the scrolling segue. This allowed players to bypass obstacles easily, reaching items and areas much earlier than intended.
* ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' has been so extensively analyzed and broken that speedrunners have brought down playtime to 17min:47sec. Keep in mind that the layman takes about 20 hours in the game, while somebody returning probably takes around 10-12 hours.

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* The original release of ''VideoGame/TheLegendOfZeldaLinksAwakening'' contained contains a glitch that allowed allows players to warp across the screen by hitting the Select button at a certain moment during the scrolling segue. This allowed lets players to bypass obstacles easily, reaching items and areas much earlier than intended.
* ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' has been so extensively analyzed and broken that speedrunners have brought down playtime to 17min:47sec. Keep in mind that the layman takes about 20 hours in the game, while somebody returning probably takes on a first playthrough and around 10-12 hours.hours on a second.



* The entire ''Franchise/{{Metroid}}'' series revolves around nonlinear gameplay, although recently this nonlinearity is usually found by manipulating collisions. For example, in ''VideoGame/MetroidPrime'' and ''Metroid Prime 2: Echoes'', it is possible to walk around doors and outside of the actual map. This is used to skip entire boss fights (namely Quadraxis) in ''Metroid Prime 2: Echoes'' speedruns.

to:

* The entire ''Franchise/{{Metroid}}'' series revolves around nonlinear gameplay, although recently in later games this nonlinearity is usually found by manipulating collisions. For example, in ''VideoGame/MetroidPrime'' and ''Metroid Prime 2: Echoes'', it is possible to walk around doors and outside of the actual map. This is used to skip entire boss fights (namely Quadraxis) in ''Metroid Prime 2: Echoes'' speedruns.



* Most of speedruns or challenges from ''VideoGame/DeusEx'' rely on abusing A.I., mostly by letting them open doors sooner than they are supposed to. There are also tripmines that can be used to climb walls.

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* Most of speedruns or challenges from ''VideoGame/DeusEx'' speedruns or challenges rely on abusing A.I., mostly by letting them open doors sooner than they are supposed to. There are Tripmines can also tripmines that can be used to climb walls.



** "[[GoodBadBugs Wavedashing]]" in ''Melee'' allowed those who mastered it to rapidly change direction, attack while moving as if the character was standing still, and in some cases speed around the playing field much quicker than was otherwise possible. Made possible by air-dodging into the ground at the very start of a jump, thus causing the character to slide across the surface, it was recognized during development, but they did not take it out because they [[ItWillNeverCatchOn didn't expect it to affect the metagame the way it did]]. Wavedashing eventually became essential for and central to tournament gameplay, with many characters eschewing normal movement entirely in favor of wavedashing. It was removed from ''Brawl'' via a reworked air-dodge so that skilled players wouldn't have such a huge advantage over new players.
** ''Brawl's'' online mode had its own form of Gameplay Derailment. Normally when you go online in a fighting game you expect to fight other players, right? Wrong. The rise of "Taunt Parties" meant most of the matches you'd enter online would be filled with people doing anything '''but''' fighting. This included but was not limited to: taunting, dashing back and forth rapidly, showing off glitches/weird physics, doing their rapid jab combos for extended periods of time, suiciding in flashy ways, throwing items up and catching them, bouncing projectiles between two reflectors, bouncing ''themselves'' between bumpers, Landmaster riding and all other sorts of tomfoolery that, among other things, included ''ganging up on anyone who dared to actually hit someone else''. Yes, you read that right. If you actually tried to fight in a fighting game they would punish you by ganging up on you. Now this may not sound so bad, and it wouldn't be if you could just drop out of the match and find another. But it got to the point where '''there were more taunt parties than legit matches'''. If you actually wanted to fight someone else, you were either stuck fighting a 3-on-1 battle or hoping you get lucky and find an honest-to-goodness free-for-all in all the taunt parties.
** The "Taunt Party" behavior led to a new form of a "Taunt Party Game" when the fourth installment came out- Villager roulette. One Villager would start by growing and chopping down a tree, and the other pockets it. The battle continues by only using the tree as the only form of offense. Villagers take turns throwing and pocketing the tree. When the tree is lost, whether it be by a hit or drop, the person who held it last would grow the new tree for the other player to pocket. Play continues until a KO is made, or until a player's stock runs out.

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** "[[GoodBadBugs Wavedashing]]" in ''Melee'' allowed allows those who mastered master it to rapidly change direction, attack while moving as if the character was is standing still, and in some cases speed around the playing field much quicker than was is otherwise possible. Made possible Performed by air-dodging into the ground at the very start of a jump, thus causing the character to slide across the surface, it was recognized during development, but they did not didn't take it out because they [[ItWillNeverCatchOn didn't expect it to affect the metagame the way it did]]. Wavedashing eventually became essential for and central to tournament gameplay, with many characters eschewing normal movement entirely in favor of wavedashing. It was removed from ''Brawl'' via a reworked air-dodge so that skilled players wouldn't have such a huge advantage over new players.
** ''Brawl's'' online mode had its own form of Gameplay Derailment. Normally when you go online in a fighting game you expect to fight other players, right? Wrong. The Well, the rise of "Taunt Parties" meant most of the matches you'd enter online would be filled with people doing anything '''but''' fighting. This included but was not limited to: taunting, dashing back and forth rapidly, showing off glitches/weird physics, doing their rapid jab combos for extended periods of time, suiciding in flashy ways, throwing items up and catching them, bouncing projectiles between two reflectors, bouncing ''themselves'' between bumpers, Landmaster riding and all other sorts of tomfoolery that, among other things, included ''ganging up on anyone who dared to actually hit someone else''. Yes, you read that right. If you actually tried to fight in a fighting game they would punish you by ganging up on you. Now this may not sound so bad, and it wouldn't be if you could just drop out of the match and find another. But it got to the point where '''there were more taunt parties than legit matches'''. If you actually wanted to fight someone else, you were either stuck fighting a 3-on-1 battle or hoping you would get lucky and find an honest-to-goodness free-for-all in all the taunt parties.
** The "Taunt Party" behavior led to a new form of a "Taunt Party Game" when the fourth installment came out- Villager roulette. One Villager would start starts by growing and chopping down a tree, and the other pockets it. The battle continues by only using the tree as the only form of offense. Villagers take turns throwing and pocketing the tree. When the tree is lost, whether it be by a hit or drop, the person who held it last would grow the grows a new tree for the other player to pocket. Play continues until a KO is made, or until a player's stock runs out.



** ''Wii'' also introduced bikes, which couldn't charge up mini turbos to the same degree as karts, but popping wheelies gave a speed boost (at the expense of turning ability, which became practically nonexistent) and you would slow down a lot if bumped into while using a wheelie. However, this mechanic, like snaking, was abused to the point where everyone just chose to use only bikes and would wheelie on every chance they got, generally having the upper hand over kart players. Occasionally, a glitch will pop up in a VideoGame/MarioKart game where deliberately falling off the track will relocate you to either a later area or allow you to skip laps. Naturally, this rendered time trials runs on any course using such a glitch unbeatable by those who don't know of or refuse to use the glitch.
** ''Mario Kart 7'' was the first game with online play with such a glitch easy enough to do consistently ([[VideoGame/WiiSportsResort Maka Wuhu, AKA Wuhu Mountain Loop]][[note]]A few other courses had similar glitches, but they are all both high-risk and low-gain, so most players deem it not worth wagering one's rank to get what would be a one- or two-second edge in an online race. In addition, the previous entry, ''Mario Kart Wii'', had a lap-skipping glitch in Grumble Volcano, but it requires a Mushroom, convincing many, but not most, to play it as intended[[/note]]): Until an ObviousRulePatch came out to fix it (this was Nintendo's first such patch, to give an idea of how bad it was), many people selected that course to play over and over. As it was the quickest course in the game to finish due to the glitch and because you rank up in every position but last place, playing solely Maka Wuhu was the clear choice for people trying to grind up the ranks as rapidly as possible.

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** ''Wii'' also introduced bikes, which couldn't can't charge up mini turbos to the same degree as karts, but popping wheelies gave gives a speed boost (at the expense of turning ability, which became becomes practically nonexistent) and nonexistent), though you would will slow down a lot if bumped into while using a wheelie. However, this mechanic, like snaking, was is abused to the point where everyone just chose chooses to use only bikes and would wheelie wheelies on every chance they got, get, generally having the upper hand over kart players. players.
**
Occasionally, a glitch will pop up in a VideoGame/MarioKart ''Mario Kart'' game where deliberately falling off the track will relocate you to either a later area or allow you to skip laps. Naturally, this rendered renders time trials runs on any course using such a glitch unbeatable by those who don't know of or refuse to use the glitch.
**
glitch. ''Mario Kart 7'' was the first game with online play with such a glitch easy enough to do consistently ([[VideoGame/WiiSportsResort Maka Wuhu, AKA Wuhu Mountain Loop]][[note]]A few other courses had have similar glitches, but they are all both high-risk and low-gain, so most players deem it not worth wagering one's rank to get what would be a one- or two-second edge in an online race. In addition, the previous entry, ''Mario Kart Wii'', had has a lap-skipping glitch in Grumble Volcano, but it requires a Mushroom, convincing many, but not most, to play it as intended[[/note]]): intended[[/note]]). Until an ObviousRulePatch came out to fix it--to give an idea of how bad it (this got, this was Nintendo's first such patch, to give an idea of how bad it was), many patch--many people selected that course to play over and over. As it was the quickest course in the game to finish due to the glitch and because you rank up in every position but last place, playing solely Maka Wuhu was the clear choice for people trying to grind up the ranks as rapidly as possible.



* ''VideoGame/{{Diablo}}'': Most major patches eliminate one or two instances... Buriza Do Kyanon, Hammeridins, etc... Amazon builds particularly tend to be flavor-of-the-month thanks to this.
* ''VideoGame/WorldOfWarcraft'' has had classes doing roles they were never quite intended to. In the Burning Crusade expansion, Rogues could stack Dodge and Agility so high that they could tank some of the strongest bosses by dodging their every attack indefinitely. In Wrath of the Lich King, a Mage made use of Spellsteal, a pack of enemies with a stealable shield spell and talents to increase damage from the effects of such a shield to [[http://www.youtube.com/watch?v=S_ggLGj37qI solo several 25 player dungeon bosses]].
* ''VideoGame/FinalFantasyXI'' has had both positive and negative examples of this, though [[BrokenBase which are which aren't always universally agreed upon]]. Primary among the positive ones would be the community turning the Ninja job into [[AnAdventurerIsYou an outstanding Evasion Tank]]. Primary among the negative ones would be most single-job styles of "burn" party, especially arrowburn (rangers), the more abusive of which have been patched against.

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* ''VideoGame/{{Diablo}}'': Most major patches eliminate one or two instances... instances; Buriza Do Kyanon, Hammeridins, etc...etc. Amazon builds particularly tend to be flavor-of-the-month thanks to this.
* ''VideoGame/WorldOfWarcraft'' has had classes doing roles they were never quite intended to. In the Burning Crusade ''Burning Crusade'' expansion, Rogues could stack Dodge and Agility so high that they could tank some of the strongest bosses by dodging their every attack indefinitely. In Wrath ''Wrath of the Lich King, King'', a Mage made use of Spellsteal, a pack of enemies with a stealable shield spell spell, and talents to increase damage from the effects of such a shield to [[http://www.youtube.com/watch?v=S_ggLGj37qI solo several 25 player dungeon bosses]].
* ''VideoGame/FinalFantasyXI'' has had both positive and negative examples of this, though [[BrokenBase which are which aren't always universally agreed upon]]. Primary among the positive ones would be the community turning the Ninja job into [[AnAdventurerIsYou an outstanding Evasion Tank]].Tank. Primary among the negative ones would be most single-job styles of "burn" party, especially arrowburn (rangers), the more abusive of which have been patched against.



** Then a glitch was found using the average market prices, ah the irony. [[http://www.engadget.com/2012/06/22/eve-players-abuse-faction-warfare-to-produce-trillions-of-isk/ The system offered Loyalty Points for assets destroyed, using market price to estimate damage.]]
*** You buy worthless items that nobody ever buys (it's easy to manipulate statistics of items if you're the only one interacting with them), You trade those items with the rest of the group and the item's average price skyrockets, You then put the cargo on a ship and destroy it and the group enjoys more [=Loyaltypoints=] than EVE's variables can handle. Scheme was executed on the largest alliance scale and then presented to CCP (the game company). All characters involved got rolled back and mechanics was axed for good.
* ''VideoGame/EarthAndBeyond'' had a bug where buffs which increased weapon speed would stack exponentially. This meant that if you obtained enough buff items, your weapon speed would increase toward infinity. This caused you to fire tens of thousands of rounds of ammo in a few seconds. [[MoreDakka It was the equivalent of giving a muzzle-loading musket the rate of fire of a modern machine gun.]]
* DynastyWarriorsOnline suffers from a lesser version of this. [[LimitBreak Muosu attacks]] make the user invincible as they unleash a temporary unbreakable combo. While a legitimate, intended attack, depending on who you are playing with, this might make up most of their attacks against you. Some people go Munchkin and max out their attack and musou, allowing you to go longer, and, weapon permitting, spam the stronger version, then run away from battle to refill. Given how powerful you can make a weapon, this may be an easy way of defeating somebody. This lead to the English-language version of the game PVP being full mostly of attempted one-combo kills in order to win the match, rather than using any other attacks. It's balanced out as time went on, with less people relying on Musou in PVP.
* ''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).
* The infamous "Combo Winter" of ''MagicTheGathering'' was born when playtesters didn't exploit a mechanic on [[GameBreaker several powerful cards]] in the ''Urza's Saga'' expansion nearly enough.[[note]]Just one example was the land "Tolarian Academy," which gave you one mana for every artifact you owned. With enough artifacts and the ability to untap said Academy repeatedly, you could gain infinite mana.[[/note]] Similarly, many cards in the ''Mirrodin'' block had to be banned for being way too powerful.
* Air unit stacking in ''VideoGame/{{StarCraft|I}}''. It turns Mutalisks into truly dangerous clusters of units, since not only can you not consistently target one of them, but they basically all shoot simultaneously at a particular target. Due to the general coolness of Muta-micro, however, Blizzard has said that they are trying to incorporate that into ''VideoGame/StarCraftII''. But only for Mutalisks. Arguably, it could be said that certain splash damage-inflicting air units such as the Valkyrie and Devourer were introduced as partial countermeasures. This mechanic became such a GoodBadBug that competitive Zerg players are ''expected'' to be able to micro Mutalisks in this way. There is also an exploit where you can make Lurkers not attack until you tell them to. This allows Zerg players to set up invisible Lurker traps, where the Lurkers don't attack until a bunch of Marines are all standing on top of them. Then they all die. This also works with Terran spider mines. This tactic is called "Stop Lurker" (now referred to as Hold Lurker) and not banned in most competitive play. The technique for spider mines is banned, however, because it involves allying and un-allying your enemy. There is one illegal method for Hold Lurkers, because it involves changing diplomacy settings (similar to the Spider Mines).

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** Then a glitch was found using using, ironically, the average market prices, ah the irony.prices. [[http://www.engadget.com/2012/06/22/eve-players-abuse-faction-warfare-to-produce-trillions-of-isk/ The system offered Loyalty Points for assets destroyed, using market price to estimate damage.]]
*** You buy worthless items that nobody ever buys (it's easy to manipulate statistics of items if you're the only one interacting with them), them). You trade those items with the rest of the group and the item's average price skyrockets, skyrockets. You then put the cargo on a ship and destroy it it, and the group enjoys more [=Loyaltypoints=] Loyalty Points than EVE's variables can handle. Scheme This scheme was executed on the largest alliance scale and then presented to CCP (the game company). All characters involved got rolled back back, and mechanics the mechanic was axed for good.
* ''VideoGame/EarthAndBeyond'' had a bug where buffs which increased weapon speed would stack stacked exponentially. This meant that if you obtained enough buff items, your weapon speed would increase toward infinity. This caused you to fire tens of thousands of rounds of ammo in a few seconds. [[MoreDakka It was the equivalent of giving a muzzle-loading musket the rate of fire of a modern machine gun.]]
* DynastyWarriorsOnline ''VideoGame/DynastyWarriorsOnline'' suffers from a lesser version of this. [[LimitBreak Muosu attacks]] make the user invincible as they unleash a temporary unbreakable combo. While a legitimate, intended attack, depending on who you are playing with, this might make up most of their attacks against you. Some people go Munchkin and max out their attack and musou, allowing you to go longer, and, weapon permitting, spam the stronger version, then run away from battle to refill. Given how powerful you can make a weapon, this may be an easy way of defeating somebody. This lead to the English-language version of the game PVP being full mostly of attempted one-combo kills in order to win the match, rather than using any other attacks. It's balanced out as time went on, with less people relying on Musou in PVP.
* ''VideoGame/GearsOfWar'' is pretty clearly a cover-based shooter, which is pretty clear shooter in the single-player. The multiplayer, on the other hand, mostly consisted consists 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 don'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 by changing the shotgun to have a less effective total range, making it impractical to use as a sole solo 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.taking. [[TheyChangedItNowItSucks Some people were indignant.]]\\
When it was became 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).
* The infamous "Combo Winter" of ''MagicTheGathering'' ''TabletopGame/MagicTheGathering'' was born when playtesters didn't exploit a mechanic on [[GameBreaker several powerful cards]] in the ''Urza's Saga'' expansion nearly enough.[[note]]Just one example was is the land "Tolarian Academy," which gave gives you one mana for every artifact you owned. own. With enough artifacts and the ability to untap said Academy repeatedly, you could can gain infinite mana.[[/note]] Similarly, many cards in the ''Mirrodin'' block had to be banned for being way too powerful.
* Air unit stacking in ''VideoGame/{{StarCraft|I}}''. It turns Mutalisks into truly dangerous clusters of units, since not only can you not consistently target one of them, but they basically all shoot simultaneously at a particular target. Due to the general coolness of Muta-micro, however, Blizzard has said that they are trying to incorporate that incorporated it into ''VideoGame/StarCraftII''. But ''VideoGame/StarCraftII''... but only for Mutalisks. Arguably, it could be said that certain Certain splash damage-inflicting air units units. such as the Valkyrie and Devourer Devourer, were introduced as partial countermeasures. This mechanic became such a GoodBadBug that competitive Zerg players are ''expected'' to be able to micro Mutalisks in this way. There is also an exploit where you can make Lurkers not attack until you tell them to. This allows Zerg players to set up invisible Lurker traps, where the Lurkers don't attack until a bunch of Marines are all standing on top of them. Then they all die. This also works with Terran spider mines. This tactic is called "Stop Lurker" (now referred to as Hold Lurker) and is not banned in most competitive play. The technique for spider mines is banned, however, because it involves allying and un-allying your enemy. There is one illegal method for Hold Lurkers, because it involves changing diplomacy settings (similar to the Spider Mines).



* Under the old scoring system in the ProgrammingGame ''RoboWar'', robots scored points in one-on-one battles based only on whether they survived the battle. Eventually, players figured out that the optimum strategy in TournamentPlay for a robot that was even halfway competent at killing other robots was to sit around doing nothing so long as the opponent did the same, and wait for time to run out. The Aggressive Scoring system was implemented to give robots points for killing other robots, though this meant less points for StoneWall robots which used heavy shielding for defense but had trouble mounting an offense of their own.

to:

* Under the old scoring system in the ProgrammingGame ''RoboWar'', ''VideoGame/RoboWar'', robots scored score points in one-on-one battles based only on whether they survived survive the battle. Eventually, players figured out that the optimum strategy in TournamentPlay for a robot that was is even halfway competent at killing other robots was is to sit around doing nothing so long as the opponent did does the same, and wait for time to run out. The Aggressive Scoring system was implemented to give robots points for killing other robots, though this meant means less points for StoneWall robots which used use heavy shielding for defense but had have trouble mounting an offense of their own.



** Many players of the original ''VideoGame/HaloCombatEvolved'' found more enjoyment trying to abuse the level design to explore normally unreachable parts of maps or skip enemy spawning areas, which defeated all the work put into the game to make it an engaging FPS. In response to this, in order to appease the explorers, in the sequels the developers encouraged exploration by hiding secret things (most notably the Skulls) around in places most people wouldn't think of looking. Which didn't necessarily work out too well, as explorers were often more interested in how to get down or up incredibly high places without dying or trying to visit areas of the map seemingly surrounded by invisible walls, and not interested in shining a flashlight into every single nook and cranny.
** In ''VideoGame/{{Halo 3}}'', the new Forge mode allows players to fly anywhere in the multiplayer maps, except for a few annoying {{Invisible Wall}}s (some of which are also DeadlyWalls). The result? Exploration was now centered around circumventing these walls to reach the few "off-limits" areas remaining. The campaign levels have no such flight ability, and so players still used traditional exploration techniques, such as grenade-jumping.
** ''VideoGame/{{Halo 2}}'' also featured "button combos" which allowed the player to shoot and melee someone almost simultaneously, as well as shoot twice at the same time. This was done by abusing the reload animation, and Bungie made sure to prevent these in ''Halo 3''.
* Every edition of ''TabletopGame/DungeonsAndDragons'' has this in some form. 4.0 has the 'roles' working out far differently than they were supposed to, such that hyperspecialization is actually the way to go in a very ''[=FF11=]'' style fashion. Also, Daily powers turn into "super uber Encounter powers" if your game does ''not'' have the players face 5 encounters in rapid succession, which was a basic design assumption. 3rd edition had gamebreaking exploits where players could use magic (such as Fabricate and various Wall spells) to completely wreck local economies by putting stonemasons out of business and creating sheets of iron that could be chopped up and sold to blacksmiths for infinite metal. 3.5 tried to fix some of these problems, but also introduced [[FanNickname/TabletopGames CoDzilla]], a cleric or druid with the means to do all the magic stuff a party needed, as well as all the fighting stuff, and which also (thanks to spell bloat) could perform the specialist jobs as well as or better than any of the non-magical classes that were supposed to specialize in such things. Earlier editions also have LinearWarriorsQuadraticWizards for one reason or another.
* Denying (attacking your own units to prevent enemies from gaining experience and money) in the ''VideoGame/WarcraftIII'' mod Defense of the Ancients, which could have turned some matches into two teams doing nothing but attacking their own units, dragging the game out for hours. It eventually was modified so that a small amount of exp is still gained from a denied unit, allowing levelling to still carry on albeit at a slower rate, which is indeed part of gameplay strategy. Of course, even without making such a change the fallibility of human reaction means that actually getting full denies is all but impossible.

to:

** Many players of the original ''VideoGame/HaloCombatEvolved'' found find more enjoyment trying to abuse the level design to explore normally unreachable parts of maps or skip enemy spawning areas, which defeated defeats all the work put into the game to make it an engaging FPS. In response to this, in order to appease the explorers, in the sequels the developers encouraged exploration by hiding secret things (most notably the Skulls) around in places most people wouldn't think of looking. Which didn't necessarily work out too well, as explorers were are often more interested in how to get down or up incredibly high places without dying or trying to visit areas of the map seemingly surrounded by invisible walls, and not interested in shining a flashlight into every single nook and cranny.
** In ''VideoGame/{{Halo 3}}'', the new Forge mode allows players to fly anywhere in the multiplayer maps, except for a few annoying {{Invisible Wall}}s (some of which are also DeadlyWalls). The result? Exploration was now in this game is centered around circumventing these walls to reach the few "off-limits" areas remaining. The campaign levels have no such flight ability, and so players still used use traditional exploration techniques, such as grenade-jumping.
** ''VideoGame/{{Halo 2}}'' also featured features "button combos" which allowed allow the player to shoot and melee someone almost simultaneously, as well as shoot twice at the same time. This was is done by abusing the reload animation, and Bungie made sure to prevent these in ''Halo 3''.
* Every edition of ''TabletopGame/DungeonsAndDragons'' has this in some form. 4.0 has the 'roles' working out far differently than they were supposed to, such that hyperspecialization is actually the way to go in a very ''[=FF11=]'' style fashion. Also, Daily powers turn into "super uber Encounter powers" if your game does ''not'' have the players face 5 encounters in rapid succession, which was a basic design assumption. 3rd edition had has gamebreaking exploits where players could can use magic (such as Fabricate and various Wall spells) to completely wreck local economies by putting stonemasons out of business and creating sheets of iron that could can be chopped up and sold to blacksmiths for infinite metal. 3.5 tried to fix some of these problems, but also introduced [[FanNickname/TabletopGames CoDzilla]], a cleric or druid with the means to do all the magic stuff a party needed, needs, as well as all the fighting stuff, and which also (thanks to spell bloat) could can perform the specialist jobs as well as or better than any of the non-magical classes that were are supposed to specialize in such things. Earlier editions also have LinearWarriorsQuadraticWizards for one reason or another.
* Denying (attacking your own units to prevent enemies from gaining experience and money) in the ''VideoGame/WarcraftIII'' mod Defense of the Ancients, which could have turned some matches into two teams doing nothing but attacking their own units, dragging the game out for hours. It eventually was modified so that a small amount of exp is still gained from a denied unit, allowing levelling to still carry on albeit at a slower rate, which is indeed part of gameplay strategy. Of course, even without making such a change change, the fallibility of human reaction means that actually getting full denies is all but impossible.



* ''[[{{VideoGame/Tribes}} Starsiege: Tribes]]'' was originally going to be a (relatively) slow-paced, objective-based game. Players quickly discovered the ability to "ski" via jump spamming as they ran down hillsides, effectively giving them zero-friction boots that allowed infantry to zoom across the game's enormous maps. Entire [[LevelEditor custom levels]] were built around skiing and skiing practice to find the ultimate trajectory for maximum speed. Skiing became so common that in the sequels, the [[AscendedGlitch technique was given a dedicated control and taught in tutorials]].
* In ''VideoGame/UnrealTournament2004'', it was discovered that players could ride along with Manta hovercraft by standing on top of it, allowing very fast on-foot movement. In response, ''VideoGame/UnrealTournamentIII'' added hoverboards to help players to move faster or tow them to vehicles to move even faster.
** These are actually two separate, but related issues - in 2004, infantry without access to vehicles were painfully slow; eventually it was discovered that the fans on Mantas didn't kill teammates, making them improvised high-speed troop carriers. The latter was considered an exploit, so in [=UT3=] allies are sucked into Manta jets just like enemies, but all infantry get hoverboards that allow infantry to get somewhere in a more reasonable amount of time by themselves, but can also grapple friendly vehicles for a greater boost. In addition, players cannot use their weapons on the hoverboard and any damage will knock them off the boards and stun them, so they're less useful in actual combat than the passengers on the Manta were.
* In ''Tetris Splash'', ''Tetris Friends'', and many other newer ''{{Tetris}}'' games, the "marathon" mode uses a variable goal system, in which more line clears will subtract more goal units (a single will take off 1 unit, but a Tetris takes off ''eight''), resulting in lower line clears, especially line clears chained together, yielding more points per goal unit, as demonstrated [[http://www.youtube.com/watch?v=ISANNTEf3J0 here]]. In other words: continously making Tetrises ''actually hurts your score.''

to:

* ''[[{{VideoGame/Tribes}} Starsiege: Tribes]]'' was originally going to be a (relatively) slow-paced, objective-based game. Players quickly discovered the ability to "ski" via jump spamming as they ran run down hillsides, effectively giving them zero-friction boots that allowed allow infantry to zoom across the game's enormous maps. Entire [[LevelEditor custom levels]] were built around skiing and skiing practice to find the ultimate trajectory for maximum speed. Skiing became so common that in the sequels, the [[AscendedGlitch technique was given a dedicated control and taught in tutorials]].
* In ''VideoGame/UnrealTournament2004'', it was discovered that players could ride along with Manta hovercraft by standing on top of it, allowing very fast on-foot movement. In response, ''VideoGame/UnrealTournamentIII'' added hoverboards to help players to move faster or tow them to vehicles to move even faster.
** These are actually two separate, but related issues - in 2004,
''VideoGame/UnrealTournament2004'' infantry without access to vehicles were painfully slow; eventually it was discovered that the fans on Mantas didn't Manta hovercrafts don't kill teammates, making them improvised high-speed troop carriers. The latter was considered an exploit, so in [=UT3=] allies are sucked into Manta jets just like enemies, but all infantry get hoverboards that allow infantry to get somewhere in a more reasonable amount of time by themselves, but can also grapple friendly vehicles for a greater boost. In addition, players cannot use their weapons on the hoverboard and any damage will knock them off the boards and stun them, so they're less useful in actual combat than the passengers on the Manta were.
* In ''Tetris Splash'', ''Tetris Friends'', and many other newer ''{{Tetris}}'' ''VideoGame/{{Tetris}}'' games, the "marathon" mode uses a variable goal system, in which more line clears will subtract more goal units (a single will take off 1 unit, but a Tetris takes off ''eight''), resulting in lower line clears, especially line clears chained together, yielding more points per goal unit, as demonstrated [[http://www.youtube.com/watch?v=ISANNTEf3J0 here]]. In other words: continously making Tetrises ''actually hurts your score.''



* Roll cancels in ''[[VideoGame/CapcomVsSNK2MarkOfTheMillennium Capcom vs. SNK 2]]'' made it possible to turn any special or super move invincible by using the roll command (which normally activates an brief evasion move) and right after that using the move's command, which shifted competitive play toward grooves that featured rolls and characters with moves that would normally be more risky to perform. This was particularly strange considering that: 1) rolls worked fine [[VideoGame/CapcomVsSNKMillenniumFight2000 in the previous game in the series]], as well as the ''[[VideoGame/TheKingOfFighters KOF]]'' series practically half a decade before; 2) rolls were a feature from SNK games, but rolling was available in 2 Capcom grooves despite being absent in the corresponding games, but only 1 SNK groove.
** ''VideoGame/GuiltyGear'' and ''VideoGame/BlazBlue'' series promoted special move canceling into official game mechanics and called it the Roman/Rapid Cancel (respectively). To prevent combos from getting even longer than they already are, these cancels are classified as super moves and require charging up the Tension/Heat Gauge first.
*** It also balanced out the bottom parts of the cast and made them more competitive against the top tier, oddly enough.

to:

* Roll cancels in ''[[VideoGame/CapcomVsSNK2MarkOfTheMillennium Capcom vs. SNK 2]]'' made make it possible to turn any special or super move invincible by using the roll command (which normally activates an brief evasion move) and right after that using the move's command, which shifted competitive play toward grooves that featured feature rolls and characters with moves that would normally be are more risky to perform. This was is particularly strange considering that: 1) rolls worked work fine [[VideoGame/CapcomVsSNKMillenniumFight2000 in the previous game in the series]], as well as the ''[[VideoGame/TheKingOfFighters KOF]]'' series practically half a decade before; 2) rolls were are a feature from SNK games, but rolling was is available in 2 Capcom grooves despite being absent in the corresponding games, but only 1 SNK groove.
** The ''VideoGame/GuiltyGear'' and ''VideoGame/BlazBlue'' series promoted promote special move canceling into official game mechanics and called call it the Roman/Rapid Cancel (respectively). To prevent combos from getting even longer than they already are, these cancels are classified as super moves and require charging up the Tension/Heat Gauge first.
*** It
first. This also balanced balances out the bottom parts of the cast and made makes them more competitive against the top tier, oddly enough.



** ''GX'' has a similar issue with 'Snaking'; swinging your machine back and forth to gain ridiculous speeds. Heavy machines like Black Shadow's or Deathborn's vehicles do this the best. Then there's Space Flying (manipulating the rate of fall off the edge of the track so you can execute complete circuits without ever being on the track). These techniques derail the gameplay so much so that time trial records posted online have divided out sections for Snaking and Space Flying runs, just so conventional time trial records can still be viably set. WordOfGod has stated that snaking was [[ThrowItIn left in on purpose]] when they were trying to implement a "reward the player for difficult techinques" mechanic; make of that as you will.

to:

** ''GX'' has a similar issue with 'Snaking'; swinging your machine back and forth to gain ridiculous speeds. Heavy machines like Black Shadow's or Deathborn's vehicles do this the best. Then there's Space Flying (manipulating the rate of fall off the edge of the track so you can execute complete circuits without ever being on the track). These techniques derail the gameplay so much so that time trial records posted online have divided out sections for Snaking and Space Flying runs, just so conventional time trial records can still be viably set. WordOfGod has stated that snaking was [[ThrowItIn left in on purpose]] when they were trying to implement a "reward the player for difficult techinques" techniques" mechanic; make of that as you will.



* In ''VideoGame/CityOfHeroes'', one of the more common complaints from the players was a lack of fresh mission content. In response, the developers created the Architect system, allowing the players to create their own missions. Unfortunately, the greater majority of the missions that were created [[MontyHaul ended up as XP farms]]. Players can now bring a character from level 1 to level 50 (the level limit) in a day... after which they tend to complain about the lack of things to do.

to:

* In ''VideoGame/CityOfHeroes'', one of the more common complaints from the players was a lack of fresh mission content. In response, the developers created the Architect system, allowing the players to create their own missions. Unfortunately, the greater majority of the missions that were created [[MontyHaul ended up as XP farms]]. Players can now could bring a character from level 1 to level 50 (the level limit) in a day... after which they tend tended to complain about the lack of things to do.



** This is actually less stupid than it seems, because winning nets you gems, the in-game currency, which the game did not provide you enough; it's actually the easiest money grind.

to:

** This is actually less stupid than it seems, because winning nets you gems, the in-game currency, which the game did not doesn't provide you enough; enough of; it's actually the easiest money grind.



* ''VideoGame/DayZ'', a mod for Bohemia Interactive's military sim ''VideoGame/{{ARMA}} II'' was originally conceived as a roguelike FPS with permadeath where you climb your way to the top searching dangerous cities swarming with zombies for the basic elements of survival. That was, until players found their first tents. Now the servers are filled with "camps" full of hoarded high-grade loot that can fully arm a newly-created character without them ever even seeing a zombie and can put a dead player right back on their feet at full power with no more than a 15-minute run through the woods. Needless to say, several players have found the "endgame" to be less than stressful.
* ''VideoGame/TheElderScrollsVSkyrim'''s enchanting, smithing, and alchemy systems could be stacked together cleverly to create some truly [[GameBreaker Game Breaking]] equipment. This can range from single worn items that provide complete immunity to fire, to impossibly powerful daggers that can kill anything in the game eight times with one hit. Most methods of doing this have since been patched out.
** Note that the enchanting/alchemy stacking technique was nerfed in Skyrim compared to how powerful it was in ''VideoGame/TheElderScrollsIIIMorrowind'', where you could create potions lasting for real-time 'months': see [[GameBreaker/TheElderScrolls GameBreaker/TheElderScrolls]]
*** To specify: Skyrim (and Oblivion) nerfed the system by making it far more difficult to use a skill to boost itself, requiring relatively complex workarounds - whereas in Morrowind you could craft a potion that made you better at crafting potions. A few iterations would send the system straight into exponential expansion, with the aforementioned game-breaking effects.

to:

* ''VideoGame/DayZ'', a mod for Bohemia Interactive's military sim ''VideoGame/{{ARMA}} II'' II'', was originally conceived as a roguelike FPS with permadeath where you climb your way to the top top, searching dangerous cities swarming with zombies for the basic elements of survival. That was, is, until players found their first tents. Now the servers are filled with "camps" full of hoarded high-grade loot that can fully arm a newly-created character without them ever even seeing a zombie and can put a dead player right back on their feet at full power with no more than a 15-minute run through the woods. Needless to say, several players have found the "endgame" to be less than stressful.
* ''VideoGame/TheElderScrollsVSkyrim'''s enchanting, smithing, and alchemy systems could can be stacked together cleverly to create some truly [[GameBreaker Game Breaking]] equipment. This can range ranges from single worn items that provide complete immunity to fire, to impossibly powerful daggers that can kill anything in the game eight times with one hit. Most methods of doing this have since been patched out.
** Note that the enchanting/alchemy stacking technique was nerfed in Skyrim compared to how powerful it was is in ''VideoGame/TheElderScrollsIIIMorrowind'', where you could can create potions lasting for real-time 'months': see [[GameBreaker/TheElderScrolls GameBreaker/TheElderScrolls]]
GameBreaker/TheElderScrolls]].
*** To specify: Skyrim ''Skyrim'' (and Oblivion) nerfed ''Oblivion'') nerf the system by making it far more difficult to use a skill to boost itself, requiring relatively complex workarounds - whereas in Morrowind ''Morrowind'' you could can craft a potion that made makes you better at crafting potions. A few iterations would send the system straight into exponential expansion, with the aforementioned game-breaking effects.



** In at least the Color Computer version, when faced with a button on the opposite side of a wall, you could put something in your robot's grip, take hold of that item and then simply shove the robot through the wall to reach and activate the button. You could even use the same tactic to drop a robot further on into a puzzle than where you were intended to start.
* ''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. Due to the simplistic way Minecraft implements many of its core features, disabling or removing farms is nearly impossible.
* ''Videogame/StarWarsTheOldRepublic'' had a special event on Ilum that put several PvE quests in a free-for-all PvP area, possibly to drum up more interest on PvP. Well, in a matter of ''hours'' players realized that there was no additional reward for attacking other players, aside from the dubious joys of ganking and griefing. Furthermore, doing the PvE quests were ''much easier'' in the PvP area. So, queue some server-wide ''truces'' in the PvP area with Imperial and Republic players cooperating on the daily quests, orderly lines forming for an orb drop-off puzzle, and some of the PvP heavy guilds on ''both'' Republic and Imperial sides coming out of it with nasty reputations for breaking said truce.
* In the remake of ''[[ResidentEvil1 Resident Evil]]'', players can exploit a bug involving using the item chest and grenade launcher rounds in Jill's game that can generate well over two hundred grenades for your blasting pleasure. Not only does this obviously negate the issue of limited ammo, which effectively eliminates the inventory management aspect of the game and makes just about any other weapon unnecessary, but doing this exploit with flame rounds means that you will never worry about [[LightningBruiser Crimson]] [[DemonicSpiders Heads]] again. This bug was eliminated in the PAL version.
* Drift and drag events in ''VideoGame/NeedForSpeed Pro Street''. To win a drift event, you need to drift as usual, then steer into the wall and grind alongside it, which is considered a massive drift. Its drag events are about which cars can start the race in 4th or 5th gear, which you can achieve by buying upgrade parts to increase the length of various suspension tuning sliders, then setting the sliders just right and then downgrading them back to stock parts. Other games have similar problems: ''GRID'' freestyle drift events are won by finding a container and drifting in a circle around it for a couple of minutes, while drift events in the sequel are won by snaking on straights.
* In 1981, and then again in 1982, Douglas Lenat [[http://www.newyorker.com/reporting/2009/05/11/090511fa_fact_gladwell?currentPage=all tested his learning program]], [[http://en.wikipedia.org/wiki/Eurisko Eurisko]], in a {{Traveller}}: Trillion Credit Squadron tournament. Eurisko [[LevelGrinding simulated thousands of battles]], [[LoopholeAbuse found unconventional ship configurations and methods]], and defeated all comers. Twice. In a row. Even with notable rule changes.
** Eurisko could have done it a third time, but Lenat decided to retire it from the tournament, since if the program had won a 3rd time, it would be the last such tournament.
* In ''VideoGame/DeusExHumanRevolution'' Praxis Points are normally hard to come by. However there's a fairly easy computer hacking glitch (best used with Adam's computer) that can be done as early as after finishing the Factory mission if you have the right augs for as much EXP as you want. Hack the computer, exit to the pause menu once the Access Granted message appears, load a save (preferably just before you started the first hack), hack it again and repeat as many times as you like. The five hundred EXP adds up each time, only limited by your patience.
* A non-gaming example. When the BonusRound was first introduced on ''Series/WheelOfFortune'' in 1981, the rules required the contestant was given a blank puzzle, and had to pick five consonants and a vowel to assist in solving the puzzle within a 15-second time limit. Most contestants picked some permutation of R, S, T, L, N, and E, occasionally swapping out H or D. This went on for seven years before they just started giving RSTLNE automatically, and prompting the contestant for three more consonants and a vowel while also making the puzzles a bit less reliant on common letters (it's rare for RSTLNE to reveal so much as half of the answer) and slashing the time limit to 10 seconds.

to:

** In at least the Color Computer version, when faced with a button on the opposite side of a wall, you could can put something in your robot's grip, take hold of that item and then simply shove the robot through the wall to reach and activate the button. You could can even use the same tactic to drop a robot further on into a puzzle than where you were you're intended to start.
* ''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. Due to the simplistic way Minecraft ''Minecraft'' implements many of its core features, disabling or removing farms is nearly impossible.
* ''Videogame/StarWarsTheOldRepublic'' had a special event on Ilum that put several PvE quests in a free-for-all PvP area, possibly to drum up more interest on PvP. Well, in a matter of ''hours'' players realized that there was no additional reward for attacking other players, aside from the dubious joys of ganking and griefing. Furthermore, doing the PvE quests were ''much easier'' in the PvP area. So, queue Cue some server-wide ''truces'' "truces" in the PvP area with Imperial and Republic players cooperating on the daily quests, orderly lines forming for an orb drop-off puzzle, and some of the PvP heavy guilds on ''both'' Republic and Imperial sides coming out of it with nasty reputations for breaking said truce.
* In the remake of ''[[ResidentEvil1 ''[[VideoGame/ResidentEvil1 Resident Evil]]'', players can exploit a bug involving using the item chest and grenade launcher rounds in Jill's game that can generate well over two hundred grenades for your blasting pleasure. Not only does this obviously negate the issue of limited ammo, which effectively eliminates the inventory management aspect of the game and makes just about any other weapon unnecessary, but doing this exploit with flame rounds means that you will never worry about [[LightningBruiser Crimson]] [[DemonicSpiders Heads]] again. This bug was eliminated in the PAL version.
* Drift and drag events in ''VideoGame/NeedForSpeed ''VideoGame/NeedForSpeed: Pro Street''. To win a drift event, you need to drift as usual, then steer into the wall and grind alongside it, which is considered a massive drift. Its drag events are about which cars can start the race in 4th or 5th gear, which you can achieve by buying upgrade parts to increase the length of various suspension tuning sliders, then setting the sliders just right and then downgrading them back to stock parts. Other games have similar problems: ''GRID'' freestyle drift events are won by finding a container and drifting in a circle around it for a couple of minutes, while drift events in the sequel are won by snaking on straights.
* In 1981, and then again in 1982, Douglas Lenat [[http://www.newyorker.com/reporting/2009/05/11/090511fa_fact_gladwell?currentPage=all tested his learning program]], [[http://en.wikipedia.org/wiki/Eurisko Eurisko]], in a {{Traveller}}: ''TabletopGame{{Traveller}}: Trillion Credit Squadron Squadron'' tournament. Eurisko [[LevelGrinding simulated thousands of battles]], [[LoopholeAbuse found unconventional ship configurations and methods]], and defeated all comers. Twice. In a row. Even with notable rule changes.
**
changes. Eurisko could have done it a third time, but Lenat decided to retire it from the tournament, since if the program had won a 3rd time, it would be the last such tournament.
* In ''VideoGame/DeusExHumanRevolution'' Praxis Points are normally hard to come by. However However, there's a fairly easy computer hacking glitch (best used with Adam's computer) that can be done as early as after finishing the Factory mission if you have the right augs for as much EXP as you want. Hack the computer, exit to the pause menu once the Access Granted message appears, load a save (preferably just before you started the first hack), hack it again and repeat as many times as you like. The five hundred EXP adds up each time, only limited by your patience.
* A non-gaming example. When the BonusRound was first introduced on ''Series/WheelOfFortune'' in 1981, the rules required stated that the contestant was given a blank puzzle, and had to pick five consonants and a vowel to assist in solving the puzzle within a 15-second time limit. Most contestants picked some permutation of R, S, T, L, N, and E, occasionally swapping out H or D. This went on for seven years before they just started giving RSTLNE automatically, and prompting the contestant for three more consonants and a vowel while also making the puzzles a bit less reliant on common letters (it's rare for RSTLNE to reveal so much as half of the answer) and slashing the time limit to 10 seconds.



* ''PAYDAY 2'' has the Rats heist, which is a 3 day mission where you have to cook meth on the first day to get information from a gang in the 2nd day and use said information to be able to defuse the C4 on day 3 so you can get the money on a bus without the whole thing exploding in your face. Normally, cooking a lot of meth to get extra cash on day 2 and getting all the money bags in day 3 would get you tons of money. However, after a patch gave an experience boost to multi day heists, players quickly discovered that Rats gave nearly 300K of experience points regardless if you cook the meth or blow up the lab by botching the cooking. The end result would cause swarms of players farming the Rats heist by speed running it (blow up the lab, get or don't get the info, then kill the enemy gang in the last day and leave) so they could easily level up with minimal effort. The swarms of Rats farmers, however, also frustrated other players that wanted to play the heist the proper way.

to:

* ''PAYDAY 2'' has the Rats heist, which is a 3 day three-day mission where you have to cook meth on the first day to get information from a gang in the 2nd second day and use said information to be able to defuse the C4 on the third day 3 so you can get the money on a bus without the whole thing exploding in your face. Normally, cooking a lot of meth to get extra cash on the second day 2 and getting all the money bags in day 3 the third would get you tons of money. However, after a patch gave an experience boost to multi day multi-day heists, players quickly discovered that Rats gave gives nearly 300K of 300,000 experience points regardless if of whether you cook the meth or blow up the lab by botching the cooking. The end result would cause caused swarms of players farming the Rats heist by speed running speedrunning it (blow up the lab, get or don't get the info, then kill the enemy gang in the last day and leave) so they could can easily level up with minimal effort. The swarms of Rats farmers, however, also frustrated frustrate other players that wanted who want to play the heist the proper way.



* If you can't hit a barn with a sawn-off shotgun, ''GrandTheftAuto'' isn't exactly the recommended game for you. Unless you compensate with fiendish intelligence. (Like: getting indestrucible cars that you aren't supposed to. Or: get your "assistant" - more like bullet magnet - out of harms way. Or: build traffic barricades for your enemy beforehand.)
* In ''VideoGame/MaddenNFL'', gamers quickly learned that the AI treats players differently depending on where they are lined up in the formation. This can lead to some mismatches that can be easily exploited. Two notable ones are substituting in a wide receiver or halfback in the QB position. The defense would still stay in their zones, respecting a non-existent pass threat, while the speedy player scorched around the outside for a big gain. Another is subbing wide receivers in as tight ends, because they could often [[MusclesAreMeaningless block just as well on running plays]] and the AI could not jam them at the line. The former was eventually fixed by substitution restrictions, the latter remains an issue.

to:

* If you can't hit a barn with a sawn-off shotgun, ''GrandTheftAuto'' ''VideoGame/GrandTheftAuto'' isn't exactly the recommended game for you. Unless you compensate with fiendish intelligence. (Like: getting indestrucible indestructible cars that you aren't supposed to. Or: get getting your "assistant" - more like bullet magnet - out of harms harm's way. Or: build building traffic barricades for your enemy beforehand.)
* In ''VideoGame/MaddenNFL'', gamers quickly learned that the AI treats players differently depending on where they are lined up in the formation. This can lead to some mismatches that can be easily exploited. Two notable ones are substituting in a wide receiver or halfback in the QB position. The defense would still stay in their zones, respecting a non-existent pass threat, while the speedy player scorched around the outside for a big gain. Another is subbing wide receivers in as tight ends, because they could often [[MusclesAreMeaningless block just as well on running plays]] and the AI could not can't jam them at the line. The former was eventually fixed by substitution restrictions, the latter remains an issue.



** Mechs in ''Mechwarrior 2'' could fire their jumpjets in any direction and had oodles of fuel, leading to players zooming across the map at mach 1.
** ''3'' nerfed the jumpjets, but [[KneeCapping destroying a leg]] would [[CriticalExistenceFailure instantly kill an enemy]], and battlemechs could mount weapons anywhere with no restrictions (bar mounting space and tonnage), leading to Shadow Cats running around at 120kph instantly blasting off player's legs with AlphaStrike from [[SpamAttack 12 small lasers]] mounted in its torso.
** ''4'' totally reworked the weapon mounting system so each battlemech could mount certain size and types of weapons in certain components, but introduced a very floaty JumpJetPack, which when paired to radar and third person view, lead to entire teams of players hiding behind hills, jumping up when an enemy is detected, blasting, and then falling back behind cover ("[[FanNickName poptarts]]").
** ''Living Legends'' gimped poptarting by making jumpjets [[CameraAbuse shaky]] and [[OverHeating very hot]], but early versions had players sitting right outside of their base in [[MacrossMissileMassacre guided missile spamming mechs]], though a change towards objective-based gameplay (rather than team deathmatch) and neutral anti-missile turrets at bases quickly killed this.
* The first Series/BattleBots series on TV was great, with robots being smashed to pieces everywhere. As the series rolled on however, due to the way points were scored [[BoringButPractical wedges]] became so prevalent that most fights ended up being two-wheeled ramps repeatedly jumping over each other, taking the battle out of Battlebots.

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** Mechs in ''Mechwarrior 2'' could can fire their jumpjets in any direction and had have oodles of fuel, leading to players zooming across the map at mach 1.
** ''3'' nerfed the jumpjets, but [[KneeCapping destroying a leg]] would will [[CriticalExistenceFailure instantly kill an enemy]], and battlemechs could can mount weapons anywhere with no restrictions (bar mounting space and tonnage), leading to Shadow Cats running around at 120kph instantly blasting off player's legs with an AlphaStrike from [[SpamAttack 12 small lasers]] mounted in its torso.
** ''4'' totally reworked the weapon mounting system so each battlemech could can mount certain size sizes and types of weapons in certain components, but introduced a very floaty JumpJetPack, which when paired to with radar and third person view, third-person view lead to entire teams of players hiding behind hills, jumping up when an enemy is detected, blasting, and then falling back behind cover ("[[FanNickName poptarts]]").
** ''Living Legends'' gimped poptarting by making jumpjets [[CameraAbuse shaky]] and [[OverHeating very hot]], but early versions had players sitting right outside of their base in [[MacrossMissileMassacre guided missile spamming missile-spamming mechs]], though a change towards objective-based gameplay (rather than team deathmatch) and neutral anti-missile turrets at bases quickly killed this.
* The first Series/BattleBots ''Series/BattleBots'' series on TV was great, with robots being smashed to pieces everywhere. As the series rolled on however, due to the way points were scored scored, [[BoringButPractical wedges]] became so prevalent that most fights ended up being two-wheeled ramps repeatedly jumping over each other, taking the battle "battle" out of Battlebots."[=BattleBots=]".



* 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.
* 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 ThrowItIn, to the point where such design gimmicks are utilized in several of the sequel's [[AscendedGlitch official levels]].

to:

* Want to play fan-made levels for Supaplex? ''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 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 ''VideoGame/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.
* Zigzagged with ''VideoGame/ChipsChallenge''; due to the shoddy programming of the original Windows port, fan-made levels often exploited exploit level design glitches that wouldn't have been aren't possible in most other versions of the game (such as cloning keys/boots, keys/boots or hiding objects underneath floor tiles). When the engine was rebuilt for the remake/sequel, the designers decided to ThrowItIn, to the point where such design gimmicks are utilized in several of the sequel's [[AscendedGlitch official levels]].



** Holding a ball on a raised flipper was unheard of until roughly 1990. This simple but completely game-changing strategy threw multiball modes[[note]]modes where 2 or more balls are in play at the same time[[/note]] completely off whack, since you could safely hold one ball on a flipper while playing the remaining ball(s) with the other flipper. Machines made after the discovery structure their multiballs with this tactic in mind.
** There have been plenty of machines with modes where the objective is to merely survive until the timer runs out, and you are then rewarded with points, the idea being that you could lose at any moment and you must be skilled to keep flipping and shooting the whole time. Again, holding a ball on a raised flipper wreaked havoc with these objectives, as players would just keep the ball there and sit out the timer. It wasn't a big deal until pinball competitions were commonly streamed, when audiences found this strategy utterly [[BoringButPractical boring]]. Post-streaming machines have done away with this sort of objective completely, either by freezing the timer if the machine detects no activity or requiring at least one shot to complete the objective.
* Gold farming exploits have always been prevalent in ''VideoGame/{{Fable}}''. From selling items for more than you bought them for in the first game, to buying massive amounts of property in the game second and farming rent payments. Players probably spent more time becoming scam artists and real estate tycoons then they did adventuring. Fable 3 did nothing to fix this, with exploiting the real estate market being the only way for good players to achieve the GoldenEnding. Building a personal fortune of over 1 million gold and funding the army yourself being the only way to keep your promises.

to:

** Holding a ball on a raised flipper was unheard of until roughly 1990. This simple but completely game-changing strategy threw multiball modes[[note]]modes where 2 or more balls are in play at the same time[[/note]] completely off whack, since you could can safely hold one ball on a flipper while playing the remaining ball(s) with the other flipper. Machines made after the discovery structure their multiballs with this tactic in mind.
** There have been plenty of machines with modes where the objective is to merely survive until the timer runs out, and you are then rewarded with points, the idea being that you could can lose at any moment and you must be skilled to keep flipping and shooting the whole time. Again, holding a ball on a raised flipper wreaked wreaks havoc with these objectives, as players would end up just keep keeping the ball there and sit sitting out the timer. It wasn't a big deal until pinball competitions were commonly streamed, when audiences found this strategy utterly [[BoringButPractical boring]]. Post-streaming machines have done away with this sort of objective completely, either by freezing the timer if the machine detects no activity or requiring at least one shot to complete the objective.
* Gold farming exploits have always been prevalent in ''VideoGame/{{Fable}}''. From ''VideoGame/{{Fable}}'', from selling items for more than you bought them for in the first game, to buying massive amounts of property in the game second and farming rent payments. Players payments in the second. Most players will probably spent spend more time becoming scam artists and real estate tycoons then they did do adventuring. Fable 3 ''Fable 3'' did nothing to fix this, with exploiting the real estate market being the only way for good players to achieve the GoldenEnding. Building a personal fortune of over 1 million gold and funding the army yourself being is the only way to keep your promises.
5th Apr '17 12:35:02 PM MyFinalEdits
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*** This type of behavior led to a new form of a "Taunt Party Game" when the fourth installment came out- Villager roulette. One Villager would start by growing and chopping down a tree, and the other pockets it. The battle continues by only using the tree as the only form of offense. Villagers take turns throwing and pocketing the tree. When the tree is lost, whether it be by a hit or drop, the person who held it last would grow the new tree for the other player to pocket. Play continues until a KO is made, or until a player's stock runs out.

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*** This type of ** The "Taunt Party" behavior led to a new form of a "Taunt Party Game" when the fourth installment came out- Villager roulette. One Villager would start by growing and chopping down a tree, and the other pockets it. The battle continues by only using the tree as the only form of offense. Villagers take turns throwing and pocketing the tree. When the tree is lost, whether it be by a hit or drop, the person who held it last would grow the new tree for the other player to pocket. Play continues until a KO is made, or until a player's stock runs out.
5th Apr '17 11:59:28 AM Arial
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Added DiffLines:

***This type of behavior led to a new form of a "Taunt Party Game" when the fourth installment came out- Villager roulette. One Villager would start by growing and chopping down a tree, and the other pockets it. The battle continues by only using the tree as the only form of offense. Villagers take turns throwing and pocketing the tree. When the tree is lost, whether it be by a hit or drop, the person who held it last would grow the new tree for the other player to pocket. Play continues until a KO is made, or until a player's stock runs out.
30th Mar '17 7:04:13 PM LucaEarlgrey
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Added DiffLines:

* ''VideoGame/{{CHUNITHM}}'' features Air notes, in addition to "ground" notes that have to be hit on the slider. Air notes are hit by lifting the player's hand up into the air through an infrared sensor placed above the slider. In theory, the player's hand is meant to match the horizontal positioning of Air notes, much like with ground notes, and when there are two or more Air notes to hit at the same time, the player is meant to lift for both notes. However, the Air sensor can only detect that something is blocking it, not how many objects are blocking it or where, so in practice, many players just lift only one hand to trigger all relevant Air notes at once.
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