History Main / GameplayDerailment

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.
5th Feb '16 6:48:38 AM Muzozavr
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Added DiffLines:

* 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.
22nd Jan '16 1:52:13 PM crazyrabbits
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** ''GameplayDerailment/{{Pokemon}}'' gets its own page, with so many examples.

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** ''GameplayDerailment/{{Pokemon}}'' gets its own page,
Works
with so many examples.their own subpage:

** ''GameplayDerailment/MassEffect''
** ''GameplayDerailment/{{Pokemon}}''
14th Nov '15 3:54:10 PM AtticusOmundson
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->''"Nothing fucking works! Nothing fucking works!"''
-->-- '''[[WebVideo/TheAngryJoeShow Angry Joe]]''', reviewing ''[[https://www.youtube.com/watch?v=LkwRJz1-2Qg Sonic Free Riders]]''
29th Oct '15 5:52:51 PM nombretomado
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* {{Rhythm Game}}s using the Harmonix "score doubler" power-up (''VideoGame/{{Frequency}}'', ''VideoGame/{{Amplitude}}'', ''GuitarHero'', and ''RockBand'') have [[http://guitarhero.wikia.com/wiki/Squeezing squeezing]], a technique where playing ''slightly'' off-beat, but still within the timing window for the notes, can gain you more points. You start the score doubler a hair after a note's normal time and play the note right after activating it, giving one extra note for the score doubler to work. If you want to get to the top of the high score tables, it's practically required.

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* {{Rhythm Game}}s using the Harmonix "score doubler" power-up (''VideoGame/{{Frequency}}'', ''VideoGame/{{Amplitude}}'', ''GuitarHero'', ''VideoGame/GuitarHero'', and ''RockBand'') ''VideoGame/RockBand'') have [[http://guitarhero.wikia.com/wiki/Squeezing squeezing]], a technique where playing ''slightly'' off-beat, but still within the timing window for the notes, can gain you more points. You start the score doubler a hair after a note's normal time and play the note right after activating it, giving one extra note for the score doubler to work. If you want to get to the top of the high score tables, it's practically required.
23rd Oct '15 11:27:28 PM jormis29
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* ''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.

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* ''DayZ'', ''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.
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