History Main / PlayerNudge

12th Oct '15 9:48:59 AM DeisTheAlcano
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Contrast, [[CaptainObvious naturally]], with GuideDangIt. Compare HintSystem, NoticeThis.
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Contrast, [[CaptainObvious [[InvertedTrope naturally]], with GuideDangIt. Compare HintSystem, NoticeThis.

* In ''VideoGame/DevilSurvivor'', if you pick [[DownerEnding Yuzu's Route]],, you end up fighting [[spoiler:Loki]], who chastises you for picking the "easy route" and not taking into account Naoya's suggestions to open up to the other people inside the lockdown. This is done so that lazier players realise that to open up the other MultipleEndings, they need to stop and talk to the other characters instead of simply zooming through the game. And if you [[spoiler:let Haru die the one time the game doesn't instantly give you a Game Over for it]] despite the forewarning, the game ''does not stop'' reminding you that this was a bad idea.
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* In ''VideoGame/DevilSurvivor'', if you pick [[DownerEnding Yuzu's Route]],, Route]], you end up fighting [[spoiler:Loki]], who chastises you for picking the "easy route" and not taking into account Naoya's suggestions to open up to the other people inside the lockdown. This is done so that lazier players realise that to open up the other MultipleEndings, they need to stop and talk to the other characters instead of simply zooming through the game. And if you [[spoiler:let Haru die the one time the game doesn't instantly give you a Game Over for it]] despite the forewarning, the game ''does not stop'' reminding you that this was a bad idea.
26th Sep '15 2:46:13 PM Berrenta
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Also, acknowledging a move.
* ''VideoGame/SonicAdventure2'' has [[StopHelpingMe Omochao]] giving more and more obvious hints every time you respawn against a boss. Sega [[TheDevTeamThinksOfEverything did their homework]], and let you [[TakeThatScrappy throw it at the boss]] ForMassiveDamage.
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* ''VideoGame/SonicAdventure2'' has [[StopHelpingMe Omochao]] giving more and more obvious hints every time you respawn against a boss. Sega [[TheDevTeamThinksOfEverything [[DevelopersForesight did their homework]], and let you [[TakeThatScrappy throw it at the boss]] ForMassiveDamage.for massive damage.
21st Sep '15 2:14:37 PM dsollen
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Added DiffLines:
* One of the earliest examples is in ''[[VideoGame/SuperMarioBros1 Super Mario Brothers]]''. The dev team was afraid the audience would confuse the [[PowerUp mushrooms]] for something hostile and avoid them. To prevent this they structured the first level so that it was nearly impossible to avoid the mushroom after it was spawned, ensuring the players would see it was not harmful when it struck them.
26th Aug '15 10:30:37 AM Praenomen
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* In ''VideoGame/MakaiKingdom'', getting any ending other than the good ending will give you a hint telling you how to avoid that ending. It's also the only [[Creator/{{Nippon Ichi}} Nippon Ichi]] game that does that, the rest going into GuideDangIt territory at times.
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* In ''VideoGame/MakaiKingdom'', getting any ending other than the good ending will give you a hint telling you how to avoid that ending. It's also the only [[Creator/{{Nippon Ichi}} Nippon Ichi]] Creator/NipponIchi game that does that, the rest going into GuideDangIt territory at times.
26th Aug '15 6:24:38 AM Ominae
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* In ''VideoGame/MakaiKingdom'', getting any ending other than the good ending will give you a hint telling you how to avoid that ending. It's also the only NipponIchi game that does that, the rest going into GuideDangIt territory at times.
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* In ''VideoGame/MakaiKingdom'', getting any ending other than the good ending will give you a hint telling you how to avoid that ending. It's also the only NipponIchi [[Creator/{{Nippon Ichi}} Nippon Ichi]] game that does that, the rest going into GuideDangIt territory at times.
25th Jul '15 6:41:20 PM ais523
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Added DiffLines:
* ''VideoGame/AdvanceWars'' (and some of its sequels) will give you an outline of a strategy to beat a map if you surrender on it. (Later games in the series made this a menu option instead, complete with amusing and often [[BreakingTheFourthWall fourth-wall-breaking]] dialogue.)
17th Jun '15 12:21:27 PM Morgenthaler
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Added namespaces.
* In ''CastlevaniaDawnOfSorrow'', if you do not equip a certain piece of equipment prior to entering a certain room, the DownerEnding ensues. Afterwards, a short scene appears with Julius and Genya outside the castle. Genya laments, saying: "I had assumed he would have equipped the talisman from Mina...". Cue FacePalm by the player.
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* In ''CastlevaniaDawnOfSorrow'', ''VideoGame/CastlevaniaDawnOfSorrow'', if you do not equip a certain piece of equipment prior to entering a certain room, the DownerEnding ensues. Afterwards, a short scene appears with Julius and Genya outside the castle. Genya laments, saying: "I had assumed he would have equipped the talisman from Mina...". Cue FacePalm by the player.

* Not so much after a Game Over, but if you fall off the platform when fighting Ganon in ''[[VideoGame/TheLegendOfZeldaALinkToThePast The Legend of Zelda: A Link to the Past]]'', you see a telepathic tile telling you that you need Silver Arrows to defeat him; it's possible to not even ''have'' Silver Arrows yet. ** One of the more infamous puzzles in the [[ThatOneLevel Water Temple]] in ''TheLegendOfZeldaOcarinaOfTime'' involved jumping down a gap that you can only see during a cutscene, which many players missed and got frustrated over. In the 3DS remake, said cutscene now makes that gap glaringly obvious so players didn't miss it again.
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* Not so much after a Game Over, but if you fall off the platform when fighting Ganon in ''[[VideoGame/TheLegendOfZeldaALinkToThePast The Legend of Zelda: A Link to the Past]]'', ''VideoGame/TheLegendOfZeldaALinkToThePast'', you see a telepathic tile telling you that you need Silver Arrows to defeat him; it's possible to not even ''have'' Silver Arrows yet. ** * One of the more infamous puzzles in the [[ThatOneLevel Water Temple]] in ''TheLegendOfZeldaOcarinaOfTime'' ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' involved jumping down a gap that you can only see during a cutscene, which many players missed and got frustrated over. In the 3DS remake, said cutscene now makes that gap glaringly obvious so players didn't miss it again.

* If you die in ''{{Tsukihime}}'', you'll get a little lesson from Ciel giving you a hint about how to do it right the next time.
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* If you die in ''{{Tsukihime}}'', ''VisualNovel/{{Tsukihime}}'', you'll get a little lesson from Ciel giving you a hint about how to do it right the next time.

* In ''MahouSenseiNegima'', the "Bad End" drawn by Haruna in the Battle For Mahora arc parodies this. * If you're having trouble with one of the battles in ''ShadowOfTheColossus'', the VoiceOfTheLegion starts to drop cryptic hints. If the fight continues to drag on, the tips get less cryptic and more blunt.
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* In ''MahouSenseiNegima'', ''Manga/MahouSenseiNegima'', the "Bad End" drawn by Haruna in the Battle For Mahora arc parodies this. * If you're having trouble with one of the battles in ''ShadowOfTheColossus'', ''VideoGame/ShadowOfTheColossus'', the VoiceOfTheLegion starts to drop cryptic hints. If the fight continues to drag on, the tips get less cryptic and more blunt.
25th Mar '15 7:23:30 PM nombretomado
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** FateStayNight has the Tiger Dojo, which does the same thing.
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** FateStayNight VisualNovel/FateStayNight has the Tiger Dojo, which does the same thing.
8th Mar '15 3:04:50 AM Adbot
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Added DiffLines:
* During the between-night minigames in ''VideoGame/FiveNightsAtFreddys3'', the West Hall will contain a hint as to what you need to do during the next night for the good ending.
16th Dec '14 3:39:12 AM Sikon
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on second thought, it's Hint System, not this trope
* ''VideoGame/{{Scribblenauts}} Unlimited'' shows sequences of progressively more blatant hints at what kind of item to spawn if you think too long over a part of a starite puzzle. Frustratingly, this is averted with those (thankfully, very few) shard quests that expect something very specific because it's either a MoonLogicPuzzle or an obscure reference.
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