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* ''VideoGame/NobodySavesTheWorld'': Several form quests require you to accomplish tasks using abilities from other forms, giving players hints on possible synergies they can use.
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Crosswicking

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* ''VideoGame/TheMedium:'' If you fail the PuzzleBoss encounter with The Maw at the end of the Bunker area enough times, then the game will start to show a button prompt for Out of Body Experience. Working out ''when'' to do this is left up to you.

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Added example(s), Alphabetizing example(s), Fixing indentation


** While you can do the story dungeons of ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' and ''VideoGame/TheLegendOfZeldaTearsOfTheKingdom'' in any order, both games give lots of pointers towards doing one specific dungeon first, because the powers you get for completing them are especially helpful. ''[=BotW=]'' places Zoras everywhere along the path to the first towns (where the main quest tells you to go), so that you get Vah Ruta and an automatic full revive first. ''[=TotK=]'', meanwhile, has many [=NPCs=] talking about how bad the situation is in Rito Village and how someone should help them, as well as placing a few other important quests (the first two stages of "Impa and the Geoglyphs" and the Lucky Clover Gazette) on the road there, so that you do the Wind Temple and get a massive increase to aerial mobility (which this game really emphasises) first.



** In another of Telltale's games, ''VideoGame/TalesOfMonkeyIsland'', Guybrush will occasionally say something about what the player should be doing if you take too long.
** Another Telltale game, ''VideoGame/StrongBadsCoolGameForAttractivePeople'', hanging around for a while will cause Strong Bad to drop a hint as to what the player should be doing. It's actually possible to adjust the frequency/blatancy of the hints in the options menu.

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** In another of Telltale's games, ''VideoGame/TalesOfMonkeyIsland'', Guybrush will occasionally say something about what the player should be doing if you take too long.
** Another Telltale game,
''VideoGame/StrongBadsCoolGameForAttractivePeople'', hanging around for a while will cause Strong Bad to drop a hint as to what the player should be doing. It's actually possible to adjust the frequency/blatancy of the hints in the options menu.


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* In ''VideoGame/TalesOfMonkeyIsland'', Guybrush will occasionally say something about what the player should be doing if you take too long.
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** HUE will occasionally remind you to fill your showcase with items if it's empty for a while.

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* ''VideoGame/NoUmbrellasAllowed'': If you take a while in Darcy's tutorials, he'll gently remind you of what to do next.

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* ''VideoGame/NoUmbrellasAllowed'': ''VideoGame/NoUmbrellasAllowed'':
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If you take a while in Darcy's tutorials, he'll gently remind you of what to do next.next.
** If you nearly run out of money, HUE will remind you to get a loan or go dumpster diving for a few [[FictionalCurrency Vana]] or old items you can sell the next day.
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* ''VideoGame/NoUmbrellasAllowed'': If you take a while in Darcy's tutorials on what to do next, he'll gently remind you of what to do next.

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* ''VideoGame/NoUmbrellasAllowed'': If you take a while in Darcy's tutorials on what to do next, tutorials, he'll gently remind you of what to do next.

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I know it doesn't have a page yet, but still


* After some players and game journalists failed to realize that you must play ''{{VideoGame/Nier}}'' multiple times via the New Game option to see the game in its entirety, the developers for ''VideoGame/NierAutomata'' were pretty much required to add an infobox at the end of the first playthrough that outright suggests starting a second New Game immediately after achieving Ending A.

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* After some players and game journalists failed to realize that you must play ''{{VideoGame/Nier}}'' ''VideoGame/{{Nier}}'' multiple times via the New Game option to see the game in its entirety, the developers for ''VideoGame/NierAutomata'' were pretty much required to add an infobox at the end of the first playthrough that outright suggests starting a second New Game immediately after achieving Ending A.A.
* ''VideoGame/NoUmbrellasAllowed'': If you take a while in Darcy's tutorials on what to do next, he'll gently remind you of what to do next.
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* In''VideoGame/CoffeeTalk Episode 2: Hibiscus and Butterfly'', Myrtle gives you a chance to remake her Shai Adeni if you mess it up the first time, telling you all the ingredients for it. Hyde also gives you a hint if you mess up his "bold, red" drink twice.

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* In''VideoGame/CoffeeTalk In ''VideoGame/CoffeeTalk Episode 2: Hibiscus and Butterfly'', Myrtle gives you a chance to remake her Shai Adeni if you mess it up the first time, telling you all the ingredients for it. Hyde also gives you a hint if you mess up his "bold, red" drink twice.
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* ''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.

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* ''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. One example from the first game is a mission where you fight against Drake, a CO whose powers involve summoning rainstorms that damages all your units. If you lose, Nell outright suggests that you should use Andy next time. Why? Because Andy's CO power has him healing all of his units for free, which counter's Drake's damaging CO power.
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Adding an example.

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* ''VideoGame/FearAndHunger'': If playing on Hard Mode, every character's intro is slightly expanded with a vague hint on how to obtain their respective S Endings, [[HardModePerks which are exclusive to Hard Mode]].
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** If the player hits two Whammies in Round 1, the host will warn the player about hitting a third Whammy in the 1st round. This is a hint for the player to pass the remaining spins to the 1st place player and stay alive for Round 2.
** If the player hits their third Whammy and still has some spins left, the host will pause the game to update the player on the situation before continuing.

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** If the player hits two Whammies in Round 1, the host will warn the player about hitting a third Whammy in the 1st round. This is a hint for the player to pass the remaining spins to the 1st place player and stay alive for Round 2. \n This is not said, however, if the player hits the second Whammy on the last spin that the player has in Round 1 (unless spins were passed to that player and the player hits the second Whammy on the passed spins, in which case the nudge would still be used).
** If the player hits their third Whammy and still has some spins left, the host will pause the game to update the player on the situation before continuing.continuing (again, not said if the third Whammy coincides with the player running out of spins [however, still applies if the third Whammy comes on passed spins]).
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* ''Series/PressYourLuck'' and ''Series/WhammyTheAllNewPressYourLuck''
** If the player hits two Whammies in Round 1, the host will warn the player about hitting a third Whammy in the 1st round. This is a hint for the player to pass the remaining spins to the 1st place player and stay alive for Round 2.
** If the player hits their third Whammy and still has some spins left, the host will pause the game to update the player on the situation before continuing.
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None


* After some players and game journalists failed to realize that you must play ''{{VideoGame/Nier}}'' multiple times via the New Game option to see additional content and endings, the developers for ''VideoGame/NierAutomata'' were pretty much required to add an infobox at the end of the first playthrough that outright suggests starting a second New Game immediately after achieving Ending A.

to:

* After some players and game journalists failed to realize that you must play ''{{VideoGame/Nier}}'' multiple times via the New Game option to see additional content and endings, the game in its entirety, the developers for ''VideoGame/NierAutomata'' were pretty much required to add an infobox at the end of the first playthrough that outright suggests starting a second New Game immediately after achieving Ending A.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* After some players and game journalists failed to realize that you must play ''{{VideoGame/Nier}}'' multiple times via the New Game option to see additional content and endings, the developers for ''VideoGame/NierAutomata'' were pretty much required to add an infobox at the end of the first playthrough that outright suggests starting a second New Game immediately after achieving Ending A.
Is there an issue? Send a MessageReason:
None


* In''VideoGame/CoffeeTalk Episode 2: Hibiscus and Butterfly'', Myrtle gives you a chance to remake her Shai Adeni if you mess it up the first time, telling you all the ingredients for it.

to:

* In''VideoGame/CoffeeTalk Episode 2: Hibiscus and Butterfly'', Myrtle gives you a chance to remake her Shai Adeni if you mess it up the first time, telling you all the ingredients for it. Hyde also gives you a hint if you mess up his "bold, red" drink twice.
Is there an issue? Send a MessageReason:
crosswicking

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* In''VideoGame/CoffeeTalk Episode 2: Hibiscus and Butterfly'', Myrtle gives you a chance to remake her Shai Adeni if you mess it up the first time, telling you all the ingredients for it.

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* Done with camera angles in both ''VideoGame/LifeIsStrange'' and its prequel, ''[[VideoGame/LifeIsStrangeBeforeTheStorm Before The Storm]]''. When the player attempts something that doesn't work, a different possible solution will often be in the shot showing the player that it didn't work. For example, a shot showing that Chloe failed to open the hood of the wheel-clamped truck in the junkyard during ''Before The Storm'' Chapter 2 is framed to show Chloe, the still-closed hood and the hood release button in the trucks' interior.

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* Done with camera angles in both ''VideoGame/LifeIsStrange'' and its prequel, ''[[VideoGame/LifeIsStrangeBeforeTheStorm Before The Storm]]''. the ''Franchise/LifeIsStrange'' franchise.
**
When the player attempts something that doesn't work, a different possible solution will often be in the shot showing the player that it didn't work. For example, a shot showing that Chloe failed to open the hood of the wheel-clamped truck in the junkyard during ''Before The Storm'' Chapter 2 is framed to show Chloe, the still-closed hood and the hood release button in the trucks' interior.interior.
** Characters will often nudge the player through dialogue, proposing a possible solution and noticing a detail that is necessary to solve the puzzle. Max will sometimes even remind herself that she can rewind time.
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* ''VideoGame/SuperMarioBros1'': The dev team was afraid the player would confuse the mushrooms for something hostile and avoid them. To prevent this they structured the first level so that it was difficult to avoid the mushroom after it was spawned, ensuring the players would see it was not harmful when it struck them.
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* In ''VideoGame/HeavenlyBodies'', there are hints in-between starting or stopping a level. These summarize you the basics of the game in order to help you if you restarted the game after a long time away or if you've RageQuit a level.
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Push rule on Card Sharks

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* And on ''Series/CardSharks'', starting in late 1980 for the last of the Jim Perry version on NBC, and all of the Bob Eubanks and Bill Rafferty versions (1986-89 on CBS w/the former, and 1986-87 in syndication w/the latter), in the Money Cards Main/BonusRound, a push (two of the same card) would neither benefit nor penalize the player (or as Bob Eubanks put it, "Push-- no win, no loss"); this was very advantageous to the player in that situation when it came to aces and deuces, because Bob would quite excitedly encourage the player to go all in on those, being that the player could not lose.

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