History Main / ScrappyMechanic

20th Jul '16 9:38:39 PM PacificGreen
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* One of the main reasons the sequel to ''FuzionFrenzy'' failed was because it tried to implement a card system that translated to points that could be randomly acquired at any time. Needless to say, it failed horribly.

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* One of the main reasons the sequel to ''FuzionFrenzy'' ''Videogame/FuzionFrenzy'' failed was because it tried to implement a card system that translated to points that could be randomly acquired at any time. Needless to say, it failed horribly.significantly alter the point rewards of a round significantly (using multiplier cards, multiplier steal cards, and others). This system was widely criticized by players as making winning a round far too luck-based, as even people who consistently did poorly in minigames could win a planet if they played their cards right.
18th Jul '16 3:08:35 PM LondonKdS
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* ''VideoGame/AngryBirds'':
** Hal the Toucan's boomerang mechanic, which is very difficult to predict and control. They even acknowledged its unpopularity in one ''Seasons'' cutscene.
** The Marmosets' ability to regain their balance in ''Rio'', even after severe force is used on them.
** The "wait to replay or [[AllegedlyFreeGame pay money]]" system in ''Angry Birds Two'', and the even more unpleasant "wait six hours to play a Wall of Pigs level or pay money" mechanic in ''Stella''.
9th Jul '16 8:50:52 PM KoopaKid17
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* The final round of ''Series/GoldenBalls'' takes ''Friend or Foe'''s Prisoner's Dilemma concept UpToEleven since the stakes are much higher. In place of locking in Friend or Foe, both contestants have to secretly decide whether to split the entire accumulated bank with their opponent or steal the entire contents. The Split/Steal balls are identical to the Friend/Foe Trust Box where if your opponent chooses Steal, you leave the studio empty-handed regardless of your option. As it is the last ever decision in the show, an ''entire game'' could be for naught if both contestants opted to Steal.

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* The final round of ''Series/GoldenBalls'' takes ''Friend or Foe'''s Prisoner's Dilemma concept UpToEleven since the stakes are much higher. In place of locking in Friend or Foe, both contestants have to secretly decide whether to split the entire accumulated bank with their opponent or steal the entire contents. The Split/Steal balls are identical to the Friend/Foe Trust Box where if your opponent chooses Steal, you leave the studio empty-handed regardless of your option. As it is the last ever decision in the show, an ''entire game'' could be for naught if both contestants opted opt to Steal.
9th Jul '16 8:50:07 PM KoopaKid17
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* ''Series/FriendOrFoe'' has three teams of two contestants answering multiple choice questions together to build up their bank. Not so bad except for the Prisoner's Dilemma gimmick when contestants leave the show. Both players they must choose how to divvy up their funds by secretly locking in Friend or Foe in the Trust Box. If both lock in Friend, they split the bank evenly. If one locks in Friend with the other locking in Foe, Foe gets the whole bank while Friend gets nothing. If both lock in Foe, no one gets the money. Needless to say, if your opponent chooses Foe, [[UnwinnableByDesign you're screwed]].
* The final round of ''Series/GoldenBalls'' takes ''Friend or Foe'''s Prisoner's Dilemma concept UpToEleven. In place of locking in Friend or Foe, both contestants have to secretly decide whether to split the entire accumulated bank with their opponent or steal it. The Split/Steal balls are identical to the Friend/Foe Trust Box where if your opponent chooses Steal, you leave the studio empty-handed. As it is the last ever decision in the show, an ''entire game'' could be for naught if both contestants opted to Steal.

to:

* ''Series/FriendOrFoe'' has three teams of two contestants answering multiple choice questions together to build up their bank. Not so bad except for the Prisoner's Dilemma gimmick when contestants leave the show. Both players they must choose how to divvy up their funds by secretly locking in Friend or Foe in the Trust Box. If both lock in Friend, they split the bank evenly. If one locks in Friend with the other locking in Foe, Foe gets the whole bank while Friend gets nothing. If both lock in Foe, no one gets the money. Needless to say, if your opponent chooses Foe, [[UnwinnableByDesign you're screwed]].
screwed no matter what you pick]].
* The final round of ''Series/GoldenBalls'' takes ''Friend or Foe'''s Prisoner's Dilemma concept UpToEleven. UpToEleven since the stakes are much higher. In place of locking in Friend or Foe, both contestants have to secretly decide whether to split the entire accumulated bank with their opponent or steal it. the entire contents. The Split/Steal balls are identical to the Friend/Foe Trust Box where if your opponent chooses Steal, you leave the studio empty-handed.empty-handed regardless of your option. As it is the last ever decision in the show, an ''entire game'' could be for naught if both contestants opted to Steal.
8th Jul '16 8:40:29 PM KoopaKid17
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* The final round of ''Series/GoldenBalls'' takes ''Friend or Foe'''s Prisoner's Dilemma concept UpToEleven. In place of locking in Friend or Foe, both contestants have to secretly decide whether to split the entire accumulated bank with their opponent or steal it. The Split/Steal balls are identical to the Friend/Foe Trust Box where if your opponent chooses Steal, you leave the studio empty-handed. As it is the last ever decision in the show, an ''entire game'' could be for naught of both contestants opted to Steal.

to:

* The final round of ''Series/GoldenBalls'' takes ''Friend or Foe'''s Prisoner's Dilemma concept UpToEleven. In place of locking in Friend or Foe, both contestants have to secretly decide whether to split the entire accumulated bank with their opponent or steal it. The Split/Steal balls are identical to the Friend/Foe Trust Box where if your opponent chooses Steal, you leave the studio empty-handed. As it is the last ever decision in the show, an ''entire game'' could be for naught of if both contestants opted to Steal.
8th Jul '16 8:27:49 PM KoopaKid17
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* ''Series/FriendOrFoe'' has three teams of two contestants answering multiple choice questions together to build up their bank. Not so bad except for the Prisoner's Dilemma gimmick when contestants leave the show. Both players they must choose how to divvy up their funds by secretly locking in Friend or Foe in the Trust Box. If both lock in Friend, they split the bank evenly. If one locks in Friend with the other locking in Foe, Foe gets the whole bank while Friend gets nothing. If both lock in Foe, no one gets the money. Needless to say, if your opponent chooses Foe, [[UnwinnableByDesign you're screwed]].
* The final round of ''Series/GoldenBalls'' takes ''Friend or Foe'''s Prisoner's Dilemma concept UpToEleven. In place of locking in Friend or Foe, both contestants have to secretly decide whether to split the entire accumulated bank with their opponent or steal it. The Split/Steal balls are identical to the Friend/Foe Trust Box where if your opponent chooses Steal, you leave the studio empty-handed. As it is the last ever decision in the show, an ''entire game'' could be for naught of both contestants opted to Steal.
* ''Series/MervGriffinsCrosswords'' had three Spoiler contestants introduced in round two. If either of the main contestants did not answer correctly on a clue, they could ring in and steal either podiums with a correct answer. One Spoiler could do nothing for the entire game and win by ringing in on the last clue and stealing the leader's score. This happened at least once.



* ''Series/MervGriffinsCrosswords'' had three Spoiler contestants introduced in round two. If either of the main contestants did not answer correctly on a clue, they could ring in and steal either podiums with a correct answer. One Spoiler could do nothing for the entire game and win by ringing in on the last clue and stealing the leader's score. This happened at least once.
7th Jul '16 8:03:34 AM longWriter
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* The very core mechanic of ''VideoGame/ResidentEvil5'', the two-person team, was barely tolerated at best and outright despised at worst. Sheva (or Chris in the NewGamePlus) has such [[ArtificialStupidity abysmally stupid AI]] that, between blowing ammo that ''you'' could use to effectively take out enemies, wasting [[TooAwesomeToUse first-aid sprays]] on papercuts, running gleefully into the blades of the [[DemonicSpider Chain Saw Majini]], and giving you a GameOver after getting her head immediately sawed off as a result, and as numerous "[[GameMod solo-mode mods]]" have proven, the game is ''actually easier'' without her "[[StopHelpingMe helping]]" you. She only becomes a welcome addition to the team if you manage to beat the game and unlock the [[InfinityPlusOneSword Longbow]], which has unlimited ammo and high damage at the cost of lacking an aiming reticle (which has no effect on an AI partner), which means she's actually able to carry her weight.

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* The very core mechanic of ''VideoGame/ResidentEvil5'', the two-person team, was barely tolerated at best and outright despised at worst. Sheva (or Chris in the NewGamePlus) has such [[ArtificialStupidity abysmally stupid AI]] that, between blowing ammo that ''you'' could use to effectively take out enemies, wasting [[TooAwesomeToUse first-aid sprays]] on papercuts, running gleefully into the blades of the [[DemonicSpider Chain Saw Majini]], and giving you a GameOver after getting her head immediately sawed off as a result, and as numerous "[[GameMod solo-mode mods]]" have proven, the game is ''actually easier'' without her "[[StopHelpingMe "[[AnnoyingVideoGameHelper helping]]" you. She only becomes a welcome addition to the team if you manage to beat the game and unlock the [[InfinityPlusOneSword Longbow]], which has unlimited ammo and high damage at the cost of lacking an aiming reticle (which has no effect on an AI partner), which means she's actually able to carry her weight.
7th Jul '16 6:33:27 AM longWriter
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* The vegetable picking in ''PuttPutt Enters the Race''. First off, it's a puzzle designed like a gigantic maze. What makes it annoying is that some foods take ''ages'' just to get to, and once you make it to them, you have to retrace your steps, so that needlessly doubles the amount of time it takes. Even worse, you have to be right next to the vegetable in order to get it or get ready to [[StopHelpingMe be told you can't pick it over and over again.]] It doesn't help at all that the movements cannot be skipped at all, unlike the rest of the game.

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* The vegetable picking in ''PuttPutt Enters the Race''. First off, it's a puzzle designed like a gigantic maze. What makes it annoying is that some foods take ''ages'' just to get to, and once you make it to them, you have to retrace your steps, so that needlessly doubles the amount of time it takes. Even worse, you have to be right next to the vegetable in order to get it or get ready to [[StopHelpingMe [[AnnoyingVideoGameHelper be told you can't pick it over and over again.]] It doesn't help at all that the movements cannot be skipped at all, unlike the rest of the game.
24th Jun '16 7:29:21 AM morenohijazo
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* One of the main reasons the sequel to FuzionFrenzy failed was because it tried to implement a card system that translated to points that could be randomly acquired at any time. Needless to say, it failed horribly.

to:

* One of the main reasons the sequel to FuzionFrenzy ''FuzionFrenzy'' failed was because it tried to implement a card system that translated to points that could be randomly acquired at any time. Needless to say, it failed horribly.


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[[folder: Puzzle Game]]
* ''VideoGame/TheWitness'':
** The self disabling panels. There are plenty of panels in the game that are connected via wires that indicate the power flowing from one panel to another. A lot of those panels disable themselves when a wrong solution is entered. This means that you have to go back to the previous panel and reenter the correct solution again. Theorically, this serves to prevent the player from brute forcing the puzzle, but there are two problems with this. The first is that this feature appears in many puzzles so complex that allow many possible solutions, and therefore nobody would ever try to guess the solution through brute force; the turning off feature there just serves to unnecessarily punish the players for making a mistake. The second is that in the one type of puzzle it's reasonable to brute force the puzzles because of the few possible solutions, the tree puzzles, because the previous panel still shows the right solution, you can still brute force them; the turning off feature just means it will take longer to do so, but it's still something a player will do if he gets stuck in one of the puzzles.
** Part of the desert level section. The desert puzzles revolve around reflection of light on the panels to reveal the path that is drawn on it. In the basement of the desert temple there is a puzzle that is based on water reflection. The principle is the same but this time you have to arrange the water level of a pool to reflect in the right angle to see the solution to each of the panels in this room. While this puzzle is hard enough because obviously the water reflects the solution upside down and mirrored, the really annoying thing is that the water level is not stoppable. This means each time you donít get the puzzle solution you have to wait for the pool level to raise or lower completely until you can try it another time. This is really annoying because the speed in which the water raises is super slow.
[[/folder]]
22nd Jun '16 8:41:49 AM ThatBitterTase
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* ''VideoGame/SaintsRowTheThird'' seemed to believe that the friendship mechanic could be salvaged entirely if it dealt with side-missions rather than friends. As such, ''every single time'' you are trying to go to one specific store or activity, just before you can get to it, you are going to be called to go kill waves of police or gang members on the opposite side of the city. Thankfully, there's a limited amount of these side-missions, they're actually pretty fun if you're in the mood to do them, and once you've done them all you will never be bothered about them while trying to do something else ever again. They're also entirely optional, as refusing to accept them doesn't penalize you, but [[MostAnnoyingSound the ringtone can get quite aggravating in the meantime,]] and you can't manually decline them - it's even possible to accidentally accept them, because answering these calls is put on the same button as entering a vehicle.
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