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** ''GuitarHero'': [[http://www.youtube.com/watch?v=B6Im0x8MpLQ]]

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** ''GuitarHero'': [[http://www.youtube.com/watch?v=B6Im0x8MpLQ]]com/watch?v=8ENPzja30YY]]


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** ''RockBand'': These are difficult songs, but not the hardest in the game.
*** Guitar. [[http://www.youtube.com/watch?v=9T3mA4-NxZc]]
*** Bass. [[http://www.youtube.com/watch?v=dAyCc6gapmo]]
*** Drums. [[http://www.youtube.com/watch?v=6Gt_z72hkH0]]
*** And keyboard, introduced in ''Rock Band 3''. [[http://www.youtube.com/watch?v=dLQSMQ1D6Dk]]
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** Even without exploiting bugs, the sheer number of buttons can be intimidating and confusing to first-time pilots. Sure, those 13 switches and buttons on the right are there ONLY for powering up the mech, whoop-de-do. How many of us were losing clip after clip because we didn't know "reload" meant loading the next CASE OF CLIPS, not individual one? Then there's the [[TheDevTeamThinksOfEverything windshield washers,]] grapple, etc. etc. Easily a dozen buttons that are either cosmetically interesting but functionally useless, or only used in about 3 out of dozens of missions. Even once you figured out that 95% of the time your hands were just going to be on the joysticks, and thus almost avoiding this trope, then you work in the foot pedals...
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** Well it IS the debug mode, it isn't meant to be easy at all, but a tool for the programmers and testers. I used my chin, BTW.

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** Well it IS the debug mode, it isn't meant to be easy at all, but a tool for the programmers and testers. I used my chin, BTW.by the way.
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**Well it IS the debug mode, it isn't meant to be easy at all, but a tool for the programmers and testers. I used my chin, BTW.
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It\'s kind of sad that all I do anymore is edit or remove examples of \"this troper\".


** This game has a rather severe case of YourMileageMayVary, due to a combination of being the first shooter EVER on the Wii's completely new control scheme (with the inherent programming challenges), and many players unfamiliarity with said control scheme (and an expectation of 1/1 controls). As someone who played it a year after release and directly after playing the Wii RE4, I can honestly say I had no difficulties with the controls.

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** This game has a rather severe case of YourMileageMayVary, due to a combination of being the first shooter EVER on the Wii's completely new control scheme (with the inherent programming challenges), and many players unfamiliarity with said control scheme (and an expectation of 1/1 controls). As someone who played it a year after release and directly after playing the Wii RE4, I can honestly say I had no difficulties with the controls.

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Cutting out thumbstick hate.


* There's a general consensus among many gamers that when someone is surprised by an enemy, any {{FPS}} interface may as well be controlled by hopping on one foot while spinning a hula hoop at exactly the right speed. ''FEAR'' and ''{{Doom}} 3'' are frequent offenders due to their emphasis on horror.
** This has less to do with the interface being difficult than the player panicking. If you're playing on a PC with a mouse, a quick flick of the wrist can bring a target directly behind you right into your sights. Now dual thumbstick FPS controls are terrible, period.
*** Which is why most FPS have a sensitivity control. At the highest setting the slightest tap on the analog stick can swing you around in a circle.
*** At the [[SarcasmMode minor impediment]] of making fine-aiming nearly impossible; mouse controls can do large movements and fine control without major changeups, but thumbsticks will inevitably require you to find a compromise between being able to be able to quickly turn at surprises or be able to accurately hit small heads in the distance.
*** I'd argue that ''FEAR'' has crappy controls anyway, since they put the Use, Holster and Throw Grenade buttons next to each other.

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* There's a general consensus among many gamers that when someone is surprised by an enemy, any {{FPS}} interface may as well be controlled by hopping on one foot while spinning a hula hoop at exactly the right speed. ''FEAR'' and ''{{Doom}} 3'' are frequent offenders due to their emphasis on horror. \n** This has less to do with the interface being difficult than the player panicking. If you're playing on a PC with a mouse, a quick flick of the wrist can bring a target directly behind you right into your sights. Now dual thumbstick FPS controls are terrible, period.\n*** Which is why most FPS have a sensitivity control. At the highest setting the slightest tap on the analog stick can swing you around in a circle.\n*** At the [[SarcasmMode minor impediment]] of making fine-aiming nearly impossible; mouse controls can do large movements and fine control without major changeups, but thumbsticks will inevitably require you to find a compromise between being able to be able to quickly turn at surprises or be able to accurately hit small heads in the distance.\n*** I'd argue that ''FEAR'' has crappy controls anyway, since they put the Use, Holster and Throw Grenade buttons next to each other.
Camacan MOD

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Move the page image to the right hand side since we have a page quote.


[[http://www.collectedcurios.com http://static.tvtropes.org/pmwiki/pub/images/dexnf0.jpg]]

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[[http://www.[[quoteright:207:[[http://www.collectedcurios.com http://static.tvtropes.org/pmwiki/pub/images/dexnf0.jpg]]
jpg]]]]
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* {{Qwop}} is a deliberate example where, in order to move forward, you have to press 4 buttons at appropriate times.
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* The first ''{{Warcraft}}'' game, when it came out, had a complex control system. Moving and commanding units took more than twice as much clicks or button presses than they do in recent times.
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** DragonQuestSwords has the same issues, but apparently the developers noticed - the tutorial makes a point of telling you how to hold the wiimote for best results.

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* Earlier ''ArmoredCore'' games were plagued by laggy and complicated controls. They were mostly polished down by the ''ArmoredCore 3'' series.
** Which was completely destroyed with the initial control schemes for ''AC4''.
* This was hardly a major flaw for the ''AceAttorney'' games, since use of the microphone was purely optional, but it's not unusual to hear someone screaming "Objection" into the DS in an accent/voice that is nothing like the one they normally use. Sometimes it takes a few tries to get a pitch that Mr. Wright will recognise.

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* Earlier ''ArmoredCore'' games were plagued by laggy and complicated controls. They were mostly polished down by the ''ArmoredCore 3'' series.
** Which was
series. [[DamnYouMuscleMemory And then frustratingly changed completely destroyed with for the initial control schemes for ''AC4''.
last few ps2.]] Interestingly, probably due to the different gameplay, AC4 onward was much more playable even while using the same, previously frustrating controls.
* This was hardly a major flaw for the ''AceAttorney'' games, since use of the microphone was purely optional, but it's not unusual to hear someone screaming "Objection" into the DS in an accent/voice that is nothing like the one they normally use. Sometimes it takes a few tries to get a pitch that Mr. Wright will recognise.recognize.
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** Rage as the computer uses Summon Suffering on your multiple times in a match, when doing it with human controls takes several hours of practice and generally needs to be worked into a combo to keep opponents from just running away from it.

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** Rage as the computer uses Summon Suffering on your you multiple times in a match, when doing it with human controls takes several hours of practice and generally needs to be worked into a combo to keep opponents from just running away from it.
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** Rage as the computer uses Summon Suffering on your multiple times in a match, when doing it with human controls takes several hours of practice and generally needs to be worked into a combo to keep opponents from just running away from it.

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* In the early days of ''{{Runescape}}'', things like mining and doing other things required numerous clicks to execute and were painful to fingers. This was gradually reduced as the time went on.

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* In the early days of ''{{Runescape}}'', things like mining and doing other things required numerous clicks to execute and were painful to fingers. This was Over the years, this has been gradually reduced as the time went on.reduced.


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* In ''{{Minecraft}}'', you'll have to go through numerous clicks to make sets of items or preform various activities. For an example, to eat food, you first have to select it from inventory to put to the hotkey slot, then you have to equip the meat and only then you can eat it.
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* Entering the debug mode in the N64 version of ''{{ShadowsOfTheEmpire}}'' requires the entry of a specific name on the entry screen. Then, pause the game and hold down the L, R, Z, all four C buttons, and Left on the N64 control pad. Got all that? Now move the analog stick left until a confirm tone is heard, then right, and repeat until the menu pops up. If you have managed to pull this off without resorting to doing the analog stick moves with your nose or having someone else do it, we salute you.

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* Entering the debug mode in the N64 version of ''{{ShadowsOfTheEmpire}}'' ''ShadowsOfTheEmpire'' requires the entry of a specific name on the entry screen. Then, pause the game and hold down the L, R, Z, all four C buttons, and Left on the N64 control pad. Got all that? Now move the analog stick left until a confirm tone is heard, then right, and repeat until the menu pops up. If you have managed to pull this off without resorting to doing the analog stick moves with your nose or having someone else do it, we salute you.
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* Entering the debug mode in the N64 version of ''{{ShadowsOfTheEmpire}}'' requires the entry of a specific name on the entry screen. Then, pause the game and hold down the L, R, Z, all four C buttons, and Left on the N64 control pad. Got all that? Now move the analog stick left until a confirm tone is heard, then right, and repeat until the menu pops up. If you have managed to pull this off without resorting to doing the analog stick moves with your nose or having someone else do it, we salute you.
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* In the early days of ''{{Runescape}}'', things like mining and doing other things required numerous clicks to execute and were painful to fingers. This was gradually reduced as the time went on.
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* The SoulSeries games have plenty of this. Especially when you're playing as Ivy.

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Sonic And Knuckles only. And the PC port for some reason I guess.


* The ''SonicTheHedgehog 3'' level select code. In theory, you enter Up, Up, Down, Down, Up, Up, Up, Up during just the right time interval on the title screen. In practice, it's more like: Up, Up, Down, Down, Up, Up, Up, Up, Oops, Reset, Up, Up, Down, Down, Up, Up, Up, Up, Crap, Reset, Up, Up, Down, Down, Up, Up, Up, Up, Argh, Reset, Up, Up, Down, Down, Up, Up, Up, Up, Freaking Hell, Reset, Up, Up, Down, Down, Up, Up, Up, Up, Aaaaaaaargh, Give Up, Use The ''[[GoodBadBugs Sonic 2]]'' [[GoodBadBugs Cartridge Swap Trick Instead]].
** ...Or just use the ''other'' level select code that can be accessed while swinging on a vine on the first level.

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* The ''SonicTheHedgehog 3'' (sans [[SonicAndKnuckles Knuckles]]) level select code. In theory, you enter Up, Up, Down, Down, Up, Up, Up, Up during just the right time interval on the title screen. In practice, it's more like: Up, Up, Down, Down, Up, Up, Up, Up, Oops, Reset, Up, Up, Down, Down, Up, Up, Up, Up, Crap, Reset, Up, Up, Down, Down, Up, Up, Up, Up, Argh, Reset, Up, Up, Down, Down, Up, Up, Up, Up, Freaking Hell, Reset, Up, Up, Down, Down, Up, Up, Up, Up, Aaaaaaaargh, Give Up, Use The ''[[GoodBadBugs Sonic 2]]'' [[GoodBadBugs Cartridge Swap Trick Instead]].
** ...Or just use the ''other'' level select code that can be accessed while swinging on a vine on the first level.
Instead]].
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** ...Or just use the ''other'' level select code that can be accessed while swinging on a vine on the first level.
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* The "press", "tap", and ''especially'' "scratch" controls in Nintendo DS game ''TheWorldEndsWithYou''. And while we're on the subject, some advice: ''never'' have "tap rapidly" pins in the same deck as "touch" pins. '''''Ever'''''[[hottip:*:Or at least use subslots so they're not active at the same time]].

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* The "press", "tap", and ''especially'' "scratch" controls in Nintendo DS game ''TheWorldEndsWithYou''. And while we're on the subject, some advice: ''never'' have "tap rapidly" pins in the same deck as "touch" pins. '''''Ever'''''[[hottip:*:Or at least '''''Ever'''''[[hottip:*:Don't even use subslots so they're not active at subslots. Merely having a "tap rapidly" pin in your deck means that if you tap enough that the same time]].game considers it "rapidly", it ''stops activating "touch" pins''.]].
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Wait, that was dumb. (didn't know that video was uploaded by the specific person... <.<; )


Other games may require a certain level of experience or skill because the input isn't as straightforward as hitting a button. Some systems may call for drawing shapes, shaking the controller at exactly the right time, or even yelling into a microphone, which can be a bit of a hit-and-miss affair. It might take a while to be able to [[http://www.youtube.com/watch?v=_p_UtfOmp9E draw exactly the right shape]], and meanwhile you find your character doing everything other than what you wanted them to do. Or you might find yourself adopting a number of silly accents in an attempt to get the microphone to register your voice. An unintended consequence is that sometimes clumsy players end up blaming the control scheme over their own coordination/stability problems.

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Other games may require a certain level of experience or skill because the input isn't as straightforward as hitting a button. Some systems may call for drawing shapes, shaking the controller at exactly the right time, or even yelling into a microphone, which can be a bit of a hit-and-miss affair. It might take a while to be able to [[http://www.youtube.com/watch?v=_p_UtfOmp9E com/watch?v=kWmnehkzRCo draw exactly the right shape]], and meanwhile you find your character doing everything other than what you wanted them to do. Or you might find yourself adopting a number of silly accents in an attempt to get the microphone to register your voice. An unintended consequence is that sometimes clumsy players end up blaming the control scheme over their own coordination/stability problems.
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Let's link to the official video...


Other games may require a certain level of experience or skill because the input isn't as straightforward as hitting a button. Some systems may call for drawing shapes, shaking the controller at exactly the right time, or even yelling into a microphone, which can be a bit of a hit-and-miss affair. It might take a while to be able to [[http://www.youtube.com/watch?v=kWmnehkzRCo draw exactly the right shape]], and meanwhile you find your character doing everything other than what you wanted them to do. Or you might find yourself adopting a number of silly accents in an attempt to get the microphone to register your voice. An unintended consequence is that sometimes clumsy players end up blaming the control scheme over their own coordination/stability problems.

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Other games may require a certain level of experience or skill because the input isn't as straightforward as hitting a button. Some systems may call for drawing shapes, shaking the controller at exactly the right time, or even yelling into a microphone, which can be a bit of a hit-and-miss affair. It might take a while to be able to [[http://www.youtube.com/watch?v=kWmnehkzRCo com/watch?v=_p_UtfOmp9E draw exactly the right shape]], and meanwhile you find your character doing everything other than what you wanted them to do. Or you might find yourself adopting a number of silly accents in an attempt to get the microphone to register your voice. An unintended consequence is that sometimes clumsy players end up blaming the control scheme over their own coordination/stability problems.
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** The first DS game has a particularly [[{{TvTropesWikiDrinkingGame}} egregious]] example in the magnification tool, which requires the player to draw a circle around the area they want to magnify. Having this go wrong even a few times during the first operation in which it crops up means a game over, never mind frustratedly scribbling what you think is a perfect circle maybe eight or nine times before the game zooms in on the wrong area.

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** The first DS game has a particularly [[{{TvTropesWikiDrinkingGame}} egregious]] an {{egregious}} example in the magnification tool, which requires the player to draw a circle around the area they want to magnify. Having this go wrong even a few times during the first operation in which it crops up means a game over, never mind frustratedly scribbling what you think is a perfect circle maybe eight or nine times before the game zooms in on the wrong area.
L

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* ''Mr Gimmick'' and its pentagram firing mechanic takes a while to get used to.

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* ''Mr Gimmick'' ''MrGimmick'' and its pentagram firing mechanic takes a while to get used to.
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** And you have to do all those crazy touch screen motions while simultaneously commanding your partner on the upper screen through combo-based button presses. Those are easier to pull off, but doing it while keeping track of Neku's (assymetrical) battle on the bottom screen can be quite the feat.

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** And you have to do all those crazy touch screen motions while simultaneously commanding your partner on the upper screen through combo-based button presses. Those are easier to pull off, but doing it while keeping track of Neku's (assymetrical) (asymmetrical) battle on the bottom screen can be quite the feat.



* For most of the game, ''[[SonicTheHedgehog Sonic Rush]]'''s controls were a treat, but right at the penultimate boss fight, when you're one hit short of victory, the game abruptly degenerates into an insane dual button-tapping fest that can't possibly lie within the dextrous abilities of the target audience.
* SNK is the mother and father of all impossible FightingGame motions. Back in the days of ''FatalFury'' and ''TheKingOfFighters '94'', characters always had impossible controller motions for their [[LimitBreak Super Moves]] - the crowned king of which was Geese Howard's Raging Storm, executed as follows: Down-Back, Half-Circle Back, Down-Forward + Punch. They call it [[FanNickname The Pretzel]] for a reason. In addition, super moves were actived by hitting ''two'' attack buttons, which is reasonable in an arcade but ludicrous at home. As of later KOF installments, SNK has gotten much better at this (by KOF '96, most characters have less insane motions for their attacks), but it lapses sometimes - try using Duck King in KOF XI. (Geese Howard's Raging Storm has ''never'' changed its motion, primarily due to nostalgia.)

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* For most of the game, ''[[SonicTheHedgehog Sonic Rush]]'''s controls were a treat, but right at the penultimate boss fight, when you're one hit short of victory, the game abruptly degenerates into an insane dual button-tapping fest that can't possibly lie within the dextrous dexterous abilities of the target audience.
* SNK is the mother and father of all impossible FightingGame motions. Back in the days of ''FatalFury'' and ''TheKingOfFighters '94'', characters always had impossible controller motions for their [[LimitBreak Super Moves]] - the crowned king of which was Geese Howard's Raging Storm, executed as follows: Down-Back, Half-Circle Back, Down-Forward + Punch. They call it [[FanNickname The Pretzel]] for a reason. In addition, super moves were actived activated by hitting ''two'' attack buttons, which is reasonable in an arcade but ludicrous at home. As of later KOF installments, SNK has gotten much better at this (by KOF '96, most characters have less insane motions for their attacks), but it lapses sometimes - try using Duck King in KOF XI. (Geese Howard's Raging Storm has ''never'' changed its motion, primarily due to nostalgia.)



*** Also, playing the Spirit Flute can be a real pain in the ass as it plays a note whenever you blow into the mic (which note depends on which tube you moved to the center with the stylus), meaning ''breath control'' is a major factor, '''especially''' when you have to go to two notes not next to each other without hitting the one inbetween.

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*** Also, playing the Spirit Flute can be a real pain in the ass as it plays a note whenever you blow into the mic (which note depends on which tube you moved to the center with the stylus), meaning ''breath control'' is a major factor, '''especially''' when you have to go to two notes not next to each other without hitting the one inbetween.in between.



** The targeting system in OcarinaOfTime and MajorasMask can be quite the pain in the ass when you're trying to target the boss and not these pesky little things around him. FakeDifficulty ahoi!

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** The targeting system in OcarinaOfTime and MajorasMask can be quite the pain in the ass when you're trying to target the boss and not these pesky little things around him. FakeDifficulty ahoi!ahoy!



** There's also the "quit match" command in ''Brawl'' when you're using the Wii Remote + Nunchuck controls - pause and hit Z, B, 1, and plus at the same time. This generally requires the participation of your pinky and ring finger, and it's rather uncomfortable to accomplish. And you have to hold it for about a second before it registers, because apparently it's entirely possible you might hit those buttons by accident.

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** There's also the "quit match" command in ''Brawl'' when you're using the Wii Remote + Nunchuck controls - pause and hit Z, B, 1, and plus at the same time. This generally requires the participation of your pinky pinkie and ring finger, and it's rather uncomfortable to accomplish. And you have to hold it for about a second before it registers, because apparently it's entirely possible you might hit those buttons by accident.



* CursedMountain for the wii requires you to perform Mudras by waving the Wiimote, otherwise the angry ghosts would regenerate health instead of being banished. In theory, these were simple slashes performed in sequence, but while diagonals were easy, horizontal and especially vertical required you to have nearly architectural precision, in the middle of frantic combat, however it is generally acepted that holding the wii-mote like the pickaxe (upside up) while doing the rituals improves the detection a lot.

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* CursedMountain for the wii requires you to perform Mudras by waving the Wiimote, otherwise the angry ghosts would regenerate health instead of being banished. In theory, these were simple slashes performed in sequence, but while diagonals were easy, horizontal and especially vertical required you to have nearly architectural precision, in the middle of frantic combat, however it is generally acepted accepted that holding the wii-mote like the pickaxe (upside up) while doing the rituals improves the detection a lot.
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** The targeting system in OcarinaOfTime and MajorasMask can be quite the pain in the ass when you're trying to target the boss and not these pesky little things around him. FakeDifficulty ahoi!
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* {{Hardcore}} [[SimulationGame vehicle simulations]] have this trope as a rule-if you hamfist the controls and don't handle them with finesse, you WILL lose control, resulting in stalls/spins/vortex ring states in flight simulators and total loss of traction having your car plow into a wall or some trees, or even hurtle off a hill in racing simulators. In addition, early combat flight simulators based on OldSchoolDogfighting periods need a steady stick to consistently land hits with guns.

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* ''SteelBattalion'' came with a controller that was bigger than most desks and was, basically, a "vertical tank" (mech) simulator.

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* ''SteelBattalion'' came with a controller that was bigger than most desks and was, basically, a "vertical tank" "[[AMechByAnyOtherName vertical tank]]" (mech) simulator.simulator.
** The actual act of piloting a VT is straightforward, though...unless you want to exploit [[LagCancel clip dumping]]. You have to hold down the main weapon button the whole time and then hit Magazine Change to cancel the reload time at the cost of a spare clip. The problem is that the main weapon switch button is toward the bottom-left of the center block, the magazine change button is toward the bottom-right of the same center block, and the right joystick controls weapon aiming and firing. This means that you will likely use your left hand to hold down the main weapon button...which is also the hand you use for the steering lever and the gear shift on the left block, which any VT pilot worth his salt would be working constantly to avoid being a sitting duck. Hope you have three hands!
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  • link for great justice


Other games may require a certain level of experience or skill because the input isn't as straightforward as hitting a button. Some systems may call for drawing shapes, shaking the controller at exactly the right time, or even yelling into a microphone, which can be a bit of a hit-and-miss affair. It might take a while to be able to draw exactly the right shape, and meanwhile you find your character doing everything other than what you wanted them to do. Or you might find yourself adopting a number of silly accents in an attempt to get the microphone to register your voice. An unintended consequence is that sometimes clumsy players end up blaming the control scheme over their own coordination/stability problems.

to:

Other games may require a certain level of experience or skill because the input isn't as straightforward as hitting a button. Some systems may call for drawing shapes, shaking the controller at exactly the right time, or even yelling into a microphone, which can be a bit of a hit-and-miss affair. It might take a while to be able to [[http://www.youtube.com/watch?v=kWmnehkzRCo draw exactly the right shape, shape]], and meanwhile you find your character doing everything other than what you wanted them to do. Or you might find yourself adopting a number of silly accents in an attempt to get the microphone to register your voice. An unintended consequence is that sometimes clumsy players end up blaming the control scheme over their own coordination/stability problems.

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