History Main / TrialAndErrorGameplay

5th May '18 5:21:23 AM jormis29
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* ''{{Siren}}'' (Known as Forbidden Siren in some regions). Your characters have extremely limited health, are rarely armed and are placed in near pitch dark surroundings with enemies who are much stronger, and crack shots with firearms. Oh - and they're immortal zombies. So if you do manage to beat one in combat, it'll revive after a few seconds and come looking for you. Add Godawful controls, a useless map that doesn't actually show the player's position and level objectives which are often stupidly obscure into the mix and hey presto! Welcome to gameplay that alternates between you dying again and again, often scant seconds after starting a level, and stumbling around in the dark for hours, trying to figure out the hypercryptic level objectives.

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* ''{{Siren}}'' ''VideoGame/{{Siren}}'' (Known as Forbidden Siren in some regions). Your characters have extremely limited health, are rarely armed and are placed in near pitch dark surroundings with enemies who are much stronger, and crack shots with firearms. Oh - and they're immortal zombies. So if you do manage to beat one in combat, it'll revive after a few seconds and come looking for you. Add Godawful controls, a useless map that doesn't actually show the player's position and level objectives which are often stupidly obscure into the mix and hey presto! Welcome to gameplay that alternates between you dying again and again, often scant seconds after starting a level, and stumbling around in the dark for hours, trying to figure out the hypercryptic level objectives.
21st Apr '18 10:41:42 PM nombretomado
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A popular variety of FakeDifficulty, Trial And Error Gameplay is what happens when a game developer decides the best way to punish a player's incorrect action is to kill his character, end the mission in failure, or otherwise force him to repeat that part from the beginning again. And, in the most {{egregious}} manner possible, this occurs whether or not it was even possible to know in advance that it was a bad move at all. In the end, the only thing the player can do about it is reload the area and/or savepoint, play through that section again, and remember not to do that next time. In essence, Trial-and-Error Gameplay is whenever it is necessary for the player to fail before realizing what is necessary to succeed.

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A popular variety of FakeDifficulty, Trial And Error Gameplay is what happens when a game developer decides the best way to punish a player's incorrect action is to kill his character, end the mission in failure, or otherwise force him to repeat that part from the beginning again. And, in the most {{egregious}} JustForFun/{{egregious}} manner possible, this occurs whether or not it was even possible to know in advance that it was a bad move at all. In the end, the only thing the player can do about it is reload the area and/or savepoint, play through that section again, and remember not to do that next time. In essence, Trial-and-Error Gameplay is whenever it is necessary for the player to fail before realizing what is necessary to succeed.
18th Apr '18 7:53:25 AM WillyFourEyes
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* ''VideoGame/{{Kirby}}'s Dream Land 2'' had a section in world 7, where there was an AutoScrollingLevel with dead ends and no way to go back. There were 3 ways to go, and it happens several times. Technically there's a hint: [[spoiler:All of world 7 is symmetrical and you go through the autoscroll in the opposite direction much earlier]], but it's extremely easy to miss. Even if you suspect you missed something, it's ''much'' easier to just keep doing trial-and-error instead of going back to check.

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* ''VideoGame/{{Kirby}}'s Dream Land 2'' ''VideoGame/KirbysDreamLand2'' had a section in world 7, where there was an AutoScrollingLevel with dead ends and no way to go back. There were 3 ways to go, and it happens several times. Technically there's a hint: [[spoiler:All of world 7 is symmetrical and you go through the autoscroll in the opposite direction much earlier]], but it's extremely easy to miss. Even if you suspect you missed something, it's ''much'' easier to just keep doing trial-and-error instead of going back to check.



* ''VideoGame/MegaManX5'' had a motor-bike stage which is basically all trial and error. What makes this noteworthy, though, is that this stage and this stage alone requires the player to jump while the "Ready!" stage start animation is still playing. In all other stages, the player '''can't move''' while the animation is playing. The only way to realize that this stage is special is by dying once. The rest of the level is also an effort in trial and error, as you're often required to make decisions (upper path or lower path?) with no way of knowing what's ahead.
** The same thing happens in ''VideoGame/MegaMan2''. Specifically, [[ThatOneLevel Quick Man's infamous laser section]]. All moves from the top of the fall to the bottom must be meticulously planned, but you don't know what's on the lower screens until you get there and see them, by which time it's too late. Sure, you can use the time stopper (if you have it) to stop things from moving, but if you did that you wouldn't be able to use it later in the level (because guess what's Quick Man's weakness). Luckily, Quick man himself is one of the weakest bosses, taking 4 bars of damage from Mega Man's piddly little pea shooter. He can reasonably be killed with no special weapons at all.
* The whole of ''[[VideoGame/MegaManX6 X6]]''. Specific portions of levels are simply completely impassable if your character can't double jump or air dash.
* ''[[VideoGame/MegaMan2 2]]'' had two bosses completely invulnerable to the Mega Buster and with only one weapon (each) that worked against them. If you used up too much [[{{Mana}} weapon energy]] for those weapons too early, the battles were {{Unwinnable}} until you either grinded for more weapon energy on the next life, or lost all your lives and used a continue.
* ''[[VideoGame/MegaMan3 3]]'' nails you with this one time. In the second trip through Shock Man's stage, just after you beat Doc Robot the first time, you must slide (meaning you can't call the Rush Jet for this) into a pretty long (about three screens) drop down a weaving shaft lined with spikes, meaning you have to control your fall to avoid instant destruction. Because you're falling, your reaction time is darn near zero unless you already know what's coming.
* ''9'' also had its "you will die with no warning" moments. On passage in Plug Man's stage looks safe, until a block suddenly materializes in its entrance, sending anyone trying to jump into it to the SpikesOfDoom below. One set of spikes in Splash Woman's stage cannot be seen until you've take the jump, and if you're now aimed for them, the games JumpPhysics aren't enough to let you steer away in time.
* The ''[[CompilationRerelease Mega Man Legacy Collection]]'' (a compilation of VideoGame/MegaMan 1-6) has "challenges", {{Time Trial}}s where you play through different parts of various stages from the games, with teleport orbs taking you from one part to the next. The problem is, you won't know beforehand which part of which stage you end up in when teleporting, and gameplay resumes immediately giving you no time to prepare. Most of these are fair, sending you to relatively safe areas, but one of them sends you ''smack in the middle of [[VideoGame/MegaMan2 Quick Man]]'s second [[ThatOneLevel laser pit]],'' where you have absolutely ''no'' time to react before a laser comes at you, so you have to start holding left ''before'' teleporting in. Good thing these challenges give you unlimited lives, and you respawn on the current stage when you die, but it still costs time.
* [[VideoGame/MegaManPoweredUp Powered Up]] has a number of Elec Man and Oil Man's challenges. They grind down to "go fast, run into something that kills you that comes out way too fast to react to, like a spike wall, then deal with it next time". Not very good, that.

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* These moments have popped up occasionally in the ''Mega Man'' series:
**
''VideoGame/MegaManX5'' had a motor-bike stage which is basically all trial and error. What makes this noteworthy, though, is that this stage and this stage alone requires the player to jump while the "Ready!" stage start animation is still playing. In all other stages, the player '''can't move''' while the animation is playing. The only way to realize that this stage is special is by dying once. The rest of the level is also an effort in trial and error, as you're often required to make decisions (upper path or lower path?) with no way of knowing what's ahead.
** *** The same thing happens in ''VideoGame/MegaMan2''. Specifically, [[ThatOneLevel Quick Man's infamous laser section]]. All moves from the top of the fall to the bottom must be meticulously planned, but you don't know what's on the lower screens until you get there and see them, by which time it's too late. Sure, you can use the time stopper (if you have it) to stop things from moving, but if you did that you wouldn't be able to use it later in the level (because guess what's Quick Man's weakness). Luckily, Quick man Man himself is one of the weakest bosses, taking 4 bars of damage from Mega Man's piddly little pea shooter. He can reasonably be killed with no special weapons at all.
* ** The whole of ''[[VideoGame/MegaManX6 X6]]''. Specific portions of levels are simply completely impassable if your character can't double jump or air dash.
* ** ''[[VideoGame/MegaMan2 2]]'' had two bosses completely invulnerable to the Mega Buster and with only one weapon (each) that worked against them. If you used up too much [[{{Mana}} weapon energy]] for those weapons too early, the battles were {{Unwinnable}} until you either grinded for more weapon energy on the next life, or lost all your lives and used a continue.
* ''[[VideoGame/MegaMan3 3]]'' ** ''VideoGame/MegaMan3'' nails you with this one time. In the second trip through Shock Man's stage, just after you beat Doc Robot the first time, you must slide (meaning you can't call the Rush Jet for this) into a pretty long (about three screens) drop down a weaving shaft lined with spikes, meaning you have to control your fall to avoid instant destruction. Because you're falling, your reaction time is darn near zero unless you already know what's coming.
* ''9'' ** ''VideoGame/MegaMan9'' also had its "you will die with no warning" moments. On passage in Plug Man's stage looks safe, until a block suddenly materializes in its entrance, sending anyone trying to jump into it to the SpikesOfDoom below. One set of spikes in Splash Woman's stage cannot be seen until you've take the jump, and if you're now aimed for them, the games JumpPhysics aren't enough to let you steer away in time.
* ** The ''[[CompilationRerelease Mega Man Legacy Collection]]'' (a compilation of VideoGame/MegaMan 1-6) has "challenges", {{Time Trial}}s where you play through different parts of various stages from the games, with teleport orbs taking you from one part to the next. The problem is, you won't know beforehand which part of which stage you end up in when teleporting, and gameplay resumes immediately giving you no time to prepare. Most of these are fair, sending you to relatively safe areas, but one of them sends you ''smack in the middle of [[VideoGame/MegaMan2 Quick Man]]'s second [[ThatOneLevel laser pit]],'' where you have absolutely ''no'' time to react before a laser comes at you, so you have to start holding left ''before'' teleporting in. Good thing these challenges give you unlimited lives, and you respawn on the current stage when you die, but it still costs time.
* [[VideoGame/MegaManPoweredUp ** ''[[VideoGame/MegaManPoweredUp Powered Up]] Up]]'' has a number of Elec Man and Oil Man's challenges. They grind down to "go fast, run into something that kills you that comes out way too fast to react to, like a spike wall, then deal with it next time". Not very good, that.



* The very likely to be removed in short notice ''VideoGame/SuperMarioWorld'' hack ''Super Mario -Lost Brain- Ultimate Edition'' has this in spades. And by in spades, I mean in the cheapest way possible. See those normal objects? Every single one can randomly kill you without warning (as in, complete arbitary cannons, blocks, water, coins or other stuff). They can also not kill you (in other levels). In other levels, the GROUND can kill you. In others? The AIR ITSELF. As in, random patches have what appear to be '''invisible spikes''' that insta-kill without warning. Oh how not so fun it is to play Russian Roulette with a PlatformHell setup.

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* The very likely to be removed in short notice ''VideoGame/SuperMarioWorld'' hack ''Super Mario -Lost Brain- Ultimate Edition'' has this in spades. And by in spades, I we mean in the cheapest way possible. See those normal objects? Every single one can randomly kill you without warning (as in, complete arbitary cannons, blocks, water, coins or other stuff). They can also not kill you (in other levels). In other levels, the GROUND can kill you. In others? The AIR ITSELF. As in, random patches have what appear to be '''invisible spikes''' that insta-kill without warning. Oh how not so fun it is to play Russian Roulette with a PlatformHell setup.
16th Apr '18 5:48:34 AM ElodieHiras
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Added DiffLines:

[[folder:Real Life]]
* Science is at it's core this. You observe a phenomenon, try to find an explanation, and then devise experiments to see if your explanation was right or not. You will get it wrong along the way. A '''lot''' of times. But each time you succeed, you have unlocked new possibilities to manipulate natural phenomena in your favor.
[[/folder]]
3rd Apr '18 12:57:42 PM 64SuperNintendo
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[[folder:Anime And Manga]]

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[[folder:Anime And and Manga]]
28th Mar '18 5:21:44 AM AzureLazuline
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* ''VideoGame/{{Kirby}}'s Dream Land 2'' had a section in world 7, where there was an AutoScrollingLevel with dead ends and no way to go back. There were 3 ways to go. And it happens several times.

to:

* ''VideoGame/{{Kirby}}'s Dream Land 2'' had a section in world 7, where there was an AutoScrollingLevel with dead ends and no way to go back. There were 3 ways to go. And go, and it happens several times.times. Technically there's a hint: [[spoiler:All of world 7 is symmetrical and you go through the autoscroll in the opposite direction much earlier]], but it's extremely easy to miss. Even if you suspect you missed something, it's ''much'' easier to just keep doing trial-and-error instead of going back to check.
20th Feb '18 7:03:52 PM nombretomado
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*** The Lost Sinner can be one of the harder early-game bosses to beat without proper preparations. When fighting her head-on, the poor lighting in the room will reduce the player's lock-on range, making it easy for her to simply jump over you, break target lock and bring her greatsword into your back while you're wondering where the hell she went. So you'll have to light the torches outside of the arena first, which proves impossible without the Bastille Key (which, in the original PS3/360/DX9 version, requires beating an optional boss to get).

to:

*** The Lost Sinner can be one of the harder early-game bosses to beat without proper preparations. When fighting her head-on, the poor lighting in the room will reduce the player's lock-on range, making it easy for her to simply jump over you, break target lock and bring her greatsword into your back while you're wondering where the hell she went. So you'll have to light the torches outside of the arena first, which proves impossible without the Bastille Key (which, in the original PS3/360/DX9 [=PS3=]/360/DX9 version, requires beating an optional boss to get).
8th Jan '18 7:16:12 AM Cryoclaste
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* As with the ''Halo'' Jackal snipers mentioned above, ''GhostRecon: Advanced Warfighter'''s snipers are well-hidden and kill in one hit, often well before you can see them. Leading to "get {{one hit kill}}ed out of nowhere, reload, try to find sniper, get killed again until you succeed", most often in the [[XenSyndrome later levels]]. The original ''GR'' series is even worse with this, but at least it allowed you to save any time during a mission.

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* As with the ''Halo'' Jackal snipers mentioned above, ''GhostRecon: Advanced Warfighter'''s ''VideoGame/GhostReconAdvancedWarfighter'''s snipers are well-hidden and kill in one hit, often well before you can see them. Leading to "get {{one hit kill}}ed out of nowhere, reload, try to find sniper, get killed again until you succeed", most often in the [[XenSyndrome later levels]]. The original ''GR'' series is even worse with this, but at least it allowed you to save any time during a mission.
15th Dec '17 6:24:53 PM Anddrix
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* ''VideoGame/FalloutNewVegas'' downloadable content ''Dead Money'' includes a number of sequences having the player advance through an area before nearby radio signals set off the explosive collar that they are forced to wear for the duration of the expansion. These segments can be made easier by destroying the signal emitters (radios, PA systems), but the emitters are often hard to see in the dark and hazy environments of the ruins of the Sierra Madre casino, and at times simply cannot be destroyed at all [[note]]These speakers are marked with a red light instead of the regular blue. Seeing how these speaker are very often out of the way don't be surprised you can't find them as your collar beeps loudly and all outdoor speakers lock after you trigger the Gala event, cutting you off from everything before.[[/note]], often making the player resort to a [[LeeroyJenkins disorienting charge]], often resulting in repeated deaths and frustration. There are also a number of instant-death explosive booby traps that are difficult to see the first time around. These along with the Ghost People, poison gas, and lack of supplies makes ''Dead Money'' a [[NintendoHard very difficult]] and [[LoveItOrHateIt divisive]] experience.

to:

* ''VideoGame/FalloutNewVegas'' downloadable content ''Dead Money'' includes a number of sequences having the player advance through an area before nearby radio signals set off the explosive collar that they are forced to wear for the duration of the expansion. These segments can be made easier by destroying the signal emitters (radios, PA systems), but the emitters are often hard to see in the dark and hazy environments of the ruins of the Sierra Madre casino, and at times simply cannot be destroyed at all [[note]]These speakers are marked with a red light instead of the regular blue. Seeing how these speaker are very often out of the way don't be surprised you can't find them as your collar beeps loudly and all outdoor speakers lock after you trigger the Gala event, cutting you off from everything before.[[/note]], often making the player resort to a [[LeeroyJenkins disorienting charge]], often resulting in repeated deaths and frustration. There are also a number of instant-death explosive booby traps that are difficult to see the first time around. These along with the Ghost People, poison gas, and lack of supplies makes ''Dead Money'' a [[NintendoHard very difficult]] and [[LoveItOrHateIt divisive]] divisive experience.
22nd Nov '17 4:55:39 PM nombretomado
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* The {{Commodore 64}} game ''VideoGame/TheCastlesOfDoctorCreep'' occasionally features this trope. Perhaps the most infamous is the left "[[BlackoutBasement black room]]" in Alternation. The room features conveyor belts that need to be switched off...and most of the switches are over these moving conveyor belts. Further, because the floors are black, you can't see the conveyor belts (which are also black). The belts need to be switched off in a certain order. Pick the wrong switch, and you get pulled past the switch and into a spot you can't escape, forcing you to [[PressXToDie Hit Restore to Die]]. Puzzles like this are why the game has an Unlimited Lives option.

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* The {{Commodore 64}} UsefulNotes/Commodore64 game ''VideoGame/TheCastlesOfDoctorCreep'' occasionally features this trope. Perhaps the most infamous is the left "[[BlackoutBasement black room]]" in Alternation. The room features conveyor belts that need to be switched off...and most of the switches are over these moving conveyor belts. Further, because the floors are black, you can't see the conveyor belts (which are also black). The belts need to be switched off in a certain order. Pick the wrong switch, and you get pulled past the switch and into a spot you can't escape, forcing you to [[PressXToDie Hit Restore to Die]]. Puzzles like this are why the game has an Unlimited Lives option.
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