History Main / TrialAndErrorGameplay

18th Sep '17 4:35:29 AM JonnyJinx
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* Many of the newer ''Franchise/SonicTheHedgehog'' 2D games are like this. Try running full speed ahead (the whole point of the series) only to run into an enemy as a result of having mere milliseconds to react to it once it appears. Better games in the series will have a short wall or upward spikes to let you know when it's time to stop running.

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* Many of the newer ''Franchise/SonicTheHedgehog'' 2D games are like this. Try running full speed ahead (the whole point of the series) only to run into an enemy as a result of having mere milliseconds to react to it once it appears. Better games sections in the series will have a short wall or upward spikes to let you know when it's time to stop running.
11th Sep '17 12:35:17 PM Twentington
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* ''Series/{{Lingo}}'' involves guessing what the word is from the provided letters.

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* ''Series/{{Lingo}}'' involves guessing what the mystery word is from the provided letters.letters. The teams are spotted the first letter and have to spell out what they think is the right word. After each guess, the letters in that guess are given different colors for letters that are ''not'' in the word, letters that ''are'' in the word and in the right place, or letters that are in the word but in the wrong place.
6th Sep '17 2:54:37 PM Peteman
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* The TabletopGame/CallOfCthulhu-based adventure game ''Shadow of the Comet'' has a bit where your character visits a labyrinth-like crypt. After you meet a [[NightmareFuel giant slug-like]] monster, you have to escape from the crypt as it chases you. Unless you had the good sense to draw a map, the beast will tear you to pieces dozens of times as you try to find the right route. Actually, just ''reaching'' said slug monster invokes this trope hard, as the crypt features multiple doors that either kill you or warp you to the beginning of the maze, neither of which are distinguishable from the correct ones. That's not even touching on the insta-kill traps scattered about.

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* The TabletopGame/CallOfCthulhu-based adventure game ''Shadow of the Comet'' has a bit where your character visits a labyrinth-like crypt. After you meet a [[NightmareFuel giant slug-like]] monster, you have to escape from the crypt as it chases you. Unless you had the good sense to draw a map, the beast will tear you to pieces dozens of times as you try to find the right route. Actually, just ''reaching'' said slug monster invokes this trope hard, trope, as the crypt features multiple doors that either kill you or warp you to the beginning of the maze, neither of which are distinguishable from the correct ones. That's not even touching on the insta-kill traps scattered about.
15th Aug '17 12:59:19 PM lalalei2001
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* In ''Videogame/YuGiOhReshefOfDestruction'', dueling some opponents can come down to learning their deck and inserting counters specifically for them.

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* In ''Videogame/YuGiOhReshefOfDestruction'', ''VideoGame/YuGiOhReshefOfDestruction'', dueling some opponents can come down to learning their deck and inserting counters specifically for them.
5th Aug '17 10:03:04 AM DavidCowie
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* ''VideoGame/FinalFantasyXII:'' Bosses are normally immune to the EnemyScan Libra. You can spend a lot of time rummaging through your characters' spell libraries trying to find out what does and does not work, or you can hammer away with basic attacks and hope that the AI controlled characters know what they're doing with their spells.
24th Jul '17 3:30:18 PM CombativeBoil
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** A general rule of thumb in [[Franchise/{{Nasuverse}} Type Moon]] games is to always pick the most dangerous option when you're given one. Playing it safe usually ends up with you being eaten by a shark on the ninth floor of a hotel.

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** A general rule of thumb in [[Franchise/{{Nasuverse}} Type Moon]] games is to always pick the most dangerous option when you're given one. Playing it safe usually ends up with you being eaten by a shark on the ninth floor of a hotel. Though of course, even this rule has its exceptions, resulting in the game punishing you for following the very same risk-taking mindset prior choices encouraged; the bad end that results from aforementioned choice to attack the temple being a prime example.
14th Jul '17 6:47:15 PM NaraNumas
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* Any game with a dialogue wheel could count for this if the wheel doesn't state what the outcome is. The first ''VideoGame/MassEffect'' could be particularly guilty of this, due to it being one of the first approaches of a short wheel, and no clear indicator of if an action was Paragon or Renegade. It could be very possible to be doing a Paragon playthrough, only to pick an option that looks like a harsh chastising and suddenly reloading yourself after Shepherd blasted the other end of the conversation.
4th Jul '17 7:42:52 PM GlitteringFlowers
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* ''FireEmblem'' games can be this to a player trying to not lose any units, thanks to enemy reinforcements. Often, units will spawn behind where your main force is likely to be at a certain point in the battle, and you have your healers, mages, and archers in the back. In some games or situations, reinforcements will announce themselves without warning, appear on the map in a spot pre-programmed but unknown to the player, move, and attack, all in a single enemy phase. Or it will just be one of those damn [[FogOfWar foggy levels]].

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* ''FireEmblem'' ''Franchise/FireEmblem'' games can be this to a player trying to not lose any units, thanks to enemy reinforcements. Often, units will spawn behind where your the player's main force is likely to be at a certain point in the battle, and you have your one has healers, mages, and archers in the back. In some games or situations, reinforcements will announce themselves without warning, appear on the map in a spot pre-programmed but unknown to the player, move, and attack, all in a single enemy phase. Or it will just be one of those damn [[FogOfWar foggy levels]]. Newer games can disable FinalDeath via Casual Mode (or Phoenix Mode in ''Fates'', or the use of Mila's Turnwheel in ''Echoes''), but even then it'll be quite annoying to lose an unit even if just for one stage/turn.
19th Jun '17 4:27:21 PM yarrunmace
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* ''VideoGame/LANoire'' is This Trope: The Game during the interrogation sequences that make up the game's centerpiece. Good luck knowing when the "Doubt" button means "express a reasonable doubt in the suspect's veracity" and when it actually means "angrily accuse the suspect of raping babies for no adequately explained reason."

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* ''VideoGame/LANoire'' is This Trope: The Game infamously has the 'Doubt' button during the interrogation sequences that make up the game's centerpiece. Good luck knowing when Since they don't specify ''what'' exactly you're doubting the "Doubt" interrogated about, hitting that button means "express a reasonable doubt in the suspect's veracity" and when may do exactly what you want it actually means "angrily to do, or it'll accuse a mere witness of masterminding the suspect of raping babies for no adequately explained reason."entire crime.
14th Jun '17 5:51:03 PM Dreadjaws
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* ''VideoGame/{{Commandos}} 1''-3 is basically the very definition of this, Attack the wrong guy, you die, stash a dead guy in the wrong place, you die, time your takedown wrong, you die. Lose focus on all of your spread out men for 15 seconds, you die. Anything but doing exactly what the developers originally wanted you to do will result in certain critical mission failure, this trope is the only reason they can make 3 missions and call it a campaign.

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* ''VideoGame/{{Commandos}} 1''-3 is basically the very definition of this, Attack the wrong guy, you die, stash a dead guy in the wrong place, you die, time your takedown wrong, you die. Lose focus on all of your spread out men for 15 seconds, you die. Anything but doing exactly what the developers originally wanted you to do will result in certain critical mission failure, this trope is the only reason they can make 3 missions and call it a campaign. To be fair, this only really applies to the parts where the player is learning the ropes. Once that's out of the way you only have to deal with unforgivable difficulty. Considering that enemies tend to follow a set patrol route (even if you're constantly killing them by sticking the same bear trap in the exact same place) your biggest problem is actually having quick enough reflexes to be able to act in the fraction of a second where no enemy can see you. The games can throw new elements at you at later levels, though, which makes this trope still apply at certain points.
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