History Main / TrialAndErrorGameplay

23rd Jul '16 1:41:31 PM Morgenthaler
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* ''GrannysGarden'' opens with a grid of sixteen trees which resembles a copy protection screen, except the only purpose of it is to try every single one until you find the magical one. Later, you encounter items which will end up triggering a trap if picked up, and others that you'll need to progress, and there's no intuitive way to distinguish between the two.

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* ''GrannysGarden'' ''VideoGame/GrannysGarden'' opens with a grid of sixteen trees which resembles a copy protection screen, except the only purpose of it is to try every single one until you find the magical one. Later, you encounter items which will end up triggering a trap if picked up, and others that you'll need to progress, and there's no intuitive way to distinguish between the two.



* In ''OdellLake'', you don't always learn what's what right away. "Osprey? Is that some smaller fish? Oh, it's a bird and I'm ''its'' dinner!" And even if you do get it right, [[LuckBasedMission you never know beforehand if those insects and larvae or that chub will be your dinner or your conveyance to the fish and chip stand]].

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* In ''OdellLake'', ''VideoGame/OdellLake'', you don't always learn what's what right away. "Osprey? Is that some smaller fish? Oh, it's a bird and I'm ''its'' dinner!" And even if you do get it right, [[LuckBasedMission you never know beforehand if those insects and larvae or that chub will be your dinner or your conveyance to the fish and chip stand]].
30th Jun '16 6:49:23 AM Someoneman
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* At one point in ''VideoGame/{{Persona 4}}'', you are given a serious moral choice to make. It's fairly clear to most players what the "good" thing to do is. However, doing so involves getting through several dialogue choices. Picking the wrong one even once gives you a [[spoiler: bad ending]]. Oh, and this occurs right after some lengthy cutscenes.
** There is a way to suss out what the correct choices are, however. [[spoiler: You're playing a murder mystery game, after all, so theoretically, you should be able to find that the clues you have on the identity of the killer don't quite add up and tell everyone that there's still more to figure out.]]
** Enemy resistances are an example as well. Until a very late-game upgrade, discovering what an enemy is weak to or strong to can only be done by hitting them with that element. As such, if you're not playing with a strategy guide, you will wind up healing a few enemies and damaging yourself along the way.
* Playing ''VideoGame/{{Persona 3}} FES'' on hard mode during your first run-through becomes this. You often go into a boss fight with absolutely no idea what the boss can do, which often means a TotalPartyKill because you didn't go in with the right set of resistances and abilities. Even on Normal mode, the only way to find out the Weaknesses of a boss are to simply spam attacks until you find that he's weak to a certain type.

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* At ''Franchise/ShinMegamiTensei / Franchise/{{Persona}}'':
** In most games in the series, you obtain new De{{mons}} by talking to them, then giving them items and money based on how good of an impression you made on them. However, the answers the Demon would prefer are often impossible to figure out on your own. For example, if a Demon asks you "Which fruit am I the most like?", your answers are "A watermelon", "A tomato", and "A durian". You can probably guess that "A durian" is a bad answer[[note]]In case you don't know, durians are known for their bad smell, so you're telling the Demon it stinks[[/note]], but that still leaves two possible answers, including
one point that may enrage the Demon. And some Demons might ''like'' the "bad" answer in some cases.
**
''VideoGame/{{Persona 4}}'', 4}}'':
*** At one point,
you are given a serious moral choice to make. It's fairly clear to most players what the "good" thing to do is. However, doing so involves getting through several dialogue choices. Picking the wrong one even once gives you a [[spoiler: bad ending]]. Oh, and this occurs right after some lengthy cutscenes.
** There is a way to suss out what the correct choices are, however. [[spoiler: You're playing a murder mystery game, after all, so theoretically, you should be able to find that the clues you have on the identity of the killer don't quite add up and tell everyone that there's still more to figure out.]]
**
*** Enemy resistances are an example as well.resistances. Until a very late-game upgrade, discovering what an enemy is weak to or strong to can only be done by hitting them with that element. As such, if you're not playing with a strategy guide, you will wind up healing a few enemies and damaging yourself along the way.
* ** Playing ''VideoGame/{{Persona 3}} FES'' on hard mode during your first run-through becomes this. You often go into a boss fight with absolutely no idea what the boss can do, which often means a TotalPartyKill because you didn't go in with the right set of resistances and abilities. Even on Normal mode, the only way to find out the Weaknesses of a boss are to simply spam attacks until you find that he's weak to a certain type.
22nd Jun '16 7:10:35 AM malter
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* 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, and gameplay starts 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.

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* 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, in when teleporting, and gameplay starts 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.
22nd Jun '16 7:05:51 AM malter
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Added DiffLines:

* 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, and gameplay starts 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.
17th Jun '16 4:11:27 PM WillBGood
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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 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.
17th Jun '16 2:31:40 PM WillBGood
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* ''VideoGame/RememberMe'' has the stand-out memory remix sequences, where you have to alter events in a person's memory in order to reach a different outcome than what actually happened in real life. These are largely driven by trial and error, and making some decisions creates meory states that are totally not what the player is trying to achieve.

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* ''VideoGame/RememberMe'' has the stand-out memory remix sequences, where you have to alter events in a person's memory in order to reach a different outcome than what actually happened in real life. These are largely driven by trial and error, and making some decisions creates meory memory states that are totally not what the player is trying to achieve.
7th Jun '16 8:11:35 PM Willbyr
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** ''VirtuesLastReward'' is more forgiving since you can use the Flow screen to go back to a previous scene instead of having to play through from the beginning. [[spoiler:However, you still have to play through all the endings to get the game's real ending.]]

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** ''VirtuesLastReward'' ''VisualNovel/VirtuesLastReward'' is more forgiving since you can use the Flow screen to go back to a previous scene instead of having to play through from the beginning. [[spoiler:However, you still have to play through all the endings to get the game's real ending.]]
7th Jun '16 12:15:37 PM thatother1dude
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* The game TabletopGame/{{Mao}} is largely about finding out what the rules are by getting penalized for breaking rules until you figure them out. Every time someone wins a round, they add a rule, but don't tell anyone what it is until they break it.

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* The game TabletopGame/{{Mao}} is largely about finding out what the rules are by getting penalized for breaking rules until you figure them out. Every time someone wins a round, they add a rule, but don't tell anyone what it is rule which no one can know about until they break it.it's broken.
7th Jun '16 12:15:12 PM thatother1dude
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* CantrII: Possibly the only way to experience [[{{Mao}} Mao's]] brand of logic without playing it, is to play Cantr. From the forum rules that are visible "Discussion of (rule breaking) is not allowed." "Only generalisation of rules is allowed" "[[CircularReasoning Complaints about staff are to be made to staff, and only in private"]]. There's a lot more rules that aren't available, not to mention it's a rare case when the player is informed of which rule was broken, or the evidence. The '[[InsaneTrollLogic logic]]' behind, is that players who knew the rules, would evidently work their LoopholeAbuse magic, as propounded by one staffer who is fondly referred to as the Goat Wormhole (You put in a valid argument, and the response is a goat. Any further comment is referred back to the goat. "What do you mean, it's not a good goat? See, four hooves and everything"). The game is a social simulator after all, and what better way to simulate North Korea and Soviet Russia then hiding the gamefield, until a misstep and LandMineGoesClick.
** As further hilarity, the Players Department professed function is to 'guide' players when dealing with possible rule breaks. Yes, [[ExactWords guide]] them, by standing on the other side of the minefield and shouting that everything is fine .... until it isn't.

to:

* CantrII: Possibly the only way to experience [[{{Mao}} Mao's]] TabletopGame/{{Mao}}'s brand of logic without playing it, is to play Cantr. From the forum rules that are visible "Discussion of (rule breaking) is not allowed." "Only generalisation of rules is allowed" "[[CircularReasoning Complaints about staff are to be made to staff, and only in private"]]. There's a lot more rules that aren't available, not to mention it's a rare case when the player is informed of which rule was broken, or the evidence. The '[[InsaneTrollLogic logic]]' behind, is that players who knew the rules, would evidently work their LoopholeAbuse magic, as propounded by one staffer who is fondly referred to as the Goat Wormhole (You put in a valid argument, and the response is a goat. Any further comment is referred back to the goat. "What do you mean, it's not a good goat? See, four hooves and everything"). The game is a social simulator after all, and what better way to simulate North Korea and Soviet Russia then hiding the gamefield, until a misstep and LandMineGoesClick.
**
LandMineGoesClick. As further hilarity, the Players Department professed function is to 'guide' players when dealing with possible rule breaks. Yes, [[ExactWords guide]] them, by standing on the other side of the minefield and shouting that everything is fine .... until it isn't.



* The game {{Mao}} is completely based around this, as for the most part only one person will know the rules and talking about them is forbidden. The main way to learn the rules is by getting penalized for breaking rules until you figure them out. And then the rules change.

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* The game {{Mao}} TabletopGame/{{Mao}} is completely based around this, as for the most part only one person will know largely about finding out what the rules and talking about them is forbidden. The main way to learn the rules is are by getting penalized for breaking rules until you figure them out. And then the rules change.Every time someone wins a round, they add a rule, but don't tell anyone what it is until they break it.
2nd Jun '16 3:09:54 PM TheOneWhoTropes
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* ''{{Lingo}}'' involves guessing what the word is from the provided letters.

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* ''{{Lingo}}'' ''Series/{{Lingo}}'' involves guessing what the word is from the provided letters.
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