History Main / TrialAndErrorGameplay

12th Sep '16 9:16:30 PM DastardlyDemolition
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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 Dead Money, and at times simply cannot be destroyed at all, 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.

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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 Dead Money, the ruins of the Sierra Madre casino, and at times simply cannot be destroyed at all, 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.
1st Sep '16 1:36:17 AM WhosAsking
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* Featured in a couple of castle levels in ''VideoGame/SuperMarioBros1'', including the final dungeon. You have to choose the correct routes through the dungeon to progress or you'll be forced back to the last checkpoint to choose another. Other than by memorising the right and wrong ways there's no way of knowing the right paths without a guide.

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* Featured in a couple of castle levels in ''VideoGame/SuperMarioBros1'', including the final dungeon. You have to choose the correct routes through the dungeon to progress or you'll be forced back to the last checkpoint to choose another. Other than by memorising the right and wrong ways there's no way of knowing the right paths without a guide. Castle 8 was even trickier because not only does the correct path involve locating and taking pipes, but some of the pipes go ''backwards'' back to the first chamber while some of the correct pipe choices are easy to overlook. At least the maze only goes as far as the underwater section.
1st Sep '16 1:28:08 AM WhosAsking
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* ''[[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.
30th Aug '16 5:48:34 AM WhosAsking
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** During the first part of ''VideoGame/TheSecretOfMonkeyIsland,'' part of the player's training in swordplay involves learning snide insults to throw opponents off-guard; without these insults and witty comebacks, the player can't win a swordfight. These quips are learned by hearing other pirates use them in fights; thus, the player is required to repeatedly enter fights with other pirates and lose, trying out new insults and weak come-backs until finally gaining enough to win a fight. The frustration of this is lessened, however, by the fact that the player can't actually die.

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** During the first part of ''VideoGame/TheSecretOfMonkeyIsland,'' part of the player's training in swordplay involves learning snide insults to throw opponents off-guard; without these insults and witty comebacks, the player can't win a swordfight. These quips are learned by hearing other pirates use them in fights; thus, the player is required to repeatedly enter fights with other pirates and lose, trying out new insults and weak come-backs until finally gaining enough to win a fight. The frustration of this is lessened, however, by the fact that the player can't actually die.[[note]]The retorts are actually more important than the insults, as you're limited to retorts against the Sword Master, who always opens (and you need to figure out which retorts you can use against her unique insults; the connections are more obscure), but you need the insults to eventually have pirates retort them.[[/note]]
25th Aug '16 8:58:00 AM PKMN37
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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 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 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.
8th Aug '16 4:58:16 PM Roxolan
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Compare TryEverything and CharacterSelectForcing.

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Compare TryEverything and CharacterSelectForcing.
CharacterSelectForcing. This trope is ubiquitous in [[GroundhogDayLoop Groundhog Day Loop]] stories.
8th Aug '16 8:34:36 AM anza_sb
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* This is the point of ''TheImpossibleQuiz''. '''WRONG!''' -1 LIFE

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* This is the point of ''TheImpossibleQuiz''.''VideoGame/TheImpossibleQuiz''. '''WRONG!''' -1 LIFE
2nd Aug '16 5:06:31 AM Morgenthaler
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* Pretty much any game ever produced by Paradox - with ''VictoriaAnEmpireUnderTheSun'' being the uber example and many of the others not far behind. Not least because either what you need to know is [[GuideDangIt Not In The Manual]] or [[TheComputerIsALyingBastard The Manual Is Wrong.]]

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* Pretty much any game ever produced by Paradox - with ''VictoriaAnEmpireUnderTheSun'' ''VideoGame/VictoriaAnEmpireUnderTheSun'' being the uber example and many of the others not far behind. Not least because either what you need to know is [[GuideDangIt Not In The Manual]] or [[TheComputerIsALyingBastard The Manual Is Wrong.]]
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.
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