History Main / UnstableEquilibrium

30th Dec '17 8:56:27 PM FordPrefect
Is there an issue? Send a Message


** A solution is to add VariablePlayerGoals, allowing players to win from behind or [[GoldenSnitch by surprise]]. Even the first ''Civ'' game allowed you win by either conquering the world ''or'' being the first nation to launch a successful interstellar mission to [[VideoGame/SidMeiersAlphaCentauri Alpha Centauri]]. With proper management, this is possible even if you only have a "normal"-sized empire. Later games evolved and refined this concept, so that by ''Civ5'', it is well possible to achieve a cultural or diplomatic victory with just one city. Alternatively, as the resources an empire controls become greater, so too does the amount of resources required to maintain that empire, resulting in a punctuated equilibrium of highs and lows as the empire must sink resources into expansion for a long time before those resources begin paying for themselves later. When alliances are implemented correctly into game, they can help create a sort of natural equilibrium as lesser empires gang up on the leading superpower.

to:

** A solution is to add VariablePlayerGoals, allowing players to win from behind or [[GoldenSnitch by surprise]]. Even the first ''Civ'' ''VideoGame/{{Civilization}}'' game allowed you win by either conquering the world ''or'' being the first nation to launch a successful interstellar mission to [[VideoGame/SidMeiersAlphaCentauri Alpha Centauri]]. With proper management, this is possible even if you only have a "normal"-sized empire. Later games evolved and refined this concept, so that by ''Civ5'', ''[=Civ5=]'', it is well possible to achieve a cultural or diplomatic victory with just one city. Alternatively, as the resources an empire controls become greater, so too does the amount of resources required to maintain that empire, resulting in a punctuated equilibrium of highs and lows as the empire must sink resources into expansion for a long time before those resources begin paying for themselves later. When alliances are implemented correctly into game, they can help create a sort of natural equilibrium as lesser empires gang up on the leading superpower.
30th Dec '17 8:55:48 PM FordPrefect
Is there an issue? Send a Message


* In the [[SoBadItsGood obscure]] ''TabletopGame/{{Digimon}}'' TCG, the losing side was dedigivolved to their rookie form, while the winner remained the same. This basically meant that whoever was winning after the first turn had a big advantage. They did try to use the PaperRockScissors mechanic to combat this unbalance (Vaccine (red) beats virus (yellow), Virus beats Data (green), Data beats Vaccine), and some digimon switched their color when digivolving. Though the other player could anticipate your switch and switch themselves.

to:

* In the [[SoBadItsGood obscure]] ''TabletopGame/{{Digimon}}'' TCG, the losing side was dedigivolved to their rookie form, while the winner remained the same. This basically meant that whoever was winning after the first turn had a big advantage. They did try to use the PaperRockScissors RockPaperScissors mechanic to combat this unbalance (Vaccine (red) beats virus (yellow), Virus beats Data (green), Data beats Vaccine), and some digimon switched their color when digivolving. Though the other player could anticipate your switch and switch themselves.



** The writers of TheBellCurve were worried that in the future, because of the high heredity of intelligence and the fact that most people tend to marry people within their own class, as well as the fact that intelligence is highly hereditary (and strongly correlates with income), there would eventually develop a permanent underclass of poor people with low intelligence, and rich people with high intelligence. The net result would be a society where poor people were not only financially but ''genetically'' disadvantaged. Despite such a society being very meritocratic, there would be very little social mobility. Indeed, they believed that society was ''already'' segregating in this way, and that, because intelligence is so heavily genetic, social programs intended to make dumb people smart instead of catering to their needs (and abilities) were misguided. Ironically, this view of a future DystopianSociety was almost completely overlooked in favor of other controversy during discussion of their work.

to:

** The writers of TheBellCurve were worried that in the future, because of the high heredity of intelligence and the fact that most people tend to marry people within their own class, as well as the fact that intelligence is highly hereditary (and strongly correlates with income), there would eventually develop a permanent underclass of poor people with low intelligence, and rich people with high intelligence. The net result would be a society where poor people were not only financially but ''genetically'' disadvantaged. Despite such a society being very meritocratic, there would be very little social mobility. Indeed, they believed that society was ''already'' segregating in this way, and that, because intelligence is so heavily genetic, social programs intended to make dumb people smart instead of catering to their needs (and abilities) were misguided. Ironically, this view of a future DystopianSociety {{dystopia}}n society was almost completely overlooked in favor of other controversy during discussion of their work.
13th Nov '17 1:43:11 PM Randomwaffle23
Is there an issue? Send a Message


* In [[RolePlayingGame Role-Playing Games]], the hardest parts of the game will often be relatively [[EarlyBirdBoss early on]], when you lack money, supplies, equipment, skills, ExperiencePoints and possibly even party members. As your party '''grows exponentially stronger''', it becomes increasingly difficult for enemies to remain challenging simply by proportionally increasing their strength. There are often also "bonus areas" that are harder than normal areas, but have '''more powerful equipment''' such as the InfinityPlusOneSword or a HeartContainer. Players who can beat that area will be rewarded by having the rest of the game be easier. (It is often observed that anyone who is good enough to get the InfinityPlusOneSword [[BraggingRightsReward doesn't need it to win the game]].)

to:

* In [[RolePlayingGame Role-Playing Games]], the hardest parts of the game will often be relatively [[EarlyBirdBoss [[EarlyGameHell early on]], when you lack money, supplies, equipment, skills, ExperiencePoints and possibly even party members. As your party '''grows exponentially stronger''', it becomes increasingly difficult for enemies to remain challenging simply by proportionally increasing their strength. There are often also "bonus areas" that are harder than normal areas, but have '''more powerful equipment''' such as the InfinityPlusOneSword or a HeartContainer. Players who can beat that area will be rewarded by having the rest of the game be easier. (It is often observed that anyone who is good enough to get the InfinityPlusOneSword [[BraggingRightsReward doesn't need it to win the game]].)
11th Sep '17 2:12:36 PM GoblinCipher
Is there an issue? Send a Message


* In ''VideoGame/SuperValis4'', your [[ScoringPoints score]] doubles as an experience meter, and reaching milestones gives you a powerup to your life bar. You have only one life, continuing removes ''all'' life-bar power ups, and the later stages of the game are designed with a superlong life bar in mind. Need several tries to beat the FinalBoss? Have fun starting the entire game from scratch each time. (Or use an [[SaveScumming emulator with save states]], but ...)

to:

* In ''VideoGame/SuperValis4'', your [[ScoringPoints score]] doubles as an experience meter, and reaching milestones gives you a powerup to your life bar. You have only one life, continuing removes ''all'' life-bar power ups, not to mention your carefully hoarded weapons and armor powerups, and the later stages of the game are designed with a superlong life bar in mind. Need several tries to beat the FinalBoss? Have fun starting the entire game from scratch each time. (Or use an [[SaveScumming emulator with save states]], but ...)
11th Sep '17 2:08:55 PM GoblinCipher
Is there an issue? Send a Message


* In ''VideoGame/SuperValis4'', your [[ScoringPoints score]] doubles as an experience meter, and reaching milestones lengthens your life bar. You have only one life, continuing resets your score to zero, and the later stages of the game are designed with a superlong life bar in mind. Need several tries to beat the FinalBoss? Have fun starting the entire game from scratch each time. (Or use an [[SaveScumming emulator with save states]], but ...)

to:

* In ''VideoGame/SuperValis4'', your [[ScoringPoints score]] doubles as an experience meter, and reaching milestones lengthens gives you a powerup to your life bar. You have only one life, continuing resets your score to zero, removes ''all'' life-bar power ups, and the later stages of the game are designed with a superlong life bar in mind. Need several tries to beat the FinalBoss? Have fun starting the entire game from scratch each time. (Or use an [[SaveScumming emulator with save states]], but ...)
11th Sep '17 2:06:47 PM GoblinCipher
Is there an issue? Send a Message

Added DiffLines:

* In ''VideoGame/SuperValis4'', your [[ScoringPoints score]] doubles as an experience meter, and reaching milestones lengthens your life bar. You have only one life, continuing resets your score to zero, and the later stages of the game are designed with a superlong life bar in mind. Need several tries to beat the FinalBoss? Have fun starting the entire game from scratch each time. (Or use an [[SaveScumming emulator with save states]], but ...)
7th Sep '17 2:32:54 PM Sabrewing
Is there an issue? Send a Message


* Your maximum power in most ''VideoGame/{{Gradius}}'' games: missiles, a laser attack (or double shot), four [[AttackDrone Option]]s, and a shield. This takes 31 or 32 powerup capsules. On dying, you lose all of this.

to:

* Your maximum power in most ''VideoGame/{{Gradius}}'' games: missiles, a laser attack (or double shot), four [[AttackDrone Option]]s, and a shield. This takes 31 or 32 powerup capsules. On dying, you lose all of this.this, although some games allow you to fly into and recapture the Options.
31st Aug '17 8:00:28 PM wolftickets1969
Is there an issue? Send a Message


* In ''VideoGame/BlasterMaster'' and its sequels, taking damage during the overhead on-foot segments downgrades your gun.

to:

* In ''VideoGame/BlasterMaster'' and its sequels, taking damage during the overhead on-foot segments downgrades your gun.gun, which you need to have powered up for the bosses, especially the later ones.
31st Aug '17 7:59:44 PM wolftickets1969
Is there an issue? Send a Message

Added DiffLines:

* In ''VideoGame/BlasterMaster'' and its sequels, taking damage during the overhead on-foot segments downgrades your gun.
16th Aug '17 12:45:23 PM Miracle@StOlaf
Is there an issue? Send a Message


* Sleeplessness is a very common symptom of mental and physical stress, and is a major aggravating factor in both. Know what's a really great way to alleviate stress? ''Adequate rest''.

to:

* Stress causes sleeplessness. Sleeplessness aggravates stress. The cruel punchline? One of the best ways to relieve stress is a very common symptom of mental and physical stress, and is a major aggravating factor in both. Know what's a really great way to alleviate stress? ''Adequate ''adequate rest''.
This list shows the last 10 events of 239. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=Main.UnstableEquilibrium