History Main / UnstableEquilibrium

5th Dec '16 4:35:37 PM Gosicrystal
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[[folder:RacingGame]]
* In ''VideoGame/MarioKart'' grand prix, winning a race means you start the next race slightly ahead of everyone else; the players start in the order they finished the previous race. This is countered with the re-introduction of coins as of ''7''; racers start off with coins based on how far down the grid they are.
* ''R4: VideoGame/RidgeRacer Type 4''[='=]s GP Mode gives you a new car after the first heat, after the second heat, and before the final race. Your performance in previous races determines the quality of your new car. Get first place in every race and you'll get the best new car, allowing you to complete the next few races with ease. Place just high enough to qualify in each race and you'll get crappy new cars that will require perfect runs to even qualify in the upcoming races. This is on top of your team [[WhatTheHellPlayer berating you for]] [[SecondPlaceIsForLosers not finishing in first]].
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[[folder:Sports Games]]
* In ''VideoGame/MarioSuperSluggers'', the better you play in a given baseball game, the more stars you will get. The more stars, the more star swings/pitches, and the more good plays that will net you more stars. So if you're doing poorly, it'll be hard to come back. Especially if your opponent has a ton of stars.
[[/folder]]



[[folder:RacingGame]]
* In ''VideoGame/MarioKart'' grand prix, winning a race means you start the next race slightly ahead of everyone else; the players start in the order they finished the previous race. This is countered with the re-introduction of coins as of ''7''; racers start off with coins based on how far down the grid they are.
* ''R4: VideoGame/RidgeRacer Type 4''[='=]s GP Mode gives you a new car after the first heat, after the second heat, and before the final race. Your performance in previous races determines the quality of your new car. Get first place in every race and you'll get the best new car, allowing you to complete the next few races with ease. Place just high enough to qualify in each race and you'll get crappy new cars that will require perfect runs to even qualify in the upcoming races. This is on top of your team [[WhatTheHellPlayer berating you for]] [[SecondPlaceIsForLosers not finishing in first]].
[[/folder]]
24th Nov '16 1:02:35 PM Necrodomo
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* Preventing this sort of thing and returning everyone to an equal starting point is a major reason why the ''[[NexusWar Nexus Clash]]'' universe hits the ResetButton on the universe from time to time. There are still some things that get carried over from universe to universe though, and enough of them can add up to an advantage.
23rd Nov '16 5:52:27 PM Dreadjaws
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* ''VideoGame/ChampionsOnline'' gives you stars as you win battles and complete missions, and takes them away as you die. These stars give a boost to your stats, improving your healing abilities, the damage you do, etc. That means that doing well in battle makes your character more powerful, while doing bad takes your power away, making you weaker and hencefort more likely to die even more. You can buy star refill boosts in the in-game store at any time but, of course, this takes real money. If you've been doing certain missions you can get Questionite, which you can then exchange for store money at exhorbitant rates, but you'll likely find that there are many more useful things you could be doing with either of those currencies. If you're a free player, your better choice are vendors that will refill your stars for in-game gold but, of course, those can only be found in hub areas, and not inside dungeons, where you're more likely to need them.
3rd Nov '16 8:50:18 AM lluewhyn
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***There's also the issue that those who have jobs are more likely to be hired and given a higher salary than those who are unemployed. There's a bias that believes that even if people were laid off rather than fired, they likely did not have the skill set to make their previous employer try to retain them over other employees. Those who still have jobs, especially after a layoff, are viewed as being more valuable to their current employer, which makes them more likely to be valuable to the prospective employer.
3rd Nov '16 8:38:18 AM lluewhyn
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**The game mostly averts this trope. Players stuck in this position of being cut off either had really bad luck, made poor decisions, or both. In general, the better a player does in the beginning of the game, the more difficult it will be later on as the rest of the players gang up on them. Having the ability to at least get just ''one'' extra settlement beyond the starting two brings victory within the realm of possibility. Contrast this to a game like Monopoly where players can use the increased resources from their earlier acquisitions to more easily acquire new ones, and other players have almost no options to interfere with the winning player.
25th Oct '16 9:27:44 AM __Vano
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* In ''TabletopGame/{{Monopoly}}'', someone who gets a good start (i.e., getting a monopoly early) will generally continue to win. And, like ''Risk,'' the mopping-up can take a looong time. (Worse, unlike ''Risk,'' it's hard to gang up on someone...). This was done deliberately by the game's first designer specifically to elicit anger from the losing players. She was using the game (then called "The Landlord's Game") to illustrate how poor wealth distribution screws over the lower classes -- that it makes it impossible for them to succeed in any meaningful way unless they get absurdly lucky.

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* In ''TabletopGame/{{Monopoly}}'', someone who gets a good start (i.e., getting a monopoly early) will generally continue to win. And, like ''Risk,'' the mopping-up can take a looong time. (Worse, unlike ''Risk,'' it's hard to gang up on someone...). This was done deliberately by the game's first designer specifically to elicit anger from the losing players. She was using the game (then called "The Landlord's Game") [[AuthorTract to illustrate how poor wealth distribution screws over the lower classes classes]] -- that it makes it impossible for them to succeed in any meaningful way unless they get absurdly lucky.
25th Oct '16 9:21:24 AM __Vano
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* ''VideoGame/ImperiumGalactica'' invokes the trope deliberately: [[EvilEmpire the Dargslans]] are live and expanding from day one, and you have to ascend to the Grand Admiral rank before they defeat the majority of your would-be allies to stand a chance in the endgame.
15th Oct '16 1:55:23 PM NESBoy
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* In ''VideoGame/MegaManClassic'' series and its successor, ''VideoGame/MegaManX'', there are eight (six in the first game) Robot Masters that you have to defeat and you can do it in any order. Each one of them is weak against one of the other's weapon that you can [[MegaManning copy]]. Once you have knowledge of their weaknesses, you can easily cream the rest of them once you beat one of them.

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* In ''VideoGame/MegaManClassic'' series and its successor, ''VideoGame/MegaManX'', there are eight (six in the first game) Robot Masters that you have to defeat and you can do it in any order. Each one of them is weak against one of the other's weapon that you can [[MegaManning [[PowerCopying copy]]. Once you have knowledge of their weaknesses, you can easily cream the rest of them once you beat one of them.
28th Aug '16 3:26:06 PM Deathhacker
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* A problem in any sort of Turn-based Wargame, most notably ''TabletopGame/{{Warhammer 40000}}'' and ''TabletopGame/WarhammerFantasyBattle''. This is because both players will inevitably start out with the same amount of units, but one player will always go first. This means that he gets one turn to fire weapons at his opponent with impunity, which results in the other player logically starting with a handicap (as statistically some of his troops are going to bite the dust before he even gets to move).
** Though a lot of the games compensate by having the player who goes first also place his troops first, so the second player has the compensatory advantage of being able to take his opponent's troop placements into account in his own deployments.

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* A problem in any sort of Turn-based Wargame, most notably ''TabletopGame/{{Warhammer 40000}}'' and ''TabletopGame/WarhammerFantasyBattle''. :
**
This is because both players will inevitably start out with the same amount of units, but one player will always go first. This means that he gets one turn to fire weapons at his opponent with impunity, which results in the other player logically starting with a handicap (as statistically some of his troops are going to bite the dust before he even gets to move).
** Though a A lot of the games compensate by having the player who goes first also place his troops first, so the second player has the compensatory advantage of being able to take his opponent's troop placements into account in his own deployments.deployments. In the above examples, the Reserves rule was implemented in 40k specifically so that you can hold some of your troops back from the initial volley of shots, at the expense of them not being able to do anything until they come in from reserves.
** The issue also compounds in bigger games; while theoretically the forces scale up and casualty percentages remain constant, the dice roll ''doesn't''. If 10% of all your shooting would be ineffective, then it would greatly matter if that 10% would be enough to save a model or not. In small games, that might not be enough to actually remove a model, thus removing the opponent's combat efficiency. In large games you might have just removed an entire squad holding weapons unique to them.
26th Aug '16 8:11:50 AM GentlemensDame883
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* ''VideoGame/{{Evolve}}''. A Monster that manages to stay ahead of the Hunters will get more time to feed uninterrupted, allowing it to Evolve more quickly and grow as a threat. However, if it gets caught early and often, it will end up wasting precious time in the Dome, and that's if the Hunters don't manage to do enough damage to get through its armour to its health. Health doesn't regenerate and isn't fully restored when Evolving, meaning Hunters can slowly but surely chip a Monster to death over a number of fights.
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