History Main / UnstableEquilibrium

9th May '18 3:58:55 PM greatpikminfan
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* ''VideoGame/{{Bayonetta}}'': [[LimitBreak Torture Attacks]] need at least eight units of magic to use and tend to make enemies drop their weapons, which can be used to quickly rack up more units of magic. On the other hand, getting hit will deplete four units of magic, which is recovered through fighting, dodging, countering, or taunting. More skilled players will be able to take out angels quicker by avoiding attacks and building up the magic meter, while players with less skills will have their Limit Break gauge getting reset on hit. [[VideoGame/{{Bayonetta2}} The sequel]] fixes part of this by removing magic-depletion on damage.
24th Apr '18 6:17:47 PM easytorememberhandle
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* ''VideoGame/HumanKillingMachine'' has a very annoying mechanic where Kwon, the player character, is designated either "strong" or "weak" at the beginning of a fight, depending on how well he beat his previous opponent. If he won the fight with high health, he is "strong" and needs fewer knockdowns to defeat his next opponent - but if he barely won he is "weak" and requires more knockdowns to win. While the intention was presumably to reward a player who was on a good streak, the reality is that it is difficult enough to beat an opponent at all with the game's poor controls and hit detection. Therefore, most victories the player will achieve will be barely scraping by, ensuring that Kwon remains "weak", and since each opponent essentially gains an extra two lifebars under those circumstances, the chances of clawing one's way back up to making Kwon "strong" again are essentially nil.
24th Apr '18 10:22:29 AM MetaFour
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* In ''VideoGame/CaveStory'', any damage you take will also cause your weapons to lose XP and eventually de-level, so they deal less damage. You get that weapon XP back by killing more enemies--which of course becomes harder if your weapon loses a level. The upshot of this is that deliberately tanking damage is rarely a viable strategy. (Although there are systems to minimize the failure spiral. You can switch to a different weapon if your current one is depowered too far, and later in the game you can get weapons that are very powerful even at their lowest level. And the various bosses' projectile attacks can be destroyed for powerups, so the boss fights don't become unwinnable just because you took two hits.)
26th Mar '18 7:02:07 AM Prfnoff
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* In ''TabletopGame/SettlersOfCatan'', players whose initial settlements don't produce enough resources often wind up permanently blocked from expansion by other players busy building roads and settlements, both of which cost nothing to maintain and can't be removed. Though these unlucky souls lack the resources to do much of anything either for themselves or against opponents, their misery doesn't end until the game does. 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.

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* In ''TabletopGame/SettlersOfCatan'', players whose initial settlements don't produce enough resources often wind up permanently blocked from expansion by other players busy building roads and settlements, both of which cost nothing to maintain and can't be removed. This is likelier to happen the more players are in the game. Though these unlucky souls lack the resources to do much of anything either for themselves or against opponents, their misery doesn't end until the game does. 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.
26th Mar '18 7:00:21 AM Prfnoff
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* In ''TabletopGame/SettlersOfCatan'', players whose initial settlements don't produce enough resources often wind up permanently blocked from expansion by other players busy building roads and settlements, both of which cost nothing to maintain and can't be removed. Though these unlucky souls lack the resources to do much of anything either for themselves or against opponents, their misery doesn't end until the game does.
** 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.

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* In ''TabletopGame/SettlersOfCatan'', players whose initial settlements don't produce enough resources often wind up permanently blocked from expansion by other players busy building roads and settlements, both of which cost nothing to maintain and can't be removed. Though these unlucky souls lack the resources to do much of anything either for themselves or against opponents, their misery doesn't end until the game does.
** 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.
does. 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.
15th Mar '18 3:00:30 AM ManEFaces
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** There is a well known phenomenon in the MMORPG VideoGame/EVEOnline that was discovered in the game's adolescent years, when the developers would introduced new features and benefits for new players to attract more of them; one veteran player stated that "Any new feature intended to benefit new players will ultimately benefit older more established players substantially more". This law has yet to be defied or disproved.



* In EVE Online, there are generally two groups of players: Those with lots of money all the time, and those who constantly struggle to make a living. Needless to say, the main reason why some players make a lot of money is that they successfully scam and steal from everyone else.

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* In EVE Online, MMORPG VideoGame/EVEOnline, there are generally two groups of players: Those with lots of money all the time, and those who constantly struggle to make a living. The ones who are always wealthy, usually have built up that wealth for so long that they have self-sustaining business empires within the game and often comprise the leadership of player-run empires. Needless to say, the main reason why some there are also many players who make a lot of money is that they by successfully scam scamming and steal stealing from everyone else.else.
** There is a well known phenomenon that was discovered in the game's adolescent years, when the developers would introduced new features and benefits for new players to attract more of them; One veteran player stated that "Any new feature intended to benefit new players will ultimately benefit older more established players substantially more". This law has yet to be defied or disproved.
15th Mar '18 2:56:29 AM ManEFaces
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** There is a well known phenomenon in the MMORPG VideoGame/EVEOnline that was discovered in the game's adolescent years, when the developers would introduced new features and benefits for new players to attract more of them; one veteran player stated that "Any new feature intended to benefit new players will ultimately benefit older more established players substantially more". This law has yet to be defied or disproved.
19th Feb '18 11:16:11 AM Amahn
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** Similar theories exist regarding early tribal religions. Tribes that developed a concept of religion were motivated by their belief in that higher power and thus were more driven to survive and advance. This explains why religion is so deeply ingrained into civilization across the globe, the tribes with religion went on to found civilization where the tribes without died. Evolution at work.
11th Feb '18 11:15:29 AM nombretomado
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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.

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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]]'' ''VideoGame/NexusClash'' 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.
30th Dec '17 8:56:27 PM FordPrefect
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** 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.

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** 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.
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