Follow TV Tropes

Following

History ScrappyMechanic / RolePlayingGames

Go To

OR

Is there an issue? Send a MessageReason:
None


** In some versions of ''VideoGame/YsIAncientYsVanishedOmen'', bosses will have roughly ten times more health and attack power if you come to the fight underleveled. This pretty much forces you to get killed, then go back and grind until that stops happening. There's a good chance this was supposed to make you feel like you got massively stronger, but it demands superhuman levels of naiveté to not see it for the lazy stat gate that it is.

to:

** * In some versions of ''VideoGame/YsIAncientYsVanishedOmen'', bosses will have roughly ten times more health and attack power if you come to the fight underleveled. This pretty much forces you to get killed, then go back and grind until that stops happening. There's a good chance this was supposed to make you feel like you got massively stronger, but it demands superhuman levels of naiveté to not see it for the lazy stat gate that it is.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** In some versions of ''VideoGame/YsIAncientYsVanishedOmen'', bosses will have roughly ten times more health and attack power if you come to the fight underleveled. This pretty much forces you to get killed, then go back and grind until that stops happening. There's a good chance this was supposed to make you feel like you got massively stronger, but it demands superhuman levels of naiveté to not see it for the lazy stat gate that it is.

Changed: 851

Removed: 852

Is there an issue? Send a MessageReason:
Why even making this a subbullet when there's only one example?


* ''VideoGame/StarWarsKnightsOfTheOldRepublicIITheSithLords'':
** The game's influence system is this for some, but the most prominently disliked feature is the "jealousy" featured between the other two members of your player character's love triangle, depending on which gender you play. For female characters, high influence with the Disciple and low influence with Atton results in a couple arguments between the two, but that's the extent of it. However, a male character who has high influence with Visas and low influence with the Handmaiden will see an argument between them, with the Handmaiden becoming so infuriated with the player that she refuses to speak to them for the rest of the game. This means you lose out on her sparring matches, which can teach you an extra ability to add your wisdom bonus to your defense, and more pertinently, the ability to [[spoiler: train her in the ways of the Force.]]

to:

* ''VideoGame/StarWarsKnightsOfTheOldRepublicIITheSithLords'':
**
''VideoGame/StarWarsKnightsOfTheOldRepublicIITheSithLords'': The game's influence system is this for some, but the most prominently disliked feature is the "jealousy" featured between the other two members of your player character's love triangle, depending on which gender you play. For female characters, high influence with the Disciple and low influence with Atton results in a couple arguments between the two, but that's the extent of it. However, a male character who has high influence with Visas and low influence with the Handmaiden will see an argument between them, with the Handmaiden becoming so infuriated with the player that she refuses to speak to them for the rest of the game. This means you lose out on her sparring matches, which can teach you an extra ability to add your wisdom bonus to your defense, and more pertinently, the ability to [[spoiler: train her in the ways of the Force.]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/StarWarsKnightsOfTheOldRepublicIITheSithLords'':
** The game's influence system is this for some, but the most prominently disliked feature is the "jealousy" featured between the other two members of your player character's love triangle, depending on which gender you play. For female characters, high influence with the Disciple and low influence with Atton results in a couple arguments between the two, but that's the extent of it. However, a male character who has high influence with Visas and low influence with the Handmaiden will see an argument between them, with the Handmaiden becoming so infuriated with the player that she refuses to speak to them for the rest of the game. This means you lose out on her sparring matches, which can teach you an extra ability to add your wisdom bonus to your defense, and more pertinently, the ability to [[spoiler: train her in the ways of the Force.]]

Changed: 46

Is there an issue? Send a MessageReason:
Disambiguated


** Many people dislike the fact that only ten auctions per account are allowed on the gold auction house -- if you have alts or play AT ALL you will quickly exceed that limit, and combined with limited on character and joint character inventory it can be a pain. As a result, most gear you find is turned into VendorTrash because it will take up too much space. That gear sells for so little, and giving it to the blacksmith to turn into items for him is pointless as most blacksmith items are terrible.

to:

** Many people dislike the fact that only ten auctions per account are allowed on the gold auction house -- if you have alts or play AT ALL you will quickly exceed that limit, and combined with limited on character and joint character inventory it can be a pain. As a result, most gear you find is turned into VendorTrash BetterOffSold because it will take up too much space. That gear sells for so little, and giving it to the blacksmith to turn into items for him is pointless as most blacksmith items are terrible.



** Aux Cores are one of several ways to power up your blades in battle. They're only obtained as quest rewards or monster drops, and even then can't be used right away. Instead, you have to take them to someone who can refine the aux core in exchange for [[VendorTrash random items]]. This extra step is annoying, but at least you can usually select which collectibles to use, helping get rid of excess items that you have nothing to do with. For some rarer aux cores, however, you have to give a very specific set of items, and [[GuideDangIt good luck figuring out where some of those are]]. Notably, in ''[[ExpansionPack Torna ~ The Golden Country]]'', [[AuthorsSavingThrow refining is skipped over]], making aux cores much easier to use.

to:

** Aux Cores are one of several ways to power up your blades in battle. They're only obtained as quest rewards or monster drops, and even then can't be used right away. Instead, you have to take them to someone who can refine the aux core in exchange for [[VendorTrash random items]].items. This extra step is annoying, but at least you can usually select which collectibles to use, helping get rid of excess items that you have nothing to do with. For some rarer aux cores, however, you have to give a very specific set of items, and [[GuideDangIt good luck figuring out where some of those are]]. Notably, in ''[[ExpansionPack Torna ~ The Golden Country]]'', [[AuthorsSavingThrow refining is skipped over]], making aux cores much easier to use.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/NeoTheWorldEndsWithYou'':
** The reminders to eat. Anytime you approach a restaurant with 0% Fullness, some dialogue pops up about how the party is hungry which stops you from entering until they're done talking . For whatever reason, these chats only trigger right at the door which just interrupts people who don't need the reminder and doesn't help anyone forgetting to eat.
** Scramble Slam and its hazy, confusing, barely explained points system. The Scramble Slam is a possible daily challenge that occurs a few time through the game where the teams need to fight for control of territories by defeating certain noise or other teams, and earn points, which, at the end of the slam, are traded for rewards. However, not only does this make the player face against a long string of battles, it also never sufficiently explains to the player how the point system works or quite what they're related to, making it easy for the player to never reach enough to get the most basic of rewards.
** If your current character gets stunned, the game doesn't automatically switch to another, and hitting the attack button of a stunned character will do nothing. This becomes incredibly frustrating when it reverses the value of the AntiFrustrationFeature whereby having any player controlled character dodge an area attack will cause all AI characters to do so too. For example, in the Cervus Cantus boss fight, where it's possible to have your current character picked up by a Raven Noise just as the boss is charging his lightning burst, and be left frantically thumping the attack buttons to select a character who is able to act in order to move behind cover in order that the [=AIs=] do so; if you don't, the whole party will be hit which because of the shared HP system is an almost certain OneHitKill.
Is there an issue? Send a MessageReason:
None


** The root of most players' problems with the mechanics comes from the tutorials. You can view every tutorial exactly once, with no option to go back to them later. If you miss it the first time around, you missed it (you can buy tutorials from informants in cities around the game, but they're just short hints). Not that it'd be that helpful to go back to them, as the game's tutorials are [[TheComputerIsALyingBastard notorious for being incomplete, misleading, or flat out wrong]]. Frequently, the problem with the mechanics is more about the game explaining it poorly rather than the mechanics themselves being flawed.

to:

** The root of most players' problems with the mechanics comes from the tutorials. You can view every tutorial exactly once, with no option to go back to them later. If you miss it the first time around, you missed it (you can buy tutorials from informants in cities around the game, but they're just short hints). Not that it'd be that helpful to go back to them, as the game's tutorials are [[TheComputerIsALyingBastard [[TutorialFailure notorious for being incomplete, misleading, or flat out wrong]]. Frequently, the problem with the mechanics is more about the game explaining it poorly rather than the mechanics themselves being flawed.
Is there an issue? Send a MessageReason:
None


** ''Enemies calling for help''. It was already annoying in the previous two games and is made even worse here. Doesn't help much that most of the enemies that are able to call for help are usually GoddamnedBats.

to:

** ''Enemies calling for help''. It was already annoying in the previous two games and is made even worse here. Doesn't help much that most of the enemies that are able to call for help are usually GoddamnedBats. It certainly doesn't help either that there's no limit to how many times, or how often, an enemy can call for help: it is not uncommon to encounter a single such enemy... and end up fighting as many as 12 of them before you finally take the cantankerous bastards down.
Is there an issue? Send a MessageReason:
General Examples





* Any JRPG with the option of attempting to escape from battle that has a chance of failure. The only times the player will try to escape are when the fight would waste too much time, or when in very serious danger of losing if they don't get out. In both cases, the possibility of failing to escape is frustrating at best and can lead to a death at worst. Some games mitigate this by having consumable items, spells, or special skills that serve as a guaranteed means of escaping battle.
* A strictly limited inventory, which leads to characters picking up more than they can hold and having to either sell, stash or discard others to be able to acquire new ones. Far too often, the limit is strict to the point of impeding gameplay. Essential quest items can also take up storage space, limiting a player's supply of consumables or alternate gear even further. Can be commonly found in older [=RPGs=] like the ''VideoGame/{{Earthbound}}'' series, early installments of the ''Franchise/ShiningSeries'' and [[VideoGame/PokemonRedAndBlue the first generation]] of ''Franchise/{{Pokemon}}'' games.
* In virtually ''all'' [=RPGs=], dead or otherwise defeated characters gain NO experience points (or other experience-styled points for that matter). This can really be insulting to players that won a close battle, and in many cases, creates FakeLongevity (especially after certain bosses) when they have to waste extra hours to grind back the experience to get the previously-defeated characters levelled up. If there is that opportunity, that is... in more egregious cases, they simply CantCatchUp.
* Any RPG game where [[WeCannotGoOnWithoutYou the game ends if the main character bites it]], but the party has the means to make you un-bite it. [[GameplayAndStoryIntegration In-game story or plot justifications]] for this mechanic does little to alleviate the frustration it can invoke upon players.
* [[GameplayAndStoryIntegration From a gameplay perspective]], any RPG where [[SoLongAndThanksForAllTheGear a playable character leaves the party and takes any equipped items with them]] will usually result in a soft reset from an exasperated player. Heaven forbid you didn't save your game in a while!
Is there an issue? Send a MessageReason:
None


* ''VideoGame/XenobladeChronicles'':

to:

* ''VideoGame/XenobladeChronicles'': ''VideoGame/XenobladeChronicles1'':
Is there an issue? Send a MessageReason:
None


** An old-school one: forcing an immediate GameOver whenever the PlayerCharacter is [[StandardStatusEffects petrified or imprisoned]]. You can have a dozen stone-to-flesh scrolls and could undo it in a heartbeat, but noooo, it's GameOver just 'cause <CHARNAME>, and only they, got turned into a statue. In game terms, they're not even dead!

to:

** An old-school one: forcing an immediate GameOver whenever the PlayerCharacter is [[StandardStatusEffects [[StatusEffects petrified or imprisoned]]. You can have a dozen stone-to-flesh scrolls and could undo it in a heartbeat, but noooo, it's GameOver just 'cause <CHARNAME>, and only they, got turned into a statue. In game terms, they're not even dead!
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* In ''Xanadu Next'', dungeons work like they do in ''Zelda'' with your character requiring keys to open doors to progress, unfortunately keys are very rarely dropped in the actual dungeons if at all. Instead, you have to purchase InterchangeableAntimatterKeys from the shopkeep in town on a regular basis, compounded by the low amount of money you get from defeating enemies, the constantly rising cost of keys, and the sheer amount of locked doors you encounter means you ''constantly'' have to return to town, sometimes after using up your last key just to enter a room with nothing in it but another locked door.
Is there an issue? Send a MessageReason:
Renamed per TRS


** The level up system, which is accessed through blue save points. To level up, you have to teleport to a church through blue flowers and reflect upon your experiences. In practice, this was not only time consuming, but it was possible at one point to [[UnwinnableByMistake trap yourself]] on the enemy airship, right before ThatOneBoss, with no way of leveling up by overwriting your save file using a red flower (that lets you save, but not level up).

to:

** The level up system, which is accessed through blue save points. To level up, you have to teleport to a church through blue flowers and reflect upon your experiences. In practice, this was not only time consuming, but it was possible at one point to [[UnwinnableByMistake [[UnintentionallyUnwinnable trap yourself]] on the enemy airship, right before ThatOneBoss, with no way of leveling up by overwriting your save file using a red flower (that lets you save, but not level up).
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* [[GameplayAndStoryIntegration From a gameplay perspective]], any RPG where [[SoLongAndThanksForAllTheGear a playable character leaves the party and takes any equipped items with them]] will usually result in a soft reset from an exasperated player. Heaven forbid you didn't save your game in a while!

Added: 301

Removed: 461

Is there an issue? Send a MessageReason:
The example is more broad and generic rather than a game-specific example. Placing it at the very top for this reason, along with trimming out some Word Cruft and Sinkholes.


* Any RPG game where [[WeCannotGoOnWithoutYou the game ends if the main character bites it]], but the party has the means to make you un-bite it. [[GameplayAndStoryIntegration In-game story or plot justifications]] for this mechanic does little to alleviate the frustration it can invoke upon players.



** ANY RPG game where [[WeCannotGoOnWithoutYou the game ends if the main character bites it]], but the party has the means to make you [[BuffySpeak un-bite it.]] This goes for ''Baldur's Gate'', as well as ''Persona 3'' and ''4'', as mentioned above. [[GameplayAndStoryIntegration In-game story or plot]] [[JustifiedTrope justifications]] for this mechanic does little to alleviate [[NintendoHard the frustration]] [[FakeDifficulty it can invoke upon players]].

Changed: 567

Removed: 575

Is there an issue? Send a MessageReason:
Don't overuse emphasis in an example


* ''VideoGame/NeverwinterNights2: Mask of the Betrayer'':
** The Spirit Eater curse. Of course, playing properly (with proper alignment), it's easy to keep the bar full with only limited need to eat soul, and lowest hunger. If you choose to be a villain with it however, your cravings will rapidly exceed the available supply of spirits. You can remedy this using Satiate, which often involves waiting 15-30 minutes '''[[AC:REAL-TIME]]''' before you're allowed to use it. Before patches, the Spirit Eater abilities shifted you either towards LawfulGood or ChaoticEvil, bad news for ChaoticGood, LawfulEvil, or TrueNeutral characters.

to:

* ''VideoGame/NeverwinterNights2: Mask of the Betrayer'':
**
Betrayer'': The Spirit Eater curse. Of course, playing properly (with proper alignment), it's easy to keep the bar full with only limited need to eat soul, and lowest hunger. If you choose to be a villain with it however, your cravings will rapidly exceed the available supply of spirits. You can remedy this using Satiate, which often involves waiting 15-30 minutes '''[[AC:REAL-TIME]]''' ''in real-time'' before you're allowed to use it. Before patches, the Spirit Eater abilities shifted you either towards LawfulGood or ChaoticEvil, bad news for ChaoticGood, LawfulEvil, or TrueNeutral characters.
Is there an issue? Send a MessageReason:
None


** The [[BribingYourWayToVictory Real-money auction house]] also gets a lot of grief, since it lets players substitute real-world money for competence at actually playing the game.
** Prior to patch 1.0.8, the GuideDangIt nature of the Auction House: Since only adjustments to base stats were listed, you needed either pencil & paper or a third-party site to figure out whether the item you were considering would actually be an improvement.

to:

** The [[BribingYourWayToVictory Real-money auction house]] Auction House]] also gets a lot of grief, since it lets players substitute real-world money for competence at actually playing the game.
**
game. This was eventually eliminated in a patch after backlash.
***
Prior to patch 1.0.8, the GuideDangIt nature of the Auction House: Since only adjustments to base stats were listed, you needed either pencil & paper or a third-party site to figure out whether the item you were considering would actually be an improvement.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/ChildOfLight'' has a cast time for each action, similar to the ''VideoGame/{{Grandia}}'' series. If a character is attacked during that time, their action is cancelled. The game's strategy thus comes from timing your attacks so you hit enemies while they are casting their attacks. But for some reason, the developers gave some enemies "interrupt counters", which makes them instantly perform a powerful attack if you interrupt them. Why did anyone think it would be a good idea to punish players for making clever tactical decisions?

to:

* ''VideoGame/ChildOfLight'' has a cast time for each action, similar to the ''VideoGame/{{Grandia}}'' series. If a character is attacked during that time, their action is cancelled. The game's strategy thus comes from timing your attacks so you hit enemies while they are casting their attacks. But for some reason, the developers gave some enemies "interrupt counters", which makes them instantly perform a powerful attack if you interrupt them. Why did anyone think it would be a good idea to [[ViolationOfCommonSense punish players for making clever tactical decisions?decisions]]?
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* In virtually ''all'' [=RPGs=], dead or otherwise defeated characters gain NO experience points (or other experience-styled points for that matter). This can really be insulting to players that won a close battle, and in many cases, creates FakeLongevity (especially after certain bosses) when they have to waste extra hours to grind back the experience to get the previously-defeated characters levelled up. If there is that opportunity, that is... in more egregious cases, they simply CantCatchUp.
Is there an issue? Send a MessageReason:
None


* In ''VideoGame/ChronoTrigger'', Athenian Water[[note]]"Revive" in the SNES English translation[[/note]] is not the most popular of items. It revives a KO'd ally and restores 50 HP. Sounds good on paper, but 50 HP becomes low-tier fast. By mid-game, regular {{Mooks}} can easily reduce a revived ally's HP to single digits or KO them with one attack. This can be circumvented by having a second ally ready with a Mid-Potion[[note]]"Mid Tonic" in the SNES translation[[/note]] to immediately restore 200 HP (which doesn't really work if two playable characters are KO'd, as there can only be three active playable characters at any one time), or by using Crono's Raise[[note]]"Life" in the SNES English translation[[/note]] or Marle's Arise[[note]]"Life 2" in the SNES English translation[[/note]] Techs (which doesn't work if Crono/Marle is KO'd).

to:

* In ''VideoGame/ChronoTrigger'', Athenian Water[[note]]"Revive" in the SNES English translation[[/note]] is not the most popular of items. It revives a KO'd ally and restores 50 HP. Sounds good on paper, but 50 HP becomes low-tier fast. By mid-game, regular {{Mooks}} can easily reduce a revived ally's HP to single digits or KO them with one attack. This can be circumvented by having a second ally ready with a Mid-Potion[[note]]"Mid Tonic" in the SNES translation[[/note]] to immediately restore 200 more HP (which doesn't really work if two playable characters are KO'd, as there can only be three active playable characters at any one time), or by using Crono's Raise[[note]]"Life" in the SNES English translation[[/note]] or Marle's Arise[[note]]"Life 2" in the SNES English translation[[/note]] Techs (which doesn't work if Crono/Marle is KO'd).
Is there an issue? Send a MessageReason:
None


* In ''VideoGame/ChronoTrigger'', the Athenian Water[[note]]"Revive" in the SNES English translation[[/note]] is not the most popular of items. It revives a KO'd ally and restores 50 HP. Sounds good on paper, but 50 HP becomes low-tier fast. By mid-game, regular {{Mooks}} can easily reduce a revived ally's HP to single digits or KO them with one attack. This can be circumvented by having a second ally ready with a Mid-Potion[[note]]"Mid Tonic" in the SNES translation[[/note]] to immediately restore 200 HP (which doesn't really work if two playable characters are KO'd, as there can only be three active playable characters at any one time), or by using Crono's Raise[[note]]"Life" in the SNES English translation[[/note]] or Marle's Arise[[note]]"Life 2" in the SNES English translation[[/note]] Techs (which doesn't work if Crono/Marle is KO'd).

to:

* In ''VideoGame/ChronoTrigger'', the Athenian Water[[note]]"Revive" in the SNES English translation[[/note]] is not the most popular of items. It revives a KO'd ally and restores 50 HP. Sounds good on paper, but 50 HP becomes low-tier fast. By mid-game, regular {{Mooks}} can easily reduce a revived ally's HP to single digits or KO them with one attack. This can be circumvented by having a second ally ready with a Mid-Potion[[note]]"Mid Tonic" in the SNES translation[[/note]] to immediately restore 200 HP (which doesn't really work if two playable characters are KO'd, as there can only be three active playable characters at any one time), or by using Crono's Raise[[note]]"Life" in the SNES English translation[[/note]] or Marle's Arise[[note]]"Life 2" in the SNES English translation[[/note]] Techs (which doesn't work if Crono/Marle is KO'd).
Is there an issue? Send a MessageReason:
None


* In ''VideoGame/ChronoTrigger'', the Athenian Water[[note]]"Revive" in the SNES English translation[[/note]] is not the most popular of items. It revives a KO'd ally and restores 50 HP. Sounds good on paper, but 50 HP becomes low-tier fast. By mid-game, enemies can easily reduce a revived ally's HP to single digits or KO them with one attack. This can be circumvented by having a second ally ready with a Mid-Potion[[note]]"Mid Tonic" in the SNES translation[[/note]] to immediately restore 200 HP (which doesn't really work if two playable characters are KO'd, as there can only be three active playable characters at any one time), or by using Crono's Raise[[note]]"Life" in the SNES English translation[[/note]] or Marle's Arise[[note]]"Life 2" in the SNES English translation[[/note]] Techs (which doesn't work if Crono/Marle is KO'd).

to:

* In ''VideoGame/ChronoTrigger'', the Athenian Water[[note]]"Revive" in the SNES English translation[[/note]] is not the most popular of items. It revives a KO'd ally and restores 50 HP. Sounds good on paper, but 50 HP becomes low-tier fast. By mid-game, enemies regular {{Mooks}} can easily reduce a revived ally's HP to single digits or KO them with one attack. This can be circumvented by having a second ally ready with a Mid-Potion[[note]]"Mid Tonic" in the SNES translation[[/note]] to immediately restore 200 HP (which doesn't really work if two playable characters are KO'd, as there can only be three active playable characters at any one time), or by using Crono's Raise[[note]]"Life" in the SNES English translation[[/note]] or Marle's Arise[[note]]"Life 2" in the SNES English translation[[/note]] Techs (which doesn't work if Crono/Marle is KO'd).

Added: 842

Removed: 422

Is there an issue? Send a MessageReason:
My entry on how a player needs to essentially use two controllers in "Child of Light" to control Aurora and Igniculus respectively, was incorrect. I didn't realize at the time I wrote that entry that the player can use the Right Joystick and Right Trigger button to move Igniculus and ignite his light, respectively.


** In the PC version, you essentially have to use two controllers; the keyboard/controller for Aurora and the mouse for Igniculus, because [[SarcasmMode we all know how well that worked]] for ''VideoGame/RaidersOfTheLostArk'' for the UsefulNotes/Atari2600. The player isn't completely dependent on Igniculus so it's not as bad as it could have been, but unless you have a second player it can still be a bit of a nuisance.


Added DiffLines:

* In ''VideoGame/ChronoTrigger'', the Athenian Water[[note]]"Revive" in the SNES English translation[[/note]] is not the most popular of items. It revives a KO'd ally and restores 50 HP. Sounds good on paper, but 50 HP becomes low-tier fast. By mid-game, enemies can easily reduce a revived ally's HP to single digits or KO them with one attack. This can be circumvented by having a second ally ready with a Mid-Potion[[note]]"Mid Tonic" in the SNES translation[[/note]] to immediately restore 200 HP (which doesn't really work if two playable characters are KO'd, as there can only be three active playable characters at any one time), or by using Crono's Raise[[note]]"Life" in the SNES English translation[[/note]] or Marle's Arise[[note]]"Life 2" in the SNES English translation[[/note]] Techs (which doesn't work if Crono/Marle is KO'd).
Is there an issue? Send a MessageReason:
Not what these games are known for, either.


* A strictly limited inventory, which leads to characters picking up more than they can hold and having to either sell, stash or discard others to be able to acquire new ones. Far too often, the limit is strict to the point of impeding gameplay. Essential quest items can also take up storage space, limiting a player's supply of consumables or alternate gear even further. A staple of [=RPGs=] like the ''VideoGame/{{Earthbound}}'' series, early installments of the ''Franchise/ShiningSeries'' and [[VideoGame/PokemonRedAndBlue the first generation]] of ''Franchise/{{Pokemon}}'' games.

to:

* A strictly limited inventory, which leads to characters picking up more than they can hold and having to either sell, stash or discard others to be able to acquire new ones. Far too often, the limit is strict to the point of impeding gameplay. Essential quest items can also take up storage space, limiting a player's supply of consumables or alternate gear even further. A staple of Can be commonly found in older [=RPGs=] like the ''VideoGame/{{Earthbound}}'' series, early installments of the ''Franchise/ShiningSeries'' and [[VideoGame/PokemonRedAndBlue the first generation]] of ''Franchise/{{Pokemon}}'' games.
Is there an issue? Send a MessageReason:
Removing complaining


* ''Any'' JRPG where you have the option of attempting to escape from battle, but it has a chance of failure, wasting the action you used to attempt it. The only times you're going to attempt to escape are when you can't be bothered fighting the battle because it's not worth your time (in which case, failure only manages to waste ''more'' of your time), or when you're in very serious danger of losing if you don't get out now (in which case, failing only ''[[UnstableEquilibrium punishes you more]]'' because not only are you still stuck in the battle, you just wasted an action accomplishing jack-squat and are now even closer to getting wiped out). In both cases, the possibility of failing to escape is frustrating at best, ''game-ruining'' at worst, with ''no'' upside. It seems the only reason games do this is [[ThePennyfarthingEffect other games do this]], though some games mitigate this by having consumable items, spells, or special skills that serve as a guaranteed means of escaping battle.
* Another genre-wide one is a strictly limited inventory, which inevitably leads to your characters picking up more items than they can hold and having to either sell, stash or discard others to be able to acquire new ones. Sometimes it's fair enough, you shouldn't expect adventurers to [[HyperspaceArsenal carry around an entire shop's worth of gear unless they're leading a caravan]], but far too often the limit was just ''unreasonably'' strict to the point that it only impeded the gameplay. It's often made even worse when essential quest items also take up storage space, limiting your supply of consumables or alternate gear even more, and could worse still when different party members have their own inventories and can only use items they're holding, often forcing you to do some awkward reshuffling before they can get their hands on their new weapon. A baneful staple of older [=RPGs=] like the ''VideoGame/{{Earthbound}}'' series, early installments of the ''Franchise/ShiningSeries'' and [[VideoGame/PokemonRedAndBlue the first generation]] of ''Franchise/{{Pokemon}}'' games, [[ThePennyfarthingEffect it's inexplicably still showing up today]] in games like ''VideoGame/DemonsSouls'' (where it was ''so'' detested that the 2020 remake actually eased up on it by allowing you to send items directly to Stockpile Thomas if your inventory was full when you tried to take them).

to:

* ''Any'' Any JRPG where you have with the option of attempting to escape from battle, but it battle that has a chance of failure, wasting the action you used to attempt it. failure. The only times you're going to attempt the player will try to escape are when you can't be bothered fighting the battle because it's not worth your time (in which case, failure only manages to fight would waste ''more'' of your time), too much time, or when you're in very serious danger of losing if you they don't get out now (in which case, failing only ''[[UnstableEquilibrium punishes you more]]'' because not only are you still stuck in the battle, you just wasted an action accomplishing jack-squat and are now even closer to getting wiped out). out. In both cases, the possibility of failing to escape is frustrating at best, ''game-ruining'' best and can lead to a death at worst, with ''no'' upside. It seems the only reason games do this is [[ThePennyfarthingEffect other games do this]], though some worst. Some games mitigate this by having consumable items, spells, or special skills that serve as a guaranteed means of escaping battle.
* Another genre-wide one is a A strictly limited inventory, which inevitably leads to your characters picking up more items than they can hold and having to either sell, stash or discard others to be able to acquire new ones. Sometimes it's fair enough, you shouldn't expect adventurers to [[HyperspaceArsenal carry around an entire shop's worth of gear unless they're leading a caravan]], but far Far too often often, the limit was just ''unreasonably'' is strict to the point that it only impeded the of impeding gameplay. It's often made even worse when essential Essential quest items can also take up storage space, limiting your a player's supply of consumables or alternate gear even more, and could worse still when different party members have their own inventories and can only use items they're holding, often forcing you to do some awkward reshuffling before they can get their hands on their new weapon. further. A baneful staple of older [=RPGs=] like the ''VideoGame/{{Earthbound}}'' series, early installments of the ''Franchise/ShiningSeries'' and [[VideoGame/PokemonRedAndBlue the first generation]] of ''Franchise/{{Pokemon}}'' games, [[ThePennyfarthingEffect it's inexplicably still showing up today]] in games like ''VideoGame/DemonsSouls'' (where it was ''so'' detested that the 2020 remake actually eased up on it by allowing you to send items directly to Stockpile Thomas if your inventory was full when you tried to take them).games.

Added: 1162

Changed: 183

Is there an issue? Send a MessageReason:
None


** The root of most players' problems with the mechanics comes from the tutorials. You can view every tutorial exactly once, with no option to go back to them later. If you miss it the first time around, you missed it. Not that it'd be all that helpful if you could go back to them, as the game's tutorials are [[TheComputerIsALyingBastard notorious for being incomplete, misleading, or flat out wrong]]. Frequently, the problem with the mechanics is more about the game explaining it poorly rather than the mechanics themselves being flawed.

to:

** The root of most players' problems with the mechanics comes from the tutorials. You can view every tutorial exactly once, with no option to go back to them later. If you miss it the first time around, you missed it. it (you can buy tutorials from informants in cities around the game, but they're just short hints). Not that it'd be all that helpful if you could to go back to them, as the game's tutorials are [[TheComputerIsALyingBastard notorious for being incomplete, misleading, or flat out wrong]]. Frequently, the problem with the mechanics is more about the game explaining it poorly rather than the mechanics themselves being flawed.



** Tiger! Tiger! could be a fun 8-bit minigame, providing miscellaneous rewards and serving as a change of pace from the usual gameplay. The problem is that the game is the only way in a regular playthrough to get parts for Poppiswap, which allows upgrading and customizing the various versions of Poppi. Unless you want to spend a lot of time playing this game, Poppi and by extension Tora aren't going to be that good, which is rough because with the right upgrades, they're easily some of the most powerful characters in the game. New Game Plus and some DLC items made it much easier (including making Tiger! Tiger! unnecessary in NG+), but it's still going to be a hassle in a regular playthrough.

to:

** Tiger! Tiger! ''Tiger! Tiger!'' could be a fun 8-bit minigame, providing miscellaneous rewards and serving as a change of pace from the usual gameplay. The problem is that the game is it's the only way in a regular playthrough to get parts for Poppiswap, which allows upgrading Poppiswap to upgrade and customizing customize the various versions of Poppi. Unless you want to spend a lot of time playing this game, Poppi and by extension Tora aren't going to be that good, which is rough because with the right upgrades, they're easily some of the most powerful characters in the game. New Game Plus and some DLC items made it much easier (including making Tiger! Tiger! ''Tiger! Tiger!'' unnecessary in NG+), but it's still going to be a hassle in a regular playthrough.playthrough.
** Aux Cores are one of several ways to power up your blades in battle. They're only obtained as quest rewards or monster drops, and even then can't be used right away. Instead, you have to take them to someone who can refine the aux core in exchange for [[VendorTrash random items]]. This extra step is annoying, but at least you can usually select which collectibles to use, helping get rid of excess items that you have nothing to do with. For some rarer aux cores, however, you have to give a very specific set of items, and [[GuideDangIt good luck figuring out where some of those are]]. Notably, in ''[[ExpansionPack Torna ~ The Golden Country]]'', [[AuthorsSavingThrow refining is skipped over]], making aux cores much easier to use.
** Item crafting, such as Pyra's cooking. They require specific recipes to use, which can be a real pain to collect, the items are almost completely useless, and [[ThatOneSidequest they're required to fill up many blade affinity charts]]. ''Torna'' doubled down on this, making crafting the only way to get pouch items. The crafted items are much better, but actually collecting the right materials wasn't made any easier.
Is there an issue? Send a MessageReason:
None


** Spike auras, which cause enemies to deal damage to you everytime you attack them, separately from their usual attacks. Dealing with these requires a lot of healing, using temporary measures to get rid of auras, or using up a bunch of gem slots. There are also different types of spikes, including ones that only trigger when the enemy is toppled (unable to fight back or evade attacks), and the notorious Instant Death spike, which takes a completely different type of gem to prevent and is on the most powerful monster in the game. To make this somehow even worse, the original game gave no indication that an enemy had a spike aura until you started taking damage from them.

to:

** Spike auras, which cause enemies to deal damage to you everytime you attack them, separately from their usual attacks. Dealing with these requires a lot of healing, using temporary measures to get rid of auras, or using up a bunch of gem slots. There are also different types of spikes, including ones that only trigger when the enemy is toppled (unable to fight back or evade attacks), and the notorious Instant Death spike, which takes a completely different type of gem to prevent and is on the most powerful monster in the game. To make this somehow even worse, the original Wii version of the game gave no indication that an enemy had a spike aura until you started taking damage from them.



** The root of most players' problems with the mechanics comes from the tutorials. You can view every tutorial exactly once, with no option to go back to them later. If you miss it the first time around, you missed it. Not that it'd be all that helpful if you could go back to them, as the game's tutorials are notorious for being incomplete, misleading, or flat out wrong. Frequently, the problem with the mechanics is more about the game explaining it poorly rather than the mechanics themselves being flawed.
** A lot of rare blades are obtained randomly, meaning you have to open a bunch of core crystals just hoping you get the right blade on the right driver. It's possible to tilt things in your favor, but even if you get everything perfect (and you won't), the rarest blade is at best a 1/140 chance. The sheer number of junk common blades you get also means you'll have to release a bunch of them, treating them as disposable in a way that clashes with the actual story of the game.

to:

** The root of most players' problems with the mechanics comes from the tutorials. You can view every tutorial exactly once, with no option to go back to them later. If you miss it the first time around, you missed it. Not that it'd be all that helpful if you could go back to them, as the game's tutorials are [[TheComputerIsALyingBastard notorious for being incomplete, misleading, or flat out wrong.wrong]]. Frequently, the problem with the mechanics is more about the game explaining it poorly rather than the mechanics themselves being flawed.
** A lot of rare blades are obtained randomly, meaning you have to open a bunch of core crystals just hoping you get the right blade on the right driver. It's possible to tilt things in your favor, but even if you get everything perfect (and you won't), the rarest blade is at best a 1/140 chance. The sheer number of junk common blades you get also means you'll have to release a bunch of them, [[WhatMeasureIsANonHuman treating them as disposable disposable]] in a way that [[GameplayAndStorySegregation clashes with the actual story story]] of the game.
Is there an issue? Send a MessageReason:
None


** A lot of rare blades are obtained randomly, meaning you have to open a bunch of core crystals just hoping you get the right blade on the right driver. It's possible to tilt things in your favor, but even if you get everything perfect (and you won't), the rarest blade is at best a 1/140 chance. The sheer number of junk common blades you get also means you'll have to release a bunch of them, treating them as disposable in a way that horribly clashes with the actual story of the game.

to:

** A lot of rare blades are obtained randomly, meaning you have to open a bunch of core crystals just hoping you get the right blade on the right driver. It's possible to tilt things in your favor, but even if you get everything perfect (and you won't), the rarest blade is at best a 1/140 chance. The sheer number of junk common blades you get also means you'll have to release a bunch of them, treating them as disposable in a way that horribly clashes with the actual story of the game.
Is there an issue? Send a MessageReason:
None


** Spike auras, which cause enemies to deal damage to you everytime you attack them, separately from their usual attacks. Dealing with these requires a lot of healing, using temporary measures to get rid of auras, or using up a bunch of gem slots. There are also different types of spikes, including ones that only trigger when the enemy is toppled (unable to fight back or evade attacks), and the notorious Instant Death spike, which takes a completely different type of gem to prevent and is on the most powerful monster in the game.

to:

** Spike auras, which cause enemies to deal damage to you everytime you attack them, separately from their usual attacks. Dealing with these requires a lot of healing, using temporary measures to get rid of auras, or using up a bunch of gem slots. There are also different types of spikes, including ones that only trigger when the enemy is toppled (unable to fight back or evade attacks), and the notorious Instant Death spike, which takes a completely different type of gem to prevent and is on the most powerful monster in the game. To make this somehow even worse, the original game gave no indication that an enemy had a spike aura until you started taking damage from them.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/XenobladeChronicles'':
** Spike auras, which cause enemies to deal damage to you everytime you attack them, separately from their usual attacks. Dealing with these requires a lot of healing, using temporary measures to get rid of auras, or using up a bunch of gem slots. There are also different types of spikes, including ones that only trigger when the enemy is toppled (unable to fight back or evade attacks), and the notorious Instant Death spike, which takes a completely different type of gem to prevent and is on the most powerful monster in the game.
** In the early game, visions are a clever mechanic that let you avoid being caught off-guard by particularly bad enemy attacks. By the end-game, enemies are using these attacks constantly, and you'll likely find yourself getting a new vision as soon as you've avoided the attack foretold in the previous vision.
* ''VideoGame/XenobladeChronicles2'' has a few:
** The root of most players' problems with the mechanics comes from the tutorials. You can view every tutorial exactly once, with no option to go back to them later. If you miss it the first time around, you missed it. Not that it'd be all that helpful if you could go back to them, as the game's tutorials are notorious for being incomplete, misleading, or flat out wrong. Frequently, the problem with the mechanics is more about the game explaining it poorly rather than the mechanics themselves being flawed.
** A lot of rare blades are obtained randomly, meaning you have to open a bunch of core crystals just hoping you get the right blade on the right driver. It's possible to tilt things in your favor, but even if you get everything perfect (and you won't), the rarest blade is at best a 1/140 chance. The sheer number of junk common blades you get also means you'll have to release a bunch of them, treating them as disposable in a way that horribly clashes with the actual story of the game.
** There are many places in the game where progressing or unlocking bonuses requires having certain field skills on your blades, which you'll get as you fill up their affinity charts. The problem is that they have to be equipped by your party members, meaning you'll spend a lot of time shuffling blades around to pass the field skill checks, even if you have more than enough levels.
** Tiger! Tiger! could be a fun 8-bit minigame, providing miscellaneous rewards and serving as a change of pace from the usual gameplay. The problem is that the game is the only way in a regular playthrough to get parts for Poppiswap, which allows upgrading and customizing the various versions of Poppi. Unless you want to spend a lot of time playing this game, Poppi and by extension Tora aren't going to be that good, which is rough because with the right upgrades, they're easily some of the most powerful characters in the game. New Game Plus and some DLC items made it much easier (including making Tiger! Tiger! unnecessary in NG+), but it's still going to be a hassle in a regular playthrough.

Top