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Context Analysis / ScrappyMechanic

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1!Why do Scrappy Mechanics happen?
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3So why do these mechanics get into games at all? Why not just cut them?
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5One reason is ExecutiveMeddling. They saw that a mechanic was popular, and forced the developers to shoehorn it in regardless of whether the gameplay would actually benefit from it. Or they saw a monetization technique that would make more money and decided to force it in.
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7Sometimes the idea behind the mechanic was perfectly fine, and the problem is just poor execution. Maybe the creators underestimated how much the clumsy controls would put people off that otherwise cool power-up, or maybe they ''did'' realize it and were unable to cut it because that would require redesigning several levels. Or maybe they just went, "sure, it's not great, but we already spent time on it. Leave it in. It's more content".
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9Sometimes the problem is that the mechanic is not a good fit for the demographic the game is trying to appeal to. For instance, a punishing amount of CheckPointStarvation may fit well into a game aimed at {{Challenge Gamer}}s, as this niche doesn't mind playing a game over and over until they finally beat it, but the same mechanic in an average game would probably become a Scrappy Mechanic.
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11Sometimes it's [[GrandfatherClause tradition]] -- the mechanic did serve a purpose at some time, and was kept around even after it stopped being useful for that. Or maybe it never really had a purpose and was still kept just because it has always been around. This may be done because the developers were worried that a revamped formula would work worse than their old one, or just out of fear of a TheyChangedItNowItSucks reaction. Or maybe they just kept the mechanic around and didn't really think about why.
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13Finally, sometimes the mechanic does have some benefits that make the developers keep it around. An annoying limitation might be necessary to keep something powerful from being a GameBreaker, for instance. This can overlap with the above if players disagree on whether the supposed benefit is even a benefit. For instance, ''VideoGame/MarioKart'''s infamous Blue Shell gives less experienced players more of a chance to beat their experienced opponent, but whether this is a good thing depends on what side of the CasualCompetitiveConflict you're on.
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15Some games intentionally feature annoying mechanics to make a point. This is likely to create a BrokenBase over whether the mechanic made the point in a good way, and over whether the point was worth making in the first place. Fans may think the mechanic illustrated the point in a brilliant way, while detractors dislike the idea of sacrificing fun gameplay on the altar of the message.
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17!Common Scrappy Mechanics
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19Some mechanics seem to attract more ire than others. In general, Scrappy Mechanics tend to be things perceived as unfair, things that needlessly limit the player's options, things that just make the game more tedious, poorly-executed things or things that are seen as unfun for other reasons.
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21An already-annoying mechanic may seem even worse if the in-universe justification is flimsy or non-existent. For instance, this is why many players have a problem with [[BreakableWeapons swords breaking after a little use]] even though they're fine with things like potions and ammo being consumable. This also applies to time limits: they can be a great way to add tension and immersion if you're performing a time-sensitive mission, but if their use amounts to "after staying in a level for five minutes, your character just drops dead for no reason, which serves no purpose other than not letting you truly take your time to explore those lovely levels", it's probably a Scrappy Mechanic.
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23An UnexpectedGameplayChange is prone to ScrappyMechanic status. Players may be negative towards it from the start because it's not what they came to the game for, and it may be out of place. It may also be poorly executed because the developers are used to making other types of games, or because they weren't able to put enough time and resources into it because they were focusing on the main gameplay.
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25FakeLongevity is often disliked, especially if it makes the game more tedious without making it more challenging. Similarly, FakeDifficulty is often disliked for making the game more unfair unstead of legitimately challenging.
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27Unskippable cutscenes, a form of FakeLongevity, are despised by many players, whether those who just PlayTheGameSkipTheStory or are forced to watch it repeatedly for one reason or another. Seeing a long, cinematic, and intense cutscene can bring out the emotions (SugarWiki/{{awe|someMoments}}, [[SugarWiki/HeartwarmingMoments aww]], [[NightmareFuel fear]], [[TearJerker sorrow]], etc.) the first time. If one has to watch that cutscene every single time they fight [[ThatOneBoss a particularly difficult boss that they keep losing to]], that cutscene will quickly take the player out of the immersion and make them want to just get on with the game already. Non-story cutscenes (such as watching levels being unlocked or equipment being upgraded) can also evoke similar feeling, sometimes even more so. Seeing a 15-second cutscene of a smith upgrading your equipment is acceptable, having to watch it over 20 times gets old fast.
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29Excessive luck is often a Scrappy Mechanic due to its unfairness, especially if it undermines skill-based aspects of the game. How much randomness you are willing to accept depends on your CasualCompetitiveConflict stance and how it is implemented, but very few people like mechanics that amount to "the game may randomly decide to screw you over and there's nothing you can do about it".
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31Luck is also part of the reason some board game fans dislike dice as a whole. (The other part is that most games with dice don't provide a safe place to roll them, and that packing them into a small dome to avoid this problem creates new problems.) Others are okay with dice, but dislike the RollAndMove mechanic for being too luck-based and for limiting the player's control too much.
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33Combo-based scoring in {{Rhythm Game}}s often gets flack for two reasons: One is that it arbitrarily values some notes more than others based on how far you are in the combo, which may lead to situations like "Alice and Bob have the exact same judgment counts, but Alice wins because her miss was earlier in the song". The other is that these systems are prone to overemphasizing combos at the expense of accuracy, so you may have a player with lousy accuracy and a full combo beat someone with excellent accuracy who happened to slip up and miss once.
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35Excessive limitations are often seen as annoying. If you give the player cool stuff, they'll be disappointed if they rarely or never get to use it because of all its limitations. This is also why characters who rely on locking down their opponent often fall under HighTierScrappy -- it's frustrating to be in a match while barely able to do anything.
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37[[UnderTheSea Underwater levels]] are notorious for frequently being bad. Common issues include imprecise, fiddly swimming controls, sluggish underwater movement, and annoying {{Oxygen Meter}}s that constantly force you to get more air.
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39Rewards for [[PlayEveryDay playing every day]] are meant to incentivize gamers to play the game often, but they can also invoke the fear of missing out (known in popular slang as "FOMO"). Daily streak rewards, which expand on this concept can also prove problematic, since if the streak is dropped, the number of days the player needs to play to get the reward they want is signficiantly increased. Sometimes the daily streak bonus is somewhat reasonable and tops out at a week, but in some cases, it can get absurd, like playing every day for a whole ''year''; did you break streak at 364 days out of 365? Have fun going another year to get the "play daily for a year straight" achievement!
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41Many, many [[RevenueEnhancingDevices monetization]]/{{microtransaction|s}} schemes are reviled for being perceived as greedy. Exactly where to draw the line varies between players, but some factors increase the chance of a negative reaction:
42* The game is not free-to-play.
43* The prices of microtransactions are presented in a confusing or deceptive way.
44* BribingYourWayToVictory, especially if the game seems to be intentionally unfair or tedious for people who don't want to pay.
45* The content locked behind microtransactions is something most players think should be in a base game, and not presented as bonus material.
46* The content is considered overpriced.
47* The game frequently pesters the player about buying microtransactions.
48* The game is in a series that used to abstain from this kind of monetization.
49* The paid-for content is inside of a {{lootbox}}, meaning there's a large chance of not getting what you wanted to pay for - or, in certain games, getting something you already have, making your money wasted.
50* ValuesDissonance -- Players in more affluent countries, especially Western countries, are more used to the idea of paying $40-60 for a complete-package game, and feel like breaking up a game into piecemeal transactions diminishes its value or fear that this could potentially turn the game into a FranchiseZombie, i.e. the game continues to get content updates well past what should've been the end of the game, all so that the publisher can keep making money. In countries where money relative to the cost of video games is a bit harder to come by (most notably Southeast Asian and South American countries), games that offer a cheap or free base package allow players to try the game at a much cheaper cost before deciding if they want to invest further time and money.
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52Many older non-handheld systems have [[UsefulNotes/RegionCoding region-locking]], that is you cannot play games that are not in the same region as the console you have. The idea is to ensure that people aren't cheating their regional publishers out of revenue by buying games coded for other countries, but lots of games [[NoExportForYou are locked to or excluded from particular regions]], meaning the player will have to do some modding to their existing system to play foreign-region games at the risk of damaging their device and voiding its warranty, or buy an extra of the same device that matches the region of the game they want to play. In terms of console gaming, this has largely gone away with MediaNotes/TheNinthGenerationOfConsoleVideoGames with the Platform/NintendoSwitch, Platform/XboxOne, and Platform/PlayStation4 all being region-free, and you ''can'' just buy physical copies of foreign-region games and pop them into your console, however extra steps are required for digital games and DLC (which may involve inputting fake local addresses and buying gift cards from third-party services since credit cards may not work on foreign console storefronts). Many PC games that require online connectivity still refuse players from outside the correct region, most infamously [[KoreanMedia Korean games]], as they require a [[https://en.wikipedia.org/wiki/Resident_registration_number resident registration number]] as proof that you are not only in South Korea but ''live'' there as well, which proves problematic for non-Koreans who dislike their local version (due to [[LateExportForYou significantly-delayed updates]] or a [[BadExportForYou poor-quality version]]); this does make sense in terms of making sure that players on a particular regional server cluster are all able to communicate with each other as opposed to the hell of language barriers especially in games with cooperation elements, but then there's games where there ''isn't'' a co-op element and are just single-player with online elements (such as {{Rhythm Game}}s, like the now-defunct ''VideoGame/O2Jam PC'' and older versions of ''VideoGame/{{EZ2|DJ}}ON''[[note]]''[=EZ2ON=] REBOOT : R'', the current version, just has one global version/edition[[/note]]), especially if there is ''no'' non-Korean version available.
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54Controls that cannot be remapped are often a sore point for players, particularly for games with a large number of buttons and/or complex mechanics, as well as those who are using controllers with non-standard layouts (for example, an arcade stick, or a retro-style gamepad for a modern console). This used to be the norm, but with more games allowing remapping of controls and awareness of accesibility concerns in gaming, it becomes a sore point when one encounters a modern game that offers limited or no remapping. There are some workarounds for this: some game systems allow remapping buttons at the system level, and Platform/{{Steam}} has a controller API called Steam Input that allows remapping buttons with a large range of customization options.
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