1 | All about video game difficulty - how to create it, how to present it, and what happens when you fall afoul of it. |
2 | ---- |
3 | [floatboxright: |
4 | Subcategories: |
5 | + FakeDifficulty |
6 | ++ TheComputerIsACheatingBastard |
7 | + ThatOneIndex |
8 | + VideoGameTutorial |
9 | ] |
10 | |
11 | !!Difficulty levels in general: |
12 | [[index]] |
13 | * BossAlteringConsequence\ |
14 | The difficulty of a boss fight can be affected by in-game choices or objectives. |
15 | * BossDissonance \ |
16 | A boss fight should normally be tougher than the level, but its difficulty doesn't match what's nearby. |
17 | ** EasyLevelsHardBosses |
18 | ** HardLevelsEasyBosses |
19 | * BreatherLevel \ |
20 | A level which is much easier than those surrounding it. |
21 | * BrutalBonusLevel \ |
22 | An optional level that has a much higher difficulty level than the required levels surrounding it. |
23 | * CheeseStrategy \ |
24 | Tactics that will usually take all of the difficulty out of a given puzzle, enemy, or boss battle, but are seen as cheap by the community.%%page is currently awaiting a rewicking, but it has been launched as "YMMV Cheese Strategy." Remove comment once corrected. |
25 | * ChooseAHandicap \ |
26 | The game forces you to select one of several disadvantages before a boss fight or similar challenge. |
27 | * ComebackMechanic \ |
28 | A feature that provides assistance to losing players or players near elimination. |
29 | * CrutchCharacter \ |
30 | A character who has skills that make the early stages of the game easier, but relying on them too much will hurt you in the long run. |
31 | * DifficultButAwesome \ |
32 | A character or game is hard to master, but doing it yields great results. |
33 | * DifficultyByAcceleration \ |
34 | The gameplay gradually goes into fast-forward as you progress. |
35 | * DifficultyByRegion \ |
36 | Some games are made harder or easier when released in different countries or regions. |
37 | * DifficultyLevels \ |
38 | If at first you don't succeed, try it on Easy mode. |
39 | ** UnlockableDifficultyLevels: If you want the [[HarderThanHard hellish difficulty]], beat the game under certain conditions. |
40 | * DifficultySpike \ |
41 | One level (or level of difficulty) which is suddenly ''much'' harder than the ones that came before it. |
42 | * DynamicDifficulty \ |
43 | A game that adjusts its difficulty based on how the player is doing. |
44 | * EarlyGameHell \ |
45 | Game is hardest at the start, rather than the end. |
46 | * EasierThanEasy \ |
47 | Do whatever you want in ''this'' mode -- dying is all but impossible. |
48 | * EasyLevelTrick\ |
49 | When beating a level in a non-standard manner is a lot easier than beating it the expected way. |
50 | * EasyModeMockery \ |
51 | If you pick easy mode, the game will change things to mercilessly mock your ineptitude. |
52 | * FakeDifficulty \ |
53 | The use of cheap tricks to make the game harder. |
54 | * FinalDeathMode \ |
55 | A difficulty level where a player only has one life, instead of having multiple lives normally. |
56 | * HardModeFiller \ |
57 | A later level is identical to an earlier level, but harder. |
58 | * HardModeMook \ |
59 | Certain (most likely tougher) enemies only appear on higher difficulties. |
60 | * HardModePerks \ |
61 | You are rewarded for choosing harder difficulties in a gameplay-affecting way. |
62 | * HarderThanHard \ |
63 | A difficulty level ''above'' "Hard". |
64 | * HealerSignsOnEarly \ |
65 | One of the first people in the party has healing spells. |
66 | * HealingCheckpoint \ |
67 | Reaching a checkpoint or save point replenishes your health and/or supplies. |
68 | * HintsAreForLosers \ |
69 | In which a game's developer will adamantly refuse to help you. |
70 | * IdiosyncraticDifficultyLevels \ |
71 | Difficulty levels that are given weird names. |
72 | * LastLousyPoint \ |
73 | If you want to go for that last percentage point in your quest for OneHundredPercentCompletion, you're in for a world of hurt. |
74 | * MercyMode \ |
75 | An Easy Mode unlocked by repeatedly, utterly failing. |
76 | * ModularDifficulty \ |
77 | A game's difficulty can be augmented by applying different effects. |
78 | * MultiplayerDifficultySpike\ |
79 | The multiplayer mode(s) are significantly more challenging than the single-player campaign. |
80 | * MyRulesAreNotYourRules \ |
81 | When the computer has abilities and better versions of the stuff you could ever receive. |
82 | * NonIndicativeDifficulty \ |
83 | Where "hard" mode is easier than "easy" mode. |
84 | * NintendoHard \ |
85 | Games that are ''very'' hard. |
86 | * NumericalHard \ |
87 | DifficultyLevels that merely change some statistics of the player/enemy stats. |
88 | * OverlyGenerousTimeLimit \ |
89 | The player is given more than enough time to complete a level or other mission. |
90 | * PlatformHell \ |
91 | A PlatformGame which is '''evil''' and totally out to kill you any way it can. |
92 | * RubberBandAI \ |
93 | The better you are at a game, the harder the game gets. |
94 | * SchizophrenicDifficulty \ |
95 | A game has a difficulty curve that makes no sense. |
96 | * SequelDifficultyDrop \ |
97 | A sequel is much easier than expected compared to the game(s) before it. |
98 | * SequelDifficultySpike \ |
99 | A sequel is ''much'' harder than expected compared to the original game. |
100 | * SkillGateCharacters \ |
101 | FightingGame characters that are a challenge to newcomers, but those with experience will easily mop the floor with them. |
102 | * SurpriseDifficulty \ |
103 | You thought this cute game was gonna be easy, didn't you? |
104 | * UnstableEquilibrium \ |
105 | A game which gets easier when you're doing good, and harder if you're doing poorly. |
106 | * VideoGameDelegationPenalty \ |
107 | If you automate an in-game task or assign it to an NPC, you get a less desirable outcome. |
108 | |
109 | !!Ways of increasing difficulty: |
110 | * AssassinationSidequest \ |
111 | A type of sidequest that requires you to kill a specific target stealthily. |
112 | * AbilityRequiredToProceed \ |
113 | An obstacle that requires a particular skill or item to pass. |
114 | * ActionBasedMission \ |
115 | An action-heavy sequence in a game which for the most part eschews action, combat and direct confrontation. |
116 | * AIRoulette \ |
117 | Random AI actions can result in extremely stupid moves by the computer or the contrary. |
118 | * ArtificialBrilliance \ |
119 | AI that's really good at what it does. |
120 | * AutoScrollingLevel \ |
121 | A level in a PlatformGame where the screen continually scrolls and you must keep up with it. |
122 | ** AdvancingWallOfDoom \ |
123 | A level where you must constantly outrun a threat, or even the left side of the screen! |
124 | * BottomlessPits \ |
125 | Falling a thousand feet is fine, but falling ten feet into a bottomless pit? Instant death. |
126 | * ChallengeRun \ |
127 | The game suggests optional special rules, or rewards players who follow them. |
128 | * CheckPointStarvation \ |
129 | Severe lack of {{Check Point}}s or {{Save Point}}s. |
130 | * ChestMonster \ |
131 | It looks like a treasure chest, but you don't wanna open it. |
132 | * CombatExclusiveHealing \ |
133 | Just barely survived that RandomEncounter? Sorry, your WhiteMage can't use healing spells outside of battle! |
134 | * TheComputerIsALyingBastard \ |
135 | The game gives you hints and advice that are flat-out wrong. |
136 | * ComputersAreFast \ |
137 | When it comes to reacting quickly or "mashing" buttons, it's easy to make a computer better than any player. |
138 | * ConspicuousElectricObstacle\ |
139 | Let's make surfaces electric! Let's add some bolt emitters while we're at it. |
140 | * ContinuingIsPainful \ |
141 | Where continuing or losing a life results in an [[UnstableEquilibrium even harder challenge]]. |
142 | * DeadlyGas \ |
143 | Here's a hint: Don't get hit by it. |
144 | * DeadlyWalls \ |
145 | You're killed instantly whenever you touch a wall. |
146 | * DeathCourse \ |
147 | A gauntlet filled with enemies and/or booby traps that the hero character has to pass through. |
148 | * DenialOfDiagonalAttack \ |
149 | Games that only let you shoot horizontally, and often without being able to crouch, meaning short enemies are incredibly difficult to hit. |
150 | * DiminishingReturnsForBalance \ |
151 | The higher a given stat already is, the harder it is to raise it even further. |
152 | * DroughtLevelOfDoom \ |
153 | A long and often brutal level with powerups and healing items being scarce to nonexistent. |
154 | * EarnYourFun \ |
155 | You get no rewards unless you jump all these hoops! |
156 | * EmptyRoomUntilTheTrap \ |
157 | You thought that room had nothing in it? |
158 | * EscapeSequence \ |
159 | A level where you have to constantly run away from a particular enemy. |
160 | * EscortMission \ |
161 | A mission where you have to keep another character alive while beating enemies or getting to the exit. |
162 | ** ReverseEscortMission \ |
163 | An inversion of an Escort Mission, where the non-playable character ''protects you''. |
164 | * EverythingTryingToKillYou: \ |
165 | A player character gets killed by everything no matter how dangerous or lethal is the object or something. |
166 | * FakePlatform \ |
167 | It looks like a platform, but try stepping on it and you're in for a shock. |
168 | * FlameSpewerObstacle \ |
169 | Obstacle that shoots jets of flame. |
170 | * GangUpOnTheHuman \ |
171 | In multiplayer games with several [=AIs=] but only one human, they'll all go after the human. |
172 | * GoddamnedBats \ |
173 | Enemies that might not be so hard, but they just won't leave you alone. |
174 | ** GoddamnedBoss \ |
175 | A boss that's not very dangerous, but very annoying or frustrating to fight. |
176 | ** DemonicSpiders \ |
177 | Enemies that frustrate you by killing you in unfair ways, which make them innately more dangerous than other normal enemies. |
178 | * HealingBoss \ |
179 | Boss fights made more challenging because the boss has the ability to heal themselves in battle. |
180 | * HeroMustSurvive \ |
181 | A storyline character joins you on the battlefield as a "unit" and you must make sure that he/she doesn't die until the end of the mission. |
182 | * HoldTheLine \ |
183 | A mission where you have to prevent the enemy completing their objective before time runs out. |
184 | * HostageSpiritLink \ |
185 | In {{Light Gun Game}}s, accidentally shooting innocent people will damage ''you''. |
186 | * ICantReachIt\ |
187 | The character you're controlling can't, or won't, reach or use a perfectly accessible object. |
188 | * InconvenientlyPlacedConveyorBelt \ |
189 | A conveyor belt-like surface put in random places just so you can be pushed forwards or backwards. |
190 | * IncreasinglyLethalEnemy\ |
191 | If any enemy isn't defeated quickly, it becomes harder to defeat. |
192 | * InescapableAmbush \ |
193 | The player enters an area which is suddenly enclosed in a barrier, and the player can't leave until he defeats all enemies. |
194 | * InstantDeathRadius \ |
195 | A boss has a strong attack which hits a large melee area and which prevents you from getting anywhere near him. |
196 | * InsurmountableWaistHeightFence \ |
197 | Trivial obstacles that can't be passed even with brute force. |
198 | * InvisibleBlock \ |
199 | It's there! You can't see it, but it's there! |
200 | * JustFrameBonus \ |
201 | Just think, if only you improved your timing then you wouldn't be missing out on everything this move can do! |
202 | * KaizoTrap \ |
203 | A DeathTrap claims you when you thought you could put the controller down, such as at the LevelGoal after the BossFight. |
204 | * KarlMarxHatesYourGuts \ |
205 | Where it's impossible to make money because everything always costs the same, so you can never sell at a profit. |
206 | * LeapOfFaith \ |
207 | Are you sure there's even a platform to jump on? |
208 | * LevelGrinding \ |
209 | In {{RPG}}s, you gain statistics and abilities by killing monsters many times. |
210 | ** AntiGrinding \ |
211 | Found a good source to grind for experience points? It won't stay that way for long. |
212 | *** EmptyLevels \ |
213 | All that LevelGrinding you're doing? It won't do you a lick of good. |
214 | ** ForcedLevelGrinding \ |
215 | A point in the game where the difficulty is high enough to force you to LevelGrind to continue. |
216 | * LevelLimiter\ |
217 | You can voluntarily lower or reset your level, or equip something to stop gaining EXP to increase the difficulty. |
218 | * LevelOfTediousEnemies \ |
219 | The level is designed not to be difficult, but enemies are placed for maximum inconvenience. |
220 | * MalevolentArchitecture \ |
221 | Everything is designed to make life as difficult for you as possible, even in actual structures that should have a logical layout. |
222 | ** MagicalMysteryDoors \ |
223 | A puzzle where a room with a set of doors leads to another room with a set of doors, and you have to find the right path. |
224 | * ManualLeaderAIParty \ |
225 | You'd better hope that the non-human controlled allies' AI's up to scratch. |
226 | * MisbegottenMultiplayerMode \ |
227 | Games that are really designed for single-player mode, and become painful with more than one player. |
228 | * MonsterCloset \ |
229 | Enemies hiding in areas that shouldn't even exist and appear not to with no way for them to have got in there to begin with. |
230 | * MookMaker \ |
231 | A device or enemy who constantly spits out enemies for the player to fight. |
232 | * MutuallyExclusivePowerups \ |
233 | The case where picking up one weapon or powerup results in losing another. |
234 | * NoFairCheating \ |
235 | A measure built into a video game to make sure the player doesn't use cheats or auto-fire control pads. |
236 | * NotPlayingFairWithResources \ |
237 | AI players in RealTimeStrategy games are able to acquire resources faster than the player or don't need any resources at all. |
238 | * OneHitKill \ |
239 | A skill or attack that instantly kills whatever it hits. |
240 | ** InstakillMook \ |
241 | A non-boss can can unleash it. |
242 | * OneHitPointWonder \ |
243 | A game in which the protagonist instantly dies whenever he's hit by anything. |
244 | * PerfectPlayAI \ |
245 | A video game AI that perfectly counters the player's every move. |
246 | * PitTrap \ |
247 | A hole in the ground that's hidden so as to blend into the surrounding terrain, often found in PlatformHell games. |
248 | * PixelHunt \ |
249 | In {{Adventure Game}}s, you have to move the mouse across every single pixel on the screen to find the one object you're really looking for. |
250 | * PressXToDie \ |
251 | The player is given the option to perform an action that can only ever result in failure or otherwise hinder progress. |
252 | * PointOfNoContinues \ |
253 | No continuing if you die past this point in the game. |
254 | * ProtectionMission \ |
255 | A mission where you have to protect a stationary object or character from incoming enemies. |
256 | * ReinventingTheWheel \ |
257 | In strategy games, you need to purchase "upgrades" to capabilities in each campaign, even if your forces already had it in the last one. |
258 | * RespawningEnemies \ |
259 | After you beat a room full of enemies, if you come back to the room, the enemies will be back. |
260 | * RevivingEnemy\ |
261 | You didn't expect the developers to be nice enough to make that mook stay down just because you defeated it, did you? |
262 | * SaveGameLimits \ |
263 | Limitations on when, where, and how often a players can save the game. |
264 | * SawBladesOfDeath \ |
265 | You touch it and it will hurt. |
266 | * SecondPlaceIsForLosers \ |
267 | Finishing second at the Daytona 500 is no different from finishing last in Video Game Land. |
268 | * SecretAIMoves \ |
269 | Computer-controlled opponents use techniques inaccessible to unfortunate human players. |
270 | * SmashingHallwayTrapsOfDoom \ |
271 | BoobyTrap in which two big stone blocks or spiked walls repeatedly ram into each other in a narrow hallway. |
272 | * SNKBoss \ |
273 | A Nintendo Hard boss in a Fighting Game that doesn't play by the rules. Known side effects include thrown controllers and frothing at the mouth. |
274 | * SpikesOfDoom \ |
275 | You touch one, you die horribly. |
276 | ** SpikeBallsOfDoom \ |
277 | Like spikes, only more ''mobile''. |
278 | * SpitefulAI \ |
279 | AI characters don't seem to care if they win so long as you lose. |
280 | * StalkingMission \ |
281 | A gameplay segment in which the player is tasked with following an {{NPC}} to a designated area without being spotted. |
282 | * StealthBasedMission \ |
283 | A mission where the player must sneak through an area infested with enemies. |
284 | * SteamVentObstacle \ |
285 | Steam vents as obstacles. |
286 | * StrongEnemiesLowRewards \ |
287 | Powerful enemies enforcing their status as roadblocks by not being rewarding to kill. |
288 | * SuddenlyHarmfulHarmlessObject \ |
289 | That bush wasn't doing anything before, now it's attacking you. |
290 | * TeleportingKeycardSquad \ |
291 | Whenever you take something important, a slough of new enemies suddenly rushes in. |
292 | * TemporaryPlatform \ |
293 | When you land on it, it starts crumbling away. |
294 | * ThatOneAchievement \ |
295 | The one lousy achievement [[Platform/PlayStation3 or trophy]] that keeps you from HundredPercentCompletion. |
296 | * ThatOneAttack \ |
297 | A particular attack in an enemy's arsenal which is significantly more dangerous than the rest of its skills. |
298 | * ThatOneBoss \ |
299 | A boss who's infamous for being hard to beat. |
300 | * ThatOneComponent \ |
301 | A resource which is incredibly hard to obtain, and usually very important. |
302 | * ThatOneLevel \ |
303 | A level which is much harder than those surrounding it, sometimes by accident. |
304 | * ThatOnePuzzle \ |
305 | You have a handful of alien bones, a shell, and no hints. |
306 | * ThereAreNoTents \ |
307 | You can only rest the night at a ''genuine'' inn; you can't just set up camp somewhere. |
308 | * TideLevel \ |
309 | Water, GrimyWater, [[ShiftingSandLand sand]], [[EverythingTryingtoKillYou some other substance]], or [[LavaIsBoilingKoolAid lava]] rises and falls to keep you on your toes. |
310 | * TimedMission \ |
311 | The player has a finite amount of time to complete a goal, otherwise it's GameOver. |
312 | ** StalkedByTheBell \ |
313 | Run out of time and an in-universe threat will start to harass/hunt/attack you. Can you still complete the level? |
314 | ** TimeKeepsOnTicking \ |
315 | When the clock keeps going, even during cutscenes, battles, and even the ''pause menu''. |
316 | * TimeTrial \ |
317 | A mode that challenges the player to complete a level or race as fast as possible. |
318 | ** RacingGhost \ |
319 | A visual representation of a player/developer's record that the player is able to "challenge". |
320 | * TrialAndErrorGameplay \ |
321 | When you can only figure out the correct path by trying the incorrect ones and dying, until you get to the right one. |
322 | * TreacherousCheckpoint \ |
323 | What you think is a save point or other type of safe place is actually an enemy, most often a miniboss, but also even an outright boss. |
324 | * TurnsRed \ |
325 | When a boss's HP gets lower, he suddenly gains power, speed, and/or uses different attacks. |
326 | * TutorialFailure \ |
327 | When a tutorial either misleads or gives outright false information to the player. |
328 | * UnexpectedGameplayChange \ |
329 | Where a game suddenly changes from one gameplay genre to another for a level or area. |
330 | * UnwinnableByDesign \ |
331 | A gameplay design element that cripples the player so he can't win -- but won't tell him about it for ''hours''. |
332 | * UnwinnableJokeGame \ |
333 | A game that presents you with a goal, but as a joke of the programmer, this goal is completely unreachable. |
334 | * WeCannotGoOnWithoutYou \ |
335 | The main hero must survive, and the game ends if he ends up dying. |
336 | * VideoGameCrueltyPunishment \ |
337 | Doing mean things like [[Franchise/TheLegendOfZelda attacking Cuccos in The Legend Of Zelda games]], innocent creatures or people or similar things it rewards you with an punishment that has chance to get a GameOver. |
338 | * VideoGameDelegationPenalty \ |
339 | By delegating a certain in-game task or mechanic to the AI or a NPC, you get a less desirable result than when you do it yourself. |
340 | * WizardNeedsFoodBadly \ |
341 | The practice of using a food resource as a time limit. |
342 | * YouRequireMoreVespeneGas \ |
343 | Strategy games make you gather resources. |
344 | |
345 | !!Ways of making games ''easier'': |
346 | * AfterCombatRecovery \ |
347 | Just got beaten to within an inch of your life in that RandomEncounter? Don't worry, you're back to full health! |
348 | ** AfterBossRecovery \ |
349 | Same thing, but only happens after boss battles. |
350 | * AntiFrustrationFeatures \ |
351 | The rules change in certain situations to prevent FakeDifficulty. |
352 | * ArtificialStupidity \ |
353 | AI that's really bad at what it does. |
354 | * BadLuckMitigationMechanic \ |
355 | The game overrides a merciless RandomNumberGod to reward persistence. |
356 | * ColorblindMode \ |
357 | Colors in a game can be altered to accommodate players' visual impairments. |
358 | * DoorToBefore \ |
359 | Once you fight your way to the end of an area, there will be a convenient door that leads you right back to the entrance. |
360 | * EffortlessAchievement \ |
361 | The game gives you achievements for merely starting the game, or performing mundane actions. |
362 | * FakeTrap \ |
363 | A trap that actually isn't deadly. |
364 | * ForegoneVictory \ |
365 | Any point in a game where you can't actually lose, even if it looks like you can. |
366 | * GameplayAllyImmortality \ |
367 | When you have an {{NPC}} with you, he/she will be impervious to damage or at least death. |
368 | * HintSystem \ |
369 | The game gives you hints if you can't solve a puzzle on your own. |
370 | * MercyInvincibility \ |
371 | Whenever you are hit, you have a small period of invincibility before being vulnerable again. |
372 | * NewbieImmunity \ |
373 | Losing is either impossible or less penalizing than normal when starting a game or learning new game mechanics. |
374 | * NonLethalBottomlessPits \ |
375 | You expect instant death, but instead you just go back to the start of the area. |
376 | ** BottomlessPitRescueService \ |
377 | Someone or something saves the character from falling all the way down. |
378 | * NoticeThis \ |
379 | Games will make an important item more visible (e.g. twinkles, color scheme, etc.) |
380 | * OverheadInteractionIndicator\ |
381 | Characters who give quests and/or information will have something overhead signalling that you should talk to them. |
382 | * PlayerExclusiveMechanic \ |
383 | Reverse of SecretAIMoves, this is when players can have access to things that the computer cannot have. |
384 | * PlayerNudge \ |
385 | If you fail, the game hints to you what to do. |
386 | * PostFinalBoss \ |
387 | A relatively easy boss that is preceded by the true final boss. |
388 | * RainbowSpeak \ |
389 | Important words and phrases are highlighted for your convenience in different colors. |
390 | * StoryDifficultySetting \ |
391 | When a game features a difficulty mode specifically catering to players who just want to experience the story. |
392 | * SurprisinglyEasyMiniQuest \ |
393 | A {{sidequest}} that seems like it'll be difficult or frustrating, but ends up being simple or easy. |
394 | * SuspiciouslyCrackedWall \ |
395 | The game will have an easily broken wall which conceals some sort of treat. |
396 | * SuspiciousVideogameGenerosity \ |
397 | The game provides lots of items before a difficult fight. |
398 | * VillainForgotToLevelGrind \ |
399 | Where the villain is still at the same level he was at ten hours ago, but the heroes are ten levels higher and therefore beat him handily. |
400 | * WeakTurretGun \ |
401 | A turret gun that can be easily knocked out or over. |
402 | |
403 | !!Video game deaths: |
404 | * CycleOfHurting \ |
405 | You're caught in a DeathTrap and have to watch your HitPoints slowly go down to zero. |
406 | * DeathIsASlapOnTheWrist \ |
407 | The penalty for death is so minor that there may as well not be one at all. |
408 | * GameOver \ |
409 | You're dead. |
410 | ** ContinueCountdown \ |
411 | A time limit after a failure condition has been met, where the game is over after it expires. |
412 | ** GameOverMan \ |
413 | When a character appears on the game over screen, sometimes to mock you. |
414 | ** HaveANiceDeath \ |
415 | When the game gives you a OneLiner after finishing you off. |
416 | ** ItsAWonderfulFailure \ |
417 | An ending that only plays when you get a GameOver. |
418 | ** NonstandardGameOver \ |
419 | A GameOver screen that appears not after the usual HitPoint-loss, but when you've messed up something more serious or plot-worthy. |
420 | ** TheManyDeathsOfYou \ |
421 | Games that offer all sorts of ways for you to kick the bucket, rather than just losing HitPoints or falling down pits. |
422 | ** YetAnotherStupidDeath \ |
423 | [[VideoGame/SpaceQuest Duhh. You died because you were dumb.]] |
424 | ** PressStartToGameOver \ |
425 | GameOver before it really begins. |
426 | * NonLethalKO \ |
427 | When HP goes to zero, you don't "die", you just get "knocked out". |
428 | ** {{Permadeath}} \ |
429 | Games where, when a character dies, that character is [[SpellingForEmphasis D-E-D Dead]] and is just plain not coming back. |
430 | * RespawnOnTheSpot \ |
431 | When you die, you come back to life instantly on the same location you died, or very close to it, without losing any progress. |
432 | * SingleAttemptGame \ |
433 | A game that can be played only once, regardless of the outcome. |
434 | * VideoGameLives \ |
435 | How many tries a player has before a Game Over. |
436 | * WeCannotGoOnWithoutYou \ |
437 | You get a Game Over when the main character is killed, regardless of how many of his companions are still alive. |
438 | [[/index]] |
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