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* ''VideoGame/EscapeFromTarkov'' plays up punishing, hardcore gunplay, extensive gun modification, and a massive in-game economy to trade for weapons, gear and resources. Putting aside some liberties with actual bullet and armor performance for gameplay reasons, the game overwhelms the player with dozens of different ammo types and accessories all the way down to the gas blocks, buffer tubes, and charging handles that seem to be added just because they exist in reality, ensuring only someone who has in-depth knowledge of the real parts can discern how to work with them or figure out what they need without looking up guides. The FN SCAR's stock, for example, comes in ''four separate pieces'' - the front half of the stock that attaches to the weapon, the rear half of the stock that lets you shoulder it, the rubber butt pad at the end, and the cheek rest on top. There is also an absurdly in-depth healing system that the player is not instructed how to use. The most absurd however, is that the in-game currencies of rubles, euros, dollars and bitcoins are inexplicably tied to their actual real-life values, meaning that when real life economies crash, the in-game economy does too.

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* ''VideoGame/EscapeFromTarkov'' plays up punishing, hardcore gunplay, extensive gun modification, and a massive in-game economy to trade for weapons, gear and resources. Putting aside some liberties with actual bullet and armor performance for gameplay reasons, the game overwhelms the player with dozens of different ammo types and accessories all the way down to the gas blocks, buffer tubes, and charging handles that seem to be added just because they exist in reality, ensuring only someone who has in-depth knowledge of the real parts can discern how to work with them or figure out what they need without looking up guides. The FN SCAR's stock, for example, comes in ''four separate pieces'' - the front half of the stock that attaches to the weapon, the rear half of the stock that lets you shoulder it, the rubber butt pad at the end, and the cheek rest on top. There is also an absurdly in-depth healing system that the player is not instructed how to use.use, leading to regular occurrences where an injured player has a full medkit and no idea why the game won't let them patch up their injury with it. The most absurd however, is that the in-game currencies of rubles, euros, dollars and bitcoins are inexplicably tied to their actual real-life values, meaning that when real life economies crash, the in-game economy does too.



** ''VideoGame/FableIII'''s economy was similarly structured but corrected the supply-and-demand thing quite a bit. Instead, real estate flubs on realism. Residents' ability to pay on time is based what the rent is when they move in and if you raise it afterward. If a given home is too expensive for its quality, no one will move in, and if you raise the rent too much after someone moves in, they won't be able to pay and might get evicted. However, it doesn't take long for the profits of one home to pay for the next, and so on. And rent is paid every few minutes despite the in-game calendar only advancing when plot quests are completed. Just buy up all the property, run off to finish all of the side quests, and you once again eventually have a majority stake in all of Albion. This then [[BrokenAesop completely breaks every "moral dilemma"]], which always hinge on either painfully cloying options which cost the kingdom money it needs for its defense, or options which gain the kingdom money but [[CrossesTheLineTwice are so over-the-top evil it comes off as hilarious]] (e.g. repairing and upgrading a damaged orphanage, or turning it into a brothel), since you don't ''need'' to take the "good for the kingdom, bad for approval" choice. The intended realism also falls apart a bit when your approval rating is tied ''only'' to those choices and not affected by how much you raise the rent, meaning your citizens apparently can't put two-and-two together on their landlord being the monarch.

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** ''VideoGame/FableIII'''s economy was similarly structured but corrected the supply-and-demand thing quite a bit. Instead, real estate flubs on realism. Residents' ability to pay on time is based what the rent is when they move in and if you raise it afterward. If a given home is too expensive for its quality, no one will move in, and if you raise the rent too much after someone moves in, they won't be able to pay and might get evicted. However, it doesn't take long for the profits of one home to pay for the next, and so on. And rent is paid every few minutes despite the in-game calendar only advancing when plot quests are completed. Just buy up all the property, run off to finish all of the side quests, and you once again eventually have a majority stake in all of Albion. This then [[BrokenAesop completely breaks every "moral dilemma"]], which [[BlackAndWhiteMorality always hinge hinge]] on either painfully cloying options which cost the kingdom money it needs for its defense, or options which gain the kingdom money but [[CrossesTheLineTwice are so over-the-top evil it comes off as hilarious]] (e.g. repairing and upgrading a damaged orphanage, or turning it into a brothel), since you don't ''need'' to take the "good for the kingdom, bad for approval" choice. The intended realism also falls apart a bit when your approval rating is tied ''only'' to those choices and not affected by how much you raise the rent, meaning your citizens apparently can't put two-and-two together on their landlord being the monarch.
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* ''The Campaign for North Africa'', a legendarily obtuse tabletop war game, features plenty of this. The most infamous example is the "Pasta Rule": In real life, pasta was something rationed to the Italian army, and that really did create problems when Italian soldiers serving in the desert struggled to find water to boil it with. The game decides to reflect that by requiring Italy spend an extra point of water to sustain their ration supply. Beyond just being a morale-hurting frustration for individual soldiers, this means that the game depicts the Italian army's collective cohesion as being reliant on their ability to boil pasta.

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