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* ''Franchise/{{Pokemon}}'' battles against other players are much more challenging than the battles against in-game [=NPCs=]. This is not only due to the absence of ArtificialStupidity, but also because Pokemon are capped at level 50 and cannot switch out freely after fainting an opponent. Not only this, but unlike the AI who is happy to toss a pathetically weak Mon at you, instead you can expect to see [[OlympusMons Legendaries]] and some of the strongest Pokemon in the series. It has hit a point where the main-game is considered, by competetive players, preparation for the insane difficulty of PvP.

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* ''Franchise/{{Pokemon}}'' battles against other players are much more challenging than NightmareFuel-inducingly difficult compared the battles against in-game [=NPCs=]. This is not only due to the absence of ArtificialStupidity, but also because Pokemon are capped at level 50 and cannot switch out freely after fainting an opponent. Not only this, but unlike In Pokemon, PvP is quite possibly the AI who is happy to toss a pathetically weak Mon at you, instead you can expect to see [[OlympusMons Legendaries]] and some of the strongest Pokemon in the series. It has hit a point where the main-game is considered, by competetive players, preparation for the insane highest difficulty of PvP.
spike an RPG can offer.
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* ''Franchise/{{Pokemon}}'' battles against other players are much more challenging than the battles against in-game [=NPCs=]. This is not only due to the absence of ArtificialStupidity, but also because Pokemon are capped at level 50 and cannot switch out freely after fainting an opponent.

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* ''Franchise/{{Pokemon}}'' battles against other players are much more challenging than the battles against in-game [=NPCs=]. This is not only due to the absence of ArtificialStupidity, but also because Pokemon are capped at level 50 and cannot switch out freely after fainting an opponent.
opponent. Not only this, but unlike the AI who is happy to toss a pathetically weak Mon at you, instead you can expect to see [[OlympusMons Legendaries]] and some of the strongest Pokemon in the series. It has hit a point where the main-game is considered, by competetive players, preparation for the insane difficulty of PvP.
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** Par of the course for most light gun games, in fact.
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Cut a Parabomb


* ''The VideoGame/HouseOfTheDead'' series does this. Irritatingly, one boss in ''The House of the Dead III'', The Fool, has a final attack that requires a full clip in a very short timespan (we're talking no time to reload) in single-player...and ''two clips'' in two-player, meaning that both players must fire a full clip at it. Conclusion? You're better off playing alone than with an incompetent or fooling-around player (sadly common at kids' arcades full of children who may try to join in without asking first).

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* ''The VideoGame/HouseOfTheDead'' series does this. Irritatingly, one boss in ''The House of the Dead III'', The Fool, has a final attack that requires a full clip in a very short timespan (we're talking no time to reload) in single-player...and ''two clips'' in two-player, meaning that both players must fire a full clip at it. Conclusion? You're better off playing alone than with an incompetent or fooling-around player (sadly common at kids' arcades full of children who may try to join in without asking first).player.
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* ''Franchise/Pokemon'' battles against other players are much more challenging than the battles against in-game [=NPCs=]. This is not only due to the absence of ArtificialStupidity, but also because Pokemon are capped at level 50 and cannot switch out freely after fainting an opponent.

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* ''Franchise/Pokemon'' ''Franchise/{{Pokemon}}'' battles against other players are much more challenging than the battles against in-game [=NPCs=]. This is not only due to the absence of ArtificialStupidity, but also because Pokemon are capped at level 50 and cannot switch out freely after fainting an opponent.
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* ''Franchise/Pokemon'' battles against other players are much more challenging than the battles against in-game [=NPCs=]. This is not only due to the absence of ArtificialStupidity, but also because Pokemon are capped at level 50 and cannot switch out freely after fainting an opponent.

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* ''VideoGame/MassEffect3'' multiplayer {{cap}}s the player level to 20 (compared to 60 in the SP), drastically reduces available skills, and consistently pits the players against DemonicSpiders rarely encountered even on higher difficulties in SP (or not encountered at all, such as the {{DLC}}-only [[VideoGame/MassEffect2 Collector]] faction).
** To put things in perspective, a generic Reaper mook during a Bronze multiplayer match (the lowest available difficulty) has about the same health as one in single player, but the difficulty set at Hardcore (equivalent to Hard). Enemies will also do much more damage with their weapons. Now consider that there's also Gold and Platinum difficulties in multiplayer...

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* ''VideoGame/MassEffect3'' multiplayer {{cap}}s the player level to 20 (compared to 60 in the SP), drastically reduces available skills, and consistently pits the players against DemonicSpiders rarely encountered even on higher difficulties in SP (or not encountered at all, such as the {{DLC}}-only [[VideoGame/MassEffect2 Collector]] faction).
**
faction). To put things in perspective, a generic Reaper mook during a Bronze multiplayer match (the lowest available difficulty) has about the same health as one in single player, but the difficulty set at Hardcore (equivalent to Hard). Enemies will also do much more damage with their weapons. Now consider that there's also Gold and Platinum difficulties in multiplayer...

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** To put things in perspective, a generic Reaper mook during a Bronze multiplayer match (the lowest available difficulty) has about the same health as one in single player, but the difficulty set at Hardcore (equivalent to Hard). Enemies will also do much more damage with their weapons. Now consider that there's also Gold and Platinum difficulties in multiplayer...



** To put things in perspective, a generic Reaper mook during a Bronze multiplayer match (the lowest available difficulty) has about the same health as one in single player, but the difficulty set at Hardcore (equivalent to Hard). Enemies will also do much more damage with their weapons. Now consider that there's also Gold and Platinum difficulties in multiplayer...
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that\'s Dynamic Difficulty


* ''VideoGame/{{Borderlands}}'' and ''VideoGame/{{Borderlands 2}}'' state quite often in the loading screen messages that playing with other people increases the game's difficulty but also increases the loot quality that drops.
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** To put things in perspective, a generic Reaper mook during a Bronze multiplayer match (the lowest available difficulty) has about the same health as one in single player, but the difficulty set at Hardcore (equivalent to Hard). Enemies will also do much more damage with their weapons. Now consider that there's also Gold and Platinum difficulties in multiplayer...
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None

Added DiffLines:

* The MonsterHunter series has this, buffing an enemy's health and damage output and ultimately having a bunch of super hard enemies you would otherwise never encounter in the single player mode. And you can still take on the multi-player mode by yourself, which a lot of people do.
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* In ''VideoGame/BraveFirefighters'', playing with a second player reduces the time bonuses you can get from clearing sections.
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* ''The VideoGame/HouseOfTheDead'' series does this. Irritatingly, one boss in ''The House of the Dead III''', The Fool, has a final attack that requires a full clip in a very short timespan (we're talking no time to reload) in single-player...and ''two clips'' in two-player, meaning that both players must fire a full clip at it. Conclusion? You're better off playing alone than with an incompetent or fooling-around player (sadly common at kids' arcades full of children who may try to join in without asking first).

to:

* ''The VideoGame/HouseOfTheDead'' series does this. Irritatingly, one boss in ''The House of the Dead III''', III'', The Fool, has a final attack that requires a full clip in a very short timespan (we're talking no time to reload) in single-player...and ''two clips'' in two-player, meaning that both players must fire a full clip at it. Conclusion? You're better off playing alone than with an incompetent or fooling-around player (sadly common at kids' arcades full of children who may try to join in without asking first).
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Present tense, not past. Past tense implies the games in question no longer exist.


* Many [[BeatEmUp Beat Em Ups]] would add extra Mooks (and, rarely, bosses) when more than one person was playing.

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* Many [[BeatEmUp Beat Em Ups]] would will add extra Mooks (and, rarely, bosses) when more than one person was is playing.
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None

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* ''The VideoGame/HouseOfTheDead'' series does this. Irritatingly, one boss in ''The House of the Dead III''', The Fool, has a final attack that requires a full clip in a very short timespan (we're talking no time to reload) in single-player...and ''two clips'' in two-player, meaning that both players must fire a full clip at it. Conclusion? You're better off playing alone than with an incompetent or fooling-around player (sadly common at kids' arcades full of children who may try to join in without asking first).
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None


* In a co-op game of ''VideoGame/{{Diablo}} II'', whenever a new player joins the game, all the enemies increase in strength, as indicated by a message saying, "(player) has joined the battle. Diablo's minions grow stronger." Likewise, when a player leaves the game, it says, "(player) has left the battle. Diablo's minions weaken."
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* When played in co-op mode, ''VideoGame/{{Doom}}'' games have extra enemies (including boss enemies like the Spider Mastermind and Cyberdemon) in places where they weren't there on even the hardest single-player difficulty.
* In a co-op game of ''VideoGame/{{Diablo}} II'', whenever a new player joins the game, all the enemies increase in strength, as indicated by a message saying, "(player) has joined the battle. Diablo's minions grow stronger." Likewise, when a player leaves the game, it says, "(player) has left the battle. Diablo's minions weaken."
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This trope applies specifically to games that offer distinct single-player and multiplayer modes. In {{Massively Multiplayer Online Game}}s and games whose single-player mode is essentially Co-Op without co-players (in the vein of ''DiabloII''), '''difficulty spikes proportional to the number of players fall under DynamicDifficulty'''.

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This trope applies specifically to games that offer distinct single-player and multiplayer modes. In {{Massively Multiplayer Online Game}}s and games whose single-player mode is essentially Co-Op without co-players (in the vein of ''DiabloII''), ''VideoGame/{{Diablo}} II''), '''difficulty spikes proportional to the number of players fall under DynamicDifficulty'''.

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That falls under Dynamic Difficulty


This trope applies specifically to games that offer distinct single-player and multiplayer modes. In {{Massively Multiplayer Online Game}}s and games whose single-player mode is essentially Co-Op without co-players (in the vein of ''DiabloII''), difficulty spikes proportional to the number of players fall under DynamicDifficulty.

to:

This trope applies specifically to games that offer distinct single-player and multiplayer modes. In {{Massively Multiplayer Online Game}}s and games whose single-player mode is essentially Co-Op without co-players (in the vein of ''DiabloII''), difficulty '''difficulty spikes proportional to the number of players fall under DynamicDifficulty.DynamicDifficulty'''.



* {{Fighting Game}}s in general as players research and exploit things the computer can't. Of course the computer has [[SNKBoss some]] [[TheComputerIsACheatingBastard aces]] up it's sleeve.



* {{Fighting Game}}s in general as players research and exploit things the computer can't. Of course the computer has [[SNKBoss some]] [[TheComputerIsACheatingBastard aces]] up it's sleeve.

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* {{Fighting Game}}s in general as players research and exploit things the computer can't. Of course the computer has [[SNKBoss some]] [[TheComputerIsACheatingBastard aces]] up it's sleeve.



* ''VideoGame/DungeonDefenders'' increases the number of monsters per wave depending on the number of players present.
** ''KillingFloor'' also does this.
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* Strategy and shooter games (especially post-2000) are often geared towards competitive player-vs-player modes, with the campaign serving mainly as an extended TutorialLevel sequence. The campaign AI is often handicapped while the player is gradually introduced to game mechanics; the multiplayer/bot AI, on the other hand, is completely unhindered in its task of taking you down. And, of course, the human opponents are, in theory, the biggest challenge.

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* Strategy and shooter games (especially post-2000) are often geared towards competitive player-vs-player modes, with the campaign serving mainly as an extended TutorialLevel sequence. The campaign AI is often handicapped while the player is gradually introduced to game mechanics; the multiplayer/bot AI, on the other hand, is completely unhindered in its task of taking you down. And, of course, the human opponents are, in theory, the biggest challenge.challenge since most of them will have been playing longer than you have.
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Just wanted to submit a thing

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* Many [[BeatEmUp Beat Em Ups]] would add extra Mooks (and, rarely, bosses) when more than one person was playing.
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None


** KillingFloor also does this.

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** KillingFloor ''KillingFloor'' also does this.
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** KillingFloor also does this.
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->--''WebOriginal/ZeroPunctuation'' review of ''VideoGame/DCUniverseOnline''[[note]]Itself, being an MMORPG, not an example of this trope.[[/note]]

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->--''WebOriginal/ZeroPunctuation'' ->--''WebAnimation/ZeroPunctuation'' review of ''VideoGame/DCUniverseOnline''[[note]]Itself, being an MMORPG, not an example of this trope.[[/note]]
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* ''VideoGame/{{Starcraft}}'' has similar issues. In the first game the AI is fairly predictable in the campaign, but custom game computer players can be anywhere from "really dumb" to "scary effective and stupid fast".
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* ''VideoGame/DungeonDefenders'' increases the number of monsters per wave depending on the number of players present.
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None


-->''[I] was brought to an instance with three other guys and the instruction: "Now there are four of you, so I guess you won't have any trouble meeting a one hundred dude smacking quota!"''

-->-- ''ZeroPunctuation'''s review of ''DCUniverseOnline''

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-->''[I] ->''[I] was brought to an instance with three other guys and the instruction: "Now there are four of you, so I guess you won't have any trouble meeting a one hundred dude smacking quota!"''

-->-- ''ZeroPunctuation'''s
quota!"''
->--''WebOriginal/ZeroPunctuation''
review of ''DCUniverseOnline''
''VideoGame/DCUniverseOnline''[[note]]Itself, being an MMORPG, not an example of this trope.[[/note]]
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-->''[I] was brought to an instance with three other guys and the instruction: "Now there are four of you, so I guess you won't have any trouble meeting a one hundred dude smacking quota!"''

-->-- ''ZeroPunctuation'''s review of ''DCUniverseOnline''
Is there an issue? Send a MessageReason:
None


* ''KingdomHeartsThreeFiveEightDaysOverTwo'' has the Mission Mode, which has a multi-player option. The enemies have buffed stats compared to story mode whether you have multiple players or not.

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* ''KingdomHeartsThreeFiveEightDaysOverTwo'' ''VideoGame/KingdomHearts358DaysOver2'' has the Mission Mode, which has a multi-player option. The enemies have buffed stats compared to story mode whether you have multiple players or not.
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None

Added DiffLines:

A tendency of video games that offer both single-player and multiplayer modes to make the latter a lot more challenging of the two. Comes in two variations:

* Strategy and shooter games (especially post-2000) are often geared towards competitive player-vs-player modes, with the campaign serving mainly as an extended TutorialLevel sequence. The campaign AI is often handicapped while the player is gradually introduced to game mechanics; the multiplayer/bot AI, on the other hand, is completely unhindered in its task of taking you down. And, of course, the human opponents are, in theory, the biggest challenge.
* Games with pronounced CoOpMultiplayer increase the difficulty in it with the justification that more players can take on bigger challenges and stronger enemies. Some additionally impose penalties ''on the players'' to enforce teamwork, such as CripplingOverspecialization and artificial {{Cap}}s. On the downside, if the game doesn't become popular, players may end up [[UnwinnableByMistake barred from most of its co-op content]], unable to find enough co-players online to match the raised difficulty.

The downside of such approach is that players returning from multiplayer to single-player may find the latter boring and hardly challenging after the brutal online battles.

This trope applies specifically to games that offer distinct single-player and multiplayer modes. In {{Massively Multiplayer Online Game}}s and games whose single-player mode is essentially Co-Op without co-players (in the vein of ''DiabloII''), difficulty spikes proportional to the number of players fall under DynamicDifficulty.
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!!Examples of [=PvP=] difficulty spikes:

* In ''VideoGame/{{WarCraft}} 3'', the campaign AI is quite blatantly railroaded into the same attack patterns over and over again and protected only by [[TheComputerIsACheatingBastard cheating]]. Online AI, on the other hand, is intended to emulate how human players will act.
* ''WorldInConflict'' is actually a mixed example: by pitting teams of players against each other, it both gives them access to all the destructive potential only glimpsed in the campaign, ''and'' enforces CripplingOverspecialization mostly absent from the single-player.
* {{Fighting Game}}s in general as players research and exploit things the computer can't. Of course the computer has [[SNKBoss some]] [[TheComputerIsACheatingBastard aces]] up it's sleeve.

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!!Examples of Co-Op difficulty spikes:

* The ''VideoGame/{{Portal 2}}'' Co-Op mode is a lot more challenging than SP, thanks to the puzzles requiring four portals to solve rather than just two.
* ''VideoGame/MassEffect3'' multiplayer {{cap}}s the player level to 20 (compared to 60 in the SP), drastically reduces available skills, and consistently pits the players against DemonicSpiders rarely encountered even on higher difficulties in SP (or not encountered at all, such as the {{DLC}}-only [[VideoGame/MassEffect2 Collector]] faction).
* ''KingdomHeartsThreeFiveEightDaysOverTwo'' has the Mission Mode, which has a multi-player option. The enemies have buffed stats compared to story mode whether you have multiple players or not.
* ''VideoGame/EvilIslands'' doesn't allow importing your SP characters to co-op (so you have to make new ones from scratch), makes all enemies a lot tougher than in SP, and drastically reduces the XP and money rewards for quests and combat.
* ''VideoGame/{{Borderlands}}'' and ''VideoGame/{{Borderlands 2}}'' state quite often in the loading screen messages that playing with other people increases the game's difficulty but also increases the loot quality that drops.
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