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Games where, when a character dies, that character is D-E-D Dead and is just plain not coming back.

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Games where, when a character dies, that character is [[SpellingForEmphasis D-E-D Dead Dead]] and is just plain not coming back.
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* ChallengeRun \\
The game suggests optional special rules, or rewards players who follow them.
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I had just made that trope.

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** InstakillMook \\
A non-boss can can unleash it.
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Added newest trope. Sorry. Misspelled it


** UnlockableDifficulty: If you want the [[HarderThanHard hellish difficulty]], beat the game under certain conditions.

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** UnlockableDifficulty: **UnlockableDifficultyLevels: If you want the [[HarderThanHard hellish difficulty]], beat the game under certain conditions.
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Added newest trope.

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**UnlockableDifficulty: If you want the [[HarderThanHard hellish difficulty]], beat the game under certain conditions.
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* AssassinationSidequest \\
A type of sidequest that requires you to kill a specific target stealthily.
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* OverlyGenerousTimeLimit \\
The player is given more than enough time to complete a level or other mission.

Added: 89

Changed: 31

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* VideoGameDelegationPenalty \\
If you automate an in-game task or assign it to an NPC, you get a less desirable outcome.
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* VideoGameDelegationPenalty \\
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.
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* JustFrameBonus \\
Just think, if only you improved your timing then you wouldn't be missing out on everything this move can do!
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* SuspiciousVideogameGenerosity \\
The game provides lots of items before a difficult fight.

Added: 206

Changed: 13

Removed: 119

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Do whatever you want in ''this'' mode - dying is all but impossible.

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Do whatever you want in ''this'' mode - -- dying is all but impossible.



* ForcedLevelGrinding \\
A point in the game where the difficulty is high enough to force you to LevelGrind to continue.



*** EmptyLevels \\
All that LevelGrinding you're doing? It won't do you a lick of good.
** ForcedLevelGrinding \\
A point in the game where the difficulty is high enough to force you to LevelGrind to continue.



Limitations on when, where and how often a players can save the game.

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Limitations on when, where where, and how often a players can save the game.



The game gives you hints and advice that are flat out wrong.

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The game gives you hints and advice that are flat out flat-out wrong.



A gameplay design element that cripples the player so he can't win - but won't tell him about it for ''hours''.

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A gameplay design element that cripples the player so he can't win - -- but won't tell him about it for ''hours''.



A game that presents you with a goal, but as a joke of the programmer this joke is completely unreachable.

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A game that presents you with a goal, but as a joke of the programmer programmer, this joke goal is completely unreachable.



The game will have an easily broken wall which conceals some sort of treat

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The game will have an easily broken wall which conceals some sort of treattreat.
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* TreacherousCheckpoint \\
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.
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A character who has skills that make the early stages of the game easier, but relying on him too much will hurt you in the long run.

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A character who has skills that make the early stages of the game easier, but relying on him them too much will hurt you in the long run.
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Games with cover mechanics generally make them required to play at all, not just to make things easier. You may as well say health packs in any game are for making things easier.


* TakeCover \\
Modern games that allow you to use the environment as cover for bullets.
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The one lousy achievement [[{{Playstation3}} or trophy]] that keeps you from HundredPercentCompletion.

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The one lousy achievement [[{{Playstation3}} [[UsefulNotes/{{Playstation3}} or trophy]] that keeps you from HundredPercentCompletion.

Added: 90

Removed: 145

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* AbilityRequiredToProceed \\
An obstacle that requires a particular skill or item to pass.



* CardboardObstacle \\
An obstacle that requires a particular skill or item to pass, and rather than being fun it becomes unnecessary or annoying.
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[[SpaceQuest Duhh. You died because you were dumb.]]

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[[SpaceQuest [[VideoGame/SpaceQuest Duhh. You died because you were dumb.]]
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* ActionBasedMission \\
An action-heavy sequence in a game which for the most part eschews action, combat and direct confrontation.
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** ProtectoratePlayer \\

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** ProtectoratePlayer ReverseEscortMission \\
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* WeCannotGoOnWithoutYou \\
The main hero must survive, and the game ends if he ends up dying.
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* LastLousyPoint \\
If you want to go for that last percentage point in your quest for OneHundredPercentCompletion, you're in for a world of hurt.

Added: 19

Changed: 3

Removed: 414

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Video Game Tutorial is a sub-category of this. Instead of listing all its contents here, just put a link to it in the floatbox.


+FakeDifficulty
++TheComputerIsACheatingBastard
+ThatOneIndex

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+FakeDifficulty
++TheComputerIsACheatingBastard
+ThatOneIndex
+ FakeDifficulty
++ TheComputerIsACheatingBastard
+ ThatOneIndex
+ VideoGameTutorial



* VideoGameTutorial \\
An in-game tutorial that explains the various gameplay systems.
** AutoPilotTutorial \\
A tutorial that the player has no control over and must simply watch.
** ForcedTutorial \\
A tutorial that the player has no choice but to go through.
** HeKnowsAboutTimedHits \\
A tutorial given by actual in-game characters, BreakingTheFourthWall.
** JustifiedTutorial \\
A tutorial that makes sense in context.
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* IncreasinglyLethalEnemy\\
If any enemy isn't defeated quickly, it becomes harder to defeat.
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Already in the \'easier\' section, which seems more fitting.


* StoryDifficultySetting \\
When a game features a difficulty mode specifically catering to players who just want to experience the story.
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The trope is a little more specific.


You thought this game was gonna be easy, didn't you?

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You thought this cute game was gonna be easy, didn't you?
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This trope is not related to difficulty in video games.


* ClimbSlipHangClimb\\
Climbing high altitudes without a rope is accompanied by other factors (slipperiness, breaking, etc).
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* StoryDifficultySetting \\
When a game features a difficulty mode specifically catering to players who just want to experience the story.

Added: 137

Removed: 135

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* StoryDifficultySetting \\
When a game features a difficulty mode specifically catering to players who just want to experience the story.



* StoryDifficultyLevel \\
When a game features a difficulty mode specifically catering to players who just want to experience the story.
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* StoryDifficultyLevel \\
When a game features a difficulty mode specifically catering to players who just want to experience the story.

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