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Mar 20th 2021 at 10:18:08 AM •••

Previous Trope Repair Shop thread: Needs Help, started by harryhenry on Jun 19th 2015 at 11:57:44 AM

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Mar 22nd 2021 at 8:29:24 AM •••

Is it worth trying to bring this up again in TRS if there already was an attempt to do so? It seems like that 2015 thread never had the chance to take off but it looks like a wick check wasn't done before either.

Jun 18th 2020 at 3:13:59 PM •••

People probably do not know this but, in Last Cloudia, one of the daily achievements is to empty out your soul stockpile, but I haven't figured it out.

Jul 25th 2016 at 3:38:00 PM •••

Cut this from the First-Person Shooter page.

  • Deus Ex is rather straightforward when it comes to telling you where to go... that is except for the part in Hongkong when you need to infiltrate an Evil Corporation compound for the second time. Because of it, you need to access the building differently than before, that is use a backdoor. Immediately upon getting through said entrance you will be offered two paths, one of which will lead you to the areas you know from your last visit and the other, hidden behind a terminal keypad, will lead you to another location. By this point you should have gotten used to the fact that most terminal keypads conceal rooms with additional gear that you might be willing to check out but don't really have to (unless the mission objectives state otherwise). Only problem here? The terminal keypad route is the only one that will lead you to your goal. Instead, if you follow your instinct and pursue towards the familiar territories, you will eventually stumble across a laboratory with security up the roof, a series of ventilation shafts to help you navigate your way around, a lot of equipment for you to use, a bunch of off-worldly creatures that you see for the first time, a homeless bum locked in a cage that will have you believe he can be of some help to you, and if that wasn't enough, you'll even get to listen to the conversation held by the bad guys! In reality, whatever you'll find in that lab will not get you an inch closer to completing your objective. To add insult to injury, if you decide to move over to yet another area of the compound, you will receive a message from Daedalus that will further reinforce your conviction that you're getting closer to your goal whereas in fact the direction you're heading is totally opposite to the one you should take!
    • And to make things even worse, if you approach the bad guys, including Maggie Chow talking behind glass, you might actually trigger a glitch making Maggie Chow take note of you and say the line she is not supposed to say until you actually meet her in person after you've completed your goal (which, as stated above, is located someplace else entirely). If that happens, you'll probably spend months wandering helplessly around the compound before reconsidering the possibility that you might be in the wrong place altogether.

This is incorrect, for several reasons.

1) The second time you go into the building, you are expressly told to go to the "Level 3" labs. The destination the poster talks about in this example (with the Grays and homeless man) is clearly identified as the Level 2 labs. As soon as you go down the hallway from the Versalife lobby (with the outstretched hand holding the globe), you come across a hallway to your right that leads to the elevator that goes down to Level 3. You don't get the keycode for this elevator until it is told to you by Tracer Tong.

2) It's very obvious where you need to go if you take the backdoor route to Level 3. Anyone running to an elevator and going up instead of down or further in (and missing the obvious cues, signs and mission objective from Tong) is being deliberately ignorant.

3) I have never encountered the Chow dialogue glitch in over ten years of playing the game. If it was there, it was likely patched out in the GOTY edition or subsequent releases.

4) The backdoor route is not the required (or only) route you can take. You can access Level 3 from Level 2, via the aforementioned access near the ramp under the hand. Tong suggests this before you leave, but only says that it's an alternative because the main lobby is likely swarming with Majestic 12 agents.

5) You likely already visited Level 2 in the process of uploading the ROM encoding for Tong, before he orders you to go to Level 3. The Level 2 labs are right down the hall from the computer that hosts the encoding.

6) A Guide Dang It! example involves something that's so difficult to figure out from the clues presented that most people do the wrong action automatically without realizing otherwise. This is an example of someone screwing up and deliberately missing obvious cues in order to force an example.

Edited by crazyrabbits
Aug 7th 2013 at 3:58:59 PM •••

Didn't there used to be a Guide Dang It! page for when the actual guides screwed something up? What happened to that?

Jul 17th 2012 at 7:09:42 AM •••

So... why exactly isn't this a YMMV trope? I got here because the Etrian Odyssey article had an angry and very long rant about some floors being examples of this, in spite of the fact that I did in fact finish those floors without a guide. (one of the problems is clearly intended to be solved logically, another is apparently intended to be brute-forced, which can actually be done in reasonable time) That's hardly the only example I've seen though; many people have been complaining about games they felt didn't give any hints for problems where I saw hints gallore to the point where I actually felt bored the game forced me to watch those hints when I actually wanted to act on them already. Clearly this is something that's different for everybody, and as such I feel this shouldn't go on any game's main page. We have YMMV pages for that.

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Jul 17th 2012 at 9:14:23 AM •••

As I understand it, it's not YMMV because it's sort of quantifiable. If there's a puzzle or a challenge that has no in-game indication for how it's solved or passed, it qualifies.

Edited by MrDeath
Jun 13th 2012 at 9:23:52 PM •••

Would things that the player is given no hint as to existing but can be quite easily found simply by exploring an area count?

Things like:

  • The player going down a path, coming to a fork, and their helper telling them they need to go left; but if they ignore/get ahead of him and go right instead they get a bonus item.
  • The player entering a large room with an obvious door on the opposite end that opens after defeating all the enemies, but there's another, not-obvious-but-not-hidden door on the side that opens if you get close to it that leads to a bonus item.

Jan 8th 2012 at 3:15:56 PM •••

In my opinion, all of this wrangling over whether a solution has to be "impossible" to figure out is kind of pointless, since A.) it can't be literally impossible and B.) if it was impossible to figure out, then how would anyone make a guide explaining it? Unless, of course, there's an official guide released by the game's publisher.

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Jan 9th 2012 at 7:56:53 AM •••

It's not that it's "impossible" to figure out, it's that the game doesn't give you any prior hints or indication of what the solution is.

Think of it like mathematics equations. A simple puzzle (lever pulling, let's say) is 1+1 = 2. Simple, logical, you should be able to figure it out without any outside input.

A more complicated puzzle (a sliding block/platforming puzzle) might be to solve something like 2x+17 = 25. The normal elements of gameplay are there, and there's an in-game hint as to what the right path is.

Guide Dang It! is as if you were given the equation 25x-17y+2z = ?? and told to solve for X. You're missing that hint that makes it possible to solve just by looking at it, and the only way to find the "right" answer is to brute force it to find whatever the game's looking for, without any usable context or guide.

Jan 9th 2012 at 1:12:06 PM •••

But that's what I was saying. You, in effect, just elaborated on what I already said. I was also pointing out that SOMEONE has to figure it out in order to create a guide/walkthrough.

Jan 9th 2012 at 1:15:24 PM •••

By the way, I happen to be taking a college-level math course (Alg. 3/Trig. Honors, to be precise) while in high school, so I DO know a thing or two about algebra, and the final problem you gave IS impossible. Not the best analogy.

Jan 9th 2012 at 1:20:00 PM •••

It's not about it being completely impossible to figure out. It's about the game giving you no hints or information that will help you figure it out—you have to guess blindly if you don't have a guide.

It's the difference between just plugging in every integer for X in my third example and the second example where you have all the clues you need right there, in the puzzle, to figure it out.

Edit: I know the third problem is impossible; that was the point. It doesn't give you enough information to solve on its own; in this case, the "guide" would be the values of Y, Z, and the ?? that give you the "right" value of X.

Edited by MrDeath
Jan 10th 2012 at 1:28:49 PM •••

You know what-this is becoming a REALLY stupid and redundant thread. I'm pretty sure we both have the same point, it's just that we're phrasing it differently and confusing each other.

Edited by Parnifia
Aug 30th 2011 at 8:54:23 AM •••

I don't suppose we could change the picture back to the original one? It was funnier, and made more sense then the one we have now.

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Dec 13th 2011 at 2:24:58 PM •••

Agreed. The new one is all text and the actual visuals in the picture has nothing to do with this trope.

There was an image picking thread for the new image, but no image is better than what is up there right now.

Edited by Scardoll
May 21st 2011 at 7:11:57 PM •••

I think that the definition should be that the action required is counterintuitive and there was no easy way to figure it out except through trial and error and even that would be hard. By that definition, the Sonic 3 example is not one because it could be discovered very quickly just by playing with the controller. There are others that are weak because it would be very easy to discover just by experimentation.

Nov 25th 2010 at 6:36:50 PM •••

What the hell? I've twice now edited the Star Ocean 1 entry, but its not showing up.

Nov 19th 2010 at 5:26:06 PM •••

The Monster Hunter Series is an example of this Trope.

Will someone add this to JRPG section of Guide Dang it

Nov 16th 2010 at 4:54:01 AM •••

Rather than splitting JRP Gs arbitrarily in half, maybe pull out the Final Fantasy and Pokemon sections and rename JRPG as "other JRPG"? Would that make the section small enough?

Also I agree with Chad M in that a lot of these examples are not Guide Dang It.

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Nov 16th 2010 at 8:43:15 AM •••

Your proposals are reasonable. Feel free to reassemble the folders and delete any Not An Example examples you see.

May 22nd 2010 at 3:58:13 PM •••

The "Other" Category needs to be cleaned up a bit I think. I'm not familiar enough with most of the titles mentioned to do anything myself but I get the feeling that at least some of them belong under other categories.

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Nov 6th 2010 at 6:52:24 AM •••

ALL the categories need cleaning up. What is Mario Galaxy doing in "Adventure"?

Apr 27th 2011 at 11:45:08 AM •••

I'm pretty sure we need a "Platformer" section The genre is currently divided between "Action", "Adventure", and "Other".

Apr 29th 2011 at 11:32:19 PM •••

Okay, I've tried to clean things up a bit, at least for the games I'm familiar with.

Jan 16th 2012 at 5:59:14 PM •••

Can I create a page for Survival Horror? I see games like Silent Hill under the "Action" page.

Mar 8th 2010 at 8:59:38 PM •••

Funstuffof Doom: Is it just me, or do we have way too many justifying edits on this page? Seriously, folks, if it's not a good example, don't explain how it doesn't fit, just remove it.

Edited by FunstuffofDoom Hide/Show Replies
Mar 9th 2010 at 8:23:43 AM •••

arromdee: This is inevitable because Guide Dang It! is really a subjective trope despite not looking like one. Something can have a solution, yet other people might not be able to figure it out without a guide.

The alternatives are:

  1. actually delete it, in which case someone who falls in the first camp will add it again, someone in the second will delete it again, etc... or
  2. Be very strict and say that something must be absolutely impossible to discover by any means other than chance in order to count as a Guide Dang It!. This may technically fit the trope description, but I don't think it's a good idea.

Mar 31st 2010 at 9:18:18 AM •••

I thought the definition of Guide Dang It! was "puzzle with absolutely no in-game hints, none, zero, nada" and, thusly, even one iota of a clue in the game disqualified an example.

So, uh, basically I thought we were doing #2 from the very beginning.

Mar 31st 2010 at 12:25:26 PM •••

Well, the first paragraph says:

a Guide Dang It is any part of a video game in which that correct action or set of actions is so difficult to figure out from the game's own clues that, effectively, the only way to know what to do (aside from spending countless hours of trying every remote possibility until something happens) is via a Strategy Guide or an online Walkthrough

So difficult to figure out from the clues implies that there are clues, just not clues that are very useful.

Aug 14th 2010 at 10:33:57 PM •••

Maybe it would cut down on the page's subjectiveness if the hints being in the game is enough to disqualify an example? We already have tropes like Moon Logic Puzzle for "things that are techincally possible to figure out but good luck hitting upon it without help"

Aug 15th 2010 at 8:55:27 PM •••

Yea, we have other tropes for oblique clues, this is when there is no logical way for someone to have solved something except for a)brute forcing (trying everything until something works), or b)using a guide.

Nov 20th 2010 at 4:44:09 PM •••

There's also the question of whether everything you can't figure out counts or just things that are required to advance. For instance, in Castlevania II you have to kneel with the red crystal at the cliff to even finish the game, whereas you can skip the silver knife entirely without any problems. In game clues are useless for either case though. I think there's a qualitative difference between stuff that's meant to be hidden and just lousy puzzles/mechanics that are unfathomable but necessary to win. We might as well list every secret area in Doom otherwise.

Edited by comodapoltrona
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