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*** For that matter, ''all'' healing classes[hottip:*: Priests, Paladins, Shamans]] in "vanilla" were [[{{Railroading}} rail-roaded]] into that role for PvE content, as every item in their higher Sets were developed for those roles. One of the few instances where this trope was blatantly enforced by the developer.

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*** For that matter, ''all'' healing classes[hottip:*: classes[[hottip:*: Priests, Paladins, Shamans]] in "vanilla" were [[{{Railroading}} rail-roaded]] into that role for PvE content, as every item in their higher Sets were developed for those roles. One of the few instances where this trope was blatantly enforced by the developer.
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*** For that matter, ''all'' healing classes[hottip:*: Priests, Paladins, Shamans]] in "vanilla" were [[{{Railroading}} rail-roaded]] into that role for PvE content, as every item in their higher Sets were developed for those roles. One of the few instances where this trope was blatantly enforced by the developer.
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** The competitive tiers, as well. As of ''Black and White'', the Standard or "OU" ([=OverUsed=]) tier, has just around 50 Pokémon in it, out of a total of 649. And up to the top 5 Pokémon in a tier are on more than 20% of teams, which means you'll be seeing the same Pokémon ''a lot''. Pokemon is probably the only game on this page that regularly has tournaments only for mid-tier or low-tier Pokemon, due to the fact that the creators didn't even try to balance it. Generally, underused (one step below OU) also has the same few Pokemon being used over and over though.

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** The competitive tiers, as well. As of ''Black and White'', the Standard or "OU" ([=OverUsed=]) tier, tier has just around 50 Pokémon in it, out of a total of 649. And up to the top 5 Pokémon in a tier are on more than 20% of teams, which means you'll be seeing the same Pokémon ''a lot''. Pokemon is probably the only game on this page that regularly has tournaments only for mid-tier or low-tier Pokemon, due to the fact that the creators didn't even try to balance it. Generally, underused (one step below OU) also has the same few Pokemon being used over and over over, though.
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** Players also tend to have a fear of items (lampooned when the official site sneaked in the message that "Real men use items!"), leading to the MemeticMutation "NO ITEMS! [[VideoGame/StarFox FOX ONLY!]] [[AbridgedArenaArray FINAL DESTINATION!]]" If you're lucky, you'll have a friend who occasionally likes to mix things up (99 stock super sudden death with high items). Mostly its complacency in the above pattern, rarely it's someone who refuses to not play by personal rules.

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** Players also tend to have a fear of items (lampooned when the official site sneaked in the message that "Real men use items!"), leading to the MemeticMutation "NO ITEMS! [[VideoGame/StarFox FOX ONLY!]] [[AbridgedArenaArray FINAL DESTINATION!]]" If you're lucky, you'll have a friend who occasionally likes to mix things up (99 stock super sudden death with high items). Mostly its it's complacency in the above pattern, rarely it's someone who refuses to not play by personal rules.
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* ''Left4Dead'':

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* ''Left4Dead'':''VideoGame/Left4Dead'':



** And for playing VS mode itself, there's the rushing tactic, where all survivor players blaze through the level, only stopping if there's supplies in the path or if they can revive a fallen player. This makes it difficult for the zombie players to keep up since they first have to find a place to spawn where they cannot be seen, and the move in for the attack while the survivors keep running ahead. Most players rush since hordes generally spawn behind the player and rarely in the front and there is a limit to how many zombies the game can have in the field. The ports of the Left 4 Dead 1 maps have been adding rushing events, which magnifies this tactic.
** The sequel has several game modes to choose from (Campaign, VS, Realism VS, Scavenge, and Mutation). Despite the several modes to choose from, people generally stick with either Campaign or VS modes, making it very difficult to find and form games in the other modes. Originally, Realism VS was a Mutation mode but had gotten enough popularity to warrant it as permament game mode. After it was added, player activity for that mode declined in favor of Campaign or VS.

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** And for playing VS mode itself, there's the rushing tactic, where all survivor players blaze through the level, only stopping if there's supplies in the path or if they can revive a fallen player. This makes it difficult for the zombie players to keep up since they first have to find a place to spawn where they cannot be seen, and the move in for the attack while the survivors keep running ahead. Most players rush since hordes generally spawn behind the player and rarely in the front and there is a limit to how many zombies the game can have in the field. The ports of the Left ''Left 4 Dead 1 Dead'' maps have been adding rushing events, which magnifies this tactic.
** The sequel ''VideoGame/Left4Dead2'' has several game modes to choose from (Campaign, VS, Realism VS, Scavenge, and Mutation). Despite the several modes to choose from, people generally stick with either Campaign or VS modes, making it very difficult to find and form games in the other modes. Originally, Realism VS was a Mutation mode but had gotten enough popularity to warrant it as permament game mode. After it was added, player activity for that mode declined in favor of Campaign or VS.

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* ''[[DarkForcesSaga Star Wars: Jedi Knight]]: [[ColonCancer Jedi Outcast/Jedi Academy]]'':

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* ''[[DarkForcesSaga ''[[VideoGame/DarkForcesSaga Star Wars: Jedi Knight]]: [[ColonCancer Jedi Outcast/Jedi Academy]]'':



** Killhouse, Broadcast, Crash... there's bound to be at least one 24/7 one-map-only server for every map in the game, but those three are the most popular. Weapon variety, on the other hand, is pretty much exclusively either the final-unlocked weapons of a class (Desert Eagle, P90, etc.) or [[RunningGag the bolt-action snipers]].

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** Killhouse, Broadcast, Crash... there's There's bound to be at least one 24/7 one-map-only server for every map in the game, but those three Killhouse, Broadcast, and Crash are the most popular. Weapon variety, on the other hand, is pretty much exclusively either the final-unlocked weapons of a class (Desert Eagle, P90, etc.) or [[RunningGag the bolt-action snipers]].



* ''Call of Duty: World at War'' has two cooperative modes: co-op campaign, or VideoGame/NaziZombies. Absolutely ''nobody'' plays the former - even if a lobby is hosted in co-op campaign, it will inevitably switch to Nazi Zombies before the game starts.

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* ''Call of Duty: World at War'' has two cooperative modes: co-op campaign, or VideoGame/NaziZombies. Absolutely ''nobody'' plays the former - even if a lobby is hosted in co-op campaign, it will inevitably switch to Nazi Zombies before the game starts. Later [=CoD=] games by Treyarch dropped the co-op campaign to focus on Zombies mode because of this.



* In ''[[VideoGame/{{Quake}} Quakeworld]]'' duels, you would be hard-pressed to see anything less than the grenade launcher used as anything other than a last resort. Even the grenade launcher has a niche role (to flush people out or lock them in) - for 90% of the game, you will have the rocket launcher in one hand and lightning gun in the other. Possibly with a set of aliases to facilitate switching to the LG in a pinch, and switch back just as quickly.

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* In ''[[VideoGame/{{Quake}} Quakeworld]]'' ''Quakeworld'' duels, you would be hard-pressed to see anything less than the grenade launcher used as anything other than a last resort. Even the grenade launcher has a niche role (to flush people out or lock them in) - for 90% of the game, you will have the rocket launcher in one hand and lightning gun in the other. Possibly with a set of aliases to facilitate switching to the LG in a pinch, and switch back just as quickly.



** It gets worse: that map and game mode are literally the only ones any populated server will run.

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** It gets worse: it's nearly impossible to find a server above 25% its maximum player count that ''isn't'' running on this map and game mode. The Xbox version of the game doesn't help, considering its DownloadableContent almost solely consisted of adding the mode are literally the only ones any populated server will run.to even more maps.



** For that matter, there's Assault mode in Mos Eisley, which pits every hero in the game against one another, Republic/Rebel versus Separatist/Imperial. It's nearly impossible to find a server above 25% its maximum player count that isn't in this setting. The Xbox version of the game doesn't help, considering its DownloadableContent almost solely consisted of adding the mode to even more maps.
* A big problem in the ''GearsOfWar'' series.

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** For that matter, there's Assault mode in Mos Eisley, which pits every hero in the game against one another, Republic/Rebel versus Separatist/Imperial. It's nearly impossible to find a server above 25% its maximum player count that isn't in this setting. The Xbox version of the game doesn't help, considering its DownloadableContent almost solely consisted of adding the mode to even more maps.
* A big problem in the ''GearsOfWar'' ''VideoGame/GearsOfWar'' series.

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** In the games lots of people keep their starter throughout the game, even though there is the option to not use it.

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** In the games lots of people keep their starter throughout the game, even though there is the option to not use it. Semi-justified, as many of the starters have a solid movepool and set of stats. The idea is to assemble a strong team and most players have no reason to ditch what is probably their strongest to begin with.



** In [=FO3=] you could max out every skill with mediocre Intelligence because of the sheer quantity of skill books. Even with max Intelligence, this is not possible in FNV.

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** In [=FO3=] you could max out every skill with mediocre Intelligence because of the sheer quantity of skill books. Even with max Intelligence, this is not possible in FNV.FNV, at least without enough of the DLC to raise the level cap high enough.



** Perception is now regarded as the most useless stat, and many people will drop it to 1 unless they want Better Criticals, in which case they leave it at 5 and get the implant. Charisma is still generally regarded as useless because most people use Boone, meaning everything still dies before you can even see it.
** Those who do use Boone also tend to partner him up with ED-E - who, incidentally, may also be the reason people regard Perception as useless, since he's the first companion made available to the player and his Enhanced Sensors companion perk gives you the benefit of a full 10 Perception either way.
** Melee and Unarmed are now very overpowered, so don't be surprised if practically everyone you talk to about the game is running around with Oh Baby! or a Ballistic Fist and [[ItsEasySoItSucks complaining about how they can 2-shot Lanius]].
** Melee and Unarmed are quite well balanced for the higher difficulties - they're cheap, easy and reliable, but you're never going to be a badder mofo in close combat than an alpha deathclaw, much less Lanius or the Legendary Deathclaw.

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** Perception is now regarded as the most useless stat, and many people will drop it to 1 unless they want Better Criticals, in which case they leave it at 5 and get the implant. Charisma is still generally regarded as useless because most people use Boone, meaning everything still dies before you can even see it.
**
though Boone cannot be used for a very large chunk of the game because he attacks one faction on sight and is outright banned from being used in numerous areas, and many quests are easier with or require you use a different companion.
***
Those who do use Boone also tend to partner him up with ED-E - who, incidentally, may also be the reason people regard Perception as useless, since he's the first companion made available to the player and his Enhanced Sensors companion perk gives you the benefit of a full 10 Perception either way.
** Melee and Unarmed are now very overpowered, so don't be surprised if practically everyone you talk to about the game is running around with Oh Baby! or a Ballistic Fist and [[ItsEasySoItSucks complaining about how they can 2-shot Lanius]].
** Melee and Unarmed are
Lanius]]. They're quite well balanced for the higher difficulties difficulties, though - they're cheap, easy and reliable, but you're never going to be a badder mofo in close combat than an alpha deathclaw, much less Lanius or the Legendary Deathclaw.
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** One of the biggest problems is that sometimes the most outlandish and interesting things you can make are just outclassed by [[BoringButPractical simpler solutions]]. Constructing an insane, gigantic winged flaming bazooka may be awesome, but it usually won't get the job any more than a simple "GUN". This is especially true in Challenge Levels, where the need to conserve your adjectives for possible use in later levels is apparent.

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** One of the biggest problems is that sometimes the most outlandish and interesting things you can make are just outclassed by [[BoringButPractical simpler solutions]]. Constructing an insane, a gigantic winged flaming bazooka may be awesome, but it usually won't get the job done any more than a simple "GUN". This is especially true in Challenge Levels, where the need to conserve your adjectives for possible use in later levels is apparent.
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[[folder:Other]]
*{{Scribblenauts}} and its sequels. The whole premise of the game is a seemingly endless scope of things you can do and make and set up in the game, but this unfortunately makes Complacent Gaming Syndrome nigh inevitable.
**If a level involves some type of platforming, usually "WINGS" or "JETPACK" will be the first thing the player makes. Even if a player comes up with a unique mode of transportation, they'll often resort to using it over and over throughout the entire game, rather than coming up with new things for every stage.
**Even though many different strange mythological creatures are in the game such as the Shoggoth or even Cthulu himself, most players will probably just make regular animals when in need of something, or to just straight up put in the word "MONSTER".
**Synonyms also make this trope very easy to fall into. Perhaps you already used the word "GUN" and the game tells you to use something else. Why come up with something new and strange and interesting when you can type in the word "PISTOL" and save yourself the trouble?
**One of the biggest problems is that sometimes the most outlandish and interesting things you can make are just outclassed by [[BoringButPractical simpler solutions]]. Constructing an insane, gigantic winged flaming bazooka may be awesome, but it usually won't get the job any more than a simple "GUN". This is especially true in Challenge Levels, where the need to conserve your adjectives for possible use in later levels is apparent.
[[/folder]]
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Because it\'s not 646 Pokemon, but 649.


** The competitive tiers, as well. As of ''Black and White'', the Standard or "OU" ([=OverUsed=]) tier, has just around 50 Pokémon in it, out of a total of 646. And up to the top 5 Pokémon in a tier are on more than 20% of teams, which means you'll be seeing the same Pokémon ''a lot''. Pokemon is probably the only game on this page that regularly has tournaments only for mid-tier or low-tier Pokemon, due to the fact that the creators didn't even try to balance it. Generally, underused (one step below OU) also has the same few Pokemon being used over and over though.

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** The competitive tiers, as well. As of ''Black and White'', the Standard or "OU" ([=OverUsed=]) tier, has just around 50 Pokémon in it, out of a total of 646.649. And up to the top 5 Pokémon in a tier are on more than 20% of teams, which means you'll be seeing the same Pokémon ''a lot''. Pokemon is probably the only game on this page that regularly has tournaments only for mid-tier or low-tier Pokemon, due to the fact that the creators didn't even try to balance it. Generally, underused (one step below OU) also has the same few Pokemon being used over and over though.
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* ''[[VideoGame/SegaSuperstars Sonic & Sega All-Stars Racing]]'' gave us characters on bikes, who can boost in addition to drifting by popping wheelies on any course, which makes them a nightmare for racers in cars. The worst of all of these characters is [[VideoGame/ShadowTheHedgehog Shadow]], who has lightning-fast aerial tricks, so that a player can easily get a max-level boost from an otherwise low jump, on top of being able to boost on the ground virtually at will. Fans were calling for Shadow to be [[{{Nerf}} nerfed]] very quickly, and even now, he's still a TierInducedScrappy. The other characters on bikes, like Ryo and Alex Kidd, aren't too far behind him.
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** After the 2013 patch, Hwoarang became incredibly overused.


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** Expect lots of SuperMan and [[MortalKombat Scorpion]] as well.

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** This carried over into the sequel where most gamers are much more comfortable with Claire, ''even though Leon is the far superior character to play as''.

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** Jill also has access to the GrenadeLauncher, which is a great weapon to use against boss monsters. Chris gets the Flamethrower, which has limited range, weak power, and can't be taken outside of the underground area due to certain doors need it to be unlocked. While Chris has more health than Jill, Jill has better items and inventory space.
** This carried over into the sequel where most gamers are much more comfortable with Claire, ''even even though Leon is the far superior character to play as''.has weapons that are much more powerful than what Claire finds..
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*** Backfired with the RandomDrop system via cards. Players may or may not earn weapon mods at the end of a heist and they quickly drifted towards playing quick heists like Jewelry Store and Four Stores so they can farm for weapon mods quickly and mod the hell out of their guns. All of the farming happened during the ''beta'' to boot.
*** Heists with large payout during the beta were also farmed, like Watchdogs and Rats, since players could easily earn half a million dollars on the highest difficulty and never be short of money to buy items and skills.
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[[folder:Survival Horror]]
* The first ''Franchise/ResidentEvil'' game gave you a choice of Jill who could pick locks and carry 8 items, or Chris who could carry 6 items and had to carry tons of small keys. Even though it's ''well-worth'' playing as Chris since the story and gameplay are very much different, most people only play as him as a SelfImposedChallenge.
** This carried over into the sequel where most gamers are much more comfortable with Claire, ''even though Leon is the far superior character to play as''.
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* ''VideoGame/InitialDArcadeStage Ver. 2'': Honda Integra [=DC2=] on Irohazaka was basically the only combination anybody ever played in multiplayer.
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*** Of course, that still doesn't mean they actually prevented it. Many people still use the Gnasher exclusively. Those who don't use both the Gnasher and Retro Lancer. Epic has gone on record saying that they realize the Gnasher is overpowered, and they want to nerf it, but the backlash they would receive for doing so would be ''enormous'', so they're not touching it with a ten-foot pole.
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* In the old days, when playing ''VideoGame/AgeOfEmpires'' online, any game that ''didn't'' start off in "Post-Imperial Age" (highest level of technology, every inch of the map known to every player, etc.) was doomed to languish in solitude until the game leader caved -- god help you if you ''liked'' building a civilization.

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* In the old days, when playing ''VideoGame/AgeOfEmpires'' online, any game that ''didn't'' start off in "Post-Imperial "Post-Iron Age" (highest level of technology, every inch of the map known to every player, etc.) was doomed to languish in solitude until the game leader caved -- god help you if you ''liked'' building a civilization.
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** It has a metagame based around a certain lane composition: duo bot (support and an Attack Damage carry), solo mid (Ability Power carry), solo top (most variable role), and one jungler to farm neutral creeps. In addition, certain champions are considered "acceptable" to play in each lane, with deviations often being regarded with negative reactions ranging from the verbal equivalent of a dirty look to UnstoppableRage.

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** It has a metagame based around a certain lane composition: duo bot (support and an Attack Damage carry), solo mid (Ability Power carry), solo top (most variable role), and one jungler to farm neutral creeps. In addition, certain champions are considered "acceptable" to play in each lane, with deviations often being regarded with negative reactions ranging from the verbal equivalent of a dirty look to UnstoppableRage. It should be noted that some anti-meta strategies exist solely to [[BatmanGambit exploit what the enemy is expected to do]]. For example, it's become more and more acceptable to field an AD assassin or even a bruiser in mid lane in hopes of crushing a SquishyWizard there who was not planning on buying much Armor. Even strategies that look batshit insane can work if [[RefugeInAudacity an opponent is so used to certain champions being played in a lane that they don't know how to deal with something out-of-the-box/]]
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* MapleStory: Whenever a new class comes out, nearly everybody will flock to that new class, and for good reason: it's usually [[GameBreaker hideously overpowered]].
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* ''VideoGame/GuiltyGear'' gives us Sol Badguy and Chipp Zanuff.

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* ''VideoGame/GuiltyGear'' gives us Sol Badguy and Chipp Zanuff. Sol is meant to get in the opponent's face and beat them to death, while being mostly ineffective at long ranges. Chipp Zanuff is a FragileSpeedster who in the hands of a skilled player will be nigh untouchable. The relative ease of playing these two characters means that most of the roster is ignored in multiplayer.

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* ''VideoGame/SuperStreetFighterIV'':

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* ''VideoGame/SuperStreetFighterIV'':''Super VideoGame/StreetFighterIV'':



** Apparently this effect can even be ''preemptive'': a good number of ''Super Street Fighter IV'' players say that Evil Ryu and Oni [[spoiler:Akuma]] will be heavily overused in online battles should the ''Arcade Edition'' of the game ever come to consoles and thus should not for the sake of keeping the online playable.

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** Apparently this effect can even be ''preemptive'': a good number of ''Super Street Fighter IV'' players say that Evil Ryu and Oni [[spoiler:Akuma]] will be heavily overused in online battles should said that, if the ''Arcade Edition'' of the game ever come to consoles were released on consoles, Evil Ryu and Oni [[spoiler:Akuma]] would be heavily overused in online battles, and thus should not argued against a console release for the sake of keeping the online playable.playable. Oddly enough, when the ''Arcade Edition'' did come to consoles, this didn't happen - if anything, the online community actually diversified.



** And when AE came to consoles... it didn't happen. If anything, the online community has ''diversified''.

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Really?


* As illustrated above, around 50% of all ''VideoGame/StreetFighterIV'' players use [[{{Shotoclone}} Ken]] and 40% use Sagat. This has earned the game the nickname "Ken Fighter IV". This has been mocked [[http://www.halolz.com/2009/03/10/street-fighter-iv-online-fighting-edition/ numerous]] [[http://i40.tinypic.com/ih1j4z.jpg times]].

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* As illustrated above, on the main page, around 50% of all ''VideoGame/StreetFighterIV'' players use [[{{Shotoclone}} Ken]] and 40% use Sagat. This has earned the game the nickname "Ken Fighter IV". This has been mocked [[http://www.halolz.com/2009/03/10/street-fighter-iv-online-fighting-edition/ numerous]] [[http://i40.tinypic.com/ih1j4z.jpg times]].



** As for actual in-game combat, in ''Jedi Outcast'' everyone just does the Strong style jumping slash, an attack which is AwesomeButImpractical at best due to heavy, unblockable damage, but also being so slow that it's useless except as an ambush tactic - most one-on-one duels in that game consist entirely of both players alternatively using or dodging that one attack until one of them gets the timing right to hit the other before they can roll out of the way. ''Jedi Academy'' has ''slightly'' more variety - everyone still spams just one attack, but for players using double-bladed or dual sabers it's either the rolling stab or their mouse1+mouse2 combo.

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** As for actual in-game combat, in ''Jedi Outcast'' everyone just does the Strong style jumping slash, an attack which is AwesomeButImpractical at best due to heavy, unblockable damage, but also being so slow that it's useless except as an ambush tactic - most one-on-one duels in that game consist entirely of both players alternatively using or dodging that one attack until one of them either gets the timing right to hit the other before they can roll out of the way. way or gets it so wrong that they jump ''into'' the other guy's attack. ''Jedi Academy'' has ''slightly'' more variety - everyone still spams just one attack, but for players using double-bladed or dual sabers it's either the rolling stab or their mouse1+mouse2 combo.combo depending on their preference.



** Super-Shotgun. Possibly the most horribly conceived weapon in FPS history, as its common availability, high damage and comparably fast rate of fire have seemingly led to it being all anyone ever uses in competitive play. Aggravated by ''DOOM'' not having an option to pick weapons at the start of deathmatch games, so the only option was to use custom maps that leave out the GameBreaker weapons.

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** Super-Shotgun. Possibly the most horribly conceived weapon in FPS history, as its common availability, high damage and comparably fast rate of fire have seemingly led to it being all anyone ever uses in competitive play. Aggravated by ''DOOM'' ''Doom'' not having an option to pick weapons at the start of deathmatch games, so the only option was to use custom maps that leave out the GameBreaker weapons.



** Assault: Pre-patch assault players used the F2000, AEK-971, or the FAMAS due to their high rates of fire. Post-patch the FAMAS's handling and ammo capacity changes nerfed it into oblivion and the F2000 is useless beyond 20 meters. The [=M16A3=] with Heavy Barrel reigns supreme.

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** Assault: Pre-patch assault players used the F2000, AEK-971, or the FAMAS due to their high rates of fire. Post-patch the FAMAS's handling and ammo capacity changes nerfed it into oblivion and the F2000 is useless beyond 20 meters. The [=M16A3=] with Heavy Barrel now reigns supreme.



** Damn near every Recon use the [=M98B=] since it's the most powerful sniper rifle in the game, though after Back to Karkand the L96 is seeing some action since it shoots like a laser and it doesn't require as much grinding as the [=M98B=].

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** Damn near every Recon use the [=M98B=] since it's the most powerful sniper rifle in the game, though after Back to Karkand the L96 is seeing some action since it shoots like a laser and it doesn't require as much grinding to unlock as the [=M98B=].



* ''Battlefield 2142'':
** For it's Camp Gibraltar.

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* For ''Battlefield 2142'':
** For it's
2142'' the map of choice is Camp Gibraltar.



* For King of the Hill, 8 times out of 10 it's going to be Nucleus. The remainder will be 1/10 Kong King and 1/10 everything else, which is probably your best bet if you want a non-Nucleus map since standard servers will just vote overwhelmingly for Nucleus anyway at every opportunity.



** ''Call of Duty: World at War'' has two cooperative modes: co-op campaign, or VideoGame/NaziZombies. Absolutely ''nobody'' plays the former - even if a lobby is hosted in co-op campaign, it will inevitably switch to Nazi Zombies before the game starts.

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** * ''Call of Duty: World at War'' has two cooperative modes: co-op campaign, or VideoGame/NaziZombies. Absolutely ''nobody'' plays the former - even if a lobby is hosted in co-op campaign, it will inevitably switch to Nazi Zombies before the game starts.

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** In multiplayer, pretty much every Gold difficulty match is Geth/Firebase White. For a well-coordinated team, White is easy to bunker down in and resist assault. Geth are often seen as the easiest enemy to fight, lacking any form of instakill attacks (not even grenades) and only having one 'tank' enemy, the Geth Prime, which is usually easier to deal with than the Cerberus combination of Nemeses, Atlases, and Phantoms. Reaper is barely chosen, mostly because of the Banshees.
** The game takes several steps to avert this. For one fighting in an unknown location or against an unknown enemy nets you more XP. For another each region of space has a score that goes down over time, to get the score back up (and thus get a better ending in single player) you have to do well maps belonging to that region: playing Firebase White for the hundredth time might secure Earth but what about the Terminus Systems (you still get a slight increase to the overal score but it takes a long time)? Third, as you level up all the characters in that class level with you, so you can take a WeakButSkilled Engineer and think, "Would I have been better giving it multiple Overloads than a flamethrower?" And lastly, the game has ArtificialBrilliance that learns the more you play, a bunkered Adept spamming Shockwave will be rushed, enemies will pick up on how to deal with a Vanguard's Biotic Charge and so on. Changing to a soldier and spamming Concussive Shot will throw it off it's game.
** Bioware is actually pretty active to prevent this trope, patching the game on a weekly basis to nerf the overpowered weapons and buff underpowered ones, promoting variety. Of course the nerfing of fan favorite guns is cause [[TheyChangedItNowItSucks for obligatory flame wars in the Bioware forums]].
** There are also events every two or so weeks that sometimes encourage playing in a specific style to achieve a global goal. For example, one such event involved killing a certain number of Banshees. And if the players fail to achieve a goal, Bioware might even impose a penalty for the next event (case in point: when the Banshee event failed, the next event featured additional Banshee spawns, even when playing against other enemies).

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** In multiplayer, pretty much every Gold difficulty match is Geth/Firebase White. For a well-coordinated team, White is easy to bunker down in and resist assault. Geth are often seen as the easiest enemy to fight, lacking any form of instakill attacks (not even grenades) and only having one 'tank' enemy, the Geth Prime, which is usually easier to deal with than the Cerberus combination of Nemeses, Atlases, and Phantoms. Reaper is Reapers are barely chosen, mostly because of the Banshees.
*** Although with the map changes to White after the Rebellion DLC, Geth/White has been mostly abandoned as a farming strategy.
** The game takes several steps to avert this. For one fighting in an unknown location or against an unknown enemy nets you more XP. For another each region of space has a score that goes down over time, to get the score back up (and thus get a better ending in single player) you have to do well maps belonging to that region: playing Firebase White for the hundredth time might secure Earth but what about the Terminus Systems (you still get a slight increase to the overal score overall score, but it takes a long time)? Third, as you level up all the characters in that class level with you, so you can take a WeakButSkilled Engineer and think, "Would I have been better giving it multiple Overloads than a flamethrower?" And lastly, the game has ArtificialBrilliance that learns the more you play, a bunkered Adept spamming Shockwave will be rushed, enemies will pick up on how to deal with a Vanguard's Biotic Charge and so on. Changing to a soldier and spamming Concussive Shot will throw it off it's its game.
** Bioware is actually pretty active to prevent this trope, patching the game on a weekly basis to nerf the overpowered weapons and buff underpowered ones, promoting variety. Of course the nerfing of fan favorite guns is often a cause [[TheyChangedItNowItSucks for obligatory flame wars in the Bioware forums]].
** There are also events every two or so weeks that sometimes encourage playing in a specific style to achieve a global goal. For example, one such event involved killing a certain number of Banshees. And if the players fail to achieve a goal, Bioware might even impose a penalty for the next event (case in point: when the Banshee event failed, the next event featured additional Banshee spawns, even when playing against other enemies).factions).
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** ''Tekken 4'' is the epitome of this trope in this series. Jin Kazama is in a league of his own in this game, and half of the cast are nothing but shells of their former selves. The only consistent counter to Jin is Steve Fox, who is an entirely separate can of worms that spans the subsequent games up until his nerf in ''Tag 2''.


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** ''Tekken 6'', despite an objectively more balanced game, is an even worse offender, with the competitive metagame consisting of Bobs, Lars', Steves and Laws. Evo2k11 T6 Grand Finals, Bob vs. Bob. Can anyone spell B-O-R-I-N-G?


** Also, as a way of PlayerPreferredPattern of MassivelyMultiplayerOnlineRolePlayingGame players, every team ''allegedly'' needs a healer.

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** Also, as a way of PlayerPreferredPattern ComplacentGamingSyndrome of MassivelyMultiplayerOnlineRolePlayingGame players, every team ''allegedly'' needs a healer.



** Not to mention the insane overuse of the Wolver armour set. This is because out of all weapon types swords deal the most raw damage numbers and as a result are the [[PlayerPreferredPattern most popular choice]]. Guns deal pathetic damage per hit. However, swordies have to dodge or block enemy attacks once in a while while gunslingers can just keep pumping lead into the enemy, resulting in higher average damage over time in some cases. Bombs are good for support or inflicting StandardStatusEffects... a playstyle unlikely to be a PlayerPreferredPattern in SpiralKnights.

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** Not to mention the insane overuse of the Wolver armour set. This is because out of all weapon types swords deal the most raw damage numbers and as a result are the [[PlayerPreferredPattern [[ComplacentGamingSyndrome most popular choice]]. Guns deal pathetic damage per hit. However, swordies have to dodge or block enemy attacks once in a while while gunslingers can just keep pumping lead into the enemy, resulting in higher average damage over time in some cases. Bombs are good for support or inflicting StandardStatusEffects... a playstyle unlikely to be a PlayerPreferredPattern ComplacentGamingSyndrome in SpiralKnights.

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Natter and Example Indentation. Generalizations and natter and Thread Mode removed


* By default, every single sports game aspiring to be realistic and featuring a large number of playable teams/athletes will suffer from this. [[JustifiedTrope Justified]], too, since it reflects RealLife. Unless the player has an attachment to a team of lesser-than-God tier, or is CherryTapping, or the selection is made at random, inevitably only a select number of elites you can count on one hand will be played most of the times.
** Can be fixed through the use of tiers (like many other games). Sports games, unlike many other games which strive for balance, will usually have a fairly easy way of tiering via in-game ratings of teams (either out of 100 or out of 5 stars or whatever). Only problem of course is there still is no TRUE balance, since usually one team will still be slightly better.

to:

* By default, every single sports game aspiring to be realistic and featuring a large number of playable teams/athletes will suffer from this. [[JustifiedTrope Justified]], too, since it reflects RealLife. Unless the player has an attachment to a team of lesser-than-God tier, or is CherryTapping, or the selection is made at random, inevitably only a select number of elites you can count on one hand will be played most of the times.
** Can be fixed through the use of tiers (like many other games). Sports games, unlike many other games which strive for balance, will usually have a fairly easy way of tiering via in-game ratings of teams (either out of 100 or out of 5 stars or whatever). Only problem of course is there still is no TRUE balance, since usually one team will still be slightly better.
times.



* In ''VideoGame/StarWarsBattlefront II'', you can select Assault mode (normally only used for space battles) on the Mos Eisley map, which allows you to play as any of the game's hero characters. Expect to only see Aayla Secura for the Heroes' side and Darth Maul on the Villains' side, who are two of the only hero characters who use two lightsabers. And don't even dream about seeing a hero character who doesn't use a lightsaber.
** Probably because most of the heroes that don't have a lightsaber (save for Boba Fett) tend to get cut down ''really'' fast by those who do.
** It gets worse: that map and game mode are literally the only ones any populated server will run.
* [[AIBreaker For some reason]], the computer in ''[[VideoGame/SoulSeries Soulcalibur III]]'' doesn't seem to be able to block a retreating vertical from an Iron Sword Create-A-Soul character. It's too easy to just use that one class and attack throughout the game. This then bites you in the rear when human opponents easily dodge and clobber you while you're using what's a fairly slow and very telegraphed attack.
** Even more ridiculous is that the computers are completely unable to block the double swing a+b attack (also of the iron sword custom character). The first swing they block just fine. The second, not so much.
** If you think the Iron Sword has ridiculous anti-AI potential, try the Katana discipline. Forward B+K will baffle them 90% of the time, and it sets them up for your mid-air attack throw perfectly (just avoid the katana that gives you added knockback, as it throws off the timing). As long as they don't get a cheap shot on you, you are guaranteed to win against all but the most extreme AI.



** Even ''worse'' in ''VideoGame/StreetFighterIII'' which only carried over Ryu and Ken from the previous games. 75% of all ''Street Fighter III'' players used Ken (Shinryuken super), 20% used Ryu, and 5% used someone else. It got a little better in ''Second Impact'' and ''Third Strike'' once players realized the new characters had a lot of potential.
*** Even so, high-level TournamentPlay almost always consists of the top-tier fighters (Chun-Li, Ken, and Yun) with the occasional Akuma in the mix. There's a reason ''3rd Strike'' has its ''own'' nickname (''Chun Fighter III: Ken Strike - '').
** Found a tally of ''Super Street Fighter IV'' character usage of over 4,000 matches, [[http://www.eventhubs.com/news/2010/sep/26/ssf4-character-usage-numbers-over-4000-matches/ which you can see here.]] Ryu and Ken make up over 1,000 of them. Apparently, the stranglehold of these two is weakening...

to:

* ''VideoGame/StreetFighterIII'':
** Even ''worse'' in ''VideoGame/StreetFighterIII'' which Which only carried over Ryu and Ken from the previous games. 75% of all ''Street Fighter III'' players used Ken (Shinryuken super), 20% used Ryu, and 5% used someone else. It got a little better in ''Second Impact'' and ''Third Strike'' once players realized the new characters had a lot of potential.
*** ** Even so, high-level TournamentPlay almost always consists of the top-tier fighters (Chun-Li, Ken, and Yun) with the occasional Akuma in the mix. There's a reason ''3rd Strike'' has its ''own'' nickname (''Chun Fighter III: Ken Strike - '').
* ''VideoGame/SuperStreetFighterIV'':
** Found a tally of ''Super Street Fighter IV'' of character usage of over 4,000 matches, [[http://www.eventhubs.com/news/2010/sep/26/ssf4-character-usage-numbers-over-4000-matches/ which you can see here.]] Ryu and Ken make up over 1,000 of them. Apparently, the stranglehold of these two is weakening...



*** And when AE came to consoles... it didn't happen. If anything, the online community has ''diversified''.

to:

*** ** And when AE came to consoles... it didn't happen. If anything, the online community has ''diversified''.



* In the ''[[SoulSeries Soulcalibur IV]]'', a lot of people use either Maxi, Kilik or Cervantes.
** Don't forget the use of Nightmares, Kilik and Siegfried style custom characters. Kilik's style being the most common.
** Playing online, nearly every one of the high ranked players plays as Sophitia. She looks like a pushover... but frequently annihilates you before you have the chance to get a move in.
** This becomes so commonplace, a "counter-intuitive" strategy is forming: pick someone else. Even if you're absolutely horrible with them, there's at least a 1-in-3 chance that the person you're fighting is ONLY used to "top-tier" characters and suddenly gets waylaid by Astaroth.

to:

* ''VideoGame/SoulSeries'':
** [[AIBreaker For some reason]], the computer in ''Soulcalibur III'' doesn't seem to be able to block a retreating vertical from an Iron Sword Create-A-Soul character. It's too easy to just use that one class and attack throughout the game. This then bites you in the rear when human opponents easily dodge and clobber you while you're using what's a fairly slow and very telegraphed attack.
** Even more ridiculous is that the computers are completely unable to block the double swing a+b attack (also of the iron sword custom character). The first swing they block just fine. The second, not so much.
** If you think the Iron Sword has ridiculous anti-AI potential, try the Katana discipline. Forward B+K will baffle them 90% of the time, and it sets them up for your mid-air attack throw perfectly (just avoid the katana that gives you added knockback, as it throws off the timing). As long as they don't get a cheap shot on you, you are guaranteed to win against all but the most extreme AI.
**
In the ''[[SoulSeries Soulcalibur IV]]'', a lot of people use either Maxi, Kilik or Cervantes.
** *** Don't forget the use of Nightmares, Kilik and Siegfried style custom characters. Kilik's style being the most common.
** *** Playing online, nearly every one of the high ranked players plays as Sophitia. She looks like a pushover... but frequently annihilates you before you have the chance to get a move in.
** *** This becomes so commonplace, a "counter-intuitive" strategy is forming: pick someone else. Even if you're absolutely horrible with them, there's at least a 1-in-3 chance that the person you're fighting is ONLY used to "top-tier" characters and suddenly gets waylaid by Astaroth.



* From ''VideoGame/{{Tekken}} 3'' onwards, Eddy/Christie has been this trope due to their easy combos,[[SkillGateCharacter Skill Gate status]] aside. Earlier in the series it was usually Jack or Kazuya and in recent years it has increasingly been Mokujin due to the fact people want to show they can beat you with any character. Most people plying ''Tekken 3'' for the first time either went for Jin (he's on the box) or Yoshimitsu (he has a sword).
*** The Eddy/Christie thing was mostly applicable at ''Tekken 3'''s release, but they do have their flaws. Eddy telegraphs his attacks, follows the same pattern for 80% of his moveset and has some massively glaring weaknesses in his combos that are sometimes overlooked if you're aren't careful.

to:

* ''VideoGame/{{Tekken}}'':
**
From ''VideoGame/{{Tekken}} 3'' ''3'' onwards, Eddy/Christie has been this trope due to their easy combos,[[SkillGateCharacter Skill Gate status]] aside. Earlier in the series it was usually Jack or Kazuya and in recent years it has increasingly been Mokujin due to the fact people want to show they can beat you with any character. Most people plying ''Tekken 3'' for the first time either went for Jin (he's on the box) or Yoshimitsu (he has a sword).
*** ** The Eddy/Christie thing was mostly applicable at ''Tekken 3'''s release, but they do have their flaws. Eddy telegraphs his attacks, follows the same pattern for 80% of his moveset and has some massively glaring weaknesses in his combos that are sometimes overlooked if you're aren't careful.



*** Survival and Team modes are also much under used, but not to the extent of Time Attack.

to:

*** ** Survival and Team modes are also much under used, but not to the extent of Time Attack.



*** Dr Bosconovitch ever since players learnt that the ''slide across the floor on his ass'' move could take out most players of average skill who couldn't work out how to counter it.

to:

*** ** Dr Bosconovitch ever since players learnt that the ''slide across the floor on his ass'' move could take out most players of average skill who couldn't work out how to counter it.



* Go to [[http://www.supercade.net/ Supercade]] and watch some of the replays. You will see players spend literal ''hours'' using the same character (or in the case of ''[[VideoGame/TheKingOfFighters KOF]]'' the same ''team'').
* ''VideoGame/MarvelVsCapcom2''. Every team will include Cable and take advantage of his BFG.

to:

* Go to [[http://www.supercade.net/ Supercade]] and watch some of the replays. You will see players spend literal ''hours'' using the same character (or in the case of ''[[VideoGame/TheKingOfFighters KOF]]'' the same ''team'').
* ''VideoGame/MarvelVsCapcom2''.
''VideoGame/MarvelVsCapcom2''.
**
Every team will include Cable and take advantage of his BFG.



* ''VideoGame/MarvelVsCapcom3''. Every team has Dante, Deadpool, and/or Wolverine in it. ''EVERY''. ''Freaking''. ''Team''. Dante and Deadpool are particularly used by new players because they share similar mechanics, as is X-23 due to button bashing as she's so quick. Wolverine is more likely to be used by more advanced players who can pull out ridiculous combos with him.

to:

* ''VideoGame/MarvelVsCapcom3''. ''VideoGame/MarvelVsCapcom3''.
**
Every team has Dante, Deadpool, and/or Wolverine in it. ''EVERY''. ''Freaking''. ''Team''. Dante and Deadpool are particularly used by new players because they share similar mechanics, as is X-23 due to button bashing as she's so quick. Wolverine is more likely to be used by more advanced players who can pull out ridiculous combos with him.



* In the ''VideoGame/SuperSmashBros.'' games, the community analyses the hell out of every character, game mode, stage and glitch, developing the fabled 'tier lists' for each game to show which character is considered the 'best'. Thus with each new tier list, expect at least 50% of your opponents to play one of the top 3 in the tier list ([[VideoGame/{{Kirby}} Meta Knight]] in ''Brawl'', anyone)?

to:

* In the ''VideoGame/SuperSmashBros.'' '':
** In the
games, the community analyses the hell out of every character, game mode, stage and glitch, developing the fabled 'tier lists' for each game to show which character is considered the 'best'. Thus with each new tier list, expect at least 50% of your opponents to play one of the top 3 in the tier list ([[VideoGame/{{Kirby}} Meta Knight]] in ''Brawl'', anyone)?



* This has fast become the case with [[VideoGame/GodOfWar Kratos]] in ''VideoGame/PlaystationAllStarsBattleRoyale'' not long after it's release. Partially due to his immense popularity and heavily to do with his versatility, AP-Gain and general ease-of-use, it's not uncommon online to see at least several of them in a standard free-for-all match. It hasn't taken long for him to be labeled a TierInducedScrappy by a large part of the community, with many calling for several {{nerf}}s to him.

to:

* ''VideoGame/PlaystationAllStarsBattleRoyale'':
**
This has fast become the case with [[VideoGame/GodOfWar Kratos]] in ''VideoGame/PlaystationAllStarsBattleRoyale'' not long after it's release. Partially due to his immense popularity and heavily to do with his versatility, AP-Gain and general ease-of-use, it's not uncommon online to see at least several of them in a standard free-for-all match. It hasn't taken long for him to be labeled a TierInducedScrappy by a large part of the community, with many calling for several {{nerf}}s to him.



* ''VideoGame/InjusticeGodsAmongUs'' might as well be called "Injustice: Bat-Family Characters Among Us". ''Everyone'' uses either Batman or Nightwing.
** As of this writing, the most overused character online is Deathstroke, since it's pretty easy to run away and spam people with his guns.

to:

* ''VideoGame/InjusticeGodsAmongUs'' might as well be called "Injustice: Bat-Family Characters Among Us". ''Everyone'' uses either Batman or Nightwing.
**
Nightwing. As of this writing, the most overused character online is Deathstroke, since it's pretty easy to run away and spam people with his guns.



* ''PAYDAYTheHeist'' has nearly everyone using the [[RevolversAreJustBetter Bronco .44]], the [[ShotgunsAreJustBetter Reinbeck]], and the [[MoreDakka Mac-11]] since all 3 weapons are very powerful and cover both short and long distances. If a player has the Wolf Pack DLC, then expect to see a lot of appearances from the AK and the [[GrenadeLauncher GL40]].

to:

* ''PAYDAYTheHeist'' has nearly ''PAYDAYTheHeist'':
** Nearly
everyone using the [[RevolversAreJustBetter Bronco .44]], the [[ShotgunsAreJustBetter Reinbeck]], and the [[MoreDakka Mac-11]] since all 3 weapons are very powerful and cover both short and long distances. If a player has the Wolf Pack DLC, then expect to see a lot of appearances from the AK and the [[GrenadeLauncher GL40]].



* ''VideoGame/{{Battlefield 3}}'' also has some extremely common loadouts, which can be split from before the March 2012 patch and after it:
** Assault: Pre-patch assault players used the F2000, AEK-971, or the FAMAS due to their high rates of fire. Post-patch the FAMAS's handling and ammo capacity changes nerfed it into oblivion and the F2000 is useless beyond 20 meters. The [=M16A3=] with Heavy Barrel reigns supreme.
** Engineers gravitate to the A-91 or the [=M4A1=], again, due to the high rate of fire, while some go for the SCAR-H + ACOG + Heavy Barrel for long range damage. Post-patch, players that prefer a good medium-range weapon with minimal recoil will likely use the [=SG553=] with the [=AKS-74U=] being configurable as a very good short-ranged hip fire weapon.
** The Support class, with its variety of well-balanced guns but no superior weapon, inverts the trope. The class only contains {{Scrappy Weapon}}s that ''aren't'' used like the QBB, [=MG36=] and Type 88, which heavily suck compared to the rest.
** Damn near every Recon use the [=M98B=] since it's the most powerful sniper rifle in the game, though after Back to Karkand the L96 is seeing some action since it shoots like a laser and it doesn't require as much grinding as the [=M98B=].
*** Pre-patch the only semi-auto sniper rifle of any use was the M39 EMR: Very accurate, quick to fire and could be used in medium range as a 'designated marksman' style of play. Post-patch, the SKS has been buffed to the stars to the point it can compete with assault rifles.
** Gun attachments: Pre-patch nearly everyone used the Foregrip/Suppressor combination to significantly reduce recoil to the point hardly anyone used bipods or heavy barrels. Post-patch, the Heavy Barrel is the new hotness for its very large spread reduction while aiming down sights with only a minimal vertical recoil increase. Foregrip and suppressor usage depends on the situation rather than being no-brainer attachments and they generally only get used for very close quarter combat.
** Gun sights are a matter of preference but out of the various versions, the main ones used are the Kobra, US Red Dot Sight, ACOG 4x, US Holographic, and the 8x or 12x for sniper rifles.
** Post-patch pistol changes mean the best players will use one of three sidearms: The G18 Suppressed fully-automatic pistol with a high rate of fire that is equivalent to the [=MP7=] at very close range and is used for players who want a true 'backup' weapon, the 93R burst fire pistol which received a major buff in the patch for those who feel they need a more controllable gun than the G18, and finally the .44 Magnum which is a two shot kill due to a buff giving it a 1.25 damage multiplier to the chest, used by players who are extremely accurate and will pick and choose either their primary weapon or the Magnum based on the situation.
** [=MP7=] with Laser + Extended Mags is ''the'' hip fire weapon. Its hip fire is often ''more'' accurate than many guns when aimed down sight and it is quicker to get bullets on target because of its hip fire. Its only drawback is that the extended mags mean you only have less than a handful of reloads, so playing a support kit or having the Ammo perk is mandatory.
** [[TierInducedScrappy The USAS-12 with Frag rounds]]. It's basically a [[GameBreaker handheld IFV cannon]]. It's super accurate, has no "bullet" drop, kills in 2-3 direct hits, creates splash damage if it misses, and (since the USAS-12 is an automatic shotgun) is extremely spammable. Anyone using it will be met with much gnashing of teeth, and it's so bad that it was severely {{nerf}}ed. [[http://www.youtube.com/watch?v=f7rFGMatKLM This video]] is a good demonstration.
** Camouflage-wise, Spec Ops Black as it hides your heat signature from infra-red optics. It's also useful for hiding in buildings since the interior is usually dark.



*** The AN-94 is very popular, due to the fact that it does the highest damage out of all the assault rifles and fires an accurate 2-shot burst. Made even deadlier when paired with the 4x scope and magnum ammo.

to:

*** ** The AN-94 is very popular, due to the fact that it does the highest damage out of all the assault rifles and fires an accurate 2-shot burst. Made even deadlier when paired with the 4x scope and magnum ammo.



*** With [=SMGs=], the [=PP2000=] since it has hardly any recoil, or the SCAR-L carbine. Both with Magnum ammo of course, like everyone else in the entire world.

to:

*** ** With [=SMGs=], the [=PP2000=] since it has hardly any recoil, or the SCAR-L carbine. Both with Magnum ammo of course, like everyone else in the entire world.



* For ''VideoGame/UnrealTournament''[='s=] weapons, the Shock Rifle and Sniper Rifle tend to be used more often because of their capabilities. Fortunately though, most weapons ''do'' see some use since each is meant for a particular situation, and Siege finally gives players a good reason to use the otherwise-pathetic Bio Rifle (can splash-damage buildings and basecores from a distance, unlike the Minigun which is only effective at close-range).

to:

* ''VideoGame/UnrealTournament'':
**
For ''VideoGame/UnrealTournament''[='s=] weapons, the Shock Rifle and Sniper Rifle tend to be used more often because of their capabilities. Fortunately though, most weapons ''do'' see some use since each is meant for a particular situation, and Siege finally gives players a good reason to use the otherwise-pathetic Bio Rifle (can splash-damage buildings and basecores from a distance, unlike the Minigun which is only effective at close-range).



* In ''Left4Dead'', especially Versus mode, people seem only use Uzis and Auto Shotguns while the Assault Rifle falls down the middle. Using a Pump Shotgun or Hunting Rifle will get you [[StopHavingFunGuys scolded by many people who only care about winning.]]
** Until you start [[BoomHeadshot sniping smokers and hunters waiting on buildings in the face.]] And trying to jump on you. And boomers trying to fall on you. Then they complain about how much it sucks to get killed before they can get anywhere near you. However, with the relase of The Sacrifice DLC, the Hunting Rifle in the first game now matches the accuracy of the same gun in the sequel. Time will tell if people will use this gun more often in VS.
*** Similarly in the sequel, the most used weapons are either Auto Shotguns or AK-47s with a laser slight (if one can find a laser sight), simply because of how powerful they are.

to:

** Facing Worlds (CTF-Face) and Deck16. ''VideoGame/UnrealTournament2004'' has Rankin and Torlan. ''VideoGame/UnrealTournamentIII'' has Sentinel.
** And again, Facing Worlds is generally considered one of the worst-designed of all the maps, primarily for how easy it is to spawn-kill people from pretty much anywhere on the map.
* In ''Left4Dead'', especially ''Left4Dead'':
** Especially in
Versus mode, people seem only use Uzis and Auto Shotguns while the Assault Rifle falls down the middle. Using a Pump Shotgun or Hunting Rifle will get you [[StopHavingFunGuys scolded by many people who only care about winning.]]
** Until you start [[BoomHeadshot sniping smokers and hunters waiting on buildings in the face.]] And trying to jump on you. And boomers trying to fall on you. Then they complain about how much it sucks to get killed before they can get anywhere near you. However, with the relase of The Sacrifice DLC, the Hunting Rifle in the first game now matches the accuracy of the same gun in the sequel. Time will tell if people will use this gun more often in VS.
***
VS. Similarly in the sequel, the most used weapons are either Auto Shotguns or AK-47s with a laser slight (if one can find a laser sight), simply because of how powerful they are.



** Survival, despite how difficult it is when zombies and specials swarm you much faster than in a regular game, has this in the form of finding the most optimal corner or similar spot to camp in, spread all the gas cans and explosive cans to keep the infected at bay, and only moving to get health packs and/or ammo or if a Tank shows up. Despite patching to nerf the exploits, players will still find a spot where zombies suddenly can't reach you or stop trying to find you because you're considered off the map.

to:

** Survival, despite ''Survival'':
*** Despite
how difficult it is when zombies and specials swarm you much faster than in a regular game, has this in the form of finding the most optimal corner or similar spot to camp in, spread all the gas cans and explosive cans to keep the infected at bay, and only moving to get health packs and/or ammo or if a Tank shows up. Despite patching to nerf the exploits, players will still find a spot where zombies suddenly can't reach you or stop trying to find you because you're considered off the map.



*** Once Valve made all mutations playable from the get go, the TAAANK!!! mutation gets the most attention just because it's VS mode where all the infected players are Tanks. Alternatively, Versus Survival (which is self-explanatory) and Gib Fest (which gives the players [[BottomlessMagazines infinite-ammo]] [[MoreDakka M60's]]), both of which had the highest number of encore appearances when the mutations were weekly.

to:

*** ** Once Valve made all mutations playable from the get go, the TAAANK!!! mutation gets the most attention just because it's VS mode where all the infected players are Tanks. Alternatively, Versus Survival (which is self-explanatory) and Gib Fest (which gives the players [[BottomlessMagazines infinite-ammo]] [[MoreDakka M60's]]), both of which had the highest number of encore appearances when the mutations were weekly.



*** As for weapon mods, expect 90% of them to be new models and/or animations lifted directly from ''VideoGame/ModernWarfare 2''. The last 10% are mostly Music/{{Vocaloid}}-, ''WesternAnimation/MyLittlePonyFriendshipIsMagic''-, and ''VideoGame/{{Neptunia}}''-themed reskins for melee weapons.
* ''MedalOfHonor: Allied Assault'' players get very tetchy when you try to use something other than an SMG or sniper. Rocket, rifle grenade, or portable turret? Overpowered. Shotgun or machinegun? Causes lag.

to:

*** ** As for weapon mods, expect 90% of them to be new models and/or animations lifted directly from ''VideoGame/ModernWarfare 2''. The last 10% are mostly Music/{{Vocaloid}}-, ''WesternAnimation/MyLittlePonyFriendshipIsMagic''-, and ''VideoGame/{{Neptunia}}''-themed reskins for melee weapons.
* ''MedalOfHonor: Allied Assault'' Assault'':
** The
players get very tetchy when you try to use something other than an SMG or sniper. Rocket, rifle grenade, or portable turret? Overpowered. Shotgun or machinegun? Causes lag.



* ''VideoGame/TeamFortress2'' eventually buckled to the competitive audience and added server options to disable absolutely ''every'' random factor in the game, including ones that are factored in to balancing weapons against their alternatives. Most servers with a large enough community will have these turned on.

to:

* ''VideoGame/TeamFortress2'' ''VideoGame/TeamFortress2'':
** It
eventually buckled to the competitive audience and added server options to disable absolutely ''every'' random factor in the game, including ones that are factored in to balancing weapons against their alternatives. Most servers with a large enough community will have these turned on.



* For ''[[DarkForcesSaga Star Wars: Jedi Knight]]: [[ColonCancer Jedi Outcast/Jedi Academy]]'', there's the no-Force, saber-only game setting. There's ranged weapons and Force powers in the game? Apparently not, judging by the multiplayer community.[[note]]Jump, and more rarely Speed, are occasionally allowed to make navigating a bit easier, but even then they'll be limited to the lowest level to prevent them from being useful in a fight.[[/note]]

to:

** 2Fort.
** And Dustbowl. [[StopHavingFunGuys Certain players]] will complain that 2fort is only populated by {{Noob}}s, while they themselves can only be found on Dustbowl.
*** Worse yet are the servers that only play ''one part'' of Dustbowl.
* For ''[[DarkForcesSaga Star Wars: Jedi Knight]]: [[ColonCancer Jedi Outcast/Jedi Academy]]'', there's Academy]]'':
** There's
the no-Force, saber-only game setting. There's ranged weapons and Force powers in the game? Apparently not, judging by the multiplayer community.[[note]]Jump, and more rarely Speed, are occasionally allowed to make navigating a bit easier, but even then they'll be limited to the lowest level to prevent them from being useful in a fight.[[/note]]



* ''VideoGame/{{Doom}} II'': Super-Shotgun. Possibly the most horribly conceived weapon in FPS history, as its common availability, high damage and comparably fast rate of fire have seemingly led to it being all anyone ever uses in competitive play. Aggravated by ''DOOM'' not having an option to pick weapons at the start of deathmatch games, so the only option was to use custom maps that leave out the GameBreaker weapons.

to:

* ''VideoGame/{{Doom}} II'': II'':
**
Super-Shotgun. Possibly the most horribly conceived weapon in FPS history, as its common availability, high damage and comparably fast rate of fire have seemingly led to it being all anyone ever uses in competitive play. Aggravated by ''DOOM'' not having an option to pick weapons at the start of deathmatch games, so the only option was to use custom maps that leave out the GameBreaker weapons.



* Go into the server list for ''VideoGame/{{Battlefield}} 2'' and find a section without any "Strike at Karkand 24/7 Infantry Only" servers. Good luck!

to:

* Go ''VideoGame/{{Battlefield 3}}'' also has some extremely common loadouts, which can be split from before the March 2012 patch and after it:
** Assault: Pre-patch assault players used the F2000, AEK-971, or the FAMAS due to their high rates of fire. Post-patch the FAMAS's handling and ammo capacity changes nerfed it
into oblivion and the server list F2000 is useless beyond 20 meters. The [=M16A3=] with Heavy Barrel reigns supreme.
** Engineers gravitate to the A-91 or the [=M4A1=], again, due to the high rate of fire, while some go
for the SCAR-H + ACOG + Heavy Barrel for long range damage. Post-patch, players that prefer a good medium-range weapon with minimal recoil will likely use the [=SG553=] with the [=AKS-74U=] being configurable as a very good short-ranged hip fire weapon.
** The Support class, with its variety of well-balanced guns but no superior weapon, inverts the trope. The class only contains {{Scrappy Weapon}}s that ''aren't'' used like the QBB, [=MG36=] and Type 88, which heavily suck compared to the rest.
** Damn near every Recon use the [=M98B=] since it's the most powerful sniper rifle in the game, though after Back to Karkand the L96 is seeing some action since it shoots like a laser and it doesn't require as much grinding as the [=M98B=].
** Pre-patch the only semi-auto sniper rifle of any use was the M39 EMR: Very accurate, quick to fire and could be used in medium range as a 'designated marksman' style of play. Post-patch, the SKS has been buffed to the stars to the point it can compete with assault rifles.
** Gun attachments: Pre-patch nearly everyone used the Foregrip/Suppressor combination to significantly reduce recoil to the point hardly anyone used bipods or heavy barrels. Post-patch, the Heavy Barrel is the new hotness for its very large spread reduction while aiming down sights with only a minimal vertical recoil increase. Foregrip and suppressor usage depends on the situation rather than being no-brainer attachments and they generally only get used for very close quarter combat.
** Gun sights are a matter of preference but out of the various versions, the main ones used are the Kobra, US Red Dot Sight, ACOG 4x, US Holographic, and the 8x or 12x for sniper rifles.
** Post-patch pistol changes mean the best players will use one of three sidearms: The G18 Suppressed fully-automatic pistol with a high rate of fire that is equivalent to the [=MP7=] at very close range and is used for players who want a true 'backup' weapon, the 93R burst fire pistol which received a major buff in the patch for those who feel they need a more controllable gun than the G18, and finally the .44 Magnum which is a two shot kill due to a buff giving it a 1.25 damage multiplier to the chest, used by players who are extremely accurate and will pick and choose either their primary weapon or the Magnum based on the situation.
** [=MP7=] with Laser + Extended Mags is ''the'' hip fire weapon. Its hip fire is often ''more'' accurate than many guns when aimed down sight and it is quicker to get bullets on target because of its hip fire. Its only drawback is that the extended mags mean you only have less than a handful of reloads, so playing a support kit or having the Ammo perk is mandatory.
** [[TierInducedScrappy The USAS-12 with Frag rounds]]. It's basically a [[GameBreaker handheld IFV cannon]]. It's super accurate, has no "bullet" drop, kills in 2-3 direct hits, creates splash damage if it misses, and (since the USAS-12 is an automatic shotgun) is extremely spammable. Anyone using it will be met with much gnashing of teeth, and it's so bad that it was severely {{nerf}}ed. [[http://www.youtube.com/watch?v=f7rFGMatKLM This video]] is a good demonstration.
** Camouflage-wise, Spec Ops Black as it hides your heat signature from infra-red optics. It's also useful for hiding in buildings since the interior is usually dark.
*
''VideoGame/{{Battlefield}} 2'' 2'':
** Go into the server list
and find a section without any "Strike at Karkand 24/7 Infantry Only" servers. Good luck!



* For ''Battlefield 2142'' it's Camp Gibraltar.

to:

* For ''Battlefield 2142'' 2142'':
** For
it's Camp Gibraltar.



* ''VideoGame/UnrealTournament'' has Facing Worlds (CTF-Face) and Deck16. ''VideoGame/UnrealTournament2004'' has Rankin and Torlan. ''VideoGame/UnrealTournamentIII'' has Sentinel.
** And again, Facing Worlds is generally considered one of the worst-designed of all the maps, primarily for how easy it is to spawn-kill people from pretty much anywhere on the map.
* ''VideoGame/TeamFortress2'' has 2Fort.
** And Dustbowl. [[StopHavingFunGuys Certain players]] will complain that 2fort is only populated by {{Noob}}s, while they themselves can only be found on Dustbowl.
*** Worse yet are the servers that only play ''one part'' of Dustbowl.



* ''VideoGame/{{Counter-Strike}}'' has de_dust and de_dust2.
** It also has the Magnum Sniper Rifle, disaffectionately known as the AWP to every poor victim who's been [[BoomHeadshot instantly killed by it]]. It's the most overpowered sniper rifle in the game, capable of [[OneHitKill one-hit killing]] a character on almost any area of his body, including ''[[CriticalExistenceFailure his toes.]]'' The 'increased accuracy' of the zoom is merely down to it becoming easier to see your opponent.
** In ''VideoGame/{{Counter-Strike}}'', the "automatically re-buy previous equipment" option is ideal for a player who has figured out what he's comfortable with and wants to stick with it.

to:

* ''VideoGame/{{Counter-Strike}}'' has de_dust ''VideoGame/{{Counter-Strike}}'':
** De_dust
and de_dust2.
** It also has the Magnum Sniper Rifle, disaffectionately known as the AWP to every poor victim who's been [[BoomHeadshot instantly killed by it]]. It's the most overpowered sniper rifle in the game, capable of [[OneHitKill one-hit killing]] a character on almost any area of his body, including ''[[CriticalExistenceFailure his toes.]]'' The 'increased accuracy' of the zoom is merely down to it becoming easier to see your opponent.
** In ''VideoGame/{{Counter-Strike}}'', the The "automatically re-buy previous equipment" option is ideal for a player who has figured out what he's comfortable with and wants to stick with it.



* ''[[VideoGame/ModernWarfare Call of Duty 4]]'' has Killhouse, Broadcast, Crash... there's bound to be at least one 24/7 one-map-only server for every map in the game, but those three are the most popular. Weapon variety, on the other hand, is pretty much exclusively either the final-unlocked weapons of a class (Desert Eagle, P90, etc.) or [[RunningGag the bolt-action snipers]].

to:

* ''[[VideoGame/ModernWarfare Call of Duty 4]]'' has 4]]'':
**
Killhouse, Broadcast, Crash... there's bound to be at least one 24/7 one-map-only server for every map in the game, but those three are the most popular. Weapon variety, on the other hand, is pretty much exclusively either the final-unlocked weapons of a class (Desert Eagle, P90, etc.) or [[RunningGag the bolt-action snipers]].



** ''VideoGame/CallOfDutyBlackOps'' has Nuketown and Array, to the point that there's an actual ''game mode'' based around playing solely on the former.
** ''Modern Warfare 2'' in spades. The only two guns used online are the UMP and the ACR, both because [[GameBreaker they shoot straighter than an arrow and make better snipers than the sniper rifles]]. As for Perks, expect to see the tele-knifing Commando on almost every class, often combined with Marathon and Lightweight for faster, infinite sprinting to boot.
*** While the UMP is a GameBreaker, the ACR is simply not. It may have zero recoil, but it deals less damage and fires slower than most other assault rifles.
*** Now the goto setup is the "God Kit": an underbarrel grenade launcher for an assault rifle, which is so predictably accurate that the fan nickname of "Noobtube" is more recognizable to the fanbase than "grenade launcher", Claymores for a cheap lazy kill, One Man Army so the Noobtube keeps firing and you can double up claymores to guarantee a kill regardless of player health or protection, and Danger Close, just to double the radius of the insta-gib explosives being spammed all over the map. This isn't even the worst part as this kit is intended to get lots of kills so the player can spam Apache helicopters or AC-130 gunships, which get even more kills... The game is nearly unplayable if you don't have this gear equipped, or some kind of pathetic game breaking hack simply due to the large number of players using it.
** ''Modern Warfare 3'', a ton of people (especially those who are new or have recently prestiged) use the [=G36C=] with [=M320=] and Red Dot Sight, since it's a late-unlocked weapon [[ATasteOfPower available from the beginning through a default class]]. Barring that, the [=PP90M1=] and the Type 95 are the most popular primary weapons, with [[GunsAkimbo dual FMG's]] as everybody's secondary, since despite multiple attempts at nerfing them all three [[GameBreaker still kill people in half a second]]. As for maps, ones that pit Delta Force vs. Spetsnaz (Dome in particular) seem to be the most popular.
*** Infected mode does a lot like ''Left 4 Dead'' - since the only win conditions for the survivors are to, well, survive until time runs out, survivors will often pick one specific hard-to-reach area to hold out from and stay there until the infected manage to swarm it and kill everyone. The downside is that most survivor-preferred areas are ''very'' cramped - one good Semtex or Bouncing Betty from the initial infected could potentially kill half the team, and later infected that manage to get in can easily stab multiple people in a row before anybody really notices. Once the mode became official, though, some of this went away - unofficial servers running the mode had everyone get to [[GoodBadBugs glitchy areas that were really hard for infected to get at]], but when playing the mode through IWNET, attempting to go to such areas as a survivor [[NoFairCheating has you drop dead and switch sides without warning]].
** Maps from the ''VideoGame/{{Quake}}'' series are remade in almost any other FPS, the most notorious example is [=Q2DM1=]: The Edge.

to:

** * ''VideoGame/CallOfDutyBlackOps'' has Nuketown and Array, to the point that there's an actual ''game mode'' based around playing solely on the former.
** * ''Modern Warfare 2'' in spades. spades.
**
The only two guns used online are the UMP and the ACR, both because [[GameBreaker they shoot straighter than an arrow and make better snipers than the sniper rifles]]. As for Perks, expect to see the tele-knifing Commando on almost every class, often combined with Marathon and Lightweight for faster, infinite sprinting to boot.
*** ** While the UMP is a GameBreaker, the ACR is simply not. It may have zero recoil, but it deals less damage and fires slower than most other assault rifles.
*** ** Now the goto setup is the "God Kit": an underbarrel grenade launcher for an assault rifle, which is so predictably accurate that the fan nickname of "Noobtube" is more recognizable to the fanbase than "grenade launcher", Claymores for a cheap lazy kill, One Man Army so the Noobtube keeps firing and you can double up claymores to guarantee a kill regardless of player health or protection, and Danger Close, just to double the radius of the insta-gib explosives being spammed all over the map. This isn't even the worst part as this kit is intended to get lots of kills so the player can spam Apache helicopters or AC-130 gunships, which get even more kills... The game is nearly unplayable if you don't have this gear equipped, or some kind of pathetic game breaking hack simply due to the large number of players using it.
** * ''Modern Warfare 3'', a 3'':
** A
ton of people (especially those who are new or have recently prestiged) use the [=G36C=] with [=M320=] and Red Dot Sight, since it's a late-unlocked weapon [[ATasteOfPower available from the beginning through a default class]]. Barring that, the [=PP90M1=] and the Type 95 are the most popular primary weapons, with [[GunsAkimbo dual FMG's]] as everybody's secondary, since despite multiple attempts at nerfing them all three [[GameBreaker still kill people in half a second]]. As for maps, ones that pit Delta Force vs. Spetsnaz (Dome in particular) seem to be the most popular.
*** ** Infected mode does a lot like ''Left 4 Dead'' - since the only win conditions for the survivors are to, well, survive until time runs out, survivors will often pick one specific hard-to-reach area to hold out from and stay there until the infected manage to swarm it and kill everyone. The downside is that most survivor-preferred areas are ''very'' cramped - one good Semtex or Bouncing Betty from the initial infected could potentially kill half the team, and later infected that manage to get in can easily stab multiple people in a row before anybody really notices. Once the mode became official, though, some of this went away - unofficial servers running the mode had everyone get to [[GoodBadBugs glitchy areas that were really hard for infected to get at]], but when playing the mode through IWNET, attempting to go to such areas as a survivor [[NoFairCheating has you drop dead and switch sides without warning]].
** * Maps from the ''VideoGame/{{Quake}}'' series are remade in almost any other FPS, the most notorious example is [=Q2DM1=]: The Edge.



** ''Franchise/{{Halo}}'' for the PC has lots of "Blood Gulch 24/7" servers; most of them either only Capture the Flag or (Team) Slayer, often with rules against using any of the vehicles.
*** Note that this is mainly because the trial version of Halo allows online play for the Blood Gulch map only, so it may have been done by/for players who only have the trial.
** Hell, ''VideoGame/{{Doom}}'' - specifically while [=ZDaemon=] was still popular - had [=MAP01 and MAP07=] (both the classic and [=DWANGO5=] versions) on the vast majority of 24/7 servers, with very little deviation from this rule. Nowadays, you see mods like All Out War 2, [=WhoDunIt=], Megaman 8-Bit Deathmatch, and other mods dominating the Zandronum server listings.
** ''VideoGame/{{Halo 3}}''. If you don't use BR you are considered a 'noob'. Quite possibly the most overpowered default gun ever in a game, and then a bunch of MLG guys cried because it wasn't in the sequel (a variation called DMR was but was much less overpowered). You were laughed at for using Assault Rifle and apparently, because of lag it was literally impossible to get 5 straight headshots if you didn't live in America with sub-400ms ping, and as a result the game become NintendoHard. Notice a lot of the players that are bad? Grenade jumping is also huge, if you so much as de-scope someone and can continually body-neck shot them whilst they panic that they don't have zoom they WILL run backwards grenade jumping.
*** The Pistol in ''Halo: CE'' is more powerful than the Halo 2/3 Battle Rifle. The Battle Rifle is a 4 shot kill, the CE pistol is a 3 shot kill. Also: You are a "Noob" if you do not use the Battle Rifle instead of the Assault Rifle, the Assault Rifle was inferior in every way possible to the Battle Rifle.
*** Not really. A quarter of a AR clip is enough to drain half of someone's sheilds. A melee is enough to deplete it. If you time it right you can insta-kill someone with one melee hit if the timing's right. It was mostly seen as a bug.
*** ''VideoGame/HaloReach'' fixes this meaning a melee hit, no matter how much shield is left, it only drains it (unless it's already drained), but there the AR can at least kick someone's ass. A good example is a video on Youtube by Bungie Favorites which displays a player taking out a warthog from afar with an AR.
**** And the Noob Combo (Plasma Pistol charged shot to remove shields, quickly switch to your other weapon and make the kill). Granted, it's almost required to complete the second game on [[HarderThanHard Legendary difficulty]].
*** 343 saw sense with ''VideoGame/{{Halo 4}}'' and nerfed the hell out of the Battle Rifle, to the point where the DMR is the more popular gun.
** ''VideoGame/BlacklightRetribution'': Pure [=HeloDeck TDM=] servers are amongst the most popular servers, but most 'Pure' servers randomly shuffle the map or gamemode to keep things from getting too complacent. There are also official 'Pure' servers for other popular or new maps and modes. Netwar can only be played on Offshore, and Siege can only be played on Nuken, which makes for artificial complacency since they can only appear in Pure Netwar/Siege or Pure Random servers. There's a pretty decent spread though so not ''everyone'' is doing the same thing.
* Multiplayer-only game ''VideoGame/ShatteredHorizon'' originally ''enforced'' this by including only one weapon to focus the game more around player skill. Shortly after release a patch increased it to five due to complaints.
* ''VideoGame/Left4Dead2'' introduced Realism mode (campaign with tweaked settings for a better challenge) and Scavenge mode (a different flavor of VS mode), but most people ignore them in favor of campaign and VS. Realism VS mode was one of the first mutations introduced in The Passing DLC and was made a permanent game mode due to popular demand, but now no one ever plays it, going back to normal VS and campaign.
** Same for the campaigns, in both the first and second game. While the Coop-Players play pretty much anything, trying to find anything else than No Mercy, Blood Harvest or The Sacrifice in ''Left 4 Dead'' is not that easy. In the sequel, Dead Center is added to the mix and at least the other originally released campaigns are played more commonly, but still not as bad.
** When ''Left 4 Dead'' got released, you even got kicked out of the game for not picking the Auto-Shotgun in Versus. That has thankfully changed since and the other weapons are also more commonly taken now. In the sequel, it was similar with secondaries - you were called a Noob for using dual pistols.
** And on the off chance you ''do'' find a Scavenge game, 90% of the time it will be the No Mercy Rooftop.
** When it comes to modding the game, most modders dedicate their time to making different skins for Zoey (mostly nude ones) more than they do for other survivors, due to the trope MostGamersAreMale. There's also at least a dozen mods that replace Rochelle with Zoey.
*** As for weapon mods, expect 90% of them to be new models and/or animations lifted directly from ''VideoGame/ModernWarfare 2''. The last 10% are mostly Music/{{Vocaloid}}-, ''WesternAnimation/MyLittlePonyFriendshipIsMagic''-, and ''VideoGame/{{Neptunia}}''-themed reskins for melee weapons.



* In ''VideoGame/{{Doom}}'' competitive play, the super shotgun will be the weapon in your hands 70% of the time. 10% will be with the pistol as you respawn, and the other 20% will be equally split between the plasma rifle and [=BFG9000=] - both highly-regarded weapons in a deathmatch, and hotly contested.
* ''{{GunZ}}'' has the shotgun type of weapons. Everyone uses these along with a sword and do fancy-schmancy things like "K-Styling" (short for Korean style). Because of a bug the shotguns will actually pump a new bullet into the chamber while they are actually not in your hands (they are not automatic), which is the reason everyone carries TWO shotguns for the sake of switching between the two to rapid-fire. Everyone using any other weapon (except the ones where you have to actually aim, which is impossible in this game since there is absolutely no lag compensation, all bullets will hit when THEIR PC receives the packets, not earlier) is regarded as a noob, sprayer, etc. People are very elitist about this, and you always have to bow before someone before fighting them (feigning stuff like "honorable battles").
* ''VideoGame/{{Borderlands 2}}'' prior to a patch that reduced the effectiveness of doing so - most online matches would include at least one player using The Bee shield and a multi-pellet weapon like the Conference Call shotgun. The reason for this being that amplify shields, of which The Bee is, add damage to your first shot if your shield is full at the cost of some of the shield energy. The Bee's amplify effect cost 0 shield energy, resulting in an extra 40-52k damage on every projectile you fire, which was added to each pellet or projectile. Did we mention The Bee would recharge in the blink of an eye? Sure, it has a quarter the capacity of most other shields it's own level, but who needs shields when you turn everything into a fine pink mist in a single shot?

to:

* ''Franchise/{{Halo}}'' for the PC has lots of "Blood Gulch 24/7" servers; most of them either only Capture the Flag or (Team) Slayer, often with rules against using any of the vehicles. Note that this is mainly because the trial version of Halo allows online play for the Blood Gulch map only, so it may have been done by/for players who only have the trial.
* ''VideoGame/{{Halo 3}}''.
** If you don't use BR you are considered a 'noob'. Quite possibly the most overpowered default gun ever in a game, and then a bunch of MLG guys cried because it wasn't in the sequel (a variation called DMR was but was much less overpowered). You were laughed at for using Assault Rifle and apparently, because of lag it was literally impossible to get 5 straight headshots if you didn't live in America with sub-400ms ping, and as a result the game become NintendoHard. Notice a lot of the players that are bad? Grenade jumping is also huge, if you so much as de-scope someone and can continually body-neck shot them whilst they panic that they don't have zoom they WILL run backwards grenade jumping.
** The Pistol in ''Halo: CE'' is more powerful than the Halo 2/3 Battle Rifle. The Battle Rifle is a 4 shot kill, the CE pistol is a 3 shot kill. Also: You are a "Noob" if you do not use the Battle Rifle instead of the Assault Rifle, the Assault Rifle was inferior in every way possible to the Battle Rifle.
* ''VideoGame/HaloReach'' fixes this meaning a melee hit, no matter how much shield is left, it only drains it (unless it's already drained), but there the AR can at least kick someone's ass. A good example is a video on Youtube by Bungie Favorites which displays a player taking out a warthog from afar with an AR.
* 343 saw sense with ''VideoGame/{{Halo 4}}'' and nerfed the hell out of the Battle Rifle, to the point where the DMR is the more popular gun.
* ''VideoGame/BlacklightRetribution'': Pure [=HeloDeck TDM=] servers are amongst the most popular servers, but most 'Pure' servers randomly shuffle the map or gamemode to keep things from getting too complacent. There are also official 'Pure' servers for other popular or new maps and modes. Netwar can only be played on Offshore, and Siege can only be played on Nuken, which makes for artificial complacency since they can only appear in Pure Netwar/Siege or Pure Random servers. There's a pretty decent spread though so not ''everyone'' is doing the same thing.
* Multiplayer-only game ''VideoGame/ShatteredHorizon'' originally ''enforced'' this by including only one weapon to focus the game more around player skill. Shortly after release a patch increased it to five due to complaints.
* ''VideoGame/Left4Dead2'':
** It introduced Realism mode (campaign with tweaked settings for a better challenge) and Scavenge mode (a different flavor of VS mode), but most people ignore them in favor of campaign and VS. Realism VS mode was one of the first mutations introduced in The Passing DLC and was made a permanent game mode due to popular demand, but now no one ever plays it, going back to normal VS and campaign.
** Same for the campaigns, in both the first and second game. While the Coop-Players play pretty much anything, trying to find anything else than No Mercy, Blood Harvest or The Sacrifice in ''Left 4 Dead'' is not that easy.
In ''VideoGame/{{Doom}}'' the sequel, Dead Center is added to the mix and at least the other originally released campaigns are played more commonly, but still not as bad.
** When ''Left 4 Dead'' got released, you even got kicked out of the game for not picking the Auto-Shotgun in Versus. That has thankfully changed since and the other weapons are also more commonly taken now. In the sequel, it was similar with secondaries - you were called a Noob for using dual pistols.
** And on the off chance you ''do'' find a Scavenge game, 90% of the time it will be the No Mercy Rooftop.
** When it comes to modding the game, most modders dedicate their time to making different skins for Zoey (mostly nude ones) more than they do for other survivors, due to the trope MostGamersAreMale. There's also at least a dozen mods that replace Rochelle with Zoey.
** As for weapon mods, expect 90% of them to be new models and/or animations lifted directly from ''VideoGame/ModernWarfare 2''. The last 10% are mostly Music/{{Vocaloid}}-, ''WesternAnimation/MyLittlePonyFriendshipIsMagic''-, and ''VideoGame/{{Neptunia}}''-themed reskins for melee weapons.
* ''VideoGame/{{Doom}}'':
** In
competitive play, the super shotgun will be the weapon in your hands 70% of the time. 10% will be with the pistol as you respawn, and the other 20% will be equally split between the plasma rifle and [=BFG9000=] - both highly-regarded weapons in a deathmatch, and hotly contested.
* ''{{GunZ}}'' has the shotgun type of weapons. Everyone uses these along with a sword and do fancy-schmancy things like "K-Styling" (short for Korean style). Because of a bug the shotguns will actually pump a new bullet into the chamber ** Specifically while they are actually not in your hands (they are not automatic), which is [=ZDaemon=] was still popular - had [=MAP01 and MAP07=] (both the reason everyone carries TWO shotguns for classic and [=DWANGO5=] versions) on the sake vast majority of switching between the two to rapid-fire. Everyone using any 24/7 servers, with very little deviation from this rule. Nowadays, you see mods like All Out War 2, [=WhoDunIt=], Megaman 8-Bit Deathmatch, and other weapon (except mods dominating the ones where you have to actually aim, which is impossible in this game since there is absolutely no lag compensation, all bullets will hit when THEIR PC receives the packets, not earlier) is regarded as a noob, sprayer, etc. People are very elitist about this, and you always have to bow before someone before fighting them (feigning stuff like "honorable battles").
Zandronum server listings.
* ''VideoGame/{{Borderlands 2}}'' prior 2}}'':
** Prior
to a patch that reduced the effectiveness of doing so - most online matches would include at least one player using The Bee shield and a multi-pellet weapon like the Conference Call shotgun. The reason for this being that amplify shields, of which The Bee is, add damage to your first shot if your shield is full at the cost of some of the shield energy. The Bee's amplify effect cost 0 shield energy, resulting in an extra 40-52k damage on every projectile you fire, which was added to each pellet or projectile. Did we mention The Bee would recharge in the blink of an eye? Sure, it has a quarter the capacity of most other shields it's own level, but who needs shields when you turn everything into a fine pink mist in a single shot?



* Despite the huge number of options in the character creator that most players in ''CityOfHeroes'' take advantage of, you will still see some players who have dozens of characters with each different superpowers but who all look identical and have the same name with a number after it.

to:

* ''CityOfHeroes'':
**
Despite the huge number of options in the character creator that most players in ''CityOfHeroes'' take advantage of, you will still see some players who have dozens of characters with each different superpowers but who all look identical and have the same name with a number after it.



*** They only remain so for about a week, after Marvel's lawsuit.



* While ''VideoGame/WorldOfWarcraft'' battlegrounds provide more variety than usual, there is only one tactic used for each. Even if it sucks. Case in point: Warsong Gulch. Both sides run to the opposing flag (usually completely ignoring each other), take it, run back and either clash in the middle (often with both flags getting returned) or both flags end up in the opposing fortress, heavily defended for most of the battle. There is a good reason a 25 minute time limit was added to this battleground.

to:

** This tends to happen with the harder Task Forces and Trials in ''CityOfHeroes''. The community will tend to settle on a strategy which can work for most random groups and repeatedly follow it even if it's not the best option.
* ''VideoGame/WorldOfWarcraft'':
**
While ''VideoGame/WorldOfWarcraft'' battlegrounds provide more variety than usual, there is only one tactic used for each. Even if it sucks. Case in point: Warsong Gulch. Both sides run to the opposing flag (usually completely ignoring each other), take it, run back and either clash in the middle (often with both flags getting returned) or both flags end up in the opposing fortress, heavily defended for most of the battle. There is a good reason a 25 minute time limit was added to this battleground.



*** (Fortunately for the rest of the players, the latter doesn't actually work.)



* This trope goes skipping hand-in-hand with elitism in ''GuildWars''. Don't have the skillsets or professions to match the popular cookie-cutter team builds everyone else is running? You do, but want to play your own way? Good luck finding a pick-up team for [[BonusDungeon FoW]], [[BonusDungeon UW]], [[BonusDungeon Slavers]], or [[BonusDungeon DoA]]. Your Lightbringer and Sunspear titles aren't maxxed out? Forget [=DoA=] altogether unless you run your own guild. Lacking levels in other alliance titles will also get you viewed as a liability, depending on the attached skills, the mission, and the group build in question.

to:

* ''GuildWars'':
**
This trope goes skipping hand-in-hand with elitism in ''GuildWars''.elitism. Don't have the skillsets or professions to match the popular cookie-cutter team builds everyone else is running? You do, but want to play your own way? Good luck finding a pick-up team for [[BonusDungeon FoW]], [[BonusDungeon UW]], [[BonusDungeon Slavers]], or [[BonusDungeon DoA]]. Your Lightbringer and Sunspear titles aren't maxxed out? Forget [=DoA=] altogether unless you run your own guild. Lacking levels in other alliance titles will also get you viewed as a liability, depending on the attached skills, the mission, and the group build in question.



* SpiralKnights players can be expected to have some or all of the following items if they have the money for them; Vog Cub, Divine Avenger, Gran Faust, Polaris/Biohazard, Grey Owlite Shield, and whatever krogmo trinkets boost your prefered weapon types.
** Not to mention the insane overuse of the Wolver armour set...
*** This is because out of all weapon types swords deal the most raw damage numbers and as a result are the [[PlayerPreferredPattern most popular choice]]. Guns deal pathetic damage per hit. However, swordies have to dodge or block enemy attacks once in a while while gunslingers can just keep pumping lead into the enemy, resulting in higher average damage over time in some cases. Bombs are good for support or inflicting StandardStatusEffects... a playstyle unlikely to be a PlayerPreferredPattern in SpiralKnights.
* Two months after it rotated out, the Avatar of Boris Challenge Path in ''KingdomOfLoathing'' is still the most-played path by far. The sad part is that many players took one look at the Bugbear Invasion path that replaced it and decided on the spot to ignore it in favor of constantly doing Boris runs. Chat and the forums were filled with comments along the lines of, "If this doesn't hook me immediately, I'm dropping this run and going back to Boris".

to:

* SpiralKnights players ''SpiralKnights'':
** Players
can be expected to have some or all of the following items if they have the money for them; Vog Cub, Divine Avenger, Gran Faust, Polaris/Biohazard, Grey Owlite Shield, and whatever krogmo trinkets boost your prefered weapon types.
** Not to mention the insane overuse of the Wolver armour set...
***
set. This is because out of all weapon types swords deal the most raw damage numbers and as a result are the [[PlayerPreferredPattern most popular choice]]. Guns deal pathetic damage per hit. However, swordies have to dodge or block enemy attacks once in a while while gunslingers can just keep pumping lead into the enemy, resulting in higher average damage over time in some cases. Bombs are good for support or inflicting StandardStatusEffects... a playstyle unlikely to be a PlayerPreferredPattern in SpiralKnights.
* ''KingdomOfLoathing'':
**
Two months after it rotated out, the Avatar of Boris Challenge Path in ''KingdomOfLoathing'' is still the most-played path by far. The sad part is that many players took one look at the Bugbear Invasion path that replaced it and decided on the spot to ignore it in favor of constantly doing Boris runs. Chat and the forums were filled with comments along the lines of, "If this doesn't hook me immediately, I'm dropping this run and going back to Boris".



* This tends to happen with the harder Task Forces and Trials in ''CityOfHeroes''. The community will tend to settle on a strategy which can work for most random groups and repeatedly follow it even if it's not the best option.



* ''VideoGame/InitialDArcadeStage Ver. 2'': Everybody and their brother used the Honda Integra Type R ([=DC2=]) and selected Irohazaka for every single multiplayer match, mostly because the [=DC2=] was a GameBreaker that wouldn't slow down nearly as much as other cars from hitting walls and guardrails, and Irohazaka was a zig-zagging series of hairpins, which gave a huge advantage to the [=DC2=].

to:

* ''VideoGame/InitialDArcadeStage Ver. 2'': 2'':
**
Everybody and their brother used the Honda Integra Type R ([=DC2=]) and selected Irohazaka for every single multiplayer match, mostly because the [=DC2=] was a GameBreaker that wouldn't slow down nearly as much as other cars from hitting walls and guardrails, and Irohazaka was a zig-zagging series of hairpins, which gave a huge advantage to the [=DC2=].



* Expect to see a lot of Mitsubishi Lancer Evolutions in ''WanganMidnightMaximumTune'', especially the eighth and ninth iteration. Mazda RX-8 is also quite common.

to:

* ''WanganMidnightMaximumTune'':
**
Expect to see a lot of Mitsubishi Lancer Evolutions in ''WanganMidnightMaximumTune'', Evolutions, especially the eighth and ninth iteration. Mazda RX-8 is also quite common.



*** ''Mario Kart DS'' also had a similar case where snakers would use nothing but the Dry Bomber since its mini turbos lasted the longest out of all karts and it made snaking easier.

to:

*** * ''Mario Kart DS'' also had a similar case where snakers would use nothing but the Dry Bomber since its mini turbos lasted the longest out of all karts and it made snaking easier.easier.
* ''VideoGame/MarioKart7''



** Try and play ''VideoGame/AgeOfEmpiresII'' without every enemy [[ZergRush rushing your base with hundreds of paladins and trebuchets]].
* ''CommandAndConquerRedAlert 2: Yuri's Revenge''. Almost all 3v3 games were played on Tour of Egypt.

to:

** * Try and play ''VideoGame/AgeOfEmpiresII'' without every enemy [[ZergRush rushing your base with hundreds of paladins and trebuchets]].
* ''CommandAndConquerRedAlert 2: Yuri's Revenge''. Revenge''.
**
Almost all 3v3 games were played on Tour of Egypt.



* ''VideoGame/{{StarCraft II}}'' has a few, the most blatant is any 1v1 game between two Terran players. Expect only Marines, Siege tanks, Vikings and Medievacs. That is unless one of them knows how to use [=IEchoic's 2Fac2Port=] build which is specifically tailored to take the standard [=TvT=] build by the balls and make it that player's bitch. Protoss vs Terran has similar issues, as the Protoss player will always go Robotics Facility for Colossi and lots of Stalkers to deal with Terran bio-balls comprised of Marines and Marauders with escorting Vikings to counter the Colossi and allow the Marines to wipe out the Immortals. Zerg vs Zerg matches are usually decided by who can get a fast spawning pool and still maintain enough of an economy to outproduce the other in terms of zerglings. Innovative players have created builds that have broken the monotony of these scenarios but trying to use them outside of a tournament or higher league play will result in being harassed for cheating, or even being formally reported to Blizzard simply because most middle-to-bottom tier players, once happy with a build for any kind of match up, will tell you that not even God himself can play the game any other way.

to:

* ''VideoGame/{{StarCraft II}}'' has a few, the II}}'':
** The
most blatant is any 1v1 game between two Terran players. Expect only Marines, Siege tanks, Vikings and Medievacs. That is unless one of them knows how to use [=IEchoic's 2Fac2Port=] build which is specifically tailored to take the standard [=TvT=] build by the balls and make it that player's bitch. Protoss vs Terran has similar issues, as the Protoss player will always go Robotics Facility for Colossi and lots of Stalkers to deal with Terran bio-balls comprised of Marines and Marauders with escorting Vikings to counter the Colossi and allow the Marines to wipe out the Immortals. Zerg vs Zerg matches are usually decided by who can get a fast spawning pool and still maintain enough of an economy to outproduce the other in terms of zerglings. Innovative players have created builds that have broken the monotony of these scenarios but trying to use them outside of a tournament or higher league play will result in being harassed for cheating, or even being formally reported to Blizzard simply because most middle-to-bottom tier players, once happy with a build for any kind of match up, will tell you that not even God himself can play the game any other way.



* If you just like to play the ''GuitarHero'' or ''RockBand'' games for fun, stay the hell away from the public Xbox Live matchups. 50% of the time you'll be forced into playing the hardest song on that particular disc, and if so help you god you pick any other song when it's your turn to choose, prepare to hear a lot of groans and insults from the other players. Ditto if everyone else has a particular DLC song (usually balls-hard as well) and you don't. And ditto if you play on anything but Expert, and ditto if you play Expert but suck at it, and so on...
** For ''Rock Band'', expect every session to include Coheed & Cambria's "Welcome Home".

to:

* If you just like to play the ''GuitarHero'' or ''RockBand'' games for fun, stay the hell away from the public Xbox Live matchups. 50% of the time you'll be forced into playing the hardest song on that particular disc, and if so help you god you pick any other song when it's your turn to choose, prepare to hear a lot of groans and insults from the other players. Ditto if everyone else has a particular DLC song (usually balls-hard as well) and you don't. And ditto if you play on anything but Expert, and ditto if you play Expert but suck at it, and so on...
**
on. For ''Rock Band'', expect every session to include Coheed & Cambria's "Welcome Home".



** Of course, ShinMegamiTensei games tend to be crazy hard to begin with, and the bonus bosses are even worse. Beating them with anything but the preferred method can result in an effective SelfImposedChallenge.

to:

** * Of course, ShinMegamiTensei ''ShinMegamiTensei'' games tend to be crazy hard to begin with, and the bonus bosses are even worse. Beating them with anything but the preferred method can result in an effective SelfImposedChallenge.



* The ''VideoGame/PaperMario'' games let you level up in either heart points (health), flower points (mana/magic), or badge points (equipped skills and bonuses), but nearly everyone prefers to beef up their BP over the rest.
** To clarify, there is an NPC who can raise one of your three stats but will lower another stat in exchange. Some people chose to lower Mario's HP down to 5 and the game considers Mario to be in the Danger status since he is at 5 HP. Several badges powers up Mario's attack and defense when he is in such a state or if he is in the Peril status, where his HP is at 1. Since badges stack, it's possible to have a crippled Mario be a walking powerhouse where he can do over 10 to 20 damage per hit (most enemies have HP below 10 and only a few near the game's end will go above it and bosses will always have over 10 HP) and take very little due to the said badges. This is known as the Danger Mario strategy.
** This is only made worse by the existence of badges that increase your HP or FP by the amount you'd get from a level up, which cost the exact amount of BP you'd get from a level up.
* ''VideoGame/FinalFantasyVI'', because you can teach any character any spell. So even though you have 14 different characters, each with differing stat growths and unique special abilities, you'll almost always see people who assume that the only real way to play the game is to teach everyone [[InfinityPlusOneSword Ultima]] and win the game with nothing but that.

to:

* The ''VideoGame/PaperMario'' games let you level up in either heart points (health), flower points (mana/magic), or badge points (equipped skills and bonuses), but nearly everyone prefers to beef up their BP over the rest.
**
rest. To clarify, there is an NPC who can raise one of your three stats but will lower another stat in exchange. Some people chose to lower Mario's HP down to 5 and the game considers Mario to be in the Danger status since he is at 5 HP. Several badges powers up Mario's attack and defense when he is in such a state or if he is in the Peril status, where his HP is at 1. Since badges stack, it's possible to have a crippled Mario be a walking powerhouse where he can do over 10 to 20 damage per hit (most enemies have HP below 10 and only a few near the game's end will go above it and bosses will always have over 10 HP) and take very little due to the said badges. This is known as the Danger Mario strategy.
**
strategy. This is only made worse by the existence of badges that increase your HP or FP by the amount you'd get from a level up, which cost the exact amount of BP you'd get from a level up.
* ''VideoGame/FinalFantasyVI'', because you ''VideoGame/FinalFantasyVI'':
** You
can teach any character any spell. So even though you have 14 different characters, each with differing stat growths and unique special abilities, you'll almost always see people who assume that the only real way to play the game is to teach everyone [[InfinityPlusOneSword Ultima]] and win the game with nothing but that.



** This shows up in ''VideoGame/FinalFantasyXII''. Because it's so damn ''easy'' to teach every character every spell and skill in the game thanks to the License Grid, many players have a party with identical skill-sets and equipment.
*** This can pretty much happen in any ''FinalFantasy'' game where anyone can learn anything.
*** "[[VideoGame/FinalFantasyV Doublecast Bahamut Summon.]] [[StopHavingFunGuys Or you fail.]]"
**** Bitch Please. Doublecast Bahamutt, [[GameBreaker Quick]], then [[CompletelyMissingThePoint quadruplecast Bahamutt.]] There you freaking go.
** ''VideoGame/FinalFantasyXIII'' had the BonusBoss Vercingetorix vulnerable to poison. Due to his sky high stats, the target time for him was 20min for an endgame party. Cue everyone facing him with Vanille/Fang/Snow, poisoning him and spamming Mediguard until it needs repoisoning or it dies.

to:

** * This shows up in ''VideoGame/FinalFantasyXII''. Because it's so damn ''easy'' to teach every character every spell and skill in the game thanks to the License Grid, many players have a party with identical skill-sets and equipment.
*** This can pretty much happen in any ''FinalFantasy'' game where anyone can learn anything.
*** "[[VideoGame/FinalFantasyV Doublecast Bahamut Summon.]] [[StopHavingFunGuys Or you fail.]]"
**** Bitch Please. Doublecast Bahamutt, [[GameBreaker Quick]], then [[CompletelyMissingThePoint quadruplecast Bahamutt.]] There you freaking go.
**
* ''VideoGame/FinalFantasyXIII'' had the BonusBoss Vercingetorix vulnerable to poison. Due to his sky high stats, the target time for him was 20min for an endgame party. Cue everyone facing him with Vanille/Fang/Snow, poisoning him and spamming Mediguard until it needs repoisoning or it dies.



** In ''VideoGame/FinalFantasyXII'', the gamer once again has a large array of weapon types and armor types to choose from and status effects are incredibly important. Contrary to ''VagrantStory'' though, you probably ''will'' spend most of the endgame simply hitting things with large swords.
*** Holds true for most [=RPGs=]. Once your party reaches a high enough level, it is generally faster to smack everything with swords than to waste time casting spells or using abilities to watch the animations kick in and do nearly the same amount of damage.
* ''VideoGame/FinalFantasyXIII2'' suffers from this with regards to the monster allies. For Commandos, most people pick up a [[DiscOneNuke Dragoon]] in Augusta Tower 200AF, then swap over to [[KillerRabbit Chichu]] or [[MagikarpPower Twilight Odin]] once Noel and Serah start surpassing the Dragoon.
** According to WordOfGod, the most commonly used monster ally is the BoringButPractical medic Flanitor.
* One problem with many [=RPGs=]is that you are given a huge array of attacks but most are either [[WhatKindOfLamePowerIsHeartAnyway flat-out useless]], [[CripplingOverspecialization only work on specific enemies]], or have a [[UselessUsefulSpell high failure rate]]. Attacking with weapons might ''not'' always cause the most damage, but this approach almost always ''does'' cause damage, and usually in the most time- and resource-efficient manner.
** Or alternatively, other attacks just get OvershadowedByAwesome at later levels. Why bother using a level one offense magic when it deals laughable damage late-game? Or simply put...why bother use anything else once you get the DiscOneNuke?
* In the ''Franchise/{{Pokemon}}'' games lots of people keep their starter throughout the game, even though there is the option to not use it.
** Semi-justified, as many of the starters have a solid movepool and set of stats. The idea is to assemble a strong team and most players have no reason to just ditch what is probably their strongest to begin with.
*** Not to mention that some players [[VideoGameCaringPotential may form an emotional attachment to their first Pokemon.]]

to:

** * In ''VideoGame/FinalFantasyXII'', the gamer once again has a large array of weapon types and armor types to choose from and status effects are incredibly important. Contrary to ''VagrantStory'' though, you probably ''will'' spend most of the endgame simply hitting things with large swords.
*** Holds true for most [=RPGs=]. Once your party reaches a high enough level, it is generally faster to smack everything with swords than to waste time casting spells or using abilities to watch the animations kick in and do nearly the same amount of damage.
* ''VideoGame/FinalFantasyXIII2'' suffers from this with regards to the monster allies. For Commandos, most people pick up a [[DiscOneNuke Dragoon]] in Augusta Tower 200AF, then swap over to [[KillerRabbit Chichu]] or [[MagikarpPower Twilight Odin]] once Noel and Serah start surpassing the Dragoon.
**
Dragoon. According to WordOfGod, the most commonly used monster ally is the BoringButPractical medic Flanitor.
* One problem with many [=RPGs=]is that you are given a huge array of attacks but most are either [[WhatKindOfLamePowerIsHeartAnyway flat-out useless]], [[CripplingOverspecialization only work on specific enemies]], or have a [[UselessUsefulSpell high failure rate]]. Attacking with weapons might ''not'' always cause the most damage, but this approach almost always ''does'' cause damage, and usually in the most time- and resource-efficient manner.
''Franchise/{{Pokemon}}'':
** Or alternatively, other attacks just get OvershadowedByAwesome at later levels. Why bother using a level one offense magic when it deals laughable damage late-game? Or simply put...why bother use anything else once you get the DiscOneNuke?
*
In the ''Franchise/{{Pokemon}}'' games lots of people keep their starter throughout the game, even though there is the option to not use it.
** Semi-justified, as many of the starters have a solid movepool and set of stats. The idea is to assemble a strong team and most players have no reason to just ditch what is probably their strongest to begin with.
*** Not to mention that some players [[VideoGameCaringPotential may form an emotional attachment to their first Pokemon.]]
it.



*** Unless you have at least 3 of the DLC (Any of them but ''Gun Runner's Arsenal''). Each of them increases your level cap by 5, up to a staggering 50, where you will ''eventually'' get enough skill points to max everything out.



*** The "most people use Boone" argument is still an example of the trope. People are building a character around the assumption you are going to use the most effective combat companion. Boone cannot be used for a very large chunk of the game because he attacks one faction on sight and is outright banned from being used in numerous areas, and many quests are easier with or require you use a different companion.
*** Those who do use Boone also tend to partner him up with ED-E - who, incidentally, may also be the reason people regard Perception as useless, since he's the first companion made available to the player and his Enhanced Sensors companion perk gives you the benefit of a full 10 Perception either way.

to:

*** The "most people use Boone" argument is still an example of the trope. People are building a character around the assumption you are going to use the most effective combat companion. Boone cannot be used for a very large chunk of the game because he attacks one faction on sight and is outright banned from being used in numerous areas, and many quests are easier with or require you use a different companion.
***
** Those who do use Boone also tend to partner him up with ED-E - who, incidentally, may also be the reason people regard Perception as useless, since he's the first companion made available to the player and his Enhanced Sensors companion perk gives you the benefit of a full 10 Perception either way.



*** Melee and Unarmed are quite well balanced for the higher difficulties - they're cheap, easy and reliable, but you're never going to be a badder mofo in close combat than an alpha deathclaw, much less Lanius or the Legendary Deathclaw.

to:

*** ** Melee and Unarmed are quite well balanced for the higher difficulties - they're cheap, easy and reliable, but you're never going to be a badder mofo in close combat than an alpha deathclaw, much less Lanius or the Legendary Deathclaw.



* ''VideoGame/DwarfFortress'' suffers somewhat from this, as it's fairly easy to surround your entrance with a ridiculous number of traps and reduce invading enemies to LudicrousGibs before they ever get near the front doors, and it's rare to find a player who'll start a fortress anywhere that doesn't have magma. On the other hand, these are just basic tactics, and beyond that, it's expected that any player will try random things that [[strike: might]] ''will'' get their fortress killed ForScience!

to:

* ''VideoGame/DwarfFortress'' suffers somewhat from this, as it's ''VideoGame/DwarfFortress'':
** It's
fairly easy to surround your entrance with a ridiculous number of traps and reduce invading enemies to LudicrousGibs before they ever get near the front doors, and it's rare to find a player who'll start a fortress anywhere that doesn't have magma. On the other hand, these are just basic tactics, and beyond that, it's expected that any player will try random things that [[strike: might]] ''will'' get their fortress killed ForScience!



* In ''GunZ'', there's K-Styling, essentially a glitch exploit that involves using swords and jumping around the maps at obscene speeds. Players attempting to legitimately use guns are sometimes chastised as "sprayers" and kicked from games.

to:

* In ''GunZ'', there's ''GunZ'':
** There's
K-Styling, essentially a glitch exploit that involves using swords and jumping around the maps at obscene speeds. Players attempting to legitimately use guns are sometimes chastised as "sprayers" and kicked from games.



* Did you know that ''StarWarsBattlefront II'' has a CaptureTheFlag mode? Probably not, because it almost never appears on most servers and the few ones that feature it usually have a rule of "no CTF", meaning that players don't capture flags and just kill each other the whole match until the time limit runs out or the server admin feels like changing the map. They do this because CTF has two advantages: no total kill limit and you cannot capture command posts (which are used as spawn points, and are not very fun to have captured by the other team.) Some other servers don't use CTF but instead have a "no CP" (CP = command posts) rule for the normal game mode.

to:

** It has the shotgun type of weapons. Everyone uses these along with a sword and do fancy-schmancy things like "K-Styling" (short for Korean style). Because of a bug the shotguns will actually pump a new bullet into the chamber while they are actually not in your hands (they are not automatic), which is the reason everyone carries TWO shotguns for the sake of switching between the two to rapid-fire. Everyone using any other weapon (except the ones where you have to actually aim, which is impossible in this game since there is absolutely no lag compensation, all bullets will hit when THEIR PC receives the packets, not earlier) is regarded as a noob, sprayer, etc. People are very elitist about this, and you always have to bow before someone before fighting them (feigning stuff like "honorable battles").
* ''VideoGame/StarWarsBattlefront II'':
** You can select Assault mode (normally only used for space battles) on the Mos Eisley map, which allows you to play as any of the game's hero characters. Expect to only see Aayla Secura for the Heroes' side and Darth Maul on the Villains' side, who are two of the only hero characters who use two lightsabers. And don't even dream about seeing a hero character who doesn't use a lightsaber.
** It gets worse: that map and game mode are literally the only ones any populated server will run.
**
Did you know that ''StarWarsBattlefront II'' it has a CaptureTheFlag mode? Probably not, because it almost never appears on most servers and the few ones that feature it usually have a rule of "no CTF", meaning that players don't capture flags and just kill each other the whole match until the time limit runs out or the server admin feels like changing the map. They do this because CTF has two advantages: no total kill limit and you cannot capture command posts (which are used as spawn points, and are not very fun to have captured by the other team.) Some other servers don't use CTF but instead have a "no CP" (CP = command posts) rule for the normal game mode.



* A big problem in the ''GearsOfWar'' series. In the first game, most players would tend to use the shotgun exclusively. When it was nerfed for the second game, a lot of these people got mad and refused to play the game, saying it sucked and took less skill than its predecessor just because they didn't know how to use any other weapon. Hell, in the first game, the shotgun had a chance to instantly kill within a certain close range, which led some battles between shotgunners just ending with the other one being luckier with their shot.

to:

* A big problem in the ''GearsOfWar'' series. series.
**
In the first game, most players would tend to use the shotgun exclusively. When it was nerfed for the second game, a lot of these people got mad and refused to play the game, saying it sucked and took less skill than its predecessor just because they didn't know how to use any other weapon. Hell, in the first game, the shotgun had a chance to instantly kill within a certain close range, which led some battles between shotgunners just ending with the other one being luckier with their shot.



*** Thankfully, both of these issues are averted in ''Gears Of War 3''. All of the weapons are well balanced enough to make using one of them exclusively a bad idea, which encourages variety. The Sawed-Off Shotgun is as powerful as the first game's shotgun, but has enough restrictions (i.e., one shot clip, long reload, only works in very close range) to prevent abuse. Special explosive weapons are spawned fewer times, the attachable grenades come with a slight delay to avoid cheap kills, and the additional Team Deathmatch mode (with its lives based respawn) doesn't make these deaths as aggravating like it would in Warzone or Execution. Epic really went out of their way to prevent this trope from happening again, and it shows.
**** Lots of people still use the shotgun exclusively because it has great power and more range than a videogame shotgun should. In a medium range fight between a lancer and a shotgun, the shotgun can still win.
* In ''VideoGame/MassEffect3'' multiplayer, pretty much every Gold difficulty match is Geth/Firebase White. For a well-coordinated team, White is easy to bunker down in and resist assault. Geth are often seen as the easiest enemy to fight, lacking any form of instakill attacks (not even grenades) and only having one 'tank' enemy, the Geth Prime, which is usually easier to deal with than the Cerberus combination of Nemeses, Atlases, and Phantoms. Reaper is barely chosen, mostly because of the Banshees.

to:

*** ** Thankfully, both of these issues are averted in ''Gears Of War 3''. All of the weapons are well balanced enough to make using one of them exclusively a bad idea, which encourages variety. The Sawed-Off Shotgun is as powerful as the first game's shotgun, but has enough restrictions (i.e., one shot clip, long reload, only works in very close range) to prevent abuse. Special explosive weapons are spawned fewer times, the attachable grenades come with a slight delay to avoid cheap kills, and the additional Team Deathmatch mode (with its lives based respawn) doesn't make these deaths as aggravating like it would in Warzone or Execution. Epic really went out of their way to prevent this trope from happening again, and it shows.
**** Lots of people still use the shotgun exclusively because it has great power and more range than a videogame shotgun should. * ''VideoGame/MassEffect3'':
**
In a medium range fight between a lancer and a shotgun, the shotgun can still win.
* In ''VideoGame/MassEffect3''
multiplayer, pretty much every Gold difficulty match is Geth/Firebase White. For a well-coordinated team, White is easy to bunker down in and resist assault. Geth are often seen as the easiest enemy to fight, lacking any form of instakill attacks (not even grenades) and only having one 'tank' enemy, the Geth Prime, which is usually easier to deal with than the Cerberus combination of Nemeses, Atlases, and Phantoms. Reaper is barely chosen, mostly because of the Banshees.



*** There are also events every two or so weeks that sometimes encourage playing in a specific style to achieve a global goal. For example, one such event involved killing a certain number of Banshees. And if the players fail to achieve a goal, Bioware might even impose a penalty for the next event (case in point: when the Banshee event failed, the next event featured additional Banshee spawns, even when playing against other enemies).
**** the latest multiplayer DLC did a lot to fix the Geth/Firebase White issue above. Geth now have a Bomber drone to flush campers, while Firebase White has been expanded, mostly eliminating camping locations.
* The Plasma Cutter is the first weapon you receive in both ''Franchise/DeadSpace'' games, and it's all you'll ever need. There's even the "One Gun" achievement for playing through the whole first game using only it (you can still buy, equip, and upgrade other guns, just not fire them).

to:

*** ** There are also events every two or so weeks that sometimes encourage playing in a specific style to achieve a global goal. For example, one such event involved killing a certain number of Banshees. And if the players fail to achieve a goal, Bioware might even impose a penalty for the next event (case in point: when the Banshee event failed, the next event featured additional Banshee spawns, even when playing against other enemies).
**** the latest multiplayer DLC did a lot to fix the Geth/Firebase White issue above. Geth now have a Bomber drone to flush campers, while Firebase White has been expanded, mostly eliminating camping locations.
* ''Franchise/DeadSpace'':
**
The Plasma Cutter is the first weapon you receive in both ''Franchise/DeadSpace'' games, and it's all you'll ever need. There's even the "One Gun" achievement for playing through the whole first game using only it (you can still buy, equip, and upgrade other guns, just not fire them).



* The randomised TechTree of ''SwordOfTheStars'' was implemented for the purpose of preventing this. You may have a winning design and loadout in mind, but if the RandomNumberGod doesn't like you, you'll just have to throw your best-laid plans out and work with what's available.

to:

* ''SwordOfTheStars'':
**
The randomised TechTree of ''SwordOfTheStars'' was implemented for the purpose of preventing this. You may have a winning design and loadout in mind, but if the RandomNumberGod doesn't like you, you'll just have to throw your best-laid plans out and work with what's available.



* The ''FinalFantasyTactics'' series has people that will focus on items and job classes that give a big boost in speed because higher speed usually means your turn comes up sooner than the enemy's.

to:

* ''FinalFantasyTactics'':
**
The ''FinalFantasyTactics'' series has people that will focus on items and job classes that give a big boost in speed because higher speed usually means your turn comes up sooner than the enemy's.



* Multiplayer ''VideoGame/{{Civilization}}'' games tend to ignore all other modes of winning other than conquering everyone else because the others take too long and aren't as exciting. Expect people to be picky about who gets the combat-buffed leaders.

to:

* ''VideoGame/{{Civilization}}'':
**
Multiplayer ''VideoGame/{{Civilization}}'' games tend to ignore all other modes of winning other than conquering everyone else because the others take too long and aren't as exciting. Expect people to be picky about who gets the combat-buffed leaders.



* In the ''{{Carmageddon}}'' games, the player can complete a regular race in three methods: take down all pedestrians, cross all checkpoints in order for some laps, or waste all opponents. Very rarely will players want to race or kill pedestrians, as fun as it is. This is also true regardless of the current vehicle's weak strength.

to:

* ''{{Carmageddon}}'':
**
In the ''{{Carmageddon}}'' games, the player can complete a regular race in three methods: take down all pedestrians, cross all checkpoints in order for some laps, or waste all opponents. Very rarely will players want to race or kill pedestrians, as fun as it is. This is also true regardless of the current vehicle's weak strength.



* ''{{Minecraft}}'' is game where you can literally do anything you want in the world and build anything you want. However, most players, when they start to build a home, they tend to make a basic square house with one or two floors since it's simple and suits the basic needs such as having a place to sleep, store items, smelt stuff, and craft new items. Other players will make more elaborate homes with more complex mechanisms, such as using pistons to make hidden doors or using certain blocks and items to make a makeshift chair, though these methods are more for show than for practicality. And others will just hollow out the hill closest to spawn and put in a door.

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* ''{{Minecraft}}'' ''{{Minecraft}}''_
** It
is game where you can literally do anything you want in the world and build anything you want. However, most players, when they start to build a home, they tend to make a basic square house with one or two floors since it's simple and suits the basic needs such as having a place to sleep, store items, smelt stuff, and craft new items. Other players will make more elaborate homes with more complex mechanisms, such as using pistons to make hidden doors or using certain blocks and items to make a makeshift chair, though these methods are more for show than for practicality. And others will just hollow out the hill closest to spawn and put in a door.



*** Similarly, the Player with the biggest pack of friendly Wolves [[TooDumbToLive (and isn't accidentally killed by them first)]] usually wins; players have been known to spend whole episodes and wasting numerous hearts worth of health trying to harvest enough bones to recruit them, sometimes when they'd be better off conserving their limited resources and investing the energy into more practical advantages.
* ''VideoGame/DwarfFortress'' sometimes falls prey to this with "optimal" fortress builds abounding for everything from production to defense, although the frequent updates sometimes nerf an existing concept.

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*** ** Similarly, the Player with the biggest pack of friendly Wolves [[TooDumbToLive (and isn't accidentally killed by them first)]] usually wins; players have been known to spend whole episodes and wasting numerous hearts worth of health trying to harvest enough bones to recruit them, sometimes when they'd be better off conserving their limited resources and investing the energy into more practical advantages.
* ''VideoGame/DwarfFortress'' ''VideoGame/DwarfFortress'':
** It
sometimes falls prey to this with "optimal" fortress builds abounding for everything from production to defense, although the frequent updates sometimes nerf an existing concept.
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* By default, every single sports game aspiring to be realistic and featuring a large number of playable teams/athletes will suffer from this. [[JustifiedTrope Justified]], too, since it reflects RealLife. Unless the player has an attachment to a team of lesser-than-God tier, or is CherryTapping, or the selection is made at random, inevitably only a select number of elites you can count on one hand will be played most of the times.
** Can be fixed through the use of tiers (like many other games). Sports games, unlike many other games which strive for balance, will usually have a fairly easy way of tiering via in-game ratings of teams (either out of 100 or out of 5 stars or whatever). Only problem of course is there still is no TRUE balance, since usually one team will still be slightly better.
* If you ever plan to play with a semi-decent player in Mario Strikers Charged, expect to see ''A LOT'' of Waluigi/Daisy/Boos action. Amazingly enough it's not for their actual skills (all of them have the worst shooting power, Waluigi and Daisy can barely pass at all and Boos can't defend), but rather for their innate ability to break the game, either because of their powers (Daisy, for instance, has a special item that allows her to knock the ball out of the opponent's goalie to score an easy goal) or thanks to a very floaty "lob" system that lets them perform a variety of glitchy shots. Don't forget the constant Daisy/Waluigi/Dry Bones goal teleporting!

[[AC:Fighting Games]]
* ''VideoGame/MortalKombat9'' features [[VideoGame/GodOfWar Kratos]] as a guest character. [[http://fanboys-online.com/index.php?comic=351 The appeal is perhaps a bit too much.]]
* In ''VideoGame/StarWarsBattlefront II'', you can select Assault mode (normally only used for space battles) on the Mos Eisley map, which allows you to play as any of the game's hero characters. Expect to only see Aayla Secura for the Heroes' side and Darth Maul on the Villains' side, who are two of the only hero characters who use two lightsabers. And don't even dream about seeing a hero character who doesn't use a lightsaber.
** Probably because most of the heroes that don't have a lightsaber (save for Boba Fett) tend to get cut down ''really'' fast by those who do.
** It gets worse: that map and game mode are literally the only ones any populated server will run.
* [[AIBreaker For some reason]], the computer in ''[[VideoGame/SoulSeries Soulcalibur III]]'' doesn't seem to be able to block a retreating vertical from an Iron Sword Create-A-Soul character. It's too easy to just use that one class and attack throughout the game. This then bites you in the rear when human opponents easily dodge and clobber you while you're using what's a fairly slow and very telegraphed attack.
** Even more ridiculous is that the computers are completely unable to block the double swing a+b attack (also of the iron sword custom character). The first swing they block just fine. The second, not so much.
** If you think the Iron Sword has ridiculous anti-AI potential, try the Katana discipline. Forward B+K will baffle them 90% of the time, and it sets them up for your mid-air attack throw perfectly (just avoid the katana that gives you added knockback, as it throws off the timing). As long as they don't get a cheap shot on you, you are guaranteed to win against all but the most extreme AI.
* As illustrated above, around 50% of all ''VideoGame/StreetFighterIV'' players use [[{{Shotoclone}} Ken]] and 40% use Sagat. This has earned the game the nickname "Ken Fighter IV". This has been mocked [[http://www.halolz.com/2009/03/10/street-fighter-iv-online-fighting-edition/ numerous]] [[http://i40.tinypic.com/ih1j4z.jpg times]].
** Even ''worse'' in ''VideoGame/StreetFighterIII'' which only carried over Ryu and Ken from the previous games. 75% of all ''Street Fighter III'' players used Ken (Shinryuken super), 20% used Ryu, and 5% used someone else. It got a little better in ''Second Impact'' and ''Third Strike'' once players realized the new characters had a lot of potential.
*** Even so, high-level TournamentPlay almost always consists of the top-tier fighters (Chun-Li, Ken, and Yun) with the occasional Akuma in the mix. There's a reason ''3rd Strike'' has its ''own'' nickname (''Chun Fighter III: Ken Strike - '').
** Found a tally of ''Super Street Fighter IV'' character usage of over 4,000 matches, [[http://www.eventhubs.com/news/2010/sep/26/ssf4-character-usage-numbers-over-4000-matches/ which you can see here.]] Ryu and Ken make up over 1,000 of them. Apparently, the stranglehold of these two is weakening...
** Apparently this effect can even be ''preemptive'': a good number of ''Super Street Fighter IV'' players say that Evil Ryu and Oni [[spoiler:Akuma]] will be heavily overused in online battles should the ''Arcade Edition'' of the game ever come to consoles and thus should not for the sake of keeping the online playable.
** Although recent discussion suggests that with Yun being top tier AND a braindead mixup character to boot (easy way to get in, divekick, instant reversal AND command throw? Why yes please.), ''SSFIV AE'' tournament preparation will either be about training your Yun, or figuring out how your character can deal with Yun. There even exists [[http://www.youtube.com/watch?v=lPQWk8VcoVk#t=2m42s a Photoshopped picture of the roster]] poking fun at this, similar to the page image above. ''All'' of the character icons, barring Yang and Fei Long (who share top-tier status with Yun), have been replaced with Yun's.
*** And when AE came to consoles... it didn't happen. If anything, the online community has ''diversified''.
** ''SSFIV 3D Edition'' on the 3DS introduces a control mode in which you can set special moves, Ultras, and Supers to single buttons. You can also make it so unless you're pushing a button or being thrown, you autoblock. This does wonders for charge characters, who no longer have to contend with pesky charge times before they can do any of their moves. Needless to say, unless you do a particular search for players who DON'T use this control method, at least half your fights in ''[=SSF4=] 3D'' online are going to be against Guiles doing walk-forward Sonic Booms and Flash Kicks. The other 49 percent are going to be against Ryu.
* In the ''[[SoulSeries Soulcalibur IV]]'', a lot of people use either Maxi, Kilik or Cervantes.
** Don't forget the use of Nightmares, Kilik and Siegfried style custom characters. Kilik's style being the most common.
** Playing online, nearly every one of the high ranked players plays as Sophitia. She looks like a pushover... but frequently annihilates you before you have the chance to get a move in.
** This becomes so commonplace, a "counter-intuitive" strategy is forming: pick someone else. Even if you're absolutely horrible with them, there's at least a 1-in-3 chance that the person you're fighting is ONLY used to "top-tier" characters and suddenly gets waylaid by Astaroth.
** As of ''SoulCalibur V'', a very large chunk of the online population uses Natsu.
* From ''VideoGame/{{Tekken}} 3'' onwards, Eddy/Christie has been this trope due to their easy combos,[[SkillGateCharacter Skill Gate status]] aside. Earlier in the series it was usually Jack or Kazuya and in recent years it has increasingly been Mokujin due to the fact people want to show they can beat you with any character. Most people plying ''Tekken 3'' for the first time either went for Jin (he's on the box) or Yoshimitsu (he has a sword).
*** The Eddy/Christie thing was mostly applicable at ''Tekken 3'''s release, but they do have their flaws. Eddy telegraphs his attacks, follows the same pattern for 80% of his moveset and has some massively glaring weaknesses in his combos that are sometimes overlooked if you're aren't careful.
** In terms of modes, Time Attack has been around since ''Tekken 2'' but hardly anyone uses it.
*** Survival and Team modes are also much under used, but not to the extent of Time Attack.
** ''Tekken 5'' fanatics would prove mathematically that playing with anyone but Nina, Steve, or Bryan Fury was a waste of time.
** Play ''Tekken Tag Tournament 2'' online and expect to see these teams show up a lot: Jun/Asuka, King/Armor King, Marshall Law/Forest Law, Jack-6/Prototype Jack and any combination of the Mishimas, Capoeira users, Devil Jin, Lars and Paul.
*** Dr Bosconovitch ever since players learnt that the ''slide across the floor on his ass'' move could take out most players of average skill who couldn't work out how to counter it.
* ''VideoGame/GuiltyGear'' gives us Sol Badguy and Chipp Zanuff.
* Go to [[http://www.supercade.net/ Supercade]] and watch some of the replays. You will see players spend literal ''hours'' using the same character (or in the case of ''[[VideoGame/TheKingOfFighters KOF]]'' the same ''team'').
* ''VideoGame/MarvelVsCapcom2''. Every team will include Cable and take advantage of his BFG.
** And lest we forget about the remaining members of the [[FanNickname Four]] [[GameBreaker Gods]], Magneto, Storm, and Sentinel. Or Psylocke. Or Strider Hiryu. Or Doctor Doom. Or Cyclops. Or Iron Man. Or Tron. Or Captain Commando... Long story short, if you're not upper/high/god-tier and/or don't have a good assist, ''no one will want to play as you'' (which, quite frankly, applies to most of the ''[[LoadsAndLoadsOfCharacters 56 playable characters]]'', many of whom, unfortunately, hail from the Capcom side of things).
* ''VideoGame/MarvelVsCapcom3''. Every team has Dante, Deadpool, and/or Wolverine in it. ''EVERY''. ''Freaking''. ''Team''. Dante and Deadpool are particularly used by new players because they share similar mechanics, as is X-23 due to button bashing as she's so quick. Wolverine is more likely to be used by more advanced players who can pull out ridiculous combos with him.
** You can also expect the ridiculously powerful Akuma, or the ridiculously fast and strong Wesker to frequent a large number of teams as well.
** There're quite a few Phoenixes in high level play.
** As well as a decent amount of Zero and Sentinel players. However, the number of Sentinel players ''did'' drop when a patch {{nerf}}ed his health (formerly the highest in the game at '''1.3 million'''; for reference, most of the other characters rank in somewhere between 1 mil and 850K) down to 910K.
** [[UpdatedRerelease Ultimate Marvel Vs. Capcom 3]] introduced us to the monsters known as [[MegaManX Zero]], [[Franchise/ResidentEvil Wesker]], and [[VideoGame/DevilMayCry Vergil]]. In fact, a team including Vergil, Dante, and Wesker (Not necessarily in that order) is so popular that you could make a DrinkingGame out of it.
** They nicknamed the game "Sentinel vs. Sentinel 3, Fate of Two Sentinels." and made [[http://www.damnlag.com/wp-content/uploads/sentinel-vs-sentinel-3-fate-of-two-sentinels.png this]]
* The ''VideoGame/BlazBlue'' series has Ragna and Jin, the two main rival characters. They aren't particularly overpowered -- in ''[[VideoGame/BlazBlueCalamityTrigger Calamity Trigger]]'', Nu-13 is far superior to both of them, and in ''[[VideoGame/BlazBlueContinuumShift Continuum Shift]]'' the whole cast is pretty well balanced. Still, players go through the tutorial for the first time with Ragna, and they both have plenty of easily spammable moves with few drawbacks.
* ''VideoGame/StreetFighterXTekken'' is not safe from this. Play online, and enjoy fighting some of these six characters again and again: Ryu, Ken, Kazuya, Jin, Rolento, Raven.
* ''UFC Undisputed 3'' purports to have over 40 different fighters, good luck trying to find a match which is not against the top 4: Jose Aldo, Georges St. Pierre, Jon 'Bones' Jones or Cain Velasquez.
* In the ''VideoGame/SuperSmashBros.'' games, the community analyses the hell out of every character, game mode, stage and glitch, developing the fabled 'tier lists' for each game to show which character is considered the 'best'. Thus with each new tier list, expect at least 50% of your opponents to play one of the top 3 in the tier list ([[VideoGame/{{Kirby}} Meta Knight]] in ''Brawl'', anyone)?
** Stock seems to be the go-to game mode. No one even considers Coin Mode, everybody assumes you accidentally forgot to change the default with Time Mode and in ''Brawl'' Bonus Mode was simply removed from the game.
** Players also tend to have a fear of items (lampooned when the official site sneaked in the message that "Real men use items!"), leading to the MemeticMutation "NO ITEMS! [[VideoGame/StarFox FOX ONLY!]] [[AbridgedArenaArray FINAL DESTINATION!]]" If you're lucky, you'll have a friend who occasionally likes to mix things up (99 stock super sudden death with high items). Mostly its complacency in the above pattern, rarely it's someone who refuses to not play by personal rules.
* This has fast become the case with [[VideoGame/GodOfWar Kratos]] in ''VideoGame/PlaystationAllStarsBattleRoyale'' not long after it's release. Partially due to his immense popularity and heavily to do with his versatility, AP-Gain and general ease-of-use, it's not uncommon online to see at least several of them in a standard free-for-all match. It hasn't taken long for him to be labeled a TierInducedScrappy by a large part of the community, with many calling for several {{nerf}}s to him.
** On the other hand, it hasn't taken long for some of the more advanced players to figure out his weaknesses. Within those circles where Kratos is less of an issue you're more likely to hear loud complaints in the direction of [[VideoGame/MetalGearRisingRevengeance Raiden]] or VideoGame/SlyCooper.
* ''VideoGame/InjusticeGodsAmongUs'' might as well be called "Injustice: Bat-Family Characters Among Us". ''Everyone'' uses either Batman or Nightwing.
** As of this writing, the most overused character online is Deathstroke, since it's pretty easy to run away and spam people with his guns.

[[AC:First-Person Shooter]]
* ''PAYDAYTheHeist'' has nearly everyone using the [[RevolversAreJustBetter Bronco .44]], the [[ShotgunsAreJustBetter Reinbeck]], and the [[MoreDakka Mac-11]] since all 3 weapons are very powerful and cover both short and long distances. If a player has the Wolf Pack DLC, then expect to see a lot of appearances from the AK and the [[GrenadeLauncher GL40]].
** The MP5 is also a common sight, as it's flexible enough to work at any range, and is only a secondary weapon. This allows a player to have a specialized primary and still be prepared for combat at other ranges.
** The sequel aims to avert the trope by limiting people to only use 2 guns instead of 3 and encourages the use of weapon mods so players can always have something to switch with instead of sticking to one gun and never using anything else.
* ''VideoGame/{{Battlefield 3}}'' also has some extremely common loadouts, which can be split from before the March 2012 patch and after it:
** Assault: Pre-patch assault players used the F2000, AEK-971, or the FAMAS due to their high rates of fire. Post-patch the FAMAS's handling and ammo capacity changes nerfed it into oblivion and the F2000 is useless beyond 20 meters. The [=M16A3=] with Heavy Barrel reigns supreme.
** Engineers gravitate to the A-91 or the [=M4A1=], again, due to the high rate of fire, while some go for the SCAR-H + ACOG + Heavy Barrel for long range damage. Post-patch, players that prefer a good medium-range weapon with minimal recoil will likely use the [=SG553=] with the [=AKS-74U=] being configurable as a very good short-ranged hip fire weapon.
** The Support class, with its variety of well-balanced guns but no superior weapon, inverts the trope. The class only contains {{Scrappy Weapon}}s that ''aren't'' used like the QBB, [=MG36=] and Type 88, which heavily suck compared to the rest.
** Damn near every Recon use the [=M98B=] since it's the most powerful sniper rifle in the game, though after Back to Karkand the L96 is seeing some action since it shoots like a laser and it doesn't require as much grinding as the [=M98B=].
*** Pre-patch the only semi-auto sniper rifle of any use was the M39 EMR: Very accurate, quick to fire and could be used in medium range as a 'designated marksman' style of play. Post-patch, the SKS has been buffed to the stars to the point it can compete with assault rifles.
** Gun attachments: Pre-patch nearly everyone used the Foregrip/Suppressor combination to significantly reduce recoil to the point hardly anyone used bipods or heavy barrels. Post-patch, the Heavy Barrel is the new hotness for its very large spread reduction while aiming down sights with only a minimal vertical recoil increase. Foregrip and suppressor usage depends on the situation rather than being no-brainer attachments and they generally only get used for very close quarter combat.
** Gun sights are a matter of preference but out of the various versions, the main ones used are the Kobra, US Red Dot Sight, ACOG 4x, US Holographic, and the 8x or 12x for sniper rifles.
** Post-patch pistol changes mean the best players will use one of three sidearms: The G18 Suppressed fully-automatic pistol with a high rate of fire that is equivalent to the [=MP7=] at very close range and is used for players who want a true 'backup' weapon, the 93R burst fire pistol which received a major buff in the patch for those who feel they need a more controllable gun than the G18, and finally the .44 Magnum which is a two shot kill due to a buff giving it a 1.25 damage multiplier to the chest, used by players who are extremely accurate and will pick and choose either their primary weapon or the Magnum based on the situation.
** [=MP7=] with Laser + Extended Mags is ''the'' hip fire weapon. Its hip fire is often ''more'' accurate than many guns when aimed down sight and it is quicker to get bullets on target because of its hip fire. Its only drawback is that the extended mags mean you only have less than a handful of reloads, so playing a support kit or having the Ammo perk is mandatory.
** [[TierInducedScrappy The USAS-12 with Frag rounds]]. It's basically a [[GameBreaker handheld IFV cannon]]. It's super accurate, has no "bullet" drop, kills in 2-3 direct hits, creates splash damage if it misses, and (since the USAS-12 is an automatic shotgun) is extremely spammable. Anyone using it will be met with much gnashing of teeth, and it's so bad that it was severely {{nerf}}ed. [[http://www.youtube.com/watch?v=f7rFGMatKLM This video]] is a good demonstration.
** Camouflage-wise, Spec Ops Black as it hides your heat signature from infra-red optics. It's also useful for hiding in buildings since the interior is usually dark.
* Despite being a rather well-balanced game overall, ''VideoGame/BattlefieldBadCompany 2'' players will tend to pick very similar loadouts within each kit, comprised of the weapons considered to be [[GameBreaker OP]]:
** It has 3 major configurations like this: "24/7 Atacama only" for tank lovers, "24/7 Arica Conquest" as it's the closest thing to 24/7 Karkand [=BC2=] has and "24/7 Rush Isla only". Which is weird since Isla on rush is one of the worst maps in the game because 90% of the attacking team will be snipers.
** Atacama has mostly been replaced by "24/7 1000 Ticket Heavy Metal". There's also quite a bit of 24/7 Harvest Day.
** Assault players often use the 40mm Grenade attachment exclusively, often with explosives-buffing specializations. Known as 'noob-tubing' due to the perceived lack of skill required by short-range may-as-well-be-HitScan [[OneHitKill one-hit kills]] with splash damage. Oh, and they also supply their own ammo.
*** The AN-94 is very popular, due to the fact that it does the highest damage out of all the assault rifles and fires an accurate 2-shot burst. Made even deadlier when paired with the 4x scope and magnum ammo.
** Engineers use the Carl Gustav rocket launcher like a deadlier 40mm grenade.
*** With [=SMGs=], the [=PP2000=] since it has hardly any recoil, or the SCAR-L carbine. Both with Magnum ammo of course, like everyone else in the entire world.
** Medics use the M60 machine gun with magnum ammo specialization. With the latest patch, medics are beginning to explore other options--although the M60 is still extremely common.
** Everyone uses the M1911 handgun, or, post-patches, the REX revolver and tracer dart gun.
** Pump action shotguns equipped with slug rounds are perfectly stats-matched (damage-wise) with bolt-action sniper rifles. By which we mean a one-hit kill to anyone at less than 20 metres.
** Recon doesn't seem to have any clearly best weapon, but the sniper fans tend to gravitate towards the GOL rifle.
** Bad Company 2's developers have been (attempting) to adjust the balance of the game's weapons. As of this writing's patches: the M60 and M1911 are no longer kings, the AN-94 rifle is up while the M16 rifle is down, the [[FanNickname Hot Carl]] is still popular, and--of all things--the ''tracer dart gun'' is apparently too powerful. Like any other attempt to mess with complacent gamers, these balancing attempts result in a degree of fan backlash.
** Pretty much just take your class's weapon with the highest damage rating and add a sight and Magnum ammo to it to make it do even more damage and be more accurate.
** This game can be a rather blatant example of people running around with the same loadout despite how the game demands a more reasonable mix, mentioned near the top of the page. If a squad (or squads) on your team is filled with one class, it will likely be filled with Recon. That rarely ends well, especially if your team on the offensive in Rush.
* Most of the multiplayer community for ''VideoGame/{{BioShock 2}}'' use a combination of Electro Bolt and the Elephant Gun in order to pull off easy one-hit-kill headshots on stunned players.
* For ''VideoGame/UnrealTournament''[='s=] weapons, the Shock Rifle and Sniper Rifle tend to be used more often because of their capabilities. Fortunately though, most weapons ''do'' see some use since each is meant for a particular situation, and Siege finally gives players a good reason to use the otherwise-pathetic Bio Rifle (can splash-damage buildings and basecores from a distance, unlike the Minigun which is only effective at close-range).
** Good luck find an online match in ''VideoGame/UnrealTournament2004'' that isn't on Onslaught mode.
** Rockets, since you can launch them up to six at a time (reduced to 3 in later games) and they can ''home in on their targets''.
** Most weapon mod full conversions like Arkon tend to fall into this trap. Heck, in Arkon specifically, the recharging thermal blasters you start with are obscene. Only the long recharge time keeps them from being out all the time. Similarly, the sniper version, which replaces the lightning gun...insane instant damage as long as the reticle is on the opposing player/vehicle. Makes mincemeat of flying vehicles and anything that's not a tank. Now imagine how this plays out in normal vehicle-less deathmatch.
* In ''Left4Dead'', especially Versus mode, people seem only use Uzis and Auto Shotguns while the Assault Rifle falls down the middle. Using a Pump Shotgun or Hunting Rifle will get you [[StopHavingFunGuys scolded by many people who only care about winning.]]
** Until you start [[BoomHeadshot sniping smokers and hunters waiting on buildings in the face.]] And trying to jump on you. And boomers trying to fall on you. Then they complain about how much it sucks to get killed before they can get anywhere near you. However, with the relase of The Sacrifice DLC, the Hunting Rifle in the first game now matches the accuracy of the same gun in the sequel. Time will tell if people will use this gun more often in VS.
*** Similarly in the sequel, the most used weapons are either Auto Shotguns or AK-47s with a laser slight (if one can find a laser sight), simply because of how powerful they are.
** People would also pick one particular spot to hold out during finales because the common infected would trickle in through just one or two spots, making them easy to pick off. The sequel changes it where you either have to be on the move or how the infected can come in from many more places to discourage camping. The new special infected were also made to address the issues of camping.
** In one Scavenge map, there is an exploit where you can throw a pipe bomb just so and it will blow several gas tanks closer to you. This map shows up in random matches a lot. And since Scavenge is just the Dead Center finale turned into a game mode, the Dead Center map is very familiar to everyone from the get-go, and is also picked often.
** Valve acknowledged how players would always pick one gun and stick with it thanks to tons of ammo piles in the maps, so they changed it in the sequel where the ammo piles were much less and the only way to keep firing was to pick up a new gun entirely. It partly worked, partly just caused a lot more use of pistols (especially if the player has a good gun with a laser sight).
** Survival, despite how difficult it is when zombies and specials swarm you much faster than in a regular game, has this in the form of finding the most optimal corner or similar spot to camp in, spread all the gas cans and explosive cans to keep the infected at bay, and only moving to get health packs and/or ammo or if a Tank shows up. Despite patching to nerf the exploits, players will still find a spot where zombies suddenly can't reach you or stop trying to find you because you're considered off the map.
*** As noted above, the sequel introduces new special infected designed to completely break up the survivors so that camping is generally a bad idea. Valve also upgraded the AI Director where trying to cheat by going off the map or something similar where the zombies can't reach you [[NoFairCheating causes the director to spawn acid under you to force you to move back into play or risk going down.]] If the players manage to find a way to avoid this check, [[TheDevTeamThinksOfEverything the director will then just literally fight fire with fire by cheating as well by directly damaging the players over time.]] (Of course this is not completely foolproof). This forces players to actually try different strategies in every attempt rather than to pick the one end all solution.
*** The mutation Survival VS also gives a wake up call to people who still try to camp in one spot. Unlike the infected AI, who are not that complex or advanced, the infected players can see where you will hide and where you toss explosive cans out and will try to get around the plan, forcing players to actually move around to stay alive.
** And for playing VS mode itself, there's the rushing tactic, where all survivor players blaze through the level, only stopping if there's supplies in the path or if they can revive a fallen player. This makes it difficult for the zombie players to keep up since they first have to find a place to spawn where they cannot be seen, and the move in for the attack while the survivors keep running ahead. Most players rush since hordes generally spawn behind the player and rarely in the front and there is a limit to how many zombies the game can have in the field. The ports of the Left 4 Dead 1 maps have been adding rushing events, which magnifies this tactic.
** The sequel has several game modes to choose from (Campaign, VS, Realism VS, Scavenge, and Mutation). Despite the several modes to choose from, people generally stick with either Campaign or VS modes, making it very difficult to find and form games in the other modes. Originally, Realism VS was a Mutation mode but had gotten enough popularity to warrant it as permament game mode. After it was added, player activity for that mode declined in favor of Campaign or VS.
*** Once Valve made all mutations playable from the get go, the TAAANK!!! mutation gets the most attention just because it's VS mode where all the infected players are Tanks. Alternatively, Versus Survival (which is self-explanatory) and Gib Fest (which gives the players [[BottomlessMagazines infinite-ammo]] [[MoreDakka M60's]]), both of which had the highest number of encore appearances when the mutations were weekly.
** When it comes to modding the game, most modders dedicate their time to making different skins for Zoey more than they do for other survivors, due to the trope MostGamersAreMale. There's also at least a dozen mods that replaces Rochelle with Zoey.
*** As for weapon mods, expect 90% of them to be new models and/or animations lifted directly from ''VideoGame/ModernWarfare 2''. The last 10% are mostly Music/{{Vocaloid}}-, ''WesternAnimation/MyLittlePonyFriendshipIsMagic''-, and ''VideoGame/{{Neptunia}}''-themed reskins for melee weapons.
* ''MedalOfHonor: Allied Assault'' players get very tetchy when you try to use something other than an SMG or sniper. Rocket, rifle grenade, or portable turret? Overpowered. Shotgun or machinegun? Causes lag.
** People didn't like the original shotgun because they became frustrated by less experienced players besting them, due to its short range stopping power. So the hardcore mod was introduced specifically to up the power of the SMG to ridiculous levels and drop the power of the shotgun, such that you were forced to jam it right in someone's face to ever hope to kill them.
* ''VideoGame/TeamFortress2'' eventually buckled to the competitive audience and added server options to disable absolutely ''every'' random factor in the game, including ones that are factored in to balancing weapons against their alternatives. Most servers with a large enough community will have these turned on.
** Additionally, every single update to the game gets the TheyChangedItNowItSucks treatment thanks to more variety in maps and weapons being added, causing a lot of grief for players who are tired of changing their play styles.
** The originally-informal, now-official Franchise/{{Highlander}} game mode averts this a bit, because as we all know, ThereCanOnlyBeOne of each class on every team, where players have to split their duties accordingly and work together efficiently. You know -- be a ''team'', like the game's ''title'' suggests. It was originally an out-of-game ruleset, but Valve eventually made it an official game mode in a patch.
** Eventually, when the game went free-to-play, the log-in interface was changed to feature a "Find Me a Game" option in addition to the traditional server list. Since the system was impartial to map, many veteran players joked the mechanic was installed to put new players on solid footing with experienced ones because "New or old, no one plays Turbine".
** Worst of all is Nucleus, the ''scourge'' of King of the Hill maps. It will be voted "next map" nearly ''any'' time the dialogue comes up and it's one of the options. [[FromBadToWorse To make things even worse]], some servers allow players to vote for a pre-emptive map change, causing you to be forcibly yanked into Nucleus after a mere two rounds of that map you actually like. This is the point where you have every right to RageQuit.
* For ''[[DarkForcesSaga Star Wars: Jedi Knight]]: [[ColonCancer Jedi Outcast/Jedi Academy]]'', there's the no-Force, saber-only game setting. There's ranged weapons and Force powers in the game? Apparently not, judging by the multiplayer community.[[note]]Jump, and more rarely Speed, are occasionally allowed to make navigating a bit easier, but even then they'll be limited to the lowest level to prevent them from being useful in a fight.[[/note]]
** As for actual in-game combat, in ''Jedi Outcast'' everyone just does the Strong style jumping slash, an attack which is AwesomeButImpractical at best due to heavy, unblockable damage, but also being so slow that it's useless except as an ambush tactic - most one-on-one duels in that game consist entirely of both players alternatively using or dodging that one attack until one of them gets the timing right to hit the other before they can roll out of the way. ''Jedi Academy'' has ''slightly'' more variety - everyone still spams just one attack, but for players using double-bladed or dual sabers it's either the rolling stab or their mouse1+mouse2 combo.
* ''VideoGame/{{Doom}} II'': Super-Shotgun. Possibly the most horribly conceived weapon in FPS history, as its common availability, high damage and comparably fast rate of fire have seemingly led to it being all anyone ever uses in competitive play. Aggravated by ''DOOM'' not having an option to pick weapons at the start of deathmatch games, so the only option was to use custom maps that leave out the GameBreaker weapons.
** On the other hand, experienced players (especially on larger maps) generally prefer either the rocket launcher or the chaingun with its [[GoodBadBugs sniping capability]].
* ''[[{{VideoGame/Tribes}} Tribes 2]]'' has the map [[GeniusBonus Katabatic]]. It even made its way into ''Tribes: Ascend!''
* Go into the server list for ''VideoGame/{{Battlefield}} 2'' and find a section without any "Strike at Karkand 24/7 Infantry Only" servers. Good luck!
** Or Wake Island for the vehicle whores. This also extends to that map's debut game, ''Battlefield 1942'', and every version of it included in later games as well.
* For ''Battlefield 2142'' it's Camp Gibraltar.
** Try to find a team that isn't mostly made up of players armed with rifle rockets and the Voss.
* ''VideoGame/UnrealTournament'' has Facing Worlds (CTF-Face) and Deck16. ''VideoGame/UnrealTournament2004'' has Rankin and Torlan. ''VideoGame/UnrealTournamentIII'' has Sentinel.
** And again, Facing Worlds is generally considered one of the worst-designed of all the maps, primarily for how easy it is to spawn-kill people from pretty much anywhere on the map.
* ''VideoGame/TeamFortress2'' has 2Fort.
** And Dustbowl. [[StopHavingFunGuys Certain players]] will complain that 2fort is only populated by {{Noob}}s, while they themselves can only be found on Dustbowl.
*** Worse yet are the servers that only play ''one part'' of Dustbowl.
* For King of the Hill, 8 times out of 10 it's going to be Nucleus. The remainder will be 1/10 Kong King and 1/10 everything else, which is probably your best bet if you want a non-Nucleus map since standard servers will just vote overwhelmingly for Nucleus anyway at every opportunity.
* ''VideoGame/{{Counter-Strike}}'' has de_dust and de_dust2.
** It also has the Magnum Sniper Rifle, disaffectionately known as the AWP to every poor victim who's been [[BoomHeadshot instantly killed by it]]. It's the most overpowered sniper rifle in the game, capable of [[OneHitKill one-hit killing]] a character on almost any area of his body, including ''[[CriticalExistenceFailure his toes.]]'' The 'increased accuracy' of the zoom is merely down to it becoming easier to see your opponent.
** In ''VideoGame/{{Counter-Strike}}'', the "automatically re-buy previous equipment" option is ideal for a player who has figured out what he's comfortable with and wants to stick with it.
** Counter-Strike and its players are inextricably associated with the AWP sniper rifle and the [[FanNickname deagle]] handgun.
** Counter-Strike has a total of 24 guns that can be chosen from (6 pistols, 2 shotguns, 5 [=SMGs=], 6 assault rifles, 4 sniper rifles, and 1 light machine gun) but basically all are inferior to the 3 mainly used guns: The AWP sniper rifle (1 hit kills), or the [=M4A1=] and AK-47 assault rifles, as these latter two are the most powerful and accurate by far of all the guns. Anyone using any of the other weapons, except possibly the pump shotgun, usually results in "noob".
** There are dedicated "scouts 'n knives" maps, which only allow you to carry the Scout sniper rifle (AWP's weaker brother) and the knife. These often involve reduced gravity to add a new dimension to the gameplay.
* ''VideoGame/CallOfDuty 2'' has Toujane, Tunisia. Also notable that [[GameBreaker almost everyone used bolt-action rifles and nothing else because of how much better they were.]]
* ''[[VideoGame/ModernWarfare Call of Duty 4]]'' has Killhouse, Broadcast, Crash... there's bound to be at least one 24/7 one-map-only server for every map in the game, but those three are the most popular. Weapon variety, on the other hand, is pretty much exclusively either the final-unlocked weapons of a class (Desert Eagle, P90, etc.) or [[RunningGag the bolt-action snipers]].
** Specifically, players who use sniper rifles prefer the [=M40A3=]. Attaching an ACOG scope to it [[GoodBadBugs raises its base power slightly]]; combine with the Stopping Power perk and the usual increased damage with a body- or head-shot, and you've basically got a shorter-ranged version of ''Counter-Strike'''s AWP: OneHitKill on anyone, even if they have the Juggernaut perk that normally cancels out Stopping Power. Any other weapon variety depends on the user's playstyle - if they like to rush and get in close, they're using the P90 for its fast fire rate and high capacity; if they prefer blowing people up with the grenade launcher, they attach it to the AK-47 for its versatility; and people who are using aimbots are drawn to the machine guns' 100-round belts, with the RPD often being used by the ones who are most blatant about it.
** ''Call of Duty: World at War'' has two cooperative modes: co-op campaign, or VideoGame/NaziZombies. Absolutely ''nobody'' plays the former - even if a lobby is hosted in co-op campaign, it will inevitably switch to Nazi Zombies before the game starts.
** ''VideoGame/CallOfDutyBlackOps'' has Nuketown and Array, to the point that there's an actual ''game mode'' based around playing solely on the former.
** ''Modern Warfare 2'' in spades. The only two guns used online are the UMP and the ACR, both because [[GameBreaker they shoot straighter than an arrow and make better snipers than the sniper rifles]]. As for Perks, expect to see the tele-knifing Commando on almost every class, often combined with Marathon and Lightweight for faster, infinite sprinting to boot.
*** While the UMP is a GameBreaker, the ACR is simply not. It may have zero recoil, but it deals less damage and fires slower than most other assault rifles.
*** Now the goto setup is the "God Kit": an underbarrel grenade launcher for an assault rifle, which is so predictably accurate that the fan nickname of "Noobtube" is more recognizable to the fanbase than "grenade launcher", Claymores for a cheap lazy kill, One Man Army so the Noobtube keeps firing and you can double up claymores to guarantee a kill regardless of player health or protection, and Danger Close, just to double the radius of the insta-gib explosives being spammed all over the map. This isn't even the worst part as this kit is intended to get lots of kills so the player can spam Apache helicopters or AC-130 gunships, which get even more kills... The game is nearly unplayable if you don't have this gear equipped, or some kind of pathetic game breaking hack simply due to the large number of players using it.
** ''Modern Warfare 3'', a ton of people (especially those who are new or have recently prestiged) use the [=G36C=] with [=M320=] and Red Dot Sight, since it's a late-unlocked weapon [[ATasteOfPower available from the beginning through a default class]]. Barring that, the [=PP90M1=] and the Type 95 are the most popular primary weapons, with [[GunsAkimbo dual FMG's]] as everybody's secondary, since despite multiple attempts at nerfing them all three [[GameBreaker still kill people in half a second]]. As for maps, ones that pit Delta Force vs. Spetsnaz (Dome in particular) seem to be the most popular.
*** Infected mode does a lot like ''Left 4 Dead'' - since the only win conditions for the survivors are to, well, survive until time runs out, survivors will often pick one specific hard-to-reach area to hold out from and stay there until the infected manage to swarm it and kill everyone. The downside is that most survivor-preferred areas are ''very'' cramped - one good Semtex or Bouncing Betty from the initial infected could potentially kill half the team, and later infected that manage to get in can easily stab multiple people in a row before anybody really notices. Once the mode became official, though, some of this went away - unofficial servers running the mode had everyone get to [[GoodBadBugs glitchy areas that were really hard for infected to get at]], but when playing the mode through IWNET, attempting to go to such areas as a survivor [[NoFairCheating has you drop dead and switch sides without warning]].
** Maps from the ''VideoGame/{{Quake}}'' series are remade in almost any other FPS, the most notorious example is [=Q2DM1=]: The Edge.
** In the ''Quake II'' mod ''Weapons Factory'', Marines were the most common character class due to being heavily armed, and equally suited for defense and offense. Clan matches sometimes included one side fielding all Marines. As the various classes were nerfed and upgraded, other classes became more popular, but Marines remained the most popular choice.
** ''Franchise/{{Halo}}'' for the PC has lots of "Blood Gulch 24/7" servers; most of them either only Capture the Flag or (Team) Slayer, often with rules against using any of the vehicles.
*** Note that this is mainly because the trial version of Halo allows online play for the Blood Gulch map only, so it may have been done by/for players who only have the trial.
** Hell, ''VideoGame/{{Doom}}'' - specifically while [=ZDaemon=] was still popular - had [=MAP01 and MAP07=] (both the classic and [=DWANGO5=] versions) on the vast majority of 24/7 servers, with very little deviation from this rule. Nowadays, you see mods like All Out War 2, [=WhoDunIt=], Megaman 8-Bit Deathmatch, and other mods dominating the Zandronum server listings.
** ''VideoGame/{{Halo 3}}''. If you don't use BR you are considered a 'noob'. Quite possibly the most overpowered default gun ever in a game, and then a bunch of MLG guys cried because it wasn't in the sequel (a variation called DMR was but was much less overpowered). You were laughed at for using Assault Rifle and apparently, because of lag it was literally impossible to get 5 straight headshots if you didn't live in America with sub-400ms ping, and as a result the game become NintendoHard. Notice a lot of the players that are bad? Grenade jumping is also huge, if you so much as de-scope someone and can continually body-neck shot them whilst they panic that they don't have zoom they WILL run backwards grenade jumping.
*** The Pistol in ''Halo: CE'' is more powerful than the Halo 2/3 Battle Rifle. The Battle Rifle is a 4 shot kill, the CE pistol is a 3 shot kill. Also: You are a "Noob" if you do not use the Battle Rifle instead of the Assault Rifle, the Assault Rifle was inferior in every way possible to the Battle Rifle.
*** Not really. A quarter of a AR clip is enough to drain half of someone's sheilds. A melee is enough to deplete it. If you time it right you can insta-kill someone with one melee hit if the timing's right. It was mostly seen as a bug.
*** ''VideoGame/HaloReach'' fixes this meaning a melee hit, no matter how much shield is left, it only drains it (unless it's already drained), but there the AR can at least kick someone's ass. A good example is a video on Youtube by Bungie Favorites which displays a player taking out a warthog from afar with an AR.
**** And the Noob Combo (Plasma Pistol charged shot to remove shields, quickly switch to your other weapon and make the kill). Granted, it's almost required to complete the second game on [[HarderThanHard Legendary difficulty]].
*** 343 saw sense with ''VideoGame/{{Halo 4}}'' and nerfed the hell out of the Battle Rifle, to the point where the DMR is the more popular gun.
** ''VideoGame/BlacklightRetribution'': Pure [=HeloDeck TDM=] servers are amongst the most popular servers, but most 'Pure' servers randomly shuffle the map or gamemode to keep things from getting too complacent. There are also official 'Pure' servers for other popular or new maps and modes. Netwar can only be played on Offshore, and Siege can only be played on Nuken, which makes for artificial complacency since they can only appear in Pure Netwar/Siege or Pure Random servers. There's a pretty decent spread though so not ''everyone'' is doing the same thing.
* Multiplayer-only game ''VideoGame/ShatteredHorizon'' originally ''enforced'' this by including only one weapon to focus the game more around player skill. Shortly after release a patch increased it to five due to complaints.
* ''VideoGame/Left4Dead2'' introduced Realism mode (campaign with tweaked settings for a better challenge) and Scavenge mode (a different flavor of VS mode), but most people ignore them in favor of campaign and VS. Realism VS mode was one of the first mutations introduced in The Passing DLC and was made a permanent game mode due to popular demand, but now no one ever plays it, going back to normal VS and campaign.
** Same for the campaigns, in both the first and second game. While the Coop-Players play pretty much anything, trying to find anything else than No Mercy, Blood Harvest or The Sacrifice in ''Left 4 Dead'' is not that easy. In the sequel, Dead Center is added to the mix and at least the other originally released campaigns are played more commonly, but still not as bad.
** When ''Left 4 Dead'' got released, you even got kicked out of the game for not picking the Auto-Shotgun in Versus. That has thankfully changed since and the other weapons are also more commonly taken now. In the sequel, it was similar with secondaries - you were called a Noob for using dual pistols.
** And on the off chance you ''do'' find a Scavenge game, 90% of the time it will be the No Mercy Rooftop.
** When it comes to modding the game, most modders dedicate their time to making different skins for Zoey (mostly nude ones) more than they do for other survivors, due to the trope MostGamersAreMale. There's also at least a dozen mods that replace Rochelle with Zoey.
*** As for weapon mods, expect 90% of them to be new models and/or animations lifted directly from ''VideoGame/ModernWarfare 2''. The last 10% are mostly Music/{{Vocaloid}}-, ''WesternAnimation/MyLittlePonyFriendshipIsMagic''-, and ''VideoGame/{{Neptunia}}''-themed reskins for melee weapons.
* In ''[[VideoGame/{{Quake}} Quakeworld]]'' duels, you would be hard-pressed to see anything less than the grenade launcher used as anything other than a last resort. Even the grenade launcher has a niche role (to flush people out or lock them in) - for 90% of the game, you will have the rocket launcher in one hand and lightning gun in the other. Possibly with a set of aliases to facilitate switching to the LG in a pinch, and switch back just as quickly.
* In ''VideoGame/{{Doom}}'' competitive play, the super shotgun will be the weapon in your hands 70% of the time. 10% will be with the pistol as you respawn, and the other 20% will be equally split between the plasma rifle and [=BFG9000=] - both highly-regarded weapons in a deathmatch, and hotly contested.
* ''{{GunZ}}'' has the shotgun type of weapons. Everyone uses these along with a sword and do fancy-schmancy things like "K-Styling" (short for Korean style). Because of a bug the shotguns will actually pump a new bullet into the chamber while they are actually not in your hands (they are not automatic), which is the reason everyone carries TWO shotguns for the sake of switching between the two to rapid-fire. Everyone using any other weapon (except the ones where you have to actually aim, which is impossible in this game since there is absolutely no lag compensation, all bullets will hit when THEIR PC receives the packets, not earlier) is regarded as a noob, sprayer, etc. People are very elitist about this, and you always have to bow before someone before fighting them (feigning stuff like "honorable battles").
* ''VideoGame/{{Borderlands 2}}'' prior to a patch that reduced the effectiveness of doing so - most online matches would include at least one player using The Bee shield and a multi-pellet weapon like the Conference Call shotgun. The reason for this being that amplify shields, of which The Bee is, add damage to your first shot if your shield is full at the cost of some of the shield energy. The Bee's amplify effect cost 0 shield energy, resulting in an extra 40-52k damage on every projectile you fire, which was added to each pellet or projectile. Did we mention The Bee would recharge in the blink of an eye? Sure, it has a quarter the capacity of most other shields it's own level, but who needs shields when you turn everything into a fine pink mist in a single shot?
** Post-patch, The Bee is still a very common thing to see. It doesn't add quite as much damage, and the amplify damage is split among all pellets fired so that it only adds a ''total'' of 40k or so damage per squeeze. It's also been given a longer recharge delay than most any other shield in the game. Multiplying your burst-fire assault rifle's damage by 6 is still pretty attractive though.
* ''AceOfSpades'' always had at least three servers hosting the "Pinpoint" map 24/7, but [[DefiedTrope the player-base rebelled against this trope]] and the map's fans would often be flamed mercilessly on the forums. Played straight with the rifle, however, which for a long time was ridiculously overpowered despite many attempts at rebalancing it.

[[AC:Mecha Games]]
* In ''ChromeHounds'', you'll find there's always player matches at South Cemo Oil Fields (and hardly anywhere else), [[StopHavingFunGuys everyone uses funky stick mechs,]] and may [[{{Scrub}} god have mercy on your soul if you use Heavy Gunning to drop a base.]]
* ''{{VideoGame/Starsiege}}'' is all about this trope these days, stubborn little game that it is for still being around. There are about half a dozen "standard" vehicle configurations that have been in use for about the last ten years and deviations are pretty uncommon. What's popular is popular for good reason, but some otherwise very skilled players have been known to {{ragequit}} when the status quo is challenged enough to render their favorite ride ineffective. These setups and the tactics they are built for have simply been standard issue for so long that many of those who still play haven't bothered to keep up the skills to deal with anything outside the norm.

[[AC:[=MMORPGs=]]]
* Despite the huge number of options in the character creator that most players in ''CityOfHeroes'' take advantage of, you will still see some players who have dozens of characters with each different superpowers but who all look identical and have the same name with a number after it.
** ...read ''some'', these people are considered either concept players or just really, ''really'' weird.
** Some days it seems like every other Scrapper (melee-centric class) one sees has claws and regeneration - half of those are named some variation of 'Wolverine' or 'Logan'. I wonder why...
*** They only remain so for about a week, after Marvel's lawsuit.
** A Fire/Kinetics Controller is the go-to character for all manner of farming and power-leveling as well as general gameplay, combining awesome damage potential with crowd-control ability. Rare is the player without one of these in the roster. Toning down (i.e. nerfing) either Fire or Kinetics will unfairly punish those who use one powerset without the other, so it continues to reign supreme after years. Villain-side it's a little less cut and dried, but Super Strength/Willpower Brutes come the closest.
** Also, as a way of PlayerPreferredPattern of MassivelyMultiplayerOnlineRolePlayingGame players, every team ''allegedly'' needs a healer.
* While ''VideoGame/WorldOfWarcraft'' battlegrounds provide more variety than usual, there is only one tactic used for each. Even if it sucks. Case in point: Warsong Gulch. Both sides run to the opposing flag (usually completely ignoring each other), take it, run back and either clash in the middle (often with both flags getting returned) or both flags end up in the opposing fortress, heavily defended for most of the battle. There is a good reason a 25 minute time limit was added to this battleground.
** Alterac Valley suffers from a similar case, turning into a rush to kill the opposing general as soon as possible. The fact that this got much harder in a recent patch didn't deter players from this procedure much.
** This also happened in "Vanilla" World of Warcraft wherein most classes had one, maybe two talent trees if they were lucky. That's because the other one or two was completely ''broken''. This was most prevalent in druids, who didn't really have Balance and Feral considered viable until ''Burning Crusade'' and ''Wrath''. It didn't help that they and warriors were the most gear-dependent classes in the game and the gear was mostly made for healing or tanking if they were warriors. As a result, feral and balance druids were scoffed at by guilds because there was no gear and they were needed to heal since a good 70% of people are DPS-classes anyways. This has ''thankfully'' gotten ''much'' better after Burning Crusade where specs were made more viable and gear made available for PvP classes, also to stop the issue of how DPS classes got their PvP Gear. (By running Blackwing Lair.) Not to mention, other trees were made more feasible too. While there are a few that are still OvershadowedByAwesome (Enhancement shamans late-game) it's nice to have a wider variety of classes available to fit certain roles.
** Likewise, this happens whenever an expansion pack is released: [[PlayTheGameSkipTheStory ignore all of the plot]], then go on the boards and complain that there's no content. Or deliberately underplay your usefulness so your class gets a buff in the next patch.
*** (Fortunately for the rest of the players, the latter doesn't actually work.)
* ''[[{{VideoGame/Diablo}} Diablo 2]]'''s multiplayer was pretty much this: Log onto multiplayer. Pay people in-game loot to run you through the game, sitting by and absorbing all the experience so you can level up as fast as possible. You look up a stat sheet on the internet and follow it ''to the tee'', with no room for deviation (unless you want to be laughed at by all the {{Munchkin}}s, unless you're doing something like a "Crazy run") Then when you hit level 80, you run the final act again and again, get [[SturgeonsLaw nothing but junk 98% of the time]] in hopes of finding that "perfect loot", until a player bribes you with something that ''isn't'' junk and you run them through the game.
* ''WarhammerOnline'' has very vocal complaints about "bomb squads" - namely parties that guard and buff up a single (''long range'') DPS character who then solely runs through enemies spamming a short range area of effect ability that happened to have no cooldown or cast time. After 16 months of complaints about the inability to defend against it, suggestions to change the mechanics of the ability or noting that players were using a long range character to do more damage than a dedicated melée character, the game developers actually played some games and immediately issued a notification that they would nerf the mechanic in the upcoming patch. Although the mechanic has changed slightly, it is still feasible (and hated) and rumours persist of entire guilds who only accept one of the few classes who make this technique possible to avoid using any other tactics.
* This trope goes skipping hand-in-hand with elitism in ''GuildWars''. Don't have the skillsets or professions to match the popular cookie-cutter team builds everyone else is running? You do, but want to play your own way? Good luck finding a pick-up team for [[BonusDungeon FoW]], [[BonusDungeon UW]], [[BonusDungeon Slavers]], or [[BonusDungeon DoA]]. Your Lightbringer and Sunspear titles aren't maxxed out? Forget [=DoA=] altogether unless you run your own guild. Lacking levels in other alliance titles will also get you viewed as a liability, depending on the attached skills, the mission, and the group build in question.
** One of the lodged complaints about the [=HA PvP=] bracket was the demand that players have a certain rank of the associated [=PvP=] title. The only way to get the rank was to play [=HA=], but no group would accept you without the rank. There's a reason that format eventually collapsed on itself.
** Even outside of those, players have gradually migrated to a handful of tried and tested builds, as opposed to diversifying. Many people only ever use one or two skill bars. Nowhere is this more prevalent than the surge in Ritualist players who only have the skills to play the [=SoS=] build, and literally nothing else.
** Historically, there were even worse examples which the developers eventually nerfed into non-existence. Perhaps the most infamous was the Ursanway, where six players would use the ''exact same skillset'' with two healers keeping them alive.
* ''DungeonFighterOnline''[='=]s PvP has this. most matches will be on the Tavern stage, Elimination mode, no Mages or Gunners (Especially Summoners or Mechs, respectively) allowed. If you try to switch the mode or stage to anything else, or try to use a Mage or Gunner, 99% of the time somebody's going to complain that it's "unfair".
* ''PhantasyStarOnline'' players tend to gravitate towards the BossRush quest "Towards the Future", since it's the fastest way to [[LevelGrinding Level Grind]]. You will rarely find anyone playing anything else.
* SpiralKnights players can be expected to have some or all of the following items if they have the money for them; Vog Cub, Divine Avenger, Gran Faust, Polaris/Biohazard, Grey Owlite Shield, and whatever krogmo trinkets boost your prefered weapon types.
** Not to mention the insane overuse of the Wolver armour set...
*** This is because out of all weapon types swords deal the most raw damage numbers and as a result are the [[PlayerPreferredPattern most popular choice]]. Guns deal pathetic damage per hit. However, swordies have to dodge or block enemy attacks once in a while while gunslingers can just keep pumping lead into the enemy, resulting in higher average damage over time in some cases. Bombs are good for support or inflicting StandardStatusEffects... a playstyle unlikely to be a PlayerPreferredPattern in SpiralKnights.
* Two months after it rotated out, the Avatar of Boris Challenge Path in ''KingdomOfLoathing'' is still the most-played path by far. The sad part is that many players took one look at the Bugbear Invasion path that replaced it and decided on the spot to ignore it in favor of constantly doing Boris runs. Chat and the forums were filled with comments along the lines of, "If this doesn't hook me immediately, I'm dropping this run and going back to Boris".
** A lesser example: most players refuse to choose Moon Signs other than the three that allow access to Degrassi Knoll (with two exceptions: one trip to the Gnomad Camp to get Torso Awaregness, and Bad Moon runs).
* This tends to happen with the harder Task Forces and Trials in ''CityOfHeroes''. The community will tend to settle on a strategy which can work for most random groups and repeatedly follow it even if it's not the best option.

[[AC:MOBA]]
* ''LeagueOfLegends'':
** It has this in scores. However, the game is updated and tweaked so often its players are likely to have to change their preferences or find another game if they are displeased with changes as the developers do not hold back on the matter. While the specific strategies and characters change, common patterns that stick include players refusing to consider ever playing certain roles (jungling and support roles most commonly), certain characters (the "champions") getting jumps in popularity for a specific strategy with them being discovered, a currently dominant team-strategy that many players will use as a baseline with which to choose their champions... and just {{FlameWar}}s when anything or anyone gets {{Nerf}}ed or buffed, which is all the time.
** It has a metagame based around a certain lane composition: duo bot (support and an Attack Damage carry), solo mid (Ability Power carry), solo top (most variable role), and one jungler to farm neutral creeps. In addition, certain champions are considered "acceptable" to play in each lane, with deviations often being regarded with negative reactions ranging from the verbal equivalent of a dirty look to UnstoppableRage.
** It should be noted that player opinion changes constantly as the metagame does; champions that are considered worthless for playing solo top today might be the new best thing tomorrow.

[[AC: Platformer]]
* ''VideoGame/{{Castlevania}}: HarmonyOfDespair'' has a lot of players choosing to play as [[ChroniclesOfSorrow Soma Cruz]] due to his ability to [[GameBreaker tear the game to shreds]] with certain souls and weapons.

[[AC:Racing Games]]
* ''VideoGame/InitialDArcadeStage Ver. 2'': Everybody and their brother used the Honda Integra Type R ([=DC2=]) and selected Irohazaka for every single multiplayer match, mostly because the [=DC2=] was a GameBreaker that wouldn't slow down nearly as much as other cars from hitting walls and guardrails, and Irohazaka was a zig-zagging series of hairpins, which gave a huge advantage to the [=DC2=].
** When Version 3 came out, that changed thanks to the Home Course Advantage: if you drove a car on its in-game home course (e.g. driving the [=AE85=] Levin on Myogi, the [=AE86=] Trueno on Akina, or the [=MR2=] on Irohazaka), your car would be slightly faster and quicker to recover than cars that weren't from that course. Of course, a skilled opponent could overcome this, but . . .
* Expect to see a lot of Mitsubishi Lancer Evolutions in ''WanganMidnightMaximumTune'', especially the eighth and ninth iteration. Mazda RX-8 is also quite common.
** As for as music choices go, if it's a particularly crowded day, expect to hear the ClimaxBoss and FinalBoss themes ("Feel the Moment", "Phantom of Blue", and "Blue Blazes", just to name a few examples) played [[EarWorm over and over]].
* ''VideoGame/MarioKart Wii'':
** Certain players will only play as Funky Kong + Flame Runner because is the best combination statistically. Pretty everyone else plays as their Miis.
** When it comes to Nintendo's tourneys, if it's karts only, expect to hear many [[StopHavingFunGuys bike purists whine about how they're forced to use something so inferior as a kart]].
** Along with bikes, most people will only use certain characters due to them having slightly better bonus stat boosts compared to other characters. Expect to see no one but Daisy and Funky Kong online and in the records for Time Trials and tournaments.
** Or people on Wi-Fi usually just play as their [[AuthorAvatar Miis.]]
*** ''Mario Kart DS'' also had a similar case where snakers would use nothing but the Dry Bomber since its mini turbos lasted the longest out of all karts and it made snaking easier.
** When looking up time trial records for ''Mario Kart 7'', expect to see nearly everyone using Metal Mario for the high bonus in top speed (even though Bowser gives the same bonuses). When it comes to what parts everyone uses, expect to see a lot of people using the B Dasher with the Gold Tires or other similar parts that give a lot of speed.
** ''Mario Kart 7'' has nearly everyone using the B Dasher because of its extremely high top speed and how cool it looks, along with the Mushroom Wheels since it gives a good boost in speed and handling.
* ''VideoGame/InitialDArcadeStage Ver. 2'': Honda Integra [=DC2=] on Irohazaka was basically the only combination anybody ever played in multiplayer.
* ''ForzaMotorsport 3'' had ''every'' player converting their cars into all-wheel-drive due to the massive [[CharacterTiers performance index]] drop it caused, allowing players to put in even more upgrades on their grippy AWD car. Online way was utterly dominated by the Audi S4 and [[GameBreaker AWD Dodge Vipers]]. ''Forza 4'' reverses this and makes rear wheel drive dominate, leading to players converting all their cars (when possible) to [[EveryCarIsRearWheelDrive rear-wheel-drive]]; The rear-wheel-drive converted 1997 Honda Civic dominates C-class, with the Honda NSX dominating B through A class.

[[AC:Real-Time Strategy]]
* The ''VideoGame/SupremeCommander'' equivalent is "Seton's Clutch" for 4v4 games and "Fields of Isis" for 2v2 games. Despite a large number of 3v3 maps to choose from, 3v3 games are always on Seton's Clutch again with 2 of the player positions left empty. A large proportion of the player base also insists on playing "20min no rush" (which is built into the game) and with nukes and heavy artillery disabled.
* In the old days, when playing ''VideoGame/AgeOfEmpires'' online, any game that ''didn't'' start off in "Post-Imperial Age" (highest level of technology, every inch of the map known to every player, etc.) was doomed to languish in solitude until the game leader caved -- god help you if you ''liked'' building a civilization.
** Try and play ''VideoGame/AgeOfEmpiresII'' without every enemy [[ZergRush rushing your base with hundreds of paladins and trebuchets]].
* ''CommandAndConquerRedAlert 2: Yuri's Revenge''. Almost all 3v3 games were played on Tour of Egypt.
** Red Alert 3 players tend to pick a side (Allies, Soviets, or Japanese) and completely forget about the other two. Even worse, players will then develop a strategy that works well for them and stick to it (Allie air-power, Soviet armor, Japanese mobility) and fail to remember their other possible strategies (Allies stealth/sabotage, Soviet glass cannon/zerg rush, Japanese heavy bombardment [should be noted that their Wave Force Artillery and Shogun Battleship are two of the best because they don't yell "I'm over here" like the Athena Cannon and Aircraft Carrier or give the enemy a chance to run like the V4 rocket-launcher and Dreadnaught.])
** For that matter, the older ''Tiberian Sun'': Custom-made maps with large walls and completely flat ground, teams build bases behind the wall. No air or underground units until you pass the "gate" (the entrance in the large wall). Et cetera.
* The vast majority of casual ''Franchise/StarCraft'' games are played on "Fastest Possible" or "BGH-style" maps with lots and lots of money. Additionally, all players are now expected to choose a race - no random! Of course even the "serious" gamers fall into the rut: over the years the "most popular map" has changed: Lost Temple -> user-created Lost Temple editions -> Gaia/Azelea -> Python -> Destination. The one currently gaining popularity (possibly because it's the most balanced map made in ''years'' for almost all levels of play) is called Fighting Spirit. (Incidentally, translating the Korean name better would have called it "elan", which is way cooler.)
* ''VideoGame/{{StarCraft II}}'' has a few, the most blatant is any 1v1 game between two Terran players. Expect only Marines, Siege tanks, Vikings and Medievacs. That is unless one of them knows how to use [=IEchoic's 2Fac2Port=] build which is specifically tailored to take the standard [=TvT=] build by the balls and make it that player's bitch. Protoss vs Terran has similar issues, as the Protoss player will always go Robotics Facility for Colossi and lots of Stalkers to deal with Terran bio-balls comprised of Marines and Marauders with escorting Vikings to counter the Colossi and allow the Marines to wipe out the Immortals. Zerg vs Zerg matches are usually decided by who can get a fast spawning pool and still maintain enough of an economy to outproduce the other in terms of zerglings. Innovative players have created builds that have broken the monotony of these scenarios but trying to use them outside of a tournament or higher league play will result in being harassed for cheating, or even being formally reported to Blizzard simply because most middle-to-bottom tier players, once happy with a build for any kind of match up, will tell you that not even God himself can play the game any other way.
** The major issue with the second game is the presence of far more 'hard' counters (units and tactics which can decisively shut down certain aspects of play unless massively outnumbered or behind on upgrades) than in the original game allowing the outcomes of matches to be set in stone rather early unless both sides scout well. This results in a more methodical and technical {{Metagame}} with a heavy emphasis on timing and memorization.

[[AC:Rhythm Games]]
* Don't play ''AuditionOnline'' unless you know how to do 3-6key chance and enjoy high BPM songs. Basically the usually symptoms of Rhythm games you should be familiar with. It is basically useless to find players who are willing to do a no-chance game. Since chance adds a point multiplier, expect to lose A LOT.
* ''{{DJMAX}} Technika 2'''s Crew Race mode. In Crew Race, you create a course consisting of 3 songs, each with your best score on it, and people who challenge your course must complete it and optionally beat your combined scores for the 3 songs. As soon as it was fully implemented, it became every noob's [[NintendoHard worst nightmare]] come true: The majority of courses so far have [[ThatOneBoss high-end difficulty songs]] like Fermion (Hard), D2 (Hard), and Son of Sun (Maximum).
* If you just like to play the ''GuitarHero'' or ''RockBand'' games for fun, stay the hell away from the public Xbox Live matchups. 50% of the time you'll be forced into playing the hardest song on that particular disc, and if so help you god you pick any other song when it's your turn to choose, prepare to hear a lot of groans and insults from the other players. Ditto if everyone else has a particular DLC song (usually balls-hard as well) and you don't. And ditto if you play on anything but Expert, and ditto if you play Expert but suck at it, and so on...
** For ''Rock Band'', expect every session to include Coheed & Cambria's "Welcome Home".
* ''VideoGame/{{jubeat}} saucer'' attempts to curb this with the "song swap" system, in which every month, a selection of songs are removed and some other songs, old and new, are put in. So if you're one of those players who only plays, for example, [[Manga/ACertainScientificRailgun "only my railgun"]] or "Sandstorm", and those songs are due for removal, it's time to start playing other songs.

[[AC:Role-Playing Games]]

* Few are the players who tackle the BonusBoss of ''{{Persona 4}}'', or most of the endgame for that matter, without the combo of Yoshitsune + Power Charge + Hassou Tobi. The only variation comes in how many buffs you use beforehand.
** Of course, ShinMegamiTensei games tend to be crazy hard to begin with, and the bonus bosses are even worse. Beating them with anything but the preferred method can result in an effective SelfImposedChallenge.
* In ''LostOdyssey'', you will be hard pressed to find someone without all four immortals in their main party, since they can learn any and all abilities in the game (in fact they have to if you want their specific achievements). So you have two physical attackers who both have every physical attack in the game and two magic users who both have every spell in the game. This may be necessary for most people, since it is hard to play a game when you [[TearJerker can't see through all your tears]].
* The ''VideoGame/PaperMario'' games let you level up in either heart points (health), flower points (mana/magic), or badge points (equipped skills and bonuses), but nearly everyone prefers to beef up their BP over the rest.
** To clarify, there is an NPC who can raise one of your three stats but will lower another stat in exchange. Some people chose to lower Mario's HP down to 5 and the game considers Mario to be in the Danger status since he is at 5 HP. Several badges powers up Mario's attack and defense when he is in such a state or if he is in the Peril status, where his HP is at 1. Since badges stack, it's possible to have a crippled Mario be a walking powerhouse where he can do over 10 to 20 damage per hit (most enemies have HP below 10 and only a few near the game's end will go above it and bosses will always have over 10 HP) and take very little due to the said badges. This is known as the Danger Mario strategy.
** This is only made worse by the existence of badges that increase your HP or FP by the amount you'd get from a level up, which cost the exact amount of BP you'd get from a level up.
* ''VideoGame/FinalFantasyVI'', because you can teach any character any spell. So even though you have 14 different characters, each with differing stat growths and unique special abilities, you'll almost always see people who assume that the only real way to play the game is to teach everyone [[InfinityPlusOneSword Ultima]] and win the game with nothing but that.
** Master Scroll / Offering plus Genji Gloves. The first lets a character attack four times with his weapon, the second lets them wield two weapons. Adding it to Setzer's Loaded Dice (which ignore enemy defense and deal damage in the thousands) it kills any enemy barring some bosses in one hit.
** This shows up in ''VideoGame/FinalFantasyXII''. Because it's so damn ''easy'' to teach every character every spell and skill in the game thanks to the License Grid, many players have a party with identical skill-sets and equipment.
*** This can pretty much happen in any ''FinalFantasy'' game where anyone can learn anything.
*** "[[VideoGame/FinalFantasyV Doublecast Bahamut Summon.]] [[StopHavingFunGuys Or you fail.]]"
**** Bitch Please. Doublecast Bahamutt, [[GameBreaker Quick]], then [[CompletelyMissingThePoint quadruplecast Bahamutt.]] There you freaking go.
** ''VideoGame/FinalFantasyXIII'' had the BonusBoss Vercingetorix vulnerable to poison. Due to his sky high stats, the target time for him was 20min for an endgame party. Cue everyone facing him with Vanille/Fang/Snow, poisoning him and spamming Mediguard until it needs repoisoning or it dies.
* ''IvaliceAlliance'' games tend to toy with this:
** In ''VagrantStory'', it is ''vital'' to have more than one weapon type. (For example: an edged smallsword with Light affinity against Evil enemies, a blunt two-handed mace with three gem slots against Beasts, a piercing crossbow to get down the GoddamnBats...) It's entirely left up to the player which ones to use, but you'll be spending at least a third of the game honing your weapons. You're also pretty much forced to use status effects and buff spells. In short, ''VagrantStory'' does everything it can to prevent this trope.
** In ''VideoGame/FinalFantasyXII'', the gamer once again has a large array of weapon types and armor types to choose from and status effects are incredibly important. Contrary to ''VagrantStory'' though, you probably ''will'' spend most of the endgame simply hitting things with large swords.
*** Holds true for most [=RPGs=]. Once your party reaches a high enough level, it is generally faster to smack everything with swords than to waste time casting spells or using abilities to watch the animations kick in and do nearly the same amount of damage.
* ''VideoGame/FinalFantasyXIII2'' suffers from this with regards to the monster allies. For Commandos, most people pick up a [[DiscOneNuke Dragoon]] in Augusta Tower 200AF, then swap over to [[KillerRabbit Chichu]] or [[MagikarpPower Twilight Odin]] once Noel and Serah start surpassing the Dragoon.
** According to WordOfGod, the most commonly used monster ally is the BoringButPractical medic Flanitor.
* One problem with many [=RPGs=]is that you are given a huge array of attacks but most are either [[WhatKindOfLamePowerIsHeartAnyway flat-out useless]], [[CripplingOverspecialization only work on specific enemies]], or have a [[UselessUsefulSpell high failure rate]]. Attacking with weapons might ''not'' always cause the most damage, but this approach almost always ''does'' cause damage, and usually in the most time- and resource-efficient manner.
** Or alternatively, other attacks just get OvershadowedByAwesome at later levels. Why bother using a level one offense magic when it deals laughable damage late-game? Or simply put...why bother use anything else once you get the DiscOneNuke?
* In the ''Franchise/{{Pokemon}}'' games lots of people keep their starter throughout the game, even though there is the option to not use it.
** Semi-justified, as many of the starters have a solid movepool and set of stats. The idea is to assemble a strong team and most players have no reason to just ditch what is probably their strongest to begin with.
*** Not to mention that some players [[VideoGameCaringPotential may form an emotional attachment to their first Pokemon.]]
** The competitive tiers, as well. As of ''Black and White'', the Standard or "OU" ([=OverUsed=]) tier, has just around 50 Pokémon in it, out of a total of 646. And up to the top 5 Pokémon in a tier are on more than 20% of teams, which means you'll be seeing the same Pokémon ''a lot''. Pokemon is probably the only game on this page that regularly has tournaments only for mid-tier or low-tier Pokemon, due to the fact that the creators didn't even try to balance it. Generally, underused (one step below OU) also has the same few Pokemon being used over and over though.
** Most Pokémon players stick exclusively to single battling, or 1vs1. This is not because of any sense of superiority, but that the thought about other battling types never occurs. They need to be reminded of double battling (2vs2) to even recall its existence. Even with triple battling (3vs3) and rotation battling (3vs3, but with only 1 attacker or target at a time) showing up. This is most definitely due to single battling being the ''only'' mode until VideoGame/PokemonRubyAndSapphire, when double battling showed up and was treated as a ScrappyMechanic. In addition, every main series Pokémon game deals in single battling almost all the time, so it's natural for people to think about that mode and no others. The focus on single battling is so strong that despite official tournaments all being in double battles, the aforementioned competitive players are unique among video games in that most do not attend them as they are outside of their comfort zones. Japan is the exception to Complacent Gaming, whose players welcome all battling modes and are equally proficient in them.
* Many builds for ''VideoGame/FalloutNewVegas'' are basically copies of builds that worked in ''VideoGame/{{Fallout 3}}.'' This fits the trope because changes to ''NV'' actually neutralized several basic aspects behind making an effective build in ''[=FO3=]''.
** Many people drop Charisma to 1 because in [=FO3=] it was useless. In FNV, it adds a massive boost to combat effectiveness of followers, which makes it the most important stat to increasing the sheer quantity of damage you can do (assuming you have at least one follower).
** In [=FO3=] you could max out every skill with mediocre Intelligence because of the sheer quantity of skill books. Even with max Intelligence, this is not possible in FNV.
*** Unless you have at least 3 of the DLC (Any of them but ''Gun Runner's Arsenal''). Each of them increases your level cap by 5, up to a staggering 50, where you will ''eventually'' get enough skill points to max everything out.
** Agility is still a highly prized stat, despite the fact VATS went from being invincibility mode that you could almost permanently be in with the right perks to slightly less powerful than real time playing.
** Perception is now regarded as the most useless stat, and many people will drop it to 1 unless they want Better Criticals, in which case they leave it at 5 and get the implant. Charisma is still generally regarded as useless because most people use Boone, meaning everything still dies before you can even see it.
*** The "most people use Boone" argument is still an example of the trope. People are building a character around the assumption you are going to use the most effective combat companion. Boone cannot be used for a very large chunk of the game because he attacks one faction on sight and is outright banned from being used in numerous areas, and many quests are easier with or require you use a different companion.
*** Those who do use Boone also tend to partner him up with ED-E - who, incidentally, may also be the reason people regard Perception as useless, since he's the first companion made available to the player and his Enhanced Sensors companion perk gives you the benefit of a full 10 Perception either way.
** Melee and Unarmed are now very overpowered, so don't be surprised if practically everyone you talk to about the game is running around with Oh Baby! or a Ballistic Fist and [[ItsEasySoItSucks complaining about how they can 2-shot Lanius]].
*** Melee and Unarmed are quite well balanced for the higher difficulties - they're cheap, easy and reliable, but you're never going to be a badder mofo in close combat than an alpha deathclaw, much less Lanius or the Legendary Deathclaw.
* ''Franchise/KingdomHearts [[VideoGame/KingdomHeartsChainOfMemories Re: Chain of Memories]]'' gave access early on to the sleight "Sonic Blade." With enough Hi-Potions (and insane levels of AP), players could set themselves up to be ''near-invincible.'' 90% of all bosses could be beaten within 5 minutes just by spamming the △ button, and making sure to use a Hi-Potion once you ran out. It was a bit of a GameBreaker. Sure, it was rather dull to watch, but it got things done quickly and effectively. Why try out other methods when you could kill everything in a matter of seconds?
* Pick any game based on the Dungeons and Dragons. At some point, the developer had to make compromises to make the game playable and often adds extra features to make the game more unique. Most builds are going to be based off what is effective in the pen and paper game and most unique features are going to be ignored.
* The first ''{{VideoGame/Disgaea|HourOfDarkness}}'' game, due to the theory behind it being thoroughly mapped by the nerdy playerbase. Any player who is grinding to take on the BonusBoss knows that there is one true strategy: make a Divine Majin and [[LevelGrinding Level Grind]] the "Beauty of Evil" stage for literally hours on end, simply because there is no quicker way to gain levels.

[[AC:Simulation Games]]
* ''VideoGame/DwarfFortress'' suffers somewhat from this, as it's fairly easy to surround your entrance with a ridiculous number of traps and reduce invading enemies to LudicrousGibs before they ever get near the front doors, and it's rare to find a player who'll start a fortress anywhere that doesn't have magma. On the other hand, these are just basic tactics, and beyond that, it's expected that any player will try random things that [[strike: might]] ''will'' get their fortress killed ForScience!
** Played with a bit in the new major version - ''all'' maps have magma, you just have to dig until you hit the mantle. Unfortunately, the lag caused by the sheer amount of magma will cripple your computer.
** Indeed, players who aren't doing something that could get their entire fortress killed are considered to be doing it wrong. Exceptions may be made for sufficiently epic 'Megaprojects', however even most of these have a good chance of killing everyone if they go bad. For example, if you want the eyes of your colossus to be magma behind obsidian, then you're going to have to pump magma up some dozens of stories in order to get it there.
* In ''VideoGame/SimCity 4 Deluxe'', expect most cities to be crammed packed full of skyscrapers due to only Dense zone use, as well as to never see one railroad or elevated rail system as opposed to avenues, roads, subway and bus stations. That is of course, if somebody's trying to [[SeriousBusiness rebuild a real-world city]]. Oh yeah, almost nobody plays the game without a GameMod.
* Oddly enough, the language barrier is not a major issue for Americans (and others that don't know Japanese) playing the ''VideoGame/GalaxyAngel'' games. This is because the first option in a given dialogue almost always raises at least one of the girl's affection level, which makes them better in combat. The only times you don't choose option 1 is when you know ahead of time it will actually decrease the affection level of the girl you're after. Some of the levels, on the other hand, can be headache-inducing, moreso if you've been mean to the girls (which makes them worse in combat).

[[AC:Third-Person Shooter]]
* In ''GunZ'', there's K-Styling, essentially a glitch exploit that involves using swords and jumping around the maps at obscene speeds. Players attempting to legitimately use guns are sometimes chastised as "sprayers" and kicked from games.
** It's even worse when you know the basic mechanics behind the ranged weapons as the assault rifle (the weapon most used by "sprayers") is the most accurate weapon in the game and is one of two weapons (the other being the semi-auto pistols) that can hit from a very long range. Anyone who is good at the game BECAUSE they reject k-Style and focus on the shooting part of the game are usually accused of being a cheater because they take advantage of the fact that they don't have to be up close to score a kill, nor do they have to use 4-12 key combos to attack.
* Did you know that ''StarWarsBattlefront II'' has a CaptureTheFlag mode? Probably not, because it almost never appears on most servers and the few ones that feature it usually have a rule of "no CTF", meaning that players don't capture flags and just kill each other the whole match until the time limit runs out or the server admin feels like changing the map. They do this because CTF has two advantages: no total kill limit and you cannot capture command posts (which are used as spawn points, and are not very fun to have captured by the other team.) Some other servers don't use CTF but instead have a "no CP" (CP = command posts) rule for the normal game mode.
** For that matter, there's Assault mode in Mos Eisley, which pits every hero in the game against one another, Republic/Rebel versus Separatist/Imperial. It's nearly impossible to find a server above 25% its maximum player count that isn't in this setting. The Xbox version of the game doesn't help, considering its DownloadableContent almost solely consisted of adding the mode to even more maps.
* A big problem in the ''GearsOfWar'' series. In the first game, most players would tend to use the shotgun exclusively. When it was nerfed for the second game, a lot of these people got mad and refused to play the game, saying it sucked and took less skill than its predecessor just because they didn't know how to use any other weapon. Hell, in the first game, the shotgun had a chance to instantly kill within a certain close range, which led some battles between shotgunners just ending with the other one being luckier with their shot.
** The whole multiplayer game is basically unplayable for newcomer thanks for this. If you learn to use any other weapon than shotgun and start playing online, you have problem. Most of servers are strict about this: You get kill with Lancer, they'll loudly consider kicking you. You use chainsaw bayonet, they kick you immediately (lightened on some servers - chainsawing "only" yields sniper-headshot from ally). Lancer is bad, but ''semi-automatic'' pistol is apparently completely fine. Sometimes even active reloading will result in kick with reason "active is for suckers". If you have 10 GoW servers, 7 of them support only shotgun, 2 are sniper vs. sniper only and last one will allow you Lancer.
** ''Gears Of War 2'' later replaced the shotgun only complacency with another one that's even worse: attachable grenades and one-hit kill weapons. Many matches ended with people getting blown up way more often than gunned down, which got really annoying in some maps that had a never-ending supply of explosive weapons. Mortar, Boomshot, Torque Bow, Hammer Of Dawn, two spawn points for Frag Grenades, etc. Hell, one map had ALL of them, and those matches were ultimately determined by who grabbed Boomshot first. At one point, even the original ''GearsOfWar'' looked better balanced with the sequel's overpowered guns.
*** Thankfully, both of these issues are averted in ''Gears Of War 3''. All of the weapons are well balanced enough to make using one of them exclusively a bad idea, which encourages variety. The Sawed-Off Shotgun is as powerful as the first game's shotgun, but has enough restrictions (i.e., one shot clip, long reload, only works in very close range) to prevent abuse. Special explosive weapons are spawned fewer times, the attachable grenades come with a slight delay to avoid cheap kills, and the additional Team Deathmatch mode (with its lives based respawn) doesn't make these deaths as aggravating like it would in Warzone or Execution. Epic really went out of their way to prevent this trope from happening again, and it shows.
**** Lots of people still use the shotgun exclusively because it has great power and more range than a videogame shotgun should. In a medium range fight between a lancer and a shotgun, the shotgun can still win.
* In ''VideoGame/MassEffect3'' multiplayer, pretty much every Gold difficulty match is Geth/Firebase White. For a well-coordinated team, White is easy to bunker down in and resist assault. Geth are often seen as the easiest enemy to fight, lacking any form of instakill attacks (not even grenades) and only having one 'tank' enemy, the Geth Prime, which is usually easier to deal with than the Cerberus combination of Nemeses, Atlases, and Phantoms. Reaper is barely chosen, mostly because of the Banshees.
** The game takes several steps to avert this. For one fighting in an unknown location or against an unknown enemy nets you more XP. For another each region of space has a score that goes down over time, to get the score back up (and thus get a better ending in single player) you have to do well maps belonging to that region: playing Firebase White for the hundredth time might secure Earth but what about the Terminus Systems (you still get a slight increase to the overal score but it takes a long time)? Third, as you level up all the characters in that class level with you, so you can take a WeakButSkilled Engineer and think, "Would I have been better giving it multiple Overloads than a flamethrower?" And lastly, the game has ArtificialBrilliance that learns the more you play, a bunkered Adept spamming Shockwave will be rushed, enemies will pick up on how to deal with a Vanguard's Biotic Charge and so on. Changing to a soldier and spamming Concussive Shot will throw it off it's game.
** Bioware is actually pretty active to prevent this trope, patching the game on a weekly basis to nerf the overpowered weapons and buff underpowered ones, promoting variety. Of course the nerfing of fan favorite guns is cause [[TheyChangedItNowItSucks for obligatory flame wars in the Bioware forums]].
*** There are also events every two or so weeks that sometimes encourage playing in a specific style to achieve a global goal. For example, one such event involved killing a certain number of Banshees. And if the players fail to achieve a goal, Bioware might even impose a penalty for the next event (case in point: when the Banshee event failed, the next event featured additional Banshee spawns, even when playing against other enemies).
**** the latest multiplayer DLC did a lot to fix the Geth/Firebase White issue above. Geth now have a Bomber drone to flush campers, while Firebase White has been expanded, mostly eliminating camping locations.
* The Plasma Cutter is the first weapon you receive in both ''Franchise/DeadSpace'' games, and it's all you'll ever need. There's even the "One Gun" achievement for playing through the whole first game using only it (you can still buy, equip, and upgrade other guns, just not fire them).
** Other weapons are still useful, and some more so than the Plasma Cutter in certain situations. However, the Plasma Cutter really is a perfectly fine weapon throughout most of the game, and using only one gun allows you to focus your upgrades into that one gun, as well as your health and stasis unit. Even without the achievement, it's a pretty legitimate strategy to just focus on using the Plasma Cutter, and maybe carry a Force Gun to knock away groups of enemies that get too close.
** Also all ammo drops from fallen enemies are for guns you are carrying. If you carry four guns, the ammo will be for one of the 4 guns, and you will eventually run out of ammo for your preferred guns. If you only carry your preferred guns, 100% of the ammo will be for those. If you stick with just the Plasma Cutter, you will get so much Plasma Cutter ammo, you can sell it off for a profit.
** It was mentioned that some of the changes made in ''VideoGame/DeadSpace3'' (weapon crafting, the changes to the upgrade mechanics, UniversalAmmunition) were in order to break up this pattern. However, as it is a starting weapon, still reliable, and something of the iconic weapon of the series, most players still carry the Cutter with them.
* ''RedFaction Guerrilla'' has this to some extent. Quite a few games are exclusively [[GameBreaker enforcer (a slightly nerfed assault rifle with homing bullets]] or rocket-whoring contests (making certain maps with unequal power-weapon distribution hideously broken), often revolving on how many people on your team have jetpacks, heal packs or firepower packs. However, it averts this trope more often than not by only giving players a choice of two maps at a time and providing lots of clever counters to everything.
* ''SplinterCellConviction'' has a big case of this. There are over 20 weapons in the game, but only one pistol that can be upgraded to mark four targets (the Five-seveN) and only one rifle that can be upgraded with both a silencer and a scope (the [=MP5-SD3=]). There's no reason to use anything else once you've unlocked these two weapons.
* ''KidIcarusUprising'' is much better than most of these examples, but you'll run into a disconcertingly LARGE number of online players using staves (read: snipers) with high end Ranged-Stars and energy charge. In fact, the most common strategies even outside that seem to be devoted to OneHitKills, which makes sense in Free-For-All, but not as much in the team based Light Versus Dark mode where the abundancy of such strategies makes every team a GlassCannon, since One Hit Kill weapons have very high values, which makes the Team Life Bar deplete faster, which necessitates StoneWall and Gradual Grinder strategies to balance the teams out.

[[AC:Turn-Based Strategy]]
* The randomised TechTree of ''SwordOfTheStars'' was implemented for the purpose of preventing this. You may have a winning design and loadout in mind, but if the RandomNumberGod doesn't like you, you'll just have to throw your best-laid plans out and work with what's available.
** There is a tiny chance of you getting a "missing" technology from a wreck of an enemy ship, provided you are the winner and you have scavenger ships in your fleet. Even then, you have to run a special project to even determine what you'll get from the wreckage.
* The [[VideoGame/FireEmblemJugdral fourth]] ''Franchise/FireEmblem'' game is especially prone to this, despite the fact that there are literally thousands of possible pairing combinations, most of which are at least decent, 99% of StopHavingFunGuys use [[BodyguardCrush EdainXMidir]], [[SlapSlapKiss AyraXLex]], Raquesis X[[KnightInShiningArmor Fin]] or [[KnightInSourArmor Beowulf]] (likely [[ReallyGetsAround both]]), [[TierInducedScrappy SylviaXNo-one]], [[CrackPairing FuryXClaude]], [[ThirdOptionLoveInterest TiltyuX]][[DiskOneNuke Levin]] and [[CrackPairing BrigetXHolyn.]] Lord help you if you use any other pairings, or pair Sylvia at all.
* ''CombatMission'' has King Tiger v. Super Pershing battles.
* The ''FinalFantasyTactics'' series has people that will focus on items and job classes that give a big boost in speed because higher speed usually means your turn comes up sooner than the enemy's.
** The attacks of monks scale quadratically with a single stat, quickly overshadowing all other melee attackers by stacking that one stat, so there's little point in using fighters that aren't dual-striking monks. As far as mage skills go, the Calculators' command lets them situationally hit almost or literally everyone on the map with any spell, so you can just instakill the entire enemy team without caring for your own characters' safety.
* Multiplayer ''VideoGame/{{Civilization}}'' games tend to ignore all other modes of winning other than conquering everyone else because the others take too long and aren't as exciting. Expect people to be picky about who gets the combat-buffed leaders.
** All the other winning conditions require techs near the end of the tech tree, except for Utopia, which requires a lot of social policies that you are unlikely to acquire anytime sooner.

[[AC:Wide Open Sandbox]]
* In the ''{{Carmageddon}}'' games, the player can complete a regular race in three methods: take down all pedestrians, cross all checkpoints in order for some laps, or waste all opponents. Very rarely will players want to race or kill pedestrians, as fun as it is. This is also true regardless of the current vehicle's weak strength.
** Killing all pedestrians is pretty much purely for SelfImposedChallenge value, and almost completely impossible without both the Pedestrians Shown On Map powerup and Stella Stunna's Electric Blue car (with built in permanent unlimited electro bastard ray). That said, it's also the most rewarding way to win in terms of mission completion credits.
* ''{{Minecraft}}'' is game where you can literally do anything you want in the world and build anything you want. However, most players, when they start to build a home, they tend to make a basic square house with one or two floors since it's simple and suits the basic needs such as having a place to sleep, store items, smelt stuff, and craft new items. Other players will make more elaborate homes with more complex mechanisms, such as using pistons to make hidden doors or using certain blocks and items to make a makeshift chair, though these methods are more for show than for practicality. And others will just hollow out the hill closest to spawn and put in a door.
** Iron tools and iron armor will be the most common items used by the majority of the players since iron based items last quite a while and iron swords are pretty strong. Diamond items are better in durability and power, [[TooAwesomeToUse but their rarity and the high probability of losing your items in lava make diamond items more of a trophy than a tool]]. Leather armor and golden tools and armor are too weak to be of any use as well. Since iron is quite common in caves, players will be using iron for everything.
** Many multiplayer servers offer different types of play, but the majority of the servers are usually either clan wars, survival with griefing allowed, or servers in creative mode where players build large structures or pixel art.
** The ''MindcrackServer'' guys demonstrate this Trope very clearly with their Ultimate Hardcore PVP series. In the beginning, the competitors ALWAYS went looking for a full set of Iron Armour and a bow and arrows before going hunting for prey; if they could find any diamonds it was a great bonus but too rare to be counted upon. As the series evolved and became more refined, certain (ever more convoluted) tactics became a necessity; for example, prior to LetsPlay/EthosLab 's pioneering of getting one during a Free-For-All match, an Enchanting Table was an expensive and tricky luxury even in the team games. Nowadays, it's virtually mandatory if you want to make it to the top 5, let alone win the series. In the same vein, virtually no one risks 'hunting' for other Players in the first 3 or 4 episodes despite the advantage of surprise, and going to the Nether is usually seen as far, far too risky despite the rewards it offers.
*** Similarly, the Player with the biggest pack of friendly Wolves [[TooDumbToLive (and isn't accidentally killed by them first)]] usually wins; players have been known to spend whole episodes and wasting numerous hearts worth of health trying to harvest enough bones to recruit them, sometimes when they'd be better off conserving their limited resources and investing the energy into more practical advantages.
* ''VideoGame/DwarfFortress'' sometimes falls prey to this with "optimal" fortress builds abounding for everything from production to defense, although the frequent updates sometimes nerf an existing concept.
** Also somewhat moved away from by the fact that you're playing ''dwarf fortress'', and anybody with a mind to play it for a while either only does what will work or is some form of insane, and thus the boring "assured" way won't be used. It's downplayed more than anything.
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