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* ''VideoGame/{{Balatro}}'':
** The planet cards for "secret" hands (i.e. those you need a modified deck to play) will not appear in the shop or booster packs if they haven't been played at least once before in the current game, preventing them from clogging up options if their hands can't be made in the first place. Less obviously, this also applies to jokers that work based on certain conditions a deck may not be able to satisfy: for example, Stone Joker (provides a scaling multiplier based on the number of stone cards in the deck) only appears if the deck already has one or more stone cards in it.
** If eternal jokers are in play, the game will avoid applying it to any jokers that would be completely worthless if affected (mainly those that have an effect when sold), or any that have a decaying effect that could eventually make them worthless. Egg is one of the only exceptions, since [[NotCompletelyUseless there are a few cards that benefit from its increasing sell price even when it can't be sold]].
** The first shop in every run always has a Buffoon Pack, so you can still get a Joker if there's none in the main shop or none of the Jokers available are to your liking.
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** In the earlier games, the investigation segments were built on a sort of flow chart. You could only get to a certain area by going to another one that links to it, which could cause some annoyance when you have to repeatedly go through the same couple of screens to get to the place you actually want to go. From ''[[VisualNovel/PhoenixWrightAceAttorneyDualDestinies Dual Destinies]]'' onward, every available area can be selected from anywhere on the map, skipping that tedium entirely.

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** In the earlier games, the investigation segments were built on a sort of flow chart. You could only get to a certain area by going to another one that links to it, which could cause some annoyance when you have to repeatedly go through the same couple of screens to get to the place you actually want to go. From ''[[VisualNovel/PhoenixWrightAceAttorneyDualDestinies Dual Destinies]]'' onward, every available area can be selected from anywhere on the map, skipping that tedium entirely. Additionally, places you have already checked on each screen are given a check mark so you know you don't have to look there anymore.
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** In the earlier games, the investigation segments were built on a sort of flow chart. You could only get to a certain area by going to another one that links to it, which could cause some annoyance when you have to repeatedly go through the same couple of screens to get to the place you actually want to go. From ''[[VisualNovel/PhoenixWrightAceAttorneyDualDestinies Dual Destinies]]'' onward, every available area can be selected from anywhere on the map, skipping that tedium entirely.
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* ''VideoGame/BearAndBreakfast'': If Hank gets stuck on the map, you can free him by pressing an emergency button on the menu.
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* ''VideoGame/CryptOfTheNecrodancer'': The 3.0.0 update in 2022 added a "No Beat Mode", which functions just like the "Fixed Beat Mode" from the game's sequel ''VideoGame/CadenceOfHyrule''. When active, not only does the player no longer have to move to the rhythm and beat of the music [[RhythmGame as they would normally]], but enemies also won't move until the player performs an action themselves, turning the game into a more simple turn-based strategy affair that gives beginners an easier way to figure out combat.

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* ''VideoGame/CryptOfTheNecrodancer'': The 3.0.0 update in 2022 added a "No Beat Mode", which functions just like the "Fixed Beat Mode" from the game's sequel ''VideoGame/CadenceOfHyrule''. When active, not only does the player no longer have to move to the rhythm and beat of the music [[RhythmGame as they would normally]], but enemies also won't move until the player performs an action themselves, turning the game into a more simple turn-based strategy affair that gives beginners an easier way to figure out combat.
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* ''VideoGame/CryptOfTheNecrodancer'': The 3.0.0 update in 2022 added a "No Beat Mode", which functions just like the "Fixed Beat Mode" from the game's sequel ''VideoGame/CadenceOfHyrule''. When active, not only does the player no longer have to move to the rhythm and beat of the music [[RhythmGame as they would normally]], but enemies also won't move until the player performs an action themselves, turning the game into a more simple turn-based strategy affair that gives beginners an easier way to figure out combat.
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** [[spoiler:The game's first patch no longer lets you skip past the sections of cutscenes where you can choose your chosen character's bad ending, provided [[EarnYourBadEnding you've completed the steps]] to qualify for it.]]
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[[folder:Factory Building Games]]
* ''VideoGame/DysonSphereProgram'':
** All planets, even ones that never hosted organic life, have at least one little coal patch somewhere to allow you to refuel your mecha for the return trip.
** Belts don't physically exist for the mecha: it can walk right through them regardless of how high you built them, and it isn't affected by their movement when it walks over/on them. Belts also don't consume power, can be freely built over liquid surfaces, and with the proper room can be vertically built over just about everything (instead of being restricted to one belt per space). If a player builds a line of belts in the wrong direction without realizing it, they can also simply reverse the direction, instead of having to deconstruct and rebuild it correctly.
** The whole point of rare resources is that they allow you to produce certain advanced materials very easily by skipping most of the complex refinement steps you'd normally be required to go through. The only rare resource that can spawn in your starting system is fire ice, but that's a huge help already because it replaces an entire oil processing chain, and the ones that can be found in other star systems can make the top-tier assembly line setups much less of a headache.
** All machines and placed components can be freely and infinitely deconstructed, allowing you to tear down and redesign your assembly lines as often as you like without having to worry about losing expensive hardware. Any resources on belts when this happens also go into the mecha's inventory (or the ground, if there's no room), so nothing is lost.
** Solar panels work ''everywhere'', even on planets that orbit a black hole. They're less efficient of course, but they work. These worlds are also almost as brightly lit as ones with an actual sun, for setting up assembly lines in near-total darkness wouldn't make a whole lot of fun.
** There is no occlusion mechanic (yet), meaning that even a fully completed Dyson shell has no effect on the output of planetary solar panels, so no need to worry about your factory suddenly screeching to a halt because you didn't manage (or forgot) to switch out your solar panels for ray receivers in time.
*** An interesting side effect of this is that you can essentially layer Dyson shells around each other, with each new layer growing more powerful due to the larger surface area catching more sunlight. So, if you're dissatisfied with your first shell's output, just build another one around it. The necessary infrastructure is already in place, after all.
** Once Solar Sails are placed in an actual Dyson Shell, their lifetime is moot - inside the shell, Solar Sails last indefinitely.
** The player's start location is guaranteed to be within sight of iron and copper, and a short walk from coal (sometimes stone as well), putting everything needed for early research and a simple factory within spitting distance.
** Certain structures - Splitters, Research Matrixes, Storage buildings, etc - can be stacked on top of each other, improving their function outputs while simultaneously cutting down on the production lines/space necessary to run them separately. Splitters in particular can help loop excess materials back into your various production lines.
** EM-Rail Ejectors need a certain amount of space for their turrets to rotate, but beyond that, anything on-planet that's tall enough to be in their line-of-sight with the star - particularly Logistic Stations - are entirely ignored.
** Unlike mineral resources, oil seeps are not measured in units available, but units per second, meaning that they will never run out of oil (merely slow to a crawl). While unrealistic, the sheer amount of production that ends up centered on an oil extractor means that you'll be ''very'' glad you don't need to relocate it when the well runs dry.
** If your drone hangars run dry during intense combat, Icarus automatically draws more drones from the inventory, provided there are any available.
** Although the Dark Fog runs on an intricate internal resource economy, it doesn't tap the same resources the player needs, so no matter how many bases the GreyGoo sets up across the cluster, there's no serious risk of it depleting your construction materials. They might occasionally pave over resource patches with their foundations, though that's unlikely to ever pose a problem in the larger scheme of things.
[[/folder]]
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* ''VideoGame/AloneInTheDark2024'':
** Melee weapons only degrade if they actually hit the enemy, so hitting them against walls won't damage them, though they'll still take damage hitting dead enemies.
** Any location where the player ''has'' to break something with a melee weapon to continue will have a container with infinite melee weapons to prevent possibly getting stuck.
** Carnby's revolver and Emily's handgun will be given a full cylinder/magazine if the player dies with them empty.
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* ''VideoGame/ClockTowerTheFirstFear'' has the Quick Start option, which skips the intro cutscenes, starting Jennifer in the main foyer after the girls have gone missing and the lights have gone out. Since MultipleEndings is a massive part of the game and you'll need to play through numerous times to see them all, this saves you from having to sit through the introduction events over and over. This feature was inexplicably absent from ''VideoGame/ClockTower'', forcing players to play the ProlongedPrologue every time they wanted to challenge one of the game's twelve endings much to the chagrin of those familiar with the earlier game.

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* ''VideoGame/ClockTowerTheFirstFear'' ''[[VideoGame/ClockTower1995 Clock Tower: The First Fear]]'' has the Quick Start option, which skips the intro cutscenes, starting Jennifer in the main foyer after the girls have gone missing and the lights have gone out. Since MultipleEndings is a massive part of the game and you'll need to play through numerous times to see them all, this saves you from having to sit through the introduction events over and over. This feature was inexplicably absent from ''VideoGame/ClockTower'', the original game, forcing players to play the ProlongedPrologue every time they wanted to challenge one of the game's twelve endings much to the chagrin of those familiar with the earlier game.

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Alphabetized a few sections


* ''VideoGame/YuGiOhDuelLinks'' has an auto-duel option for standard opponents, which can be turned off mid-fight, and an automatic deck creator, which automatically uses your strongest cards.
* ''TabletopGame/MagicTheGathering'':
** Usually, mechanics that prove too annoying or too complex to explain or track are simply not reprinted or printed on new cards, removing them from most formats.
** In both ''Online'' and ''Arena'' there are hotkeys and options to allow you to automatically pass pioriety to reduce the amount of of time used up when you have nothing to play. ''Online'' also lets you set up automatic passes on individual abilities that trigger often multiple times. You can also set up skipping whole phases by clicking on the phase buttons.
** If a card in ''Arena'' lets you cast it from a place outside of your hand it'll appear in a separate "hand" beside your normal one. Some cards that keep track of something (such as creature cards in the graveyard) will have a number on them for quick reference and mana costs will be adjusted to reflect any effects that alter casting cost.
** Because it lacks the ability to trade cards, ''Arena'' instead gives players wildcards in packs and as rewards for opening packs that can be traded for cards of the same rarity so that players can make their decks without having to grind though too many packs to do so.
** Whenever a card is banned in Standard in ''Arena'' they will also comp players with Wildcards of that card's rarity equal to the amount they had as an aplogy.
** +1/+1 and -1/-1 counters nullify each other entirely, so a creature that has had 3 +1/+1 counters and 1 -1/-1 counter placed on it has 2 +1/+1 counters on it rather than 4 counters total. While there are a handful of cards that would care about such things, keeping track of multiple types of counters on a single creature is enough of a hassle that it's not worth doing so for the two most common counter types that simply negate each other's effects, just for such cases.
** Some old cards care about the ''order'', not simply the contents, of a player's graveyard. Figuring out what order things that should enter can be irritating, and players might like to be able to e.g. put a card with flashback on top to remind themselves they could play it. Consequently players are given the ability to rearrange their graveyards at will in any format these cards aren't legal, since there's no way the order can be relevant (and in casual play the rule is normally ignored anyway, because the cards that make it matter are rare, unpopular, and not even very good).
** Playing lands and producing mana are both defined as "Special Actions" which operate outside of the normal timing rules, so that they are impossible to interact with. This prevents players from disrupting them and slowing down the game. Additionally, the ability to destroy lands has been slowly but heavily nerfed, to the point where the only formats where land destruction cards are made also include other ways to obtain mana. Land destruction is still a viable strategy with a deck, it's just not as much of a GameBreaker as it used to be.
** On a more meta-level, Common and Uncommon cards are designed to be less complex and easier to understand than Rare and Mythic Rare cards. This serves two purposes: it lowers the difficulty of the Draft format, and prevents new players (who tend to mostly own Commons) from becoming overwhelmed and giving up in confusion.
* ''VideoGame/EnsembleStars'' guarantees that if you make it to 5.5 million event points, you ''will'' receive a copy of the ranking event card, regardless of what the actual border ends up being. This was devised to deal with the extremely varying borders events could reach up to - at the lower end, some events barely get over 2 million, which for a good team making full use of regenerated LP might take less dia than a gacha pull, but as the game's audience grows the more popular units and characters were starting to achieve extremely high borders above 5 million, which would require hundreds of dia. Even where the border ends up around 5.5 million anyway, the knowledge that a card is guaranteed then is more than enough to soothe a lot of anxiety (especially since the last-minute rush at such high levels tends to be ''extremely brutal''), and since many players are satisfied to simply reach that point and then stop, events which might have spiraled into ''ludicrously'' high borders are softened (for example, it was projected that the current record-holder Knights Repayfes would reached ''8 million event points'' if the card were not available; as it is, it still got to over 6 million.)



* ''VideoGame/CardCityNights 2'': Instead of decking out, there's a fatigue system when your deck is empty. Trying to draw from an empty deck deals damage to you, starting at just 1 but increasing by 1 for each card drawn. This gives players multiple turns to try and win after their deck is empty, while still punishing you for drawing through your deck too quickly.
* ''VideoGame/EnsembleStars'' guarantees that if you make it to 5.5 million event points, you ''will'' receive a copy of the ranking event card, regardless of what the actual border ends up being. This was devised to deal with the extremely varying borders events could reach up to - at the lower end, some events barely get over 2 million, which for a good team making full use of regenerated LP might take less dia than a gacha pull, but as the game's audience grows the more popular units and characters were starting to achieve extremely high borders above 5 million, which would require hundreds of dia. Even where the border ends up around 5.5 million anyway, the knowledge that a card is guaranteed then is more than enough to soothe a lot of anxiety (especially since the last-minute rush at such high levels tends to be ''extremely brutal''), and since many players are satisfied to simply reach that point and then stop, events which might have spiraled into ''ludicrously'' high borders are softened (for example, it was projected that the current record-holder Knights Repayfes would reached ''8 million event points'' if the card were not available; as it is, it still got to over 6 million.)



* ''VideoGame/CardCityNights 2'': Instead of decking out, there's a fatigue system when your deck is empty. Trying to draw from an empty deck deals damage to you, starting at just 1 but increasing by 1 for each card drawn. This gives players multiple turns to try and win after their deck is empty, while still punishing you for drawing through your deck too quickly.

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* ''VideoGame/CardCityNights 2'': Instead ''TabletopGame/MagicTheGathering'':
** Usually, mechanics that prove too annoying or too complex to explain or track are simply not reprinted or printed on new cards, removing them from most formats.
** In both ''Online'' and ''Arena'' there are hotkeys and options to allow you to automatically pass pioriety to reduce the amount
of decking out, there's a fatigue system of time used up when you have nothing to play. ''Online'' also lets you set up automatic passes on individual abilities that trigger often multiple times. You can also set up skipping whole phases by clicking on the phase buttons.
** If a card in ''Arena'' lets you cast it from a place outside of
your deck is empty. Trying to draw from an empty deck deals damage to you, starting at just 1 but increasing by 1 hand it'll appear in a separate "hand" beside your normal one. Some cards that keep track of something (such as creature cards in the graveyard) will have a number on them for each card drawn. This quick reference and mana costs will be adjusted to reflect any effects that alter casting cost.
** Because it lacks the ability to trade cards, ''Arena'' instead
gives players wildcards in packs and as rewards for opening packs that can be traded for cards of the same rarity so that players can make their decks without having to grind though too many packs to do so.
** Whenever a card is banned in Standard in ''Arena'' they will also comp players with Wildcards of that card's rarity equal to the amount they had as an aplogy.
** +1/+1 and -1/-1 counters nullify each other entirely, so a creature that has had 3 +1/+1 counters and 1 -1/-1 counter placed on it has 2 +1/+1 counters on it rather than 4 counters total. While there are a handful of cards that would care about such things, keeping track of
multiple turns to try types of counters on a single creature is enough of a hassle that it's not worth doing so for the two most common counter types that simply negate each other's effects, just for such cases.
** Some old cards care about the ''order'', not simply the contents, of a player's graveyard. Figuring out what order things that should enter can be irritating,
and win after players might like to be able to e.g. put a card with flashback on top to remind themselves they could play it. Consequently players are given the ability to rearrange their deck graveyards at will in any format these cards aren't legal, since there's no way the order can be relevant (and in casual play the rule is empty, while normally ignored anyway, because the cards that make it matter are rare, unpopular, and not even very good).
** Playing lands and producing mana are both defined as "Special Actions" which operate outside of the normal timing rules, so that they are impossible to interact with. This prevents players from disrupting them and slowing down the game. Additionally, the ability to destroy lands has been slowly but heavily nerfed, to the point where the only formats where land destruction cards are made also include other ways to obtain mana. Land destruction is
still punishing you a viable strategy with a deck, it's just not as much of a GameBreaker as it used to be.
** On a more meta-level, Common and Uncommon cards are designed to be less complex and easier to understand than Rare and Mythic Rare cards. This serves two purposes: it lowers the difficulty of the Draft format, and prevents new players (who tend to mostly own Commons) from becoming overwhelmed and giving up in confusion.
* ''VideoGame/YuGiOhDuelLinks'' has an auto-duel option
for drawing through standard opponents, which can be turned off mid-fight, and an automatic deck creator, which automatically uses your deck too quickly.strongest cards.



* ''VideoGame/{{Duolingo}}''

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* ''VideoGame/{{Duolingo}}''The Rings of Fire minigame in ''VideoGame/TheClueFinders3rdGradeAdventuresTheMysteryOfMathra'' is quite difficult - the game will give you two numbers, and you must find the product, quotient, difference, or sum on a grid, then click in a "Battleship" way to form words. If you play it like ''Battleship'' and just fire at adjacent tiles after getting a "hit", even if it's not the "intended" answer the game will consider this valid. [[DevelopersForesight The game will even have dialogue acknowledging this]]. This is especially helpful since the game may sometimes "jump" around to one of the three words you are trying to form.
* ''VideoGame/{{Duolingo}}'':



* ''VideoGame/JumpStartAdventures3rdGradeMysteryMountain'': In the Observatory level, you must identify the correct constellation to win a mission clue. If you click on enough wrong constellations, Botley will tell you the answer.



* ''VideoGame/JumpStartAdventures3rdGradeMysteryMountain'': In the Observatory level, you must identify the correct constellation to win a mission clue. If you click on enough wrong constellations, Botley will tell you the answer.
* The Rings of Fire minigame in ''VideoGame/TheClueFinders3rdGradeAdventuresTheMysteryOfMathra'' is quite difficult - the game will give you two numbers, and you must find the product, quotient, difference, or sum on a grid, then click in a "Battleship" way to form words. If you play it like ''Battleship'' and just fire at adjacent tiles after getting a "hit", even if it's not the "intended" answer the game will consider this valid. [[DevelopersForesight The game will even have dialogue acknowledging this]]. This is especially helpful since the game may sometimes "jump" around to one of the three words you are trying to form.



* ''VideoGame/{{Tekken}} 6'': Once completing the tutorial stage of Scenario Campaign, you are allowed to freely unlock one playable character other than Lars and Alisa, who are unlocked from the beginning. This is for the sake of veterans, as they might not be familiar with the two new additions.

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* ''VideoGame/{{Tekken}} 6'': ''VideoGame/Tekken6'': Once completing the tutorial stage of Scenario Campaign, you are allowed to freely unlock one playable character other than Lars and Alisa, who are unlocked from the beginning. This is for the sake of veterans, as they might not be familiar with the two new additions.






* Hack and Slash ''Franchise/{{Castlevania}}'' games:
** During the final boss in ''VideoGame/CastlevaniaLordsOfShadow'', you need to use your magic to counter his, so if you hit him with the opposite magic, it's meter (and your health) will refill immediately, so as to not leave you unable to fight him.
** This is true as well in the [[{{Interquel}} midquel]] ''VideoGame/CastlevaniaLordsOfShadowMirrorOfFate''. This also has midway boss checkpoints, and ones before PressXToNotDie quicktime events.



* Enemies in ''VideoGame/RedSteel2'' will stop whatever attack they might be winding up whenever the player executes a finisher. In fact, the player is entirely invincible during a finisher animation.



* Hack and Slash ''Franchise/{{Castlevania}}'' games:
** During the final boss in ''VideoGame/CastlevaniaLordsOfShadow'', you need to use your magic to counter his, so if you hit him with the opposite magic, it's meter (and your health) will refill immediately, so as to not leave you unable to fight him.
** This is true as well in the [[{{Interquel}} midquel]] ''VideoGame/CastlevaniaLordsOfShadowMirrorOfFate''. This also has midway boss checkpoints, and ones before PressXToNotDie quicktime events.
* Enemies in ''VideoGame/RedSteel2'' will stop whatever attack they might be winding up whenever the player executes a finisher. In fact, the player is entirely invincible during a finisher animation.



* In ''VideoGame/CarriesOrderUp'', to unlock everything, one has to complete four challenges in all 20 rounds of Service Mode. These include never spinning (which lets you dodge customers), never missing a dropped coin, always getting the food to the customers before they even start to lose their patience, and completing the round in a limited time. Thankfully, you don't have to do all four in the same playthrough of a round, and can simply focus on one challenge at a time. Similarly, the SecretCharacter, Calcia, normally requires completing all 20 rounds on a single playthrough, but can also be unlocked simply by accumulating a high overall score across all playthroughs.



* In ''VideoGame/CarriesOrderUp'', to unlock everything, one has to complete four challenges in all 20 rounds of Service Mode. These include never spinning (which lets you dodge customers), never missing a dropped coin, always getting the food to the customers before they even start to lose their patience, and completing the round in a limited time. Thankfully, you don't have to do all four in the same playthrough of a round, and can simply focus on one challenge at a time. Similarly, the SecretCharacter, Calcia, normally requires completing all 20 rounds on a single playthrough, but can also be unlocked simply by accumulating a high overall score across all playthroughs.



* ''VideoGame/AuraKingdom''
** Failure to enhance a weapon does not drop the enhancement level at all nor will it break. Instead, you gain potential. Get enough and you'll be guaranteed to successfully enhance the weapon/armor by one level. Enhancement goes up to +20, with +10 being the limit for regular scrolls.
*** Although you can buy advanced scrolls to get past +10, they can be collected through some achievement quests and main quests. They are also shared through your character accounts. Though the success rate, as you might guess, is a bit on the low side...
** Additionally, if you buy 35 Eidolon packs of a certain eidolon and fail to get a fragment/key, then you will be guaranteed to get a fragment on the 36th pack opened. Still costs a lot of money, but at least there is a guarantee that you can get one.
** Instead of limiting dungeon runs per day like x-legend's other game ''VideoGame/EdenEternal'', they are limited to up to one-three times per specific hour (1, 2, 6, 12, 24).
** You no longer have to buy a cash shop item to reset your character's stats or envoy's path. You can freely reset your character's stats, while resetting envoy's path will cost gold to do so. Still, it is a lot better than paying real money.
* ''VideoGame/BillyVsSnakeman'' has Megamissions, which becomes available once you reach a certain rank: do a mission at 10x cost, but with 11x rewards. R00t has Megaactions, which work the same (10x/11x, as well as 50x/55x). Also, Pizzawitch deliveries are done in part to find the rare ryo coins you need for upgrading your gear, but there's very low chance of getting one on higher difficulties. However, once you've done 20 deliveries of a certain difficulty, you have the option to "work in the back" on another person's delivery, giving you a one-click option to earn tips and possibly coins (with the added option of bribing them to increase the chance of getting a coin). A few quest also become easier and/or less costly if you've done it a previous season (although a few others become harder instead).
** Once you've won eleven consecutive Glowslinging duels, you get the "Autosmash" function, which grants an automatic victory (though you forfeit the "perfect"/"nailbiter" bonuses) since you're obviously good enough to win anyway. Also, any turf you've conquered can be "multidueled", where you expend several duels at once and get an equal reward multiplier. You can also play multiple Retail shifts at once, and play multiple Mahjong and Hanafuda games. Saves time when you're grinding.



* ''VideoGame/GuildWars'' did not feature a durability mechanic, and instead punished you for dying with a "Weakness" debuff that would slowly go away with every enemy you killed - not every enemy ''group'', every ''enemy''. This meant that while you still were punished for dying, the punishment was ''far'' less annoying than losing your entire inventory.
* In ''VideoGame/GuildWars2'', the DesperationAttack in the form of downed skills is this, as it gives players a chance to recover after getting their HP depleted and avoid death.
** All classes also share a common Downed Skill, Bandage, which slowly puts them back on their feet. Very handy if you have run out of enemies to kill for a Rally, have no allies to help revive you, or the fight has moved somewhere else leaving both sides too busy to finish or help you.
*** Additionally, when you are downed underwater, you either go to the surface to slowly recover or can use Bandage - with Bandage now letting you also move around as you are not immobile unlike when you are downed on land. This lets you swim away and recover if swimming to the surface is unavailable.
** Also one of the personal story missions for those who chose to join the [[AdventurerArchaeologist Durmand Priory]] involves a mandatory jumping puzzle, which can be frustrating for those who don't enjoy that sort of thing, as normally jumping puzzles are entirely optional. Thankfully, your {{mentor}} highlights the path you need to jump, and if you take too long, she just opens a portal for you instead. Frustratingly, while the earlier and more challenging puzzle -- crossing a chasm via a narrow path with a side wind blowing -- can also be skipped, the way to do it is not obvious. ([[spoiler:When you fall, you are teleported to the entrance in a downed state. To skip the puzzle, instead of healing yourself from the downed state, you need to ''let yourself die'' and choose "Retry from a checkpoint", which will teleport you beyond the chasm.]])
*** In the case of many Jumping Puzzles, having a Mesmer (or Scourge) there (or being one yourself) might be considered this due to their portal ability, allowing people to completely skip everything as long as the Mesmer is able to complete it... AND IT STILL COUNTS!
** Several classes use some summoned allies that can't be fully controlled, and losing them generally means greatly losing impact on battles until they can be summoned again (Rangers and Mesmers are dependent on their pet/illusions to function, Necromancers, Guardians and Engineers need to fill a skill slot with each extra minion/spirit weapon/turret they use which means less skills available). Against bosses with strong AOE attacks that players can dodge but AI-controlled units can't, most of the time these units take greatly reduced damage or are sometimes immune to them (notable in Fractals where only players are subject to agony). Speaking of Fractals, Subject 6 is a special case: it periodically takes a defensive stance that blocks all incoming attacks and after taking 20 hits, every subsequent hit causes an explosion that damages everyone and can cause team wipes. Uncontrollable AIs will always attack the boss until their destruction, but their attacks aren't counted when the boss enters its blocking stance.



* Especially in the newer quests, ''VideoGame/RuneScape'' has a tendency to have quest givers give you small items that you need to complete the quest. This is especially nice when you've trekked out ten minutes to the dungeon and only then realized that you forgot to grab a hammer or a chisel. Also, if they ask you to go to a location some distance away, they'll frequently offer to teleport you there, saving some teleport runes or the need to walk that whole distance.
** This was later expanded with the tool belt allowing your character to permanently carry most basic tools at all time without using up any inventory space.
** In the mid-to-high level quest Monkey Madness, the player has to solve an infuriating sliding puzzle early on - however, if sliding puzzles aren't your speed, you can bribe the former gnome glider commander to unlock the hangar remotely and save you the trouble.
** Following a rework, players can acquire skip tickets from treasure chests which skip different parts of a Treasure Trail. Don't like completing sliding puzzles? Use a Puzzle Skip! Can't get a certain piece of gear for an emote clue? Use a Costume Skip. These tickets are tradeable, which naturally means for merchants these are prime cash builders. Even better, the Treasure Trail shop sells untradeable versions of these tickets for points.
* ''VideoGame/StarWarsTheOldRepublic'' implemented a whole list of these in patch 1.2, including being able to access vehicles in certain areas, being able to jump right past orbital stations when returning to your ship, and in general cutting down on the FakeLongevity.



* ''VideoGame/AuraKingdom''
** Failure to enhance a weapon does not drop the enhancement level at all nor will it break. Instead, you gain potential. Get enough and you'll be guaranteed to successfully enhance the weapon/armor by one level. Enhancement goes up to +20, with +10 being the limit for regular scrolls.
*** Although you can buy advanced scrolls to get past +10, they can be collected through some achievement quests and main quests. They are also shared through your character accounts. Though the success rate, as you might guess, is a bit on the low side...
** Additionally, if you buy 35 Eidolon packs of a certain eidolon and fail to get a fragment/key, then you will be guaranteed to get a fragment on the 36th pack opened. Still costs a lot of money, but at least there is a guarantee that you can get one.
** Instead of limiting dungeon runs per day like x-legend's other game ''VideoGame/EdenEternal'', they are limited to up to one-three times per specific hour (1, 2, 6, 12, 24).
** You no longer have to buy a cash shop item to reset your character's stats or envoy's path. You can freely reset your character's stats, while resetting envoy's path will cost gold to do so. Still, it is a lot better than paying real money.
* ''VideoGame/GuildWars'' did not feature a durability mechanic, and instead punished you for dying with a "Weakness" debuff that would slowly go away with every enemy you killed - not every enemy ''group'', every ''enemy''. This meant that while you still were punished for dying, the punishment was ''far'' less annoying than losing your entire inventory.

to:

* ''VideoGame/AuraKingdom''
** Failure to enhance a weapon does not drop the enhancement level at all nor will it break. Instead, you gain potential. Get enough and you'll be guaranteed to successfully enhance the weapon/armor by one level. Enhancement goes up to +20,
''VideoGame/NiNoKuniCrossWorlds'' comes with +10 being a number of these and more have been added as the limit game has progressed.
** You can fast-travel to pretty much any location you've already visited, albeit
for regular scrolls.
*** Although
a small fee.
** If you're in a party,
you can buy advanced scrolls travel directly to the party leader. This is essential since you only get the benefit for the party if you're in the same area and is highly useful during Field and Chaos Boss battles.
** You can sell most items in batch, preventing the hassle of having to sell one by one.
** An update made it so that if you obtain soulstones/specialties, skill books, or clothing, and already have the respective ones maxed out, an emblem depicts that.
** Have a particular item and want to know where
to get past +10, they can be collected through some achievement quests more of it? Just tap it and main quests. They are also shared through your character accounts. Though the success rate, as you might guess, is a bit on the low side...
** Additionally, if you buy 35 Eidolon packs of a certain eidolon and fail to get a fragment/key,
then choose the handy "Source" button and it'll show you will be guaranteed to get a fragment on the 36th pack opened. Still costs a lot of money, but at least there is a guarantee anywhere that you can get the item.
** You can have three different weapons equipped at any one time and switch between them. The game will display a helpful indicator of the one of which element you should be using against your current opponent or opponents.
** The October 19 global update added even more. You can now use multiple buff items such as food in one go; previously you had to use one, then wait three seconds to use another. When selling items, you can choose to have it default to selling off all of a particular item instead of having to choose that manually each time. You can also request support in the recruit channel for dungeons such as Dimensional Border bosses. Additionally, when claiming things such as Daily rewards or rewards from things such as Field Boss passes, if you have more than one, the game now claims them all at once instead of making you claim them one by
one.
** Instead Previously players could not ride their mounts in Dimensional Border quests, ticketed events in which you travel along a path fighting a series of limiting dungeon runs per day like x-legend's other game ''VideoGame/EdenEternal'', monsters and then a boss at the end. As of the January 26, 2023 update, they are limited to now can.
* Normally in ''VideoGame/PerfectWorld'', each character death from Level 10 onwards results in loss of EXP, with the amount of lost EXP going
up to one-three times per specific hour (1, 2, 6, 12, 24).
** You no longer
with character level, unless the slain player has only just leveled up and doesn't have any loose EXP to buy a cash shop item to reset your character's stats or envoy's path. You penalize. Since this can freely reset your character's stats, while resetting envoy's path will cost gold be VERY painful for players of Level 100 and up, especially for anyone not carrying Guardian Scrolls to do so. Still, it is a lot better prevent it, there exist numerous mechanics to soften the blow:
** The Cleric's resurrection spell and the Mystic's revive-on-death buff both result in lessened EXP penalties for the target on higher skill levels.
** Players who Reawaken at less
than paying real money.
* ''VideoGame/GuildWars'' did not
Level 105 on either their first or second "cycle" may store all EXP gained from Level 100 up on a subsequent cycle in their Ancient Tome in order to retroactively gain levels on the previous cycle, resulting in greater gain of attribute points. EXP stored in the Ancient Tome is protected from being lost upon character death.
** Certain instanced dungeons, particularly those that
feature a durability mechanic, and instead punished you for dying with a "Weakness" debuff obscenely high numbers of things that would slowly go away with every enemy you killed - can OneHitKill players and bosses who love TotalPartyKill moves, do not every enemy ''group'', every ''enemy''. This meant assess EXP penalties against players who are killed. Chief among these are Warsong City, Flowsilver Palace, Uncharted Paradise, Dawnlight Halls, Icebound Underworld, and Ten-Dimensional Domain.
** Events where players are expected to kill each other, whether they're purely [=PvP=] (Arigora Colosseum, Nation Wars, Territory Wars, Theater of Blood) or also feature PVE activity (Territory Resource Wars, Mayhem in Morai) suspend the "random PK" [=PvP=] rules
that while you still were punished for dying, turn player-killers' names red and cause slain players to lose EXP, drop items, or have their gear shattered (or consume Guardian Scrolls in lieu of the punishment was ''far'' less annoying than losing your entire inventory. above).



* In ''VideoGame/GuildWars2'', the DesperationAttack in the form of downed skills is this, as it gives players a chance to recover after getting their HP depleted and avoid death.
** All classes also share a common Downed Skill, Bandage, which slowly puts them back on their feet. Very handy if you have run out of enemies to kill for a Rally, have no allies to help revive you, or the fight has moved somewhere else leaving both sides too busy to finish or help you.
*** Additionally, when you are downed underwater, you either go to the surface to slowly recover or can use Bandage - with Bandage now letting you also move around as you are not immobile unlike when you are downed on land. This lets you swim away and recover if swimming to the surface is unavailable.
** Also one of the personal story missions for those who chose to join the [[AdventurerArchaeologist Durmand Priory]] involves a mandatory jumping puzzle, which can be frustrating for those who don't enjoy that sort of thing, as normally jumping puzzles are entirely optional. Thankfully, your {{mentor}} highlights the path you need to jump, and if you take too long, she just opens a portal for you instead. Frustratingly, while the earlier and more challenging puzzle -- crossing a chasm via a narrow path with a side wind blowing -- can also be skipped, the way to do it is not obvious. ([[spoiler:When you fall, you are teleported to the entrance in a downed state. To skip the puzzle, instead of healing yourself from the downed state, you need to ''let yourself die'' and choose "Retry from a checkpoint", which will teleport you beyond the chasm.]])
*** In the case of many Jumping Puzzles, having a Mesmer (or Scourge) there (or being one yourself) might be considered this due to their portal ability, allowing people to completely skip everything as long as the Mesmer is able to complete it... AND IT STILL COUNTS!
** Several classes use some summoned allies that can't be fully controlled, and losing them generally means greatly losing impact on battles until they can be summoned again (Rangers and Mesmers are dependent on their pet/illusions to function, Necromancers, Guardians and Engineers need to fill a skill slot with each extra minion/spirit weapon/turret they use which means less skills available). Against bosses with strong AOE attacks that players can dodge but AI-controlled units can't, most of the time these units take greatly reduced damage or are sometimes immune to them (notable in Fractals where only players are subject to agony). Speaking of Fractals, Subject 6 is a special case : it periodically takes a defensive stance that blocks all incoming attacks and after taking 20 hits, every subsequent hit causes an explosion that damages everyone and can cause team wipes. Uncontrollable AIs will always attack the boss until their destruction, but their attacks aren't counted when the boss enters its blocking stance.
* ''VideoGame/BillyVsSnakeman'' has Megamissions, which becomes available once you reach a certain rank: do a mission at 10x cost, but with 11x rewards. R00t has Megaactions, which work the same (10x/11x, as well as 50x/55x). Also, Pizzawitch deliveries are done in part to find the rare ryo coins you need for upgrading your gear, but there's very low chance of getting one on higher difficulties. However, once you've done 20 deliveries of a certain difficulty, you have the option to "work in the back" on another person's delivery, giving you a one-click option to earn tips and possibly coins (with the added option of bribing them to increase the chance of getting a coin). A few quest also become easier and/or less costly if you've done it a previous season (although a few others become harder instead).
** Once you've won eleven consecutive Glowslinging duels, you get the "Autosmash" function, which grants an automatic victory (though you forfeit the "perfect"/"nailbiter" bonuses) since you're obviously good enough to win anyway. Also, any turf you've conquered can be "multidueled", where you expend several duels at once and get an equal reward multiplier. You can also play multiple Retail shifts at once, and play multiple Mahjong and Hanafuda games. Saves time when you're grinding.
* Normally in ''VideoGame/PerfectWorld'', each character death from Level 10 onwards results in loss of EXP, with the amount of lost EXP going up with character level, unless the slain player has only just leveled up and doesn't have any loose EXP to penalize. Since this can be VERY painful for players of Level 100 and up, especially for anyone not carrying Guardian Scrolls to prevent it, there exist numerous mechanics to soften the blow:
** The Cleric's resurrection spell and the Mystic's revive-on-death buff both result in lessened EXP penalties for the target on higher skill levels.
** Players who Reawaken at less than Level 105 on either their first or second "cycle" may store all EXP gained from Level 100 up on a subsequent cycle in their Ancient Tome in order to retroactively gain levels on the previous cycle, resulting in greater gain of attribute points. EXP stored in the Ancient Tome is protected from being lost upon character death.
** Certain instanced dungeons, particularly those that feature obscenely high numbers of things that can OneHitKill players and bosses who love TotalPartyKill moves, do not assess EXP penalties against players who are killed. Chief among these are Warsong City, Flowsilver Palace, Uncharted Paradise, Dawnlight Halls, Icebound Underworld, and Ten-Dimensional Domain.
** Events where players are expected to kill each other, whether they're purely [=PvP=] (Arigora Colosseum, Nation Wars, Territory Wars, Theater of Blood) or also feature PVE activity (Territory Resource Wars, Mayhem in Morai) suspend the "random PK" [=PvP=] rules that turn player-killers' names red and cause slain players to lose EXP, drop items, or have their gear shattered (or consume Guardian Scrolls in lieu of the above).
* ''VideoGame/NiNoKuniCrossWorlds'' comes with a number of these and more have been added as the game has progressed.
** You can fast-travel to pretty much any location you've already visited, albeit for a small fee.
** If you're in a party, you can travel directly to the party leader. This is essential since you only get the benefit for the party if you're in the same area and is highly useful during Field and Chaos Boss battles.
** You can sell most items in batch, preventing the hassle of having to sell one by one.
** An update made it so that if you obtain soulstones/specialties, skill books, or clothing, and already have the respective ones maxed out, an emblem depicts that.
** Have a particular item and want to know where to get more of it? Just tap it and then choose the handy "Source" button and it'll show you anywhere that you can get the item.
** You can have three different weapons equipped at any one time and switch between them. The game will display a helpful indicator of the one of which element you should be using against your current opponent or opponents.
** The October 19 global update added even more. You can now use multiple buff items such as food in one go; previously you had to use one, then wait three seconds to use another. When selling items, you can choose to have it default to selling off all of a particular item instead of having to choose that manually each time. You can also request support in the recruit channel for dungeons such as Dimensional Border bosses. Additionally, when claiming things such as Daily rewards or rewards from things such as Field Boss passes, if you have more than one, the game now claims them all at once instead of making you claim them one by one.
** Previously players could not ride their mounts in Dimensional Border quests, ticketed events in which you travel along a path fighting a series of monsters and then a boss at the end. As of the January 26, 2023 update, they now can.

to:

* In ''VideoGame/GuildWars2'', the DesperationAttack Especially in the form of downed skills is this, as it gives players newer quests, ''VideoGame/RuneScape'' has a chance tendency to recover after getting their HP depleted and avoid death.
** All classes also share a common Downed Skill, Bandage, which slowly puts them back on their feet. Very handy if you
have run out of enemies to kill for a Rally, have no allies to help revive you, or the fight has moved somewhere else leaving both sides too busy to finish or help you.
*** Additionally, when
quest givers give you are downed underwater, you either go to the surface to slowly recover or can use Bandage - with Bandage now letting you also move around as you are not immobile unlike when you are downed on land. This lets you swim away and recover if swimming to the surface is unavailable.
** Also one of the personal story missions for those who chose to join the [[AdventurerArchaeologist Durmand Priory]] involves a mandatory jumping puzzle, which can be frustrating for those who don't enjoy
small items that sort of thing, as normally jumping puzzles are entirely optional. Thankfully, your {{mentor}} highlights the path you need to jump, and if you take too long, she just opens a portal for you instead. Frustratingly, while complete the earlier and more challenging puzzle -- crossing a chasm via a narrow path with a side wind blowing -- can also be skipped, the way to do it quest. This is not obvious. ([[spoiler:When you fall, you are teleported especially nice when you've trekked out ten minutes to the entrance in a downed state. To skip the puzzle, instead of healing yourself from the downed state, dungeon and only then realized that you need forgot to ''let yourself die'' and choose "Retry from grab a checkpoint", which will hammer or a chisel. Also, if they ask you to go to a location some distance away, they'll frequently offer to teleport you beyond there, saving some teleport runes or the chasm.]])
*** In
need to walk that whole distance.
** This was later expanded with
the case of many Jumping Puzzles, having a Mesmer (or Scourge) there (or being one yourself) might be considered this due to their portal ability, tool belt allowing people your character to completely skip everything as long as permanently carry most basic tools at all time without using up any inventory space.
** In
the Mesmer is able mid-to-high level quest Monkey Madness, the player has to complete it... AND IT STILL COUNTS!
** Several classes use some summoned allies that can't be fully controlled,
solve an infuriating sliding puzzle early on - however, if sliding puzzles aren't your speed, you can bribe the former gnome glider commander to unlock the hangar remotely and losing them generally means greatly losing impact on battles until they can be summoned again (Rangers and Mesmers are dependent on their pet/illusions to function, Necromancers, Guardians and Engineers need to fill save you the trouble.
** Following
a skill slot with each extra minion/spirit weapon/turret they use which means less skills available). Against bosses with strong AOE attacks that rework, players can dodge but AI-controlled units can't, most of the time these units take greatly reduced damage or are sometimes immune to them (notable in Fractals where only players are subject to agony). Speaking of Fractals, Subject 6 is a special case : it periodically takes a defensive stance that blocks all incoming attacks and after taking 20 hits, every subsequent hit causes an explosion that damages everyone and can cause team wipes. Uncontrollable AIs will always attack the boss until their destruction, but their attacks aren't counted when the boss enters its blocking stance.
* ''VideoGame/BillyVsSnakeman'' has Megamissions,
acquire skip tickets from treasure chests which becomes available once you reach skip different parts of a Treasure Trail. Don't like completing sliding puzzles? Use a Puzzle Skip! Can't get a certain rank: do piece of gear for an emote clue? Use a mission at 10x cost, but with 11x rewards. R00t has Megaactions, Costume Skip. These tickets are tradeable, which work the same (10x/11x, as well as 50x/55x). Also, Pizzawitch deliveries are done in part to find the rare ryo coins you need naturally means for upgrading your gear, but there's very low chance of getting one on higher difficulties. However, once you've done 20 deliveries of a certain difficulty, you have the option to "work in the back" on another person's delivery, giving you a one-click option to earn tips and possibly coins (with the added option of bribing them to increase the chance of getting a coin). A few quest also become easier and/or less costly if you've done it a previous season (although a few others become harder instead).
** Once you've won eleven consecutive Glowslinging duels, you get the "Autosmash" function, which grants an automatic victory (though you forfeit the "perfect"/"nailbiter" bonuses) since you're obviously good enough to win anyway. Also, any turf you've conquered can be "multidueled", where you expend several duels at once and get an equal reward multiplier. You can also play multiple Retail shifts at once, and play multiple Mahjong and Hanafuda games. Saves time when you're grinding.
* Normally in ''VideoGame/PerfectWorld'', each character death from Level 10 onwards results in loss of EXP, with the amount of lost EXP going up with character level, unless the slain player has only just leveled up and doesn't have any loose EXP to penalize. Since this can be VERY painful for players of Level 100 and up, especially for anyone not carrying Guardian Scrolls to prevent it, there exist numerous mechanics to soften the blow:
** The Cleric's resurrection spell and the Mystic's revive-on-death buff both result in lessened EXP penalties for the target on higher skill levels.
** Players who Reawaken at less than Level 105 on either their first or second "cycle" may store all EXP gained from Level 100 up on a subsequent cycle in their Ancient Tome in order to retroactively gain levels on the previous cycle, resulting in greater gain of attribute points. EXP stored in the Ancient Tome is protected from being lost upon character death.
** Certain instanced dungeons, particularly those that feature obscenely high numbers of things that can OneHitKill players and bosses who love TotalPartyKill moves, do not assess EXP penalties against players who are killed. Chief among
merchants these are Warsong City, Flowsilver Palace, Uncharted Paradise, Dawnlight Halls, Icebound Underworld, and Ten-Dimensional Domain.
** Events where players are expected to kill each other, whether they're purely [=PvP=] (Arigora Colosseum, Nation Wars, Territory Wars, Theater of Blood) or also feature PVE activity (Territory Resource Wars, Mayhem in Morai) suspend
prime cash builders. Even better, the "random PK" [=PvP=] rules that turn player-killers' names red and cause slain players to lose EXP, drop items, or have their gear shattered (or consume Guardian Scrolls in lieu of the above).
* ''VideoGame/NiNoKuniCrossWorlds'' comes with a number
Treasure Trail shop sells untradeable versions of these and more have been added as the game has progressed.
** You can fast-travel to pretty much any location you've already visited, albeit
tickets for points.
* ''VideoGame/StarWarsTheOldRepublic'' implemented
a small fee.
** If you're
whole list of these in a party, you can travel directly patch 1.2, including being able to the party leader. This is essential since you only get the benefit for the party if you're access vehicles in the same area and is highly useful during Field and Chaos Boss battles.
** You can sell most items in batch, preventing the hassle of having
certain areas, being able to sell one by one.
** An update made it so that if you obtain soulstones/specialties, skill books, or clothing, and already have the respective ones maxed out, an emblem depicts that.
** Have a particular item and want
jump right past orbital stations when returning to know where to get more of it? Just tap it and then choose the handy "Source" button and it'll show you anywhere that you can get the item.
** You can have three different weapons equipped at any one time and switch between them. The game will display a helpful indicator of the one of which element you should be using against
your current opponent or opponents.
** The October 19 global update added even more. You can now use multiple buff items such as food
ship, and in one go; previously you had to use one, then wait three seconds to use another. When selling items, you can choose to have it default to selling off all of a particular item instead of having to choose that manually each time. You can also request support in general cutting down on the recruit channel for dungeons such as Dimensional Border bosses. Additionally, when claiming things such as Daily rewards or rewards from things such as Field Boss passes, if you have more than one, the game now claims them all at once instead of making you claim them one by one.
** Previously players could not ride their mounts in Dimensional Border quests, ticketed events in which you travel along a path fighting a series of monsters and then a boss at the end. As of the January 26, 2023 update, they now can.
FakeLongevity.






* ''VideoGame/{{Carmageddon}}'' games let you Recover at the push of a button (and a small deduction of credits), which puts you back on your wheels at the last place you were "safe". This allows you to instantly recover from a missed jump, being stuck on your roof, or from falling off a ledge - it even kicks in automatically if you drop off the map. Especially useful in the N64 and [=PlayStation=] versions, which have notoriously horrible controls, levels built out of narrow paths and time limits that generally do not let you screw around. The Recover ability is disabled on opponents if you're within a certain range, so they cannot just teleport away as you charge in for the kill. Unless you're talking about [[TheComputerIsaCheatingBastard the PlayStation port]]...

to:

* ''VideoGame/{{Carmageddon}}'' games let you Recover at the push of a button (and a small deduction of credits), which puts you back on your wheels at the last place you were "safe". This allows you to instantly recover from a missed jump, being stuck on your roof, or from falling off a ledge - it even kicks in automatically if you drop off the map. Especially useful in the N64 and [=PlayStation=] versions, which have notoriously horrible controls, levels built out of narrow paths and time limits that generally do not let you screw around. The Recover ability is disabled on opponents if you're within a certain range, so they cannot just teleport away as you charge in for the kill. Unless you're talking about [[TheComputerIsaCheatingBastard [[TheComputerIsACheatingBastard the PlayStation port]]...



* ''VideoGame/HouseOfTheDead 4'' has enemies start to go up in a puff of orange or blue flame and blacken the moment they're killed, so even if a zombie is still standing while going through its death flops, the player knows it's safe to stop firing on it and start targeting the next threat.



* ''VideoGame/HouseOfTheDead 4'' has enemies start to go up in a puff of orange or blue flame and blacken the moment they're killed, so even if a zombie is still standing while going through its death flops, the player knows it's safe to stop firing on it and start targeting the next threat.
Is there an issue? Send a MessageReason:
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Added DiffLines:

* ''VideoGame/{{Palworld}}'':
** While being mildly over-encumbered will remove your ability to climb, it does not prevent you from climbing out of water, preventing unavoidable drowning.
** You can still use your grappling gun to launch yourself short distances while over-encumbered. While this is extremely inefficient for actual traversal, it makes transferring heavy items between storages/bases much more feasible. Additionally, a later patch allowed players to continue moving at a snail's pace no matter how severely encumbered they are.
** Wanted status usually follows your character throughout the entire game, until death. However, if you begin a tower boss battle with a wanted status, and connect with at least one attack, they will despawn and your wanted status will disappear.
** If you die during a tower boss battle, your dropped items sack will be neatly placed in front of the tower entrance, instead of inside the tower instance where you died.
** At most initial spawn points during the beginning of the game, there is a "friendly" NPC nearby who, a couple of times, will give you a few welfare items to jumpstart your first base creation (assuming you talk to them, and assuming you avoid hostile actions toward them).
** Pal Spheres will spawn in small quantities as gatherable items in the wild, meaning the player will almost always be able to go catch Pals at a slow pace, regardless of current coin and resource fortunes.
** Extreme temperatures in the initial spawn areas are designed to encourage the player to craft mitigating gear, but are not tuned to be unbearable before they are able to do so. Getting caught in a cold or heat wave is usually not a death sentence at this stage of the game.
** While Pals caged by the Free Pal Alliance and Rayne Syndicate can take damage, they cannot be killed even if you reduce their HP to 0. This means reckless use of explosives and trigger-happy Pals with area-of-effect attacks won't screw you out of rescuing the caged Pal.
** Version 0.1.5.0 made it so that your weapons will no longer damage your buildings, so you won't reduce your entire base to rubble if you had your rocket launcher out instead of your GrapplingHookPistol.
Is there an issue? Send a MessageReason:
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* ''VideoGame/CardCityNights2'': Instead of decking out, there's a fatigue system when your deck is empty. Trying to draw from an empty deck deals damage to you, starting at just 1 but increasing by 1 for each card drawn. This gives players multiple turns to try and win after their deck is empty, while still punishing you for drawing through your deck too quickly.

to:

* ''VideoGame/CardCityNights2'': ''VideoGame/CardCityNights 2'': Instead of decking out, there's a fatigue system when your deck is empty. Trying to draw from an empty deck deals damage to you, starting at just 1 but increasing by 1 for each card drawn. This gives players multiple turns to try and win after their deck is empty, while still punishing you for drawing through your deck too quickly.

Added: 3564

Changed: 743

Removed: 1685

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Alphabetizing example(s), Crosswicking (Chicory), deliberately redlinking works without pages, removing YMMV potholes


* A game based on the ''Connections'' TV show featured a hint book that told you how to solve certain puzzles. Said hint book also included a few "magic buttons" that, if you clicked on them, would instantly solve a puzzle or put you right at the screen you needed to be at. The game also included a small inventory system, with the objects used for certain puzzles or doors. You could only use these objects on the screen they were designed to be used on, though; attempting to use them at any other time netted you a "not yet!" message, so you didn't spend a lot of time [[PixelHunt pointlessly trying every object on every pixel of every screen]].

to:

* ''VideoGame/ChicoryAColorfulTale'':
** Boss fights are the only combat in this game, and the difficulty of said fights can be adjusted freely in the menu, even during the boss fights themselves. It can go all the way from making you a OneHitPointWonder to letting you take an infinite number of hits. And if even that's too much, you can just make yourself untouchable so that bosses can't even hit you.
** [[HintSystem Calling Pizza's parents will give hints to get around]]. Pizza's mom gives you general hints as to where you should be going, with an option for her to pass the phone to Pizza's dad, who will give exact details about what you need to do to progress. These hints even factor in the phone booth that you called from for Dad's directions. For instance, Mom might say "you should go to the dark tree", with Dad following up with "you need to go two screens to the left, then follow the road".
** Content warnings for intense moments can be enabled, and they give the option to proceed or skip potentially triggering scenes.
** While rare, it's possible while swimming through paint to accidentally end up in an area you weren't supposed to get to yet with no way back. To counteract this, you can just teleport right back to Luncheon.
* A game based on the ''Connections'' ''Series/{{Connections}}'' TV show featured a hint book that told you how to solve certain puzzles. Said hint book also included a few "magic buttons" that, if you clicked on them, would instantly solve a puzzle or put you right at the screen you needed to be at. The game also included a small inventory system, with the objects used for certain puzzles or doors. You could only use these objects on the screen they were designed to be used on, though; attempting to use them at any other time netted you a "not yet!" message, so you didn't spend a lot of time [[PixelHunt pointlessly trying every object on every pixel of every screen]].screen]].
* ''VideoGame/CragneManor'': To avoid frustration with using the parser, the bridge room will regularly tell you the correct command to type for things you might want to do, such as throwing the rope into the water.



* ''VideoGame/{{Hiveswap}}'':
** In Act 2, getting a Game Over will take you back to shortly before it happens rather than your last save. The game also autosaves a lot, allowing you to make use of SaveScumming to get certain achievements that can't be gotten on the same playthrough, so there are only a few where you'll have to replay the entire game.
** Pressing the hint button enough times during the trial segment in Act 2 will have Tyzias straight up show you when to press and which evidence to present.



** For all [[PortingDisaster its faults]], the NES version of ''VideoGame/KingsQuestVAbsenceMakesTheHeartGoYonder'' makes it ''much'' less frustrating to play compared to its parent game: the trackless desert is made smaller; you get a second chance to save the rat from the cat (failure would make the game unwinnable); and it is impossible to screw up the ChainOfDeals to get the provisions to trek the mountain.

to:

** For all [[PortingDisaster its faults]], the The NES version of ''VideoGame/KingsQuestVAbsenceMakesTheHeartGoYonder'' makes it ''much'' less frustrating to play compared to its parent game: the trackless desert is made smaller; you get a second chance to save the rat from the cat (failure would make the game unwinnable); and it is impossible to screw up the ChainOfDeals to get the provisions to trek the mountain.



* In ''Lost Chronicles of Zerzura'' the tip of the cursor turns red if something can be interacted with or used on something else.
* In ''Lost Horizon'' the cursor resembles a mouse when you hover over things. The right button is highlighted if you can look at something and the left button is highlighted if you can interact with it or use it on something else.

to:

* In ''Lost Chronicles of Zerzura'' ''VideoGame/LostChroniclesOfZerzura'', the tip of the cursor turns red if something can be interacted with or used on something else.
* In ''Lost Horizon'' ''VideoGame/LostHorizon'', the cursor resembles a mouse when you hover over things. The right button is highlighted if you can look at something and the left button is highlighted if you can interact with it or use it on something else.else.
* ''VideoGame/NeverGivesUpHerDead'':
** The game allows you to replay conversations you've already had with the REMEMBER command, in case there's any details you forgot or didn't pick up on the first time around.
** The Locator setting on the multi-purpose tool will alert you to any items that belong in different dimensions, and tell you what they are (using labels you set yourself).
* Creator/AndrewSchultz's ''VideoGame/PrimeProRhymeRow'' games:
** Each of the games gives you the Leet Learner, a tool that gives you hints on how many letters you need to change for an item to get the right solution.
** Another tool is the Lurking Lump. Typing guesses that make sense but aren't exactly what you need will contribute the lump, and when you make enough, you earn a Jerking Jump that can immediately solve a puzzle you're stuck on.
** Solutions you've figured out that you can't use yet will be stored in the THINK command for later use, signaling when you can use them.



* ''VideoGame/CragneManor'': To avoid frustration with using the parser, the bridge room will regularly tell you the correct command to type for things you might want to do, such as throwing the rope into the water.
* ''VideoGame/{{Hiveswap}}'':
** In Act 2, getting a Game Over will take you back to shortly before it happens rather than your last save. The game also autosaves a lot, allowing you to make use of SaveScumming to get certain achievements that can't be gotten on the same playthrough, so there are only a few where you'll have to replay the entire game.
** Pressing the hint button enough times during the trial segment in Act 2 will have Tyzias straight up show you when to press and which evidence to present.
* Creator/AndrewSchultz's ''Prime Pro Rhyme Row'' games:
** Each of the games gives you the Leet Learner, a tool that gives you hints on how many letters you need to change for an item to get the right solution.
** Another tool is the Lurking Lump. Typing guesses that make sense but aren't exactly what you need will contribute the lump, and when you make enough, you earn a Jerking Jump that can immediately solve a puzzle you're stuck on.
** Solutions you've figured out that you can't use yet will be stored in the THINK command for later use, signaling when you can use them.
* ''VideoGame/NeverGivesUpHerDead'':
** The game allows you to replay conversations you've already had with the REMEMBER command, in case there's any details you forgot or didn't pick up on the first time around.
** The Locator setting on the multi-purpose tool will alert you to any items that belong in different dimensions, and tell you what they are (using labels you set yourself).



** The water bucket will only be counted as "used" if it waters a farm plot or the vines in the cave system, so you won't accidentally waste water if use it anywhere else.

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** The water bucket will only be counted as "used" if it waters a farm plot or the vines in the cave system, so you won't [[AntiWastageFeatures accidentally waste water if use it anywhere else.]]

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* Nowadays, Toys/{{Lego}} deliberately avoids putting hard-to-distinguish bricks in the same set to save you from frustrating "damn, I was supposed to use the ''non''-painted tiny bricks 50 steps ago, time to disassemble the whole thing" moments. This explains oddities like printed bricks used in spots where the print won't be visible anyway.[[note]]It's also better for logistics, since it means one less piece type in that set.[[/note]]

to:

* Toys/{{Lego}}:
** Since it's very easy to lose the manuals for sets over time, LEGO has posted the instructions for thousands of the sets online to read free of charge. [[https://www.lego.com/en-us/service/buildinginstructions You can see them here.]]
** LEGO pieces can be difficult to take apart sometimes, especially with small tiles or plates in the middle of larger plates or stacked on each other. To this end, LEGO solved its own problem by manufacturing brick separator tools that grip onto pieces and provide leverage to wrench them off, and can even be built into a model if you really want. Later, LEGO did one better than just selling the tool themselves, first-party: they designed a slimmer, more attractive version, and tossed one in every large set to ensure that buyers would have one for free. A devoted collector will never have to look far for a brick separator again. This second brick separator piece is also nearly always released in LEGO's orange color, making it very easy to spot in almost any context to make sure the piece doesn't get lost in other bricks.[[note]]Brick separators also come in teal and are often used in sets that use a lot of orange bricks to preserve visual contrast.[[/note]]
** The (sadly long discontinued) LEGO Brick Vac, a hand-operated gadget that let you roll up LEGO pieces quickly into one bin to save you the trouble of picking them all up while saving your feet from a world of pain as a welcome bonus.
** In lieu of the Brick Vac, LEGO has released official LEGO Slippers to help protect users feet from the bricks.
** If you break a brick or a certain part of a set or simply misplace part of it (very common with small parts like Studs) you can buy replacement pieces (over 11,000 to choose from) from the LEGO website. In general, the fact that LEGO sets largely consist of common parts, almost all of which are modular to begin with, makes it fairly easy to replace certain bricks with ones taken from other LEGO sets.
** Bags containing the smallest pieces, discounting mini-fig pieces, always contain redundant spare copies of those parts to prevent one rolling on the carpet or under a table and getting lost from holding up progress on the model. This practice has migrated to the Minifigures line, with their smallest parts getting a spare in the packet.
** Later sets started breaking model pieces into chunks packaged in separate bags to make processing the build and hunting for the necessary parts easier, with the instructions taking a "one bag at a time" approach.
**
Nowadays, Toys/{{Lego}} the creators deliberately avoids avoid putting hard-to-distinguish bricks in the same set to save you from frustrating "damn, I was supposed to use the ''non''-painted tiny bricks 50 steps ago, time to disassemble the whole thing" moments. This explains oddities like printed bricks used in spots where the print won't be visible anyway.[[note]]It's also better for logistics, since it means one less piece type in that set.[[/note]]
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None

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* Nowadays, Toys/{{Lego}} deliberately avoids putting hard-to-distinguish bricks in the same set to save you from frustrating "damn, I was supposed to use the ''non''-painted tiny bricks 50 steps ago, time to disassemble the whole thing" moments. This explains oddities like printed bricks used in spots where the print won't be visible anyway.[[note]]It's also better for logistics, since it means one less piece type in that set.[[/note]]

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* In ''VideoGame/{{Nethack}}'', one type of food item can be renamed by the player ("slime mold" by default). This item is classified as vegan, even if you name it to something that obviously contains or is meat, such as "cheeseburger" or "fried chicken"; this is to account for players on a [[SelfImposedChallenge vegetarian or vegan conduct]] who set the name to a diet-appropriate food.



* In ''VideoGame/{{Nethack}}'', one type of food item can be renamed by the player ("slime mold" by default). This item is classified as vegan, even if you name it to something that obviously contains or is meat, such as "cheeseburger" or "fried chicken"; this is to account for players on a [[SelfImposedChallenge vegetarian or vegan conduct]] who set the name to a diet-appropriate food.
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None

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* In ''VideoGame/{{Noita}}'', it is possible to get stuck in the level geometry, such as by being buried in a powder or being surrounded by water as it freezes. Wiggling your character around for a few seconds will cause the game to detect you're stuck and delete the terrain directly in contact with your character.
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** To compensate being only found on Expeditions and not gaining friendship when given gifts, Sym's heart meter increases by two full hearts (20 points) each time you have a full conversation with him on the overworld.
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* In ''VideoGame/PolyrhythmMania'', if you fail the same level a few times in a row, the game will give you the option to skip it, preventing you from getting permanently stuck.
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** ''AntiFrustrationFeatures/FinalFantasyXIV''
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* In ''VideoGame/SkynetSimulator'', If you delete a file required to progress, [[NonstandardGameOver the game informs you of such]], and restarts.
** This is can also be a [[ScrappyMechanic pro-frustration feature]], as [[CheckPointStarvation the game does not have save functionality, (so it restarts you to the beginning of the game)]] and the fact that [[InventoryManagementPuzzle you have to delete files after using them, due to limited storage space.]]
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* ''VideoGame/{{Hiveswap}}'':
** In Act 2, getting a Game Over will take you back to shortly before it happens rather than your last save. The game also autosaves a lot, allowing you to make use of SaveScumming to get certain achievements that can't be gotten on the same playthrough, so there are only a few where you'll have to replay the entire game.
** Pressing the hint button enough times during the trial segment in Act 2 will have Tyzias straight up show you when to press and which evidence to present.
* Creator/AndrewSchultz's ''Prime Pro Rhyme Row'' games:
** Each of the games gives you the Leet Learner, a tool that gives you hints on how many letters you need to change for an item to get the right solution.
** Another tool is the Lurking Lump. Typing guesses that make sense but aren't exactly what you need will contribute the lump, and when you make enough, you earn a Jerking Jump that can immediately solve a puzzle you're stuck on.
** Solutions you've figured out that you can't use yet will be stored in the THINK command for later use, signaling when you can use them.
* ''VideoGame/NeverGivesUpHerDead'':
** The game allows you to replay conversations you've already had with the REMEMBER command, in case there's any details you forgot or didn't pick up on the first time around.
** The Locator setting on the multi-purpose tool will alert you to any items that belong in different dimensions, and tell you what they are (using labels you set yourself).
Is there an issue? Send a MessageReason:
Crosswicking

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* ''VideoGame/LEGOLegendsOfChimaOnline'': When deployed, [[SentryGun Proto-Spewers]] have a timer above them showing how much longer they'll be active so the player isn't caught off-guard when they collapse into a pile of bricks.

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This is a SuperTrope to MercyInvincibility, where the player becomes immune to damage for a brief time after getting injured, BadLuckMitigationMechanic, where the game overrides an unmerciful RandomNumberGod as a reward for persistence, and to NewbieImmunity, which makes it impossible to lose at the beginning of the game, or reduces/nullifies the penalties of losing. Also see suptropes ZipMode and FastForwardMechanic.

Related to PlayerNudge, when the game helps you out only in times where [[GuideDangIt the solution isn't obvious]]; ReducedDowntimeFeatures, which minimize the time spent away from the action in a game; and AntiRageQuitting or AntiTrollingFeatures, where the developers try to keep players from being frustrated at ''other players'' as opposed to the game itself. Sometimes added to the game through ResetMilestones.

Can overlap with AuthorsSavingThrow if the feature is added to address a common complaint. See also AcceptableBreaksFromReality for when it is the rules of reality that are changed.

Not to be confused with MercyMode.

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!!Examples for specific titles:

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This is a SuperTrope to MercyInvincibility, where the player becomes immune to damage for a brief time after getting injured, BadLuckMitigationMechanic, where the game overrides an unmerciful RandomNumberGod as a reward for persistence, and to NewbieImmunity, which makes it impossible to lose at the beginning of the game, or reduces/nullifies the penalties of losing. Also see suptropes ZipMode and FastForwardMechanic.

Related to PlayerNudge, when the game helps you out only in times where [[GuideDangIt the solution isn't obvious]]; ReducedDowntimeFeatures, which minimize the time spent away from the action in a game; and AntiRageQuitting or AntiTrollingFeatures, where the developers try to keep players from being frustrated at ''other players'' as opposed to the game itself. Sometimes added to the game through ResetMilestones.

Can overlap with AuthorsSavingThrow if the feature is added to address a common complaint. See also AcceptableBreaksFromReality for when it is the rules of reality that are changed.

Not to be confused with MercyMode.

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!!Examples for specific titles:
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* AntiWastageFeatures: The game prevents you from wasting resources.
* BadLuckMitigationMechanic: The game overrides an unmerciful RandomNumberGod as a reward for persistence.
* FastForwardMechanic: Speed up the game at will.
* MercyInvincibility: The player becomes immune to damage for a brief time after getting injured.
* NewbieImmunity: It's impossible to lose at the beginning of the game, or reduces/nullifies the penalties of losing.
* ZipMode: Speed up travel by skipping segments of it.
[[/index]]

Related to PlayerNudge, when the game helps you out only in times where [[GuideDangIt the solution isn't obvious]]; ReducedDowntimeFeatures, which minimize the time spent away from the action in a game; and AntiRageQuitting or AntiTrollingFeatures, where the developers try to keep players from being frustrated at ''other players'' as opposed to the game itself. Sometimes added to the game through ResetMilestones.

Can overlap with AuthorsSavingThrow if the feature is added to address a common complaint. See also AcceptableBreaksFromReality for when it is the rules of reality that are changed.

Not to be confused with MercyMode.

----
!!Examples for specific titles:

[[index]]
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Spelling/grammar fix(es)


* The [=iPhone=] series from [=iPhone X=] onwards features Face ID, which allows you to unlock your phone just by raising it to your face and having it recognize your facial features (except for the iPhone SE line, which conintues to use fingerprint-based Touch ID instead). However, this backfired in 2020 when the UsefulNotes/COVID19Pandemic hit, as it caused many jurisdictions and businesses to mandate wearing face masks to mitigate the spread of COVID-19; unfortunately, many users tend to [[DamnYouMuscleMemory remove their masks in public]] to unlock their phones. To mitigate this, Apple introduced two features:

to:

* The [=iPhone=] series from [=iPhone X=] onwards features Face ID, which allows you to unlock your phone just by raising it to your face and having it recognize your facial features (except for the iPhone SE line, which conintues continues to use fingerprint-based Touch ID instead). However, this backfired in 2020 when the UsefulNotes/COVID19Pandemic hit, as it caused many jurisdictions and businesses to mandate wearing face masks to mitigate the spread of COVID-19; unfortunately, many users tend to [[DamnYouMuscleMemory remove their masks in public]] to unlock their phones. To mitigate this, Apple introduced two features:
Is there an issue? Send a MessageReason:
Spelling/grammar fix(es), General clarification on works content


** In one episode, the contestants were given a [[CordonBleughChef really disgusting]] basket of Lime Jello, Cheeseballs, Imitation crab meat, and Durian. The judges admitted that there was ''no'' possible way that they could make anything appetizing while using all four of those ingredients.

to:

** In one episode, the contestants were given a [[CordonBleughChef really disgusting]] basket of Lime lime Jello, Cheeseballs, Imitation cheeseballs, imitation crab meat, and Durian.durian because [[AudienceParticipation the viewers chose them]]. The judges admitted that there was ''no'' possible way that they could make anything appetizing while using all four of those ingredients.
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* ''AntiFrustrationFeatures/Splatoon3''

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