Follow TV Tropes

Following

History Main / ArbitraryMissionRestriction

Go To

OR

Added: 313

Changed: 335

Is there an issue? Send a MessageReason:
correction of my own facts =P


** ''VideoGame/GrandTheftAutoV'' is the first of the series to introduce optional secondary objectives on missions, usually as little more than bragging rights for the Rockstar Games Social Club, though of course required for 100% completion.
** ''VideoGame/GrandTheftAutoIV'' (and [[VideoGame/GrandTheftAutoV V]]) has restrictions on not letting a vehicle "get away" even when the target vehicle may be on a predictable road with nowhere else to go, usually because the developers wanted to force you to follow in close pursuit in a scripted sequence.

to:

** ''VideoGame/GrandTheftAutoV'' is the first major release of the series to introduce optional secondary objectives on missions, usually as little more than bragging rights for the Rockstar Games Social Club, though of course required for 100% completion.
** ''VideoGame/GrandTheftAutoIVTheBalladOfGayTony'' was ''V'''s immediate predecessor and the "true" first title of the series to feature optional secondary objectives.
**
''VideoGame/GrandTheftAutoIV'' (and [[VideoGame/GrandTheftAutoV V]]) ''[[VideoGame/GrandTheftAutoV V]]'') has restrictions on not letting a vehicle "get away" even when the target vehicle may be on a predictable road with nowhere else to go, usually because the developers wanted to force you to follow in close pursuit in a scripted sequence.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* Every dungeon in ''VideoGame/FinalFantasyRecordKeeper'' has a number of conditions that must be met in order to obtain "Mastery", with silver and bronze medals for those who fail to score high enough. Aside from the bragging rights, gaining Mastery nets the player better rewards. Specifically, every dungeon is ranked on damage taken, party members knocked out, and number of actions taken (i.e., if a battle drags on, the score will drop). Additionally, all boss stages are ranked on whether ''any'' party members are knocked out, and most bosses have additional requirements. Common ones include "Exploit the boss's weakness to [[ElementalRockPaperScissors a specific element]]," "Afflict the boss with a particular StatusEffect," "Defeat the boss before it uses its SignatureMove," and so on. It's not necessary to get a perfect score in every requirement to get Mastery, but it's always necessary to do well in most of them.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* The entire ''Franchise/GrandTheftAuto'' series since at least ''VideoGame/GrandTheftAutoViceCity'' has featured these restrictions on story missions, such as mandatory stealth or no-killing restrictions that are sometimes only vaguely justified if justified at all.
** ''VideoGame/GrandTheftAutoV'' is the first of the series to introduce optional secondary objectives on missions, usually as little more than bragging rights for the Rockstar Games Social Club, though of course required for 100% completion.
** ''VideoGame/GrandTheftAutoIV'' (and [[VideoGame/GrandTheftAutoV V]]) has restrictions on not letting a vehicle "get away" even when the target vehicle may be on a predictable road with nowhere else to go, usually because the developers wanted to force you to follow in close pursuit in a scripted sequence.
Is there an issue? Send a MessageReason:
None


** Certain levels force additional restrictions: How many plants you can use, how many plants you can lose, how much sun you need to produce, how long you must last for without planting, how many zombies killed within a period of time, where you can or cannot plant (mould colonies), and how far the zombies can walk, which is marked by a row of flowers. If you fail any of these restrictions, the level is automatically lost.

to:

** Certain levels force additional restrictions: How many plants you can use, how many plants you can lose, how much sun you need to produce, how long you must last for without planting, planting (pre-1.7), how many zombies killed within a period of time, where you can or cannot plant (mould colonies), colonies, before the objective description change), and how far the zombies can walk, which is marked by a row of flowers. If you fail any of these restrictions, the game is over and the player will start that same level is automatically lost.
again like if the zombies ate your brains (after version 1.7) or not get a star (1.6 below).
Is there an issue? Send a MessageReason:
I am stuuuuupiiiiid and can't speeeeell~


* The ''Card Wars'' mobile game based on the card game of the same name from ''WesternAnimation/AdventureTime'' features a series of matches that can be repeated indefinitely. The player can earn up to three "quest stars" on each match. The first stra is earned by beating the match for the first time, but to earn the second and third stars, the player must fulfill conditions like "Beat the opponent without using any Building cards" or "Destroy at least 5 creatures before winning". Failing to meet these conditions doesn't result in a ''loss'', but they are necessary to earn all the quest stars.

to:

* The ''Card Wars'' mobile game based on the card game of the same name from ''WesternAnimation/AdventureTime'' features a series of matches that can be repeated indefinitely.as many times as the player wants. The player can earn up to three "quest stars" on each match. The first stra star is earned by beating the match for the first time, but to earn the second and third stars, the player must fulfill conditions like "Beat the opponent without using any Building cards" or "Destroy at least 5 creatures before winning". Failing to meet these conditions doesn't result in a ''loss'', but they are necessary to earn all the quest stars.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

[[folder: Card Battle Games ]]

* The ''Card Wars'' mobile game based on the card game of the same name from ''WesternAnimation/AdventureTime'' features a series of matches that can be repeated indefinitely. The player can earn up to three "quest stars" on each match. The first stra is earned by beating the match for the first time, but to earn the second and third stars, the player must fulfill conditions like "Beat the opponent without using any Building cards" or "Destroy at least 5 creatures before winning". Failing to meet these conditions doesn't result in a ''loss'', but they are necessary to earn all the quest stars.

[[/folder]]
Is there an issue? Send a MessageReason:
None


* Yahtzee of ''WebOriginal/ZeroPunctuation'' sardonically refers to this trope as the "sandbox paradox", referring to WideOpenSandbox games in which the player is given complete freedom to do what they like outside of missions, but within missions must precisely follow a linear series of instructions.

to:

* Yahtzee of ''WebOriginal/ZeroPunctuation'' ''WebAnimation/ZeroPunctuation'' sardonically refers to this trope as the "sandbox paradox", referring to WideOpenSandbox games in which the player is given complete freedom to do what they like outside of missions, but within missions must precisely follow a linear series of instructions.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/MetroidOtherM'' plays this trope painfully straight with a paper-thin {{justifi|edTrope}}cation. In most ''Franchise/{{Metroid}}'' games, Samus finds new items throughout the game which she uses to power up her suit and then has for the rest of the game. In this game, Samus has ALL her powers from the beginning, but depending on the point in the story or section of the game, she can only use the power-ups her commanding officer Adam Malkovitch allows her to use. Most famously, Adam doesn't give her the go ahead to enable her Varia Suit at first upon entering a heated area, causing Samus' suit to take damage as she navigates it.

to:

* ''VideoGame/MetroidOtherM'' plays this trope painfully straight with a paper-thin {{justifi|edTrope}}cation. In most ''Franchise/{{Metroid}}'' games, Samus finds new items throughout the game which she uses to power up her suit and then has for the rest of the game. In this game, Samus has ALL her powers from the beginning, but depending on the point in the story or section of the game, she can only use the power-ups her commanding officer Adam Malkovitch allows her to use. If you believe the dialog, it's because some of her weapons are too powerful to bust out carelessly given that you're trying to track down any survivors, but it starts veering straight into VoodooShark territory when you realize that this restriction also applies to her defensive and mobility upgrades. Most famously, (in)famously, Adam doesn't give her the go ahead go-ahead to enable her Varia Suit at first upon entering a heated area, causing Samus' suit to take damage as she navigates it.



* ''VideoGame/{{Borsaderlands 2}}'': One of the first quests Dr. Zed gives the player is to take out a MadScientist non-doctor. The player must use the E-Tech weapon that Zed gives, and must kill X number of bandits with it. As it's fairly early in the game, its ammo usage of 2 rounds per shot chews through the limited supply of ammo quite quickly--especially since the weapon isn't particularly powerful.

to:

* ''VideoGame/{{Borsaderlands ''VideoGame/{{Borderlands 2}}'': One An early sidequest chain has players learning about [[AbnormalAmmo E-tech]] weapons by pilfering one off the corpse of Dr. Zed's rival Doc Mercy (after turning him into a corpse, naturally), and then using it to kill a certain number of bandits. Unfortunately, the weapon's got pretty low damage, and its ammo economy is dreadful; assault rifles aren't very ammo-efficient in the first quests Dr. Zed gives the player is to take out a MadScientist non-doctor. The player must use the E-Tech weapon that Zed gives, place, and must kill X number of bandits with it. As it's fairly early in the game, its this one, like most E-tech weapons, consumes 2 ammo usage of 2 rounds per shot chews shot. Since you're unlikely to have purchased many upgrades for rifle ammo capacity at this point, you'll probably run out partway through unless you carefully weaken enemies with a better gun and finish them off with the limited supply of ammo quite quickly--especially since one for the weapon isn't particularly powerful. mission.

Added: 263

Changed: 2

Is there an issue? Send a MessageReason:
None


* ''VideoGame/{{Borderlands 2}}'': One of the first quests Dr. Zed gives the player is to take out a MadScientist non-doctor. The player must use the E-Tech weapon that Zed gives, and must kill X number of bandits with it. As it's fairly early in the game, its ammo usage of 2 rounds per shot chews through the limited supply of ammo quite quickly--especially since the weapon isn't particularly powerful.

to:

* ''VideoGame/{{Borderlands ''VideoGame/{{Borsaderlands 2}}'': One of the first quests Dr. Zed gives the player is to take out a MadScientist non-doctor. The player must use the E-Tech weapon that Zed gives, and must kill X number of bandits with it. As it's fairly early in the game, its ammo usage of 2 rounds per shot chews through the limited supply of ammo quite quickly--especially since the weapon isn't particularly powerful.


Added DiffLines:

* ''VideoGame/SaintsRow1'' has Hitman missions, requiring you not only to locate and take out a specified target but also to use a specified ''weapon'' in doing so. The Hitman missions in [[VideoGame/SaintsRow2 the sequel]] drops the specific weapon requirement.
Is there an issue? Send a MessageReason:
Misuse: If the game would allow you to kill the target but doing so would result in failure, that would be an example. A character simply being unkillable is not this trope. It's probably Gameplay Ally Immortality (which, judging by the description, does not actually require the character to be an ally) or, more broadly, Story Driven Invulnerability.


* ''VideoGame/DragonsDogma'' has a mission in which you have to catch a bandit. You're not allowed to kill him even though no one tells you not to and it would be perfectly justified considering he's stealing from every shop nightly in your village which was just wrecked by a dragon and is full of dead people and dying people who badly need food and medicine. The only reason you can't kill him is because he inexplicably won't die in this instance.
Is there an issue? Send a MessageReason:
Why is this guy so averse to using the word "and"?


* ''VideoGame/DragonsDogma'' has a mission in which you have to catch a bandit. You're not allowed to kill him even though no one tells you not to & it would be perfectly justified considering he's stealing from every shop nightly in your village which was just wrecked by a dragon & is full of dead people & dying people who badly need food & medicine. The only reason you can't kill him is because he inexplicably won't die in this instance.

to:

* ''VideoGame/DragonsDogma'' has a mission in which you have to catch a bandit. You're not allowed to kill him even though no one tells you not to & and it would be perfectly justified considering he's stealing from every shop nightly in your village which was just wrecked by a dragon & and is full of dead people & and dying people who badly need food & and medicine. The only reason you can't kill him is because he inexplicably won't die in this instance.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/DragonsDogma'' has a mission in which you have to catch a bandit. You're not allowed to kill him even though no one tells you not to & it would be perfectly justified considering he's stealing from every shop nightly in a village that was just attacked by a dragon & is full of dead people & dying people who badly need food & medicine. The only reason you can't kill him is because he inexplicably won't die in this instance.

to:

* ''VideoGame/DragonsDogma'' has a mission in which you have to catch a bandit. You're not allowed to kill him even though no one tells you not to & it would be perfectly justified considering he's stealing from every shop nightly in a your village that which was just attacked wrecked by a dragon & is full of dead people & dying people who badly need food & medicine. The only reason you can't kill him is because he inexplicably won't die in this instance.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/DragonsDogma'' has a mission in which you have to catch a bandit. You're not allowed to kill him even though no one tells you not to & it would be perfectly justified considering he's stealing from every shop nightly in a village that was just attacked by a dragon & is full of dead people & dying people who badly need food & medicine. The only reason you can't kill him is because he inexplicably won't die in this instance.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Brought back in ''VideoGame/TheElderScrollsVSkyrim'''s Dark Brotherhood quests; for example, a {{Frameup}} quest requires you to kill the victim in a major city so that the incriminating letter you plant on his corpse will be found in due time.
Is there an issue? Send a MessageReason:
None


** Both games have "Hunting" and "Assassination" {{Side Quest}}s that require the player to track down specific animal or human enemies and kill them, but the deed must be done with a specific weapon. This is in stark contrast to most of the game, which encourages the player to use whatever tactics and equipment they see fit. Stealth-centric players aren't likely to ever ''touch'' a shotgun during the campaign, but some of these side missions require it.

to:

** Both games have "Hunting" and "Assassination" {{Side Quest}}s that require the player to track down specific animal or human enemies and kill them, but the deed must be done with a specific weapon. This is in stark contrast to most of the game, which encourages the player to use whatever tactics and equipment they see fit. Stealth-centric players aren't likely to ever ''touch'' a shotgun during the campaign, but some of these side missions require it. The Assassinations, at least, were handled slightly better in ''Far Cry 4'' where they were HandWaved into "Eye for an Eye Missions": the target killed the QuestGiver's loved one with <specific weapon>, [[LaserGuidedKarma so that's what you're required to kill the target with.]]




to:

* The Landing Zones in ''VideoGame/MetalGearSolidV''. Where, exactly, the helicopter can drop you off varies wildly between the story missions and the WideOpenSandbox mode, to the effect that the same area may have dozens of available landing options in free roam but only one or two during missions, without even so much as a "too many enemies in the area right now" HandWave.
Is there an issue? Send a MessageReason:
None


** The "Save Our Seeds" missions start the player with several pre-placed plants that will fight like normal. The mission is, as always, to defend the left side of the screen, except that if any of the pre-placed plants die, that will also result in a loss.
** The second game has "Locked and Loaded" missions that require the player to complete the stage using specific plants.
** Also in the sequel, each level can be beaten with one, two, or three stars. To earn a single star the level just has to be beaten, but additional stars can be earned by meeting additional restrictions: How many plants you can use, how many plants you can lose, how much sun you need to produce, where you can or cannot plant (mould colonies), and how far the zombies can walk, which is marked by a row of flowers.

to:

* ''VideoGame/PlantsVsZombies2ItsAboutTime'':
** The "Save Our Seeds" missions start the player with several pre-placed plants that will fight like normal. The mission is, as always, to defend the left side of the screen, except that if any of the pre-placed plants die, that will also result in a loss.
** The second game has "Locked and Loaded" missions that require the player to complete the stage using specific plants.
** Also in the sequel, each level can be beaten with one, two, or three stars. To earn a single star the level just has to be beaten, but additional stars can be earned by meeting Certain levels force additional restrictions: How many plants you can use, how many plants you can lose, how much sun you need to produce, how long you must last for without planting, how many zombies killed within a period of time, where you can or cannot plant (mould colonies), and how far the zombies can walk, which is marked by a row of flowers.
flowers. If you fail any of these restrictions, the level is automatically lost.

Added: 24

Changed: 2

Removed: 24

Is there an issue? Send a MessageReason:
None


!!VideoGame Examples

to:

!!VideoGame Examples
examples



!!Non-VideoGame Examples


Added DiffLines:

!!Non-VideoGame examples

Added: 410

Changed: 322

Is there an issue? Send a MessageReason:
Folderizing.


[[AC:ActionAdventure]]

to:

[[AC:ActionAdventure]][[foldercontrol]]

[[folder: Action Adventure ]]



[[AC:{{Fighting Game}}s]]

to:

[[AC:{{Fighting Game}}s]][[/folder]]

[[folder: Fighting Games ]]



[[AC:FirstPersonShooters]]

to:

[[AC:FirstPersonShooters]][[/folder]]

[[folder: First Person Shooters ]]



[[AC:RealTimeStrategy]]

to:

[[AC:RealTimeStrategy]][[/folder]]

[[folder: Real Time Strategy ]]



[[AC:RolePlayingGames]]

to:

[[AC:RolePlayingGames]][[/folder]]

[[folder: Role Playing Games ]]



[[AC:{{Simulation Game}}s]]

to:

[[AC:{{Simulation Game}}s]][[/folder]]

[[folder: Simulation Games ]]



[[AC:StealthBasedGames]]

to:

[[AC:StealthBasedGames]][[/folder]]

[[folder: Stealth Based Games ]]



[[AC:TabletopGames]]

to:

[[AC:TabletopGames]][[/folder]]

[[folder: Tabletop Games ]]



[[AC:TowerDefense Games]]

to:

[[AC:TowerDefense Games]][[/folder]]

[[folder: Tower Defense Games ]]



[[AC:WebOriginal]]

to:

[[AC:WebOriginal]][[/folder]]

[[folder: Web Original ]]



[[AC: WideOpenSandbox]]

to:

[[AC: WideOpenSandbox]][[/folder]]

[[folder: Wide Open Sandbox ]]



[[AC:{{Film}}s--Live-Action]]

to:

[[AC:{{Film}}s--Live-Action]][[/folder]]

[[folder: Films--Live-Action ]]



[[AC:WesternAnimation]]

to:

[[AC:WesternAnimation]][[/folder]]

[[folder: Western Animation ]]



[[AC:RealLife]]

to:

[[AC:RealLife]][[/folder]]

[[folder: Real Life ]]




to:

[[/folder]]
Is there an issue? Send a MessageReason:
None


** In one mission, victory is tied to each side's kills, but only kills made by vehicles count.[note]The mission's premise concerns recovering vehicles abandoned in an offscreen battle.[/note]

to:

** In one mission, victory is tied to each side's kills, but only kills made by vehicles count.[note]The [[note]]The mission's premise concerns recovering vehicles abandoned in an offscreen battle.[/note][[/note]]
Is there an issue? Send a MessageReason:
None


** In one mission, victory is tied to each side's kills, but only kills made by vehicles count.[note]The mission's premise concerns recovering vehicles abandoned in an offscreen battle.[/battle]

to:

** In one mission, victory is tied to each side's kills, but only kills made by vehicles count.[note]The mission's premise concerns recovering vehicles abandoned in an offscreen battle.[/battle][/note]
Is there an issue? Send a MessageReason:
None


* This trope is fairly common in RTS games in general. The campaign modes of many games often severely restrict the types of units the player has access to early on, slowly introducing new unit types in successive missions [[TropesAreNotBad so that the player isn't overwhelmed by having to learn so many units' strengths and weaknesses at once.]] Frequently, little, if any, in-universe justification is given for doing so.

to:

* This trope is fairly common in RTS games in general. The campaign modes of many games often severely restrict the types of units the player has access to early on, slowly introducing new unit types in successive missions [[TropesAreNotBad so that the player isn't overwhelmed by having to learn so many units' strengths and weaknesses at once.]] Frequently, Frequently little, if any, in-universe justification is given for doing so.



** One mission features a number of abandoned vehicles on the map for the player to capture. While mission success is tied to each side's kills, only kills made by vehicles count towards victory.

to:

** One mission features a number of abandoned vehicles on the map for the player to capture. While mission success In one mission, victory is tied to each side's kills, but only kills made by vehicles count towards victory.
count.[note]The mission's premise concerns recovering vehicles abandoned in an offscreen battle.[/battle]
** One mission's objective is the destruction of enemy command vehicles, with the caveat that being spotted by enemy IR searchlights will increase the enemy's alert level. For unexplained reasons, calling in off-map artillery or airstrikes on either the command vehicles or searchlights will also increase the alert level, while attacking them with any ground unit outside the searchlight's beam will not.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

[[AC:RealTimeStrategy]]
* This trope is fairly common in RTS games in general. The campaign modes of many games often severely restrict the types of units the player has access to early on, slowly introducing new unit types in successive missions [[TropesAreNotBad so that the player isn't overwhelmed by having to learn so many units' strengths and weaknesses at once.]] Frequently, little, if any, in-universe justification is given for doing so.
* The ''Ardennes Assault'' expansion of ''VideoGame/CompanyOfHeroes 2'' features a couple missions with arbitrary restrictions:
** One mission features a number of abandoned vehicles on the map for the player to capture. While mission success is tied to each side's kills, only kills made by vehicles count towards victory.

Changed: 169

Is there an issue? Send a MessageReason:
None


* ''VideoGame/MetroidOtherM'' plays this trope painfully straight with a paper-thin {{justifi|edTrope}}cation. In most ''Franchise/{{Metroid}}'' games, Samus finds new items throughout the game which she uses to power up her suit and then has for the rest of the game. In this game, Samus has ALL her powers from the beginning, but depending on the point in the story or section of the game, she can only use the power-ups her commanding officer Adam Malkovitch allows her to use.

to:

* ''VideoGame/MetroidOtherM'' plays this trope painfully straight with a paper-thin {{justifi|edTrope}}cation. In most ''Franchise/{{Metroid}}'' games, Samus finds new items throughout the game which she uses to power up her suit and then has for the rest of the game. In this game, Samus has ALL her powers from the beginning, but depending on the point in the story or section of the game, she can only use the power-ups her commanding officer Adam Malkovitch allows her to use.
use. Most famously, Adam doesn't give her the go ahead to enable her Varia Suit at first upon entering a heated area, causing Samus' suit to take damage as she navigates it.
Is there an issue? Send a MessageReason:
None



to:

* In ''WesternAnimation/TheIncredibles'', Mr. Incredible is told to destroy the deadly Omnidroid, but also to not completely destroy it, as it's a very expensive piece of hardware. Mr. Incredible does pretty well within the parameters, as after the fight is over the robot is still mostly intact.
Is there an issue? Send a MessageReason:
None


* ''Film/MontyPythonAndTheHolyGrail'' [[{{Parody}} Parodies]] this trope when the Knights Who Say "Ni" demand that Arthur cut down the mightiest tree in the forest--with a ''herring''. Of course, it overlaps with WithAHerring, since the tool is not only arbitrarily specific, but also totally inadequate to the task.

to:

* ''Film/MontyPythonAndTheHolyGrail'' [[{{Parody}} Parodies]] this trope when the Knights Who Say "Ni" demand that Arthur cut down the mightiest tree in the forest--with a ''herring''. Of course, it overlaps with WithAHerring, WithThisHerring, since the tool is not only arbitrarily specific, but also totally inadequate to the task.

Added: 502

Changed: 480

Is there an issue? Send a MessageReason:
Other M is only briefly in first person.


[[AC:ActionAdventure]]
* ''VideoGame/MetroidOtherM'' plays this trope painfully straight with a paper-thin {{justifi|edTrope}}cation. In most ''Franchise/{{Metroid}}'' games, Samus finds new items throughout the game which she uses to power up her suit and then has for the rest of the game. In this game, Samus has ALL her powers from the beginning, but depending on the point in the story or section of the game, she can only use the power-ups her commanding officer Adam Malkovitch allows her to use.



* ''VideoGame/MetroidOtherM'' plays this trope painfully straight with a paper-thin {{justifi|edTrope}}cation. In most ''Franchise/{{Metroid}}'' games, Samus finds new items throughout the game which she uses to power up her suit and then has for the rest of the game. In this game, Samus has ALL her powers from the beginning, but depending on the point in the story or section of the game, she can only use the power-ups her commanding officer Adam Malkovitch allows her to use.

to:

* ''VideoGame/MetroidOtherM'' plays this trope painfully straight with a paper-thin {{justifi|edTrope}}cation. In most ''Franchise/{{Metroid}}'' games, Samus finds new items throughout the game which she uses to power up her suit and then has for the rest of the game. In this game, Samus has ALL her powers from the beginning, but depending on the point in the story or section of the game, she can only use the power-ups her commanding officer Adam Malkovitch allows her to use.
Is there an issue? Send a MessageReason:
None


** The first game has a NewGamePlus, in which Crazy Dave will force the player to use 3 random plants on every normal level.

to:

** The first game has a NewGamePlus, in which Crazy Dave will force the player to use 3 random plants on every normal level.level, the first three choices of plants are randomly imposed by Crazy Dave.
Is there an issue? Send a MessageReason:
Oops, forgot; the first game was actually called AIR Combat, so our page for the overall series is Ace Combat.


* The ''Franchise/AceCombat'' games often include at least one mission where the player is required to fly through a trench, staying below the lip of the trench. It usually has one of two justifications: Either the mission is a stealth-recon mission, and flying above the trench will result in detection and immediate failure, or there is heavy anti-aircraft fire that can't reach the player in the trench, but will instantly kill them if they fly too high.

to:

* The ''Franchise/AceCombat'' ''VideoGame/AceCombat'' games often include at least one mission where the player is required to fly through a trench, staying below the lip of the trench. It usually has one of two justifications: Either the mission is a stealth-recon mission, and flying above the trench will result in detection and immediate failure, or there is heavy anti-aircraft fire that can't reach the player in the trench, but will instantly kill them if they fly too high.
Is there an issue? Send a MessageReason:
Fixing typo.


** ''VideoGame/FarCry4'' also features the "optional objectives" variant on some assassinaiton missions, where an extra cash bonus can be obtained by hiding the target's body in a specific location before fleeing the area afterward.

to:

** ''VideoGame/FarCry4'' also features the "optional objectives" variant on some assassinaiton assassination missions, where an extra cash bonus can be obtained by hiding the target's body in a specific location before fleeing the area afterward.
Is there an issue? Send a MessageReason:
Launching.

Added DiffLines:

Missions, quests, objectives, goals; they go by many names. Whatever name is used, virtually every VideoGame ever made has them. But some games don't just give the player an objective; they also give the player ''conditions''. When a VideoGame sends the player on a quest to complete an objective in an arbitrarily specific way, that's an Arbitrary Mission Restriction.

There are two main variants of this trope. The first is ExactlyWhatItSaysOnTheTin: A condition required to complete the mission, even though it [[GameplayAndStorySegregation doesn't have an in-universe justification]] or simply doesn't make sense in context. The game may send the player to assassinate a target, but require that a specific weapon be used. Or the player may be inexplicably forbidden to use vehicles for a level in a game that has an integrated vehicle mechanic ''and'' no real reason for vehicles to be excluded. Or the player may be required to complete a mission wearing a specific set of armor (or lack thereof), common in "infiltration" or "heist"-type missions where a normally-armored character must go in disguise.

The second variant is commonly called "optional objectives", which is when the Arbitrary Mission Restriction is not required to complete the mission, but will grant some kind of extra reward if the player goes the extra mile to complete it. In contrast to the first variant, which is usually unjustified, optional objectives are often justified with some sort of explanation along the lines of, "This is a more challenging, and thus more impressive, way of doing the mission." The rewards are, of course, just icing on the cake.

While this trope crops up most commonly in {{Video Game}}s, it ''can'' appear in other mediums as well. If a character does a task in a needlessly specific way--with "one hand tied behind his back", as it were--it probably falls into this trope as well.

This trope is ''not'' when a game hobbles the player InUniverse. If the player-character is imprisoned and has all her equipment taken away, and has to escape the prison without her equipment, that's not this trope. But if the player-character is told to infiltrate a fancy party, but forbidden to run as it will break her cover, ''that'' is an Arbitrary Mission Restriction. In general, if there's an InUniverse justification for why the player ''must'' do something a specific way, because it's ''impossible'' to do it any other way, it's probably not this trope. But if the game leaves all options available and decrees that using one or more of those options will result in a failure, and the conditions imposed are not the point of the mission (such as "[[EscortMission Don't let Alice die]]"), then it is this trope.

This trope is also not when the player has an objective, but they get extra rewards for doing it ''better''. An example of this would be a hostage rescue mission where the player obtains better rewards if all the hostages survive, but can still succeed by rescuing only one hostage. That is not this trope, because the hostages are actually the point of the mission. (However, if the mission is to assassinate a prison warden and the player can get optional rewards for freeing prisoners during the mission, ''that'' is an optional objective.)

Compare and contrast with a GimmickLevel, which is when overall gameplay is not changed, but something about the visuals, layout, or abilities necessary to win the level are radically different from usual. Related to FakeDifficulty; many optional objectives can ''drastically'' increase the difficulty of a mission for players who want an extra challenge. Tends to overlap with GameplayAndStorySegregation when the restrictions don't have any InUniverse justification, and also frequently overlaps with OneHundredPercentCompletion, since a lot of "optional" objectives are not quite as optional if you want 100%. Likewise, the optional objective variant is often part of an AchievementSystem.

See also SelfImposedChallenge, which is when a gamer imposes one of these on him- or herself.

[[IThoughtItMeant Not to be confused]] with WithThisHerring, though that trope's TropeNamer ''is'' technically an example.

----

!!VideoGame Examples

[[AC:{{Fighting Game}}s]]
* Some of the challenges in the ''VideoGame/SuperSmashBros'' series fall into this sort of thing--some challenges are even the same as other challenges, but with added restrictions. For instance, in the Wii U game, one challenge is to clear All-Star mode on normal difficulty or above without healing; another challenge is to clear All-Star mode on normal or above without healing ''while playing as Captain Falcon''.

[[AC:FirstPersonShooters]]
* The ''VideoGame/BioShockInfinite'' DLC ''Clash in the Clouds'' requires the player to defeat 15 waves of enemies on each of the four maps, and each wave has a different specification, such as "Kill all enemies with the shotgun" or "complete the wave in 60 seconds".
* ''VideoGame/{{Borderlands 2}}'': One of the first quests Dr. Zed gives the player is to take out a MadScientist non-doctor. The player must use the E-Tech weapon that Zed gives, and must kill X number of bandits with it. As it's fairly early in the game, its ammo usage of 2 rounds per shot chews through the limited supply of ammo quite quickly--especially since the weapon isn't particularly powerful.
* ''VideoGame/FarCry3'' and ''VideoGame/FarCry4'':
** Both games have "Hunting" and "Assassination" {{Side Quest}}s that require the player to track down specific animal or human enemies and kill them, but the deed must be done with a specific weapon. This is in stark contrast to most of the game, which encourages the player to use whatever tactics and equipment they see fit. Stealth-centric players aren't likely to ever ''touch'' a shotgun during the campaign, but some of these side missions require it.
** ''VideoGame/FarCry4'' also features the "optional objectives" variant on some assassinaiton missions, where an extra cash bonus can be obtained by hiding the target's body in a specific location before fleeing the area afterward.
** In what is probably an unintentional example, ''VideoGame/FarCry4'' has very restrictive ideas about what constitutes "out of the mission area", to such an extent that some missions make it ''very'' difficult to use a "long-range sniper" play-style, as the game simply won't let the player get far enough away before failing them for going out-of-bounds.
* Some achievements in the ''{{Franchise/Halo}}'' games fit the bill. The "Good Shepherd" achievement in ''VideoGame/Halo3ODST'' requires the player to complete the campaign without [[ShootTheMedicFirst killing any Engineers]], making things harder because Engineers give their teammates energy shields. Also from ''ODST'', the Vidmaster challenge requires players to complete the final mission on Legendary difficulty without using any Warthogs or tanks, but to alleviate the challenge, the players are given [[FragileSpeedster Mongooses]] with near-infinite ammo rocket launchers.
* ''VideoGame/MetroidOtherM'' plays this trope painfully straight with a paper-thin {{justifi|edTrope}}cation. In most ''Franchise/{{Metroid}}'' games, Samus finds new items throughout the game which she uses to power up her suit and then has for the rest of the game. In this game, Samus has ALL her powers from the beginning, but depending on the point in the story or section of the game, she can only use the power-ups her commanding officer Adam Malkovitch allows her to use.

[[AC:RolePlayingGames]]
* ''VideoGame/TheElderScrollsIVOblivion'''s [[MurderInc Dark Brotherhood]] questline uses the "optional objectives" variant. Players are free to kill the targets any way they please, but with every target after Rufio and Captain Gaston Tussaud--[[spoiler:until the player becomes Lucien Lachance's Silencer]]--there's a bonus added to the payment (usually a magic item) if the kill is carried out in the specified manner (e.g. to MakeItLookLikeAnAccident in "Accidents Happen").
* ''[[VideoGame/FableI Fable: Anniversary]]'', the UpdatedRerelease of the original ''Fable'', features "Boasts" for most quests. Before embarking on a quest, the player may pick and choose any or all available Boasts to attempt, which include conditions like "Don't take any damage," "Do the entire quest naked (i.e., without any armor)," or "Do the entire quest in a chicken suit." They aren't necessary for the success of the quest, but completing them grants extra gold and renown.
* ''VideoGame/KingdomHearts358DaysOver2'' lets the player replay previously-completed missions as "holo-missions," simulations provided by the Organization. After a certain point in the game an Ordeal Badge appears in most missions that, when collected, gives the player access to one of a set of holo-missions called "challenge missions." The mission can be completed normally, but it also has an optional objective that will earn the player "Challenge Sigils" that can be redeemed for in-game rewards. Challenge missions also impose mandatory restrictions such as raising the level of enemies/putting a {{Cap}} on the player's level, disabling attack magic, disabling healing, and so on. A few missions also have an "Ordeal Blazon" to collect for access to an even harder challenge.
* In the InevitableTournament of ''VideoGame/PaperMarioTheThousandYearDoor'', the player is asked to meet certain conditions in each match in order to advance, rather than just defeat the enemy. These include things like "Appeal three times," "[[SheatheYourSword Don't attack for three rounds]]" or "Only let your partner attack." One of the NPC opponents also gets a condition: "Do a triple flip and meow."
* Several of the ''Franchise/TalesSeries'' games, including ''VideoGame/TalesOfSymphonia'' and ''VideoGame/TalesOfXillia'', include titles and/or achievements for not using any [[HealingPotion Gels]] until a certain point in the game, and ''Symphonia'' includes a title for not changing out the main character's [[StarterEquipment starting weapon]]--a pair of wooden swords--until a certain point in the game.
* ''VideoGame/TheWorldEndsWithYou'' has special "Pig Noise" enemies that must be defeated in very idiosyncratic ways. Some require a specific pin to be erased, some must be beaten in under ten seconds, some must be beaten in a particular order, and one actually requires you to ''close your DS'' in order to be erased.

[[AC:{{Simulation Game}}s]]
* The ''Franchise/AceCombat'' games often include at least one mission where the player is required to fly through a trench, staying below the lip of the trench. It usually has one of two justifications: Either the mission is a stealth-recon mission, and flying above the trench will result in detection and immediate failure, or there is heavy anti-aircraft fire that can't reach the player in the trench, but will instantly kill them if they fly too high.

[[AC:StealthBasedGames]]
* Since ''VideoGame/AssassinsCreed2'', every ''Franchise/AssassinsCreed'' game has had optional objectives for every mission. Some are actual restrictions (like "[[StealthBasedMission Don't get into open combat]]"), while others are merely extra tasks that must be completed during the mission (like "Get five [[BoomHeadshot Head Shots]] on enemies"). Other such conditions include "Assassinate your target with the hidden blade" (as opposed to any other weapon), "Don't touch the water" on missions that take place on or near bodies of water, "Perform three double assassinations," and so on. Completing them results in extra "synchronization" on the mission. Since the FramingDevice for the game is that the player is reliving a historical figure's memories, these are loosely [[JustifiedTrope justified]] as being "the way the assassin actually did it". And of course, completing all of the optional objectives is a requirement for OneHundredPercentCompletion.

[[AC:TabletopGames]]
* In ''TabletopGame/DeadOfWinter'', if the main objective is completed successfully before a loss condition is triggered, all players collectively win the game. However, each player also has a hidden individual objective. A player can only achieve individual victory if the group mission is successful ''and'' the player fulfills their own objective. Many of these individual goals can go counter to the group goal, since they can require the player to hoard vital supplies or play in a sub-optimal fashion, while still trying to achieve the group goal. This is {{Inverted|Trope}} if a player gets a Betrayer objective, which means that they can only win if they fulfill their individual objective and the group ''fails''.
* [[TabletopGame/{{Chess}} Odds Chess]] is a variant of chess in which more experienced players will give ''themselves'' an arbitrary restriction, to give amateurs a better chance. For example, two of the stiffest traditional handicaps are known as the "capped knight" and "capped pawn". These challenges specify that the odds-giving player (the more experienced one) must checkmate his opponent with his queen's knight or king's bishop's pawn; otherwise, he loses, even if he checkmates his opponent with a different piece.
* Published ''TabletopGame/{{Shadowrun}}'' adventures sometimes have Mr. Johnson put these type of restrictions on the shadowrunners. For example, if the run involves sending a decker into the target's computer system to retrieve a file, Mr. Johnson may order that the decker is not to look at or copy any of the other files in the system, or keep a copy of the file for himself.

[[AC:TowerDefense Games]]
* The ''VideoGame/PlantsVsZombies'' games feature several examples:
** The first game has a NewGamePlus, in which Crazy Dave will force the player to use 3 random plants on every normal level.
** The "Save Our Seeds" missions start the player with several pre-placed plants that will fight like normal. The mission is, as always, to defend the left side of the screen, except that if any of the pre-placed plants die, that will also result in a loss.
** The second game has "Locked and Loaded" missions that require the player to complete the stage using specific plants.
** Also in the sequel, each level can be beaten with one, two, or three stars. To earn a single star the level just has to be beaten, but additional stars can be earned by meeting additional restrictions: How many plants you can use, how many plants you can lose, how much sun you need to produce, where you can or cannot plant (mould colonies), and how far the zombies can walk, which is marked by a row of flowers.

[[AC:WebOriginal]]
* Yahtzee of ''WebOriginal/ZeroPunctuation'' sardonically refers to this trope as the "sandbox paradox", referring to WideOpenSandbox games in which the player is given complete freedom to do what they like outside of missions, but within missions must precisely follow a linear series of instructions.

[[AC: WideOpenSandbox]]
* ''VideoGame/SaintsRowIV'' has Mayhem missions, in which the player must inflict a certain amount of property destruction in dollars by using a specified weapon, superpower, or vehicle.
* ''[[Franchise/RedFaction Red Faction: Guerrilla]]'' has missions that require the player to destroy a building within a time limit, using explosives and other tools that are provided. These range from simply using the tools quickly, to spotting a building's crucial structural weak points, to solving puzzles.

!!Non-VideoGame Examples

[[AC:{{Film}}s--Live-Action]]
* ''Film/MontyPythonAndTheHolyGrail'' [[{{Parody}} Parodies]] this trope when the Knights Who Say "Ni" demand that Arthur cut down the mightiest tree in the forest--with a ''herring''. Of course, it overlaps with WithAHerring, since the tool is not only arbitrarily specific, but also totally inadequate to the task.

[[AC:WesternAnimation]]
* In ''Disney/{{Aladdin}}'', when the eponymous thief enters the Cave of Wonders to fetch the magic lamp, he is allowed in, but told to "Touch nothing but the lamp." Upon entering, he finds a ''massive'' trove of treasure, but he abides by the condition. Fully justified in that when his pet monkey Abu does touch some of the treasure, [[OhCrap shit massively hits the fan]], they almost die, and then they are [[BuriedAlive trapped in the cave]] and must find a way to escape.

[[AC:RealLife]]
* Most mathematics classes will administer tests requiring students to find the correct answer to a problem using some specific method, when the problem might be solvable by multiple methods (an obvious instance would be "using long division" as opposed to "using a calculator"). {{Justified|Trope}}, as the purpose of such a test is to see how well they've learned the course material, not merely whether they can solve a problem using any method at their disposal.

----

Top