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* ''{{Videogame/Terraria}}'': The widely despised Torch Luck mechanic added in Journey's End was revamped so that it could only ever provide a positive bonus, meaning that was no penalty for using regular torches in the wrong biome. It also added the Torch God, an event that once beaten, allowed regular torches upon placement to be instantly converted to the proper torch for the biome.

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* ''{{Videogame/Terraria}}'': The widely despised Torch Luck mechanic added in Journey's End was revamped so that it could only ever provide a positive bonus, meaning that there was no penalty for using regular torches in the wrong biome. It also added the Torch God, an event that once beaten, allowed regular torches upon placement to be instantly converted to the proper torch for the biome.

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** Building stairs and triangular roofs became much easier in 0.1.5.0 as they loosened the building restrictions for them.

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** Building stairs and triangular roofs became much easier in 0.1.5.0 as they loosened the building restrictions for them. Patch 0.2.0.6. loosened the restrictions even further.
** Condensing Pals used to be a tremendous pain because you had to have all the Pals on hand to condense and condensed stars could not be carried over. Patch 0.2.0.6. now allows partial condensation and condensing a starred Pal into an unstarred Pal will transfer the condensed stars over.
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* ''VideoGame/PuyoPuyoFever2'' had an item mechanic that was retooled and polished up for ''VideoGame/PuyoPuyoPuzzlePop''. While the items were not a ScrappyMechanic, the 24-item limit was. The stringent 24-item limit is gone in ''Puzzle Pop'', and you can hold multiple copies of an item. You're also allowed to use up to three at once, some of which stack for stronger effects. You could make a particularly hard battle a breeze, and can just as easily make it terrible for yourself to cash in on the extra point currency.
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* ''{{Videogame/Palworld}}:

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* ''{{Videogame/Palworld}}:''{{Videogame/Palworld}}'':
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* Videogame/''{{Palworld}}:

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* Videogame/''{{Palworld}}:''{{Videogame/Palworld}}:



* Videogame/''{{Terraria}}'': The widely despised Torch Luck mechanic added in Journey's End was revamped so that it could only ever provide a positive bonus, meaning that was no penalty for using regular torches in the wrong biome. It also added the Torch God, an event that once beaten, allowed regular torches upon placement to be instantly converted to the proper torch for the biome.

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* Videogame/''{{Terraria}}'': ''{{Videogame/Terraria}}'': The widely despised Torch Luck mechanic added in Journey's End was revamped so that it could only ever provide a positive bonus, meaning that was no penalty for using regular torches in the wrong biome. It also added the Torch God, an event that once beaten, allowed regular torches upon placement to be instantly converted to the proper torch for the biome.
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[[folder: Wide Open Sandbox]]
* Videogame/''{{Palworld}}:
** The 0.1.5.0. patch includes an option for continuous work by pressing the work button once.
** The heat system was also revamped in 0.1.5.0 so the game counted the number of environmental heat sources. Previously, the game only counted the ''type'' of environmental heat sources. This led to bizarre scenarios such as the incubator being ''surrounded'' by campfires and the game saying that the egg was too cold because it only counted a single heat source.
** Building stairs and triangular roofs became much easier in 0.1.5.0 as they loosened the building restrictions for them.
* Videogame/''{{Terraria}}'': The widely despised Torch Luck mechanic added in Journey's End was revamped so that it could only ever provide a positive bonus, meaning that was no penalty for using regular torches in the wrong biome. It also added the Torch God, an event that once beaten, allowed regular torches upon placement to be instantly converted to the proper torch for the biome.
[[/folder]]
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* ''Franchise/MassEffect'': Roaming on planets with the Mako in the first game of 2007 was not quite the astounding experience as you might have expected, and many players think it was the weakest part of the game, to the point of entirely ruining what would have been one of the most interesting sources of attraction: exploring the wilderness in hostile planets, looking for salvage or special encounters. Maps themselves were also largely barren and monotonous. That's why the second game ditched entirely the vehicular exploration part (except for the DLC "Firewalker Pack" involving some short sequences with the Hammerhead, with mixed reception: the differences in handling between the Mako and the Hammerhead led to a [[LampshadeHanging small shout out]] in the third game with the DLC "Citadel", when your companions discuss which one is better, hinting at real life discussion between fans). Comes ''VideoGame/MassEffectAndromeda'' in 2016 and the vehicular expansion is totally revamped with many upgrades and fixes, both on the part of the vehicle itself, and in the design of maps and exploration mechanics. Now exploration is way more comfortable, inspiring and enjoyable to do. The the only exception is that the Nomad doesn't have a cannon like the Mako and so you can't use it to fire at hostiles from the distance. Then, the ''Legendary Edition'' of the original trilogy in 2022 reworks the Mako to implement the handling corrections seen with the Nomad, plus some new features to make it easier to use in combat (for example, no more xp penalty if you kill an enemy with the vehicle). The maps are still the old ones, though.

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* ''Franchise/MassEffect'': Roaming on planets with the Mako in the first game of 2007 was not quite the astounding experience as you might have expected, and many players think it was the weakest part of the game, to the point of entirely ruining what would have been one of the most interesting sources of attraction: exploring the wilderness in hostile planets, looking for salvage or special encounters. Maps themselves were also largely barren and monotonous. That's why the second game ditched entirely the vehicular exploration part (except for the DLC "Firewalker Pack" involving some short sequences with the Hammerhead, with mixed reception: the differences in handling between the Mako and the Hammerhead led to a [[LampshadeHanging small shout out]] in the third game with the DLC "Citadel", when your companions discuss which one is better, hinting at real life discussion discussions between fans). Comes ''VideoGame/MassEffectAndromeda'' in 2016 and the vehicular expansion is totally revamped with many upgrades and fixes, both on the part of the vehicle itself, and in the design of maps and exploration mechanics.mechanics, worthy of the concept of "pathfinding" embraced in the game. Now exploration is way more comfortable, inspiring and enjoyable to do. The the only exception is that the Nomad doesn't have a cannon like the Mako and so you can't use it to fire at hostiles from the distance. Then, the ''Legendary Edition'' of the original trilogy in 2022 reworks the Mako to implement the handling corrections seen with the Nomad, plus some new features to make it easier to use in combat (for example, no more xp penalty if you kill an enemy with the vehicle). The maps are still the old ones, though.
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* ''Franchise/MassEffect'': Roaming on planets with the Mako in the first game of 2007 was not quite the astounding experience as you might have expected, and many players think it was the weakest part of the game, to the point of entirely ruining what would have been one of the most interesting sources of attraction: exploring the wilderness in hostile planets, looking for salvage or special encounters. Maps themselves were also largely barren and monotonous. That's why the second game ditched entirely the vehicular exploration part (except for the DLC "Firewalker Pack" involving some short sequences with the Hammerhead, with mixed reception: the differences in handling between the Mako and the Hammerhead led to a [[LampshadeHanging small shout out]] in the third game with the DLC "Citadel", when your companions discuss which one is better, hinting at real life discussion between fans). Comes ''VideoGame/MassEffectAndromeda'' in 2016 and the vehicular expansion is totally revamped with many upgrades and fixes, both on the part of the vehicle itself, and in the design of maps and exploration mechanics. Now exploration is way more comfortable, inspiring and enjoyable to do. The the only exception is that the Nomad doesn't have a cannon like the Mako and so you can't use it to fire at hostiles from the distance. Then, the ''Legendary Edition'' of the original trilogy in 2022 reworks the Mako to implement the handling corrections seen with the Nomad, plus some new features to make it easier to use in combat (for example, no more xp penalty if you kill an enemy with the vehicle). The maps are still the old ones, though.
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Minor fix.


* Starting with ''VideoGame/MarioKart64'', the Spiny Shell would always attack the racer in 1st place with no way for them to defend against it. By ''VideoGame/MarioKart8'', the Super Horn was introduced counter Spiny Shells, finally giving the lead player a chance to block it. To balance out the changes, the Super Horn rarely appears.

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* Starting with ''VideoGame/MarioKart64'', the Spiny Shell would always attack the racer in 1st place with no way for them to defend against it. By ''VideoGame/MarioKart8'', the Super Horn was introduced to counter Spiny Shells, finally giving the lead player a chance to block it. To balance out the changes, the Super Horn rarely appears.
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NLID is about a character doing a one time thing that people often exaggerate, not a game having a bad mechanic


** The tutorials for ''VideoGame/XenobladeChronicles2'' are [[NeverLiveItDown infamously terrible]] for a multitude of reasons, between being simultaneously too frequent and too simplistic to properly explain the game's complex game mechanics, to being PermanentlyMissableContent after their first viewing, to in some cases being so poor as to actively mislead players. They're often held up as one of the biggest reasons dislikers of ''2'' ended up dropping the game. ''3'' on the other hand goes out of its way to provide detailed and tutorials for every mechanic it introduces, which can be viewed in the menu at any time and also offer practice training missions to get the hang of it. While a lot of fans feel that the game perhaps ''overcorrected'' with the tutorials and leads to a SlowPacedBeginning, it's overall still considered a step up from the last game.

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** The tutorials for ''VideoGame/XenobladeChronicles2'' are [[NeverLiveItDown [[TutorialFailure infamously terrible]] for a multitude of reasons, between being simultaneously too frequent and too simplistic to properly explain the game's complex game mechanics, to being PermanentlyMissableContent after their first viewing, to in some cases being so poor as to actively mislead players. They're often held up as one of the biggest reasons dislikers of ''2'' ended up dropping the game. ''3'' on the other hand goes out of its way to provide detailed and tutorials for every mechanic it introduces, which can be viewed in the menu at any time and also offer practice training missions to get the hang of it. While a lot of fans feel that the game perhaps ''overcorrected'' with the tutorials and leads to a SlowPacedBeginning, it's overall still considered a step up from the last game.
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* A common criticism of even the most well-liked modern ''Franchise/SonicTheHedgehog'' entries is the Boost mechanic being too powerful and too easy to maintain, turning levels into "[[MemeticMutation Boost to win]]". In ''VideoGame/SonicFrontiers'', boosting into enemies no longer destroys them. Instead, ''you'' take damage. This forces players to use boosting more strategically as a movement/speed tool, rather than making it ideal in ''every'' situation.
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** In older ''Yakuza'' titles (particularly ''VideoGame/Yakuza3'' and ''especially'' ''VideoGame/Yakuza5''), the game's Inventory System was rather limited in what you can carry (totaling out to 20 items total - including weapons, crane game prizes, and other resources), as your inventory space would be quickly filled up by random junk received after most enemy encounters. Starting from the original release of ''VideoGame/LikeADragonIshin'', this inventory system would see an overhaul that only allowed Healing Items and other Vendor Trash in the main 5x4 grid while Weapons, Resources, and Key Items would now have their own sections. And starting from ''Yakuza 6'' onwards, the Inventory system would be overhauled to the extent that you can now carry virtually ''every healing and miscellaneous item in the game'' - albeit in limited quantities (e.g., you're limited to 10 Staminan Royales, but you can now stock up on lower-tier healing items like Staminan X or Toughness Z to your heart's content).
** One of the most common criticisms about ''VideoGame/Yakuza6's'' [[SuperMode Extreme Heat]] mechanic (which, while fixed to an extent in ''[[VideoGame/Yakuza2 Kiwami 2]]''[[note]] Extreme Heat Mode had to be unlocked at a certain point in the story in ''[=K2=]'' via Komaki's Training, as opposed to Kiryu having available from the start in ''6''. [[/note]], only exacerbated the problem further in most places) was that it effectively trivialized combat by making Kiryu's damage output far too high while he's in the state, making most of the game devolve around waiting until you have a bar of Heat, then popping Extreme Heat and watching most enemies drop like flies. Come ''VideoGame/{{Judgment}}'' and not only has this been addressed considerably, but that game's equivalent mechanic, EX Burst, is far better balanced with the addition of new combo strings, enhanced abilities, and overall reduced damage output when compared to Extreme Heat in ''6'' and especially ''Kiwami 2''.

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** In older ''Yakuza'' titles (particularly ''VideoGame/Yakuza3'' and ''especially'' ''VideoGame/Yakuza5''), ''especially VideoGame/Yakuza5''), the game's Inventory System was rather limited in what you can carry (totaling out to 20 items total - including weapons, crane game prizes, and other resources), as your inventory space would be quickly filled up by random junk received after most enemy encounters. Starting from the original release of ''VideoGame/LikeADragonIshin'', this inventory system would see an overhaul that only allowed Healing Items and other Vendor Trash VendorTrash in the main 5x4 grid while Weapons, Resources, and Key Items would now have their own sections. And starting from ''Yakuza 6'' ''VideoGame/Yakuza6'' onwards, the Inventory system would be overhauled to the extent that you can now carry virtually ''every healing and miscellaneous item in the game'' - albeit in limited quantities (e.g., you're limited to 10 Staminan Royales, but you can now stock up on lower-tier healing items like Staminan X or Toughness Z to your heart's content).
** One of the most common criticisms about ''VideoGame/Yakuza6's'' ''Yakuza 6's'' [[SuperMode Extreme Heat]] mechanic (which, while fixed to an extent in ''[[VideoGame/Yakuza2 Kiwami 2]]''[[note]] Extreme Heat Mode had to be unlocked at a certain point in the story in ''[=K2=]'' via Komaki's Training, as opposed to Kiryu having available it from the start in ''6''. [[/note]], only exacerbated the problem further in most places) was that it effectively trivialized combat by making Kiryu's damage output far too high while he's in the state, making most of the game devolve around waiting until you have a bar of Heat, then popping Extreme Heat and watching most enemies drop like flies. Come ''VideoGame/{{Judgment}}'' and not only has this been addressed considerably, but that game's equivalent mechanic, EX Burst, is far better balanced with the addition of new combo strings, enhanced abilities, and overall reduced damage output when compared to Extreme Heat in ''6'' and especially ''Kiwami 2''.
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[[folder:Racing Games]]
* In ''VideoGame/FZero1990'', the boost arrows would boost your machine to 999 km/h but would also make you slide all over the place if you attempted to steer or shift your machine. ''VideoGame/FZero99'', which is a battle royale version of the first game, slightly reduced the speed boost from the boost arrows and they no longer make your machine slide when steering, giving the player much more control when getting a speed boost and more of an incentive to hit the boost arrows.
* Starting with ''VideoGame/MarioKart64'', the Spiny Shell would always attack the racer in 1st place with no way for them to defend against it. By ''VideoGame/MarioKart8'', the Super Horn was introduced counter Spiny Shells, finally giving the lead player a chance to block it. To balance out the changes, the Super Horn rarely appears.
[[/folder]]
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* When ''VideoGame/ParadigmReboot'' was first released, the in-app purchase songs all had to be bought individually, i.e. a separate transaction for each song. This proved annoying especialy for credit/debit card users (as opposed to those with pre-loaded iOS App Store / Google Play Store credit), due to how suspicious multiple transactions from the same merchant within a short period of time could look to some banks and card providers. This was later resolved by introducing Active Crystals, a PremiumCurrency that can be bought in bulk, so that the player only needs to perform one real-world transaction and then they can spend those Active Crystals on their desired purchases from there.

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* When ''VideoGame/ParadigmReboot'' was first released, the in-app purchase songs all had to be bought individually, i.e. a separate transaction for each song. This proved annoying especialy for credit/debit card users (as opposed to those with pre-loaded iOS App Store / Google Play Store credit), due to how suspicious multiple transactions from the same merchant within a short period of time could can look to some banks and card providers.providers, and if Touch ID or Face ID fails on iOS on any one transaction, the user is forced to input their password to authorize the transaction, which might happen multiple times when performing multiple transactions. This was later resolved by introducing Active Crystals, a PremiumCurrency that can be bought in bulk, so that the player only needs to perform one real-world transaction and then they can spend those Active Crystals on their desired purchases from there.
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[[folder:Rhythm Games]]
* When ''VideoGame/ParadigmReboot'' was first released, the in-app purchase songs all had to be bought individually, i.e. a separate transaction for each song. This proved annoying especialy for credit/debit card users (as opposed to those with pre-loaded iOS App Store / Google Play Store credit), due to how suspicious multiple transactions from the same merchant within a short period of time could look to some banks and card providers. This was later resolved by introducing Active Crystals, a PremiumCurrency that can be bought in bulk, so that the player only needs to perform one real-world transaction and then they can spend those Active Crystals on their desired purchases from there.
[[/folder]]

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** Generation VII saved an entire battle mechanic: terrains. Introduced in Generation VI, terrain effects were seen as a failed attempt to spice up the battlefield due to a lack of good setters and abusers in competitive play. Generation VII managed to solidify them as a battle mechanic through introducing a legendary quartet themed after the Terrain effects, more Pokémon that can take good advantage of the system, and the Terrain Extender item.
** Generation VII also saved an entire playstyle: hail teams. To put it short, hail was always the worst of the four weather conditions, with few good setters and almost no benefit for non Ice-type Pokémon beyond a 100% accurate Blizzard. Then Gen VII gave players a few interesting things: firstly, two decent setters in Alolan Ninetales and Vanilluxe (the latter notable for ''not'' having a double weakness). Second, the move Aurora Veil, a fusion of Light Screen and Reflect that can only be activated in hail. Finally, the Ability Slush Rush as a counterpart to Swift Swim, Sand Rush, and Chlorophyll, making hail more viable. While it has since disappeared from top tier play as a result of Ice types in general having too many weaknesses to capitalize on, in the mid and lower tiers it's all over the place, finally give Hail and Ice types some measure of viability and time in the sun. To make the playstyle even better, Generation IX replaced hail with snow - which no longer did passive damage to non Ice-types[[note]]which even then, went both ways, as now while the enemy team wouldn't be chipped, it was now easier to build teams, since your own teammates wouldn't be eating chip damage[[/note]] but gave all Ice-types an effective +1 Defense boost, allowing for better setup opportunities and overall survivability.

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** ''VideoGame/PokemonSunAndMoon'' salvaged several game mechanics from previous generations:
***
Generation VII saved an entire battle mechanic: terrains. Introduced in Generation VI, terrain effects were seen as a failed attempt to spice up the battlefield due to a lack of good setters and abusers in competitive play. Generation VII managed to solidify them as a battle mechanic through introducing a legendary quartet themed after the Terrain effects, more Pokémon that can take good advantage of the system, and the Terrain Extender item.
** Generation VII also saved an entire playstyle: hail teams.*** Hail teams got some much needed improvements. To put it short, hail was always the worst of the four weather conditions, with few good setters and almost no benefit for non Ice-type Pokémon beyond a 100% accurate Blizzard. Then Gen VII gave players a few interesting things: firstly, two decent setters in Alolan Ninetales and Vanilluxe (the latter notable for ''not'' having a double weakness). Second, the move Aurora Veil, a fusion of Light Screen and Reflect that can only be activated in hail. Finally, the Ability Slush Rush as a counterpart to Swift Swim, Sand Rush, and Chlorophyll, making hail more viable. While it has since disappeared from top tier play as a result of Ice types in general having too many weaknesses to capitalize on, in the mid and lower tiers it's all over the place, finally give Hail and Ice types some measure of viability and time in the sun. To make the playstyle even better, Generation IX replaced hail with snow - which no longer did passive damage to non Ice-types[[note]]which even then, went both ways, as now while the enemy team wouldn't be chipped, it was now easier to build teams, since your own teammates wouldn't be eating chip damage[[/note]] but gave all Ice-types an effective +1 Defense boost, allowing for better setup opportunities and overall survivability.survivability.
*** [=HMs=] were replaced by the more convenient Poké Rides. Instead of having to teach your team members dubiously-useful moves just to push rocks, cross water, or fast-travel to previous towns, you are now given a separate set of Pokémon just to use those moves, who aren't counted as part of your team, and they can be assigned to directions on the D-Pad, letting you use them instantly instead of having to navigate through menus.
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* ''VideoGame/SuperMarioRPG Remake'': In the original game, the Signal Ring was introduced way too late into the game to be considered useful, and, as such, was considered BetterOffSold. Now it's given out at the start of the game by a Toad in the Mushroom Kingdom item shop who teaches Mario about hidden treasure chests, making its usefulness more practical.

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* ''VideoGame/SuperMarioRPG Remake'': ''VideoGame/SuperMarioRPG'': In the original game, the Signal Ring was introduced way too late into the game to be considered useful, and, as such, was considered BetterOffSold. Now In the remake though, now it's given out at the start of the game by a Toad in the Mushroom Kingdom item shop who teaches Mario about hidden treasure chests, making its usefulness more practical.
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* ''VideoGame/SuperMarioRPG Remake'': In the original game, the Signal Ring was introduced way too late into the game to be considered useful, and as such, was considered BetterOffSold. However, it's now given out at the start of the game by the Toad in the Mushroom Kingdom item shop who teaches Mario about hidden treasure chests, making its usefulness more practical.

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* ''VideoGame/SuperMarioRPG Remake'': In the original game, the Signal Ring was introduced way too late into the game to be considered useful, and and, as such, was considered BetterOffSold. However, Now it's now given out at the start of the game by the a Toad in the Mushroom Kingdom item shop who teaches Mario about hidden treasure chests, making its usefulness more practical.
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None


* ''VideoGame/SuperMarioRPG Remake'': In the original game, the Signal Ring was introduced way too late into the game to be considered useful, and as such, was considered Better Off Sold. However, it's now given out at the start of the game by the Toad in the Mushroom Kingdom item shop who teaches Mario about hidden treasure chests, making its usefulness more practical.

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* ''VideoGame/SuperMarioRPG Remake'': In the original game, the Signal Ring was introduced way too late into the game to be considered useful, and as such, was considered Better Off Sold.BetterOffSold. However, it's now given out at the start of the game by the Toad in the Mushroom Kingdom item shop who teaches Mario about hidden treasure chests, making its usefulness more practical.
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* ''VideoGame/SuperMarioRPG Remake'': In the original game, the Signal Ring was introduced way too late into the game to be considered useful, and as such, was considered Better Off Sold. However, it's now given out at the start of the game by the Toad in the Mushroom Kingdom item shop who teaches Mario about hidden treasure chests, making its usefulness more practical.

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Crosswicking


* ''VideoGame/{{Fallout 4}}'' introduced Settlement Building to [[VideoGame/{{Fallout}} the series]], enabling you to bring back a semblance of civilization back to the [[AfterTheEnd post-apocalyptic]] ScavengerWorld setting while also providing massive gameplay bonuses. However, it came with a massive flaw that turned off a significant portion of players -- the settlements needed to be ''actively'' defended by the player by completing randomly generated {{Timed Mission}}s. This was even worse when working with the [[WeHelpTheHelpless Minutemen]], as Minuteman companion Preston Garvey (and later the Radio Freedom station) would assign you these quests ad nauseam. As such, many players simply said "screw it" and didn't bother with the mechanic while others turned to {{Game Mod}}s to address the issues. About three months after the game came out, Bethesda released a patch with major overhauls to the Settlement Building system that largely salvaged it. With proper defenses, Settlements now had a chance to defend themselves, and cooldowns/limits were implemented to keep the amount and frequency much more manageable.

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* ''VideoGame/{{Fallout 4}}'' ''VideoGame/EtrianOdysseyIVLegendsOfTheTitan'': This game removes the much-maligned 1,000-en fee for renaming a character, which served no purpose other than to steeply tax players who changed their mind on a character's name for one reason or another. Now renaming characters is free of charge, and subsequent games follow suit. Sadly, the ''Origins Collection'' remakes of the first three games reinstate the fee.
* ''VideoGame/Fallout4''
introduced Settlement Building to [[VideoGame/{{Fallout}} the series]], enabling you to bring back a semblance of civilization back to the [[AfterTheEnd post-apocalyptic]] ScavengerWorld setting while also providing massive gameplay bonuses. However, it came with a massive flaw that turned off a significant portion of players -- the settlements needed to be ''actively'' defended by the player by completing randomly generated {{Timed Mission}}s. This was even worse when working with the [[WeHelpTheHelpless Minutemen]], as Minuteman companion Preston Garvey (and later the Radio Freedom station) would assign you these quests ad nauseam. As such, many players simply said "screw it" and didn't bother with the mechanic while others turned to {{Game Mod}}s to address the issues. About three months after the game came out, Bethesda released a patch with major overhauls to the Settlement Building system that largely salvaged it. With proper defenses, Settlements now had a chance to defend themselves, and cooldowns/limits were implemented to keep the amount and frequency much more manageable.
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** ''VideoGame/PokemonBlackAndWhite'' saved Technical Machines. For fourteen years, [=TMs=] were one-use items to teach moves, with most being found only once per save file or otherwise rather expensive, especially since some were exclusive to Game Corners. This resulted in most [=TMs=] being TooAwesomeToUse. Gen V changed this so that they can be used as many times as the player wishes, much like with [=HMs=]. While Gen IX returned to making [=TMs=] single-use, they also made them renewable via the TM Machine, meaning that you can easily get more copies by just farming the right Pokémon and aren't stuck with only one copy per save file.

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** ''VideoGame/PokemonBlackAndWhite'' saved Technical Machines. For fourteen years, [=TMs=] were one-use items to teach moves, with most being found only once per save file or otherwise rather expensive, especially since some were exclusive to Game Corners. This resulted in most [=TMs=] being TooAwesomeToUse. Gen V changed this so that they can be used as many times as the player wishes, much like with [=HMs=]. While Gen IX returned This was eventually dialed back in Generation VIII with a return to making single-use items, with the most useful of [=TMs=] being converted into [=TRs=] (but still keeping [=TMs=] as infinitely-reusable), and both ''Brilliant Diamond and Shining Pearl'' and ''Scarlet and Violet'' outright made all [=TMs=] single-use, they also made which while a considerable step back from the previous mechanics, it does include means to replenish them renewable via the TM Machine, meaning that you so players can easily get obtain more copies by just farming the right Pokémon and aren't stuck with only than one copy per save file.
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* ''Franchise/TouhouProject'': The [=UFOs=] in ''VideoGame/TouhouSeirensenUndefinedFantasticObject'' are somewhat of a ScrappyMechanic because you need sets of three to summon a UFO, and it's frustratingly easy to accidentally pick up the wrong one and have to either take a UFO type you don't want or start over. ''VideoGame/WilyBeastAndWeakestCreature'' has a similar gimmick where you enter [[SuperMode Roaring Mode]] after collecting five beast spirits. However, you get a lot more leeway because you only need three matching spirits to get a bonus, and even if you don't have three of a kind, you still get a "[[VanillaUnit vanilla]]" Roaring Mode that can negate a hit.

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* ''Franchise/TouhouProject'': The [=UFOs=] in ''VideoGame/TouhouSeirensenUndefinedFantasticObject'' are somewhat of a ScrappyMechanic because you need sets of three to summon a UFO, and it's frustratingly easy to accidentally pick up the wrong one and have to either take a UFO type you don't want or start over. ''VideoGame/WilyBeastAndWeakestCreature'' ''[[VideoGame/TouhouKikeijuuWilyBeastAndWeakestCreature Wily Beast and Weakest Creature]]'' has a similar gimmick where you enter [[SuperMode Roaring Mode]] after collecting five beast spirits. However, you get a lot more leeway because you only need three matching spirits to get a bonus, and even if you don't have three of a kind, you still get a "[[VanillaUnit vanilla]]" Roaring Mode that can negate a hit.

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