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# VideoGame.DrakeOfThe99Dragions: The game is very hard, but most of it is due to poor design decisions and the game being barely functional than anything intentional.
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# VideoGame.DrakeOfThe99Dragions: DrakeOfThe99Dragons: The game is very hard, but most of it is due to poor design decisions and the game being barely functional than anything intentional.
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'''Why?''': Defining what FakeDifficulty means is, maybe fittingly, a lot harder than it needs to be due to the many interpretations on what counts as FakeDifficulty. Difficulty is a highly subjective topic. What might be seen as unfair to one player might be seen as fair play to another. What might seem like a fair challenge to one player might seem like an insurmountable difficulty spike to another. It depends on the skill level of the player and how much knowledge they have on a game.
Initially, this wick check was made to see if there was a prevalent misuse problem. While there are plenty of examples in which this trope is used correctly, a different issue was made apparent by this wick check. It seems that editors love to use this term when describing the difficulty level of a game without elaborating on why or how the difficulty is unfair.
While this wick check indicates that FakeDifficulty does not have a misuse problem, the fact that it could be considered YMMV means that it should be cleaned up. This trope feels more like an audience reaction than an objective trope. And since its definition is so broad, it's really more of a supertrope. Therefore, any examples of FakeDifficulty should be moved to one of its subtropes, if applicable.
Initially, this wick check was made to see if there was a prevalent misuse problem. While there are plenty of examples in which this trope is used correctly, a different issue was made apparent by this wick check. It seems that editors love to use this term when describing the difficulty level of a game without elaborating on why or how the difficulty is unfair.
While this wick check indicates that FakeDifficulty does not have a misuse problem, the fact that it could be considered YMMV means that it should be cleaned up. This trope feels more like an audience reaction than an objective trope. And since its definition is so broad, it's really more of a supertrope. Therefore, any examples of FakeDifficulty should be moved to one of its subtropes, if applicable.
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Initially, this wick check was made to see if there was a prevalent misuse problem. While there are plenty of examples in which this trope is used correctly, a different issue was made apparent by this wick check. It seems that editors love to use this term when describing the difficulty level of a game without elaborating on why or how the difficulty is unfair.
While this wick check indicates that FakeDifficulty does not have a misuse problem, the fact that it could be considered YMMV means that it should be cleaned up. This trope feels more like an audience reaction than an objective trope. And since its definition is so broad, it's really more of a supertrope. Therefore, any examples of FakeDifficulty should be moved to one of its subtropes, if applicable.
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!! Results
* Correct examples - 30/80
* Incorrect examples - 7/80
* Zero-Context examples - 9/80
* Pothole - 27/80
* Unknown - 5/80
* Correct examples - 30/80
* Incorrect examples - 7/80
* Zero-Context examples - 9/80
* Pothole - 27/80
* Unknown - 5/80
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While this wick check indicates that FakeDifficulty does not have a misuse problem, the fact that it could be considered YMMV means that it should be cleaned up. This trope feels more like an audience reaction than an objective trope. And since its definition is so broad, it's really more of a supertrope. Therefore, any examples of FakeDifficulty should be moved to one of its suptropes, if applicable.
to:
While this wick check indicates that FakeDifficulty does not have a misuse problem, the fact that it could be considered YMMV means that it should be cleaned up. This trope feels more like an audience reaction than an objective trope. And since its definition is so broad, it's really more of a supertrope. Therefore, any examples of FakeDifficulty should be moved to one of its suptropes, subtropes, if applicable.
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[[folder: Correct -- Difficulty from technical aspects (8/77)]]
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[[folder: Correct -- Difficulty from technical aspects (8/77)]](8/80)]]
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[[folder: Correct -- Outcome beyond player control (11/77)]]
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[[folder: Correct -- Outcome beyond player control (11/77)]](11/80)]]
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[[folder: Correct -- Denial of critical information (5/77)]]
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[[folder: Correct -- Denial of critical information (5/77)]](5/80)]]
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[[folder: Correct -- Punishes decisions made long ago (1/77)]]
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[[folder: Correct -- Punishes decisions made long ago (1/77)]](1/80)]]
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[[folder: Correct -- Require counter-intuitive behaviors or skills (0/77)]]
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[[folder: Correct -- Require counter-intuitive behaviors or skills (0/77)]](0/80)]]
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[[folder: Correct -- Multiple Categories (5/77)]]
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[[folder: Correct -- Multiple Categories (5/77)]](5/80)]]
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[[folder: Incorrect (6/77)]]
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[[folder: Incorrect (6/77)]](7/80)]]
# VideoGame.Tetris: If you're migrating from a newer version to an older version, the latter becomes a retroactive example. Usually, you have no lock delay, let alone infinite spin, and stiffer controls. '''An older version of a game being retroactively difficult unfairly shouldn't be counted as an example of Fake Difficulty, as older versions of a game often lack gameplay improvements that newer versions have.'''
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[[folder: Zero-Context Example/Not Enough Context (9/77)]]
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[[folder: Zero-Context Example/Not Enough Context (9/77)]](9/80)]]
# VideoGame.DrakeOfThe99Dragions: The game is very hard, but most of it is due to poor design decisions and the game being barely functional than anything intentional.
# VideoGame.GrandTheftAutoIV: While the handling in cars can be managed, helicopters and surprisingly motorcycles take much longer to get used to and missions that require their use are harder because of that. '''By how much? Does the helicopter or motorcycle take longer to respond to controls than the car? This example does not say.'''
# VideoGame.GrandTheftAutoIV: While the handling in cars can be managed, helicopters and surprisingly motorcycles take much longer to get used to and missions that require their use are harder because of that. '''By how much? Does the helicopter or motorcycle take longer to respond to controls than the car? This example does not say.'''
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[[folder: Potholes/Fake Difficulty mentioned without going into detail (27/77)]]
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[[folder: Potholes/Fake Difficulty mentioned without going into detail (27/77)]](27/80)]]
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[[folder: Unknown (5/77)]]
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[[folder: Unknown (5/77)]](5/80)]]