Anti-Frustration Features: Difference between revisions

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It can also occur in other situations, but those are fairly rare.
It can also occur in other situations, but those are fairly rare.


See also [[Acceptable Breaks From Reality]] for when it is the rules of reality that are changed. Can sometimes lead to [[It's Easy, So It Sucks|some slight backlash]], and take the form of [[Suspicious Videogame Generosity]]. Not to be confused with [[Mercy Mode]]. Direct opposite of [[Classic Video Game Screw Yous]].
See also [[Acceptable Breaks From Reality]] for when it is the rules of reality that are changed. Can sometimes lead to [[It's Easy, So It Sucks|some slight backlash]], and take the form of [[Suspicious Videogame Generosity]]. Not to be confused with [[Mercy Mode]]. Direct opposite of [[Classic Video Game "Screw You"s]].
{{examples}}
{{examples}}


== Action Adventure ==
== Action Adventure ==
* In ''[[Assassin's Creed: Brotherhood|Assassin's Creed Brotherhood]]'' one of the Lairs of Romulus requires you to cut down counterweights with a projectile. The counterweight you find at the end of a long platforming sequence has a chest nearby which replenishes your knives and bolts in case you got all the way up there with no ammo left.
* In ''[[Assassin's Creed: Brotherhood|Assassin's Creed Brotherhood]]'' one of the Lairs of Romulus requires you to cut down counterweights with a projectile. The counterweight you find at the end of a long platforming sequence has a chest nearby which replenishes your knives and bolts in case you got all the way up there with no ammo left.
* When you die in ''[[Beyond Good & Evil (video game)|Beyond Good and Evil]],'' you're usually sent back to a checkpoint near the start of the room or the area you're in. You'll have half your regular health, and any items you may have used in the interim will be gone. There are two exceptions, however: The Looter's Caverns and the [[Final Boss]]. When you lose a Looter's Cavern, you're sent back to the start with whatever health you had when you entered (full, if you're smart) and any items you used during the challenge are returned to your inventory. Since the Looter's Caverns are... [[That One Sidequest|annoying]], this is quite a boon. The [[Final Boss]] has a checkpoint halfway that's the same way.
* When you die in ''[[Beyond Good & Evil (video game)|Beyond Good and Evil]],'' you're usually sent back to a checkpoint near the start of the room or the area you're in. You'll have half your regular health, and any items you may have used in the interim will be gone. There are two exceptions, however: The Looter's Caverns and the [[Final Boss]]. When you lose a Looter's Cavern, you're sent back to the start with whatever health you had when you entered (full, if you're smart) and any items you used during the challenge are returned to your inventory. Since the Looter's Caverns are... [[That One Sidequest|annoying]], this is quite a boon. The [[Final Boss]] has a checkpoint halfway that's the same way.
* ''[[Iji]]'' gives you a pre-made Resonance Reflector for your [[Playing Tennis With the Boss|tennis date with the final boss]], just in case you didn't have one yet. More acceptable than usual, since otherwise it would be impossible to win on the hardest difficulty level.
* ''[[Iji]]'' gives you a pre-made Resonance Reflector for your [[Playing Tennis With the Boss|tennis date with the final boss]], just in case you didn't have one yet. More acceptable than usual, since otherwise it would be impossible to win on the hardest difficulty level.
* In ''[[The Legend of Zelda: The Wind Waker|The Legend of Zelda the Wind Waker]]'', during the third boss fight, which can only be killed by hitting it with arrows, then feeding it bombs, if you run out of either of them, the machine will "sneeze" out a few extras to compensate. Weakly [[Justified Trope|justified]] in that {{spoiler|this particular boss is merely testing your strength, which, as we all know, [[Gameplay and Story Segregation|has nothing to do with how much you can carry]].}}
* In ''[[The Legend of Zelda: The Wind Waker|The Legend of Zelda the Wind Waker]]'', during the third boss fight, which can only be killed by hitting it with arrows, then feeding it bombs, if you run out of either of them, the machine will "sneeze" out a few extras to compensate. Weakly [[Justified Trope|justified]] in that {{spoiler|this particular boss is merely testing your strength, which, as we all know, [[Gameplay and Story Segregation|has nothing to do with how much you can carry]].}}
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** Though against the [[SNK Boss|final boss]], it doesn't really help much.
** Though against the [[SNK Boss|final boss]], it doesn't really help much.
** In the remakes of '98 and 2002, failing any combination of the challenge games 100 times unlocks everything in the game automatically.
** In the remakes of '98 and 2002, failing any combination of the challenge games 100 times unlocks everything in the game automatically.
* The otherwise insanely-powerful-even-for-an- [[SNK Boss]] of ''[[Arcana Heart]] 3'' score attack, Parace, starts with less life each time you continue. After losing to her a dozen times or so, she'll start with about a quarter of full health and can be taken out with a single blaze - if you can hit her.
* The otherwise insanely-powerful-even-for-an- [[SNK Boss]] of ''[[Arcana Heart]] 3'' score attack, Parace, starts with less life each time you continue. After losing to her a dozen times or so, she'll start with about a quarter of full health and can be taken out with a single blaze - if you can hit her.
* ''[[Skullgirls]]'' has a feature that allows someone being stuck in an infinite combo loop to break it with a single button press.
* ''[[Skullgirls]]'' has a feature that allows someone being stuck in an infinite combo loop to break it with a single button press.


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* ''[[Metroid Prime]] 2: Echoes'' has the Light, Dark, and Annihilator beams that require ammo to use. Some enemies are only vulnerable to certain beam weapons, and some doors only open with those weapons, too. Even if you run out of ammo, you can still fire the beams by charging them up, but they shoot normal shots instead.
* ''[[Metroid Prime]] 2: Echoes'' has the Light, Dark, and Annihilator beams that require ammo to use. Some enemies are only vulnerable to certain beam weapons, and some doors only open with those weapons, too. Even if you run out of ammo, you can still fire the beams by charging them up, but they shoot normal shots instead.
** Also, if you happen to run out of ammo while fighting the third form of Emperor Ing, he'll gracefully summon a bunch of cannon fodder mooks that drop health and ammo when killed.
** Also, if you happen to run out of ammo while fighting the third form of Emperor Ing, he'll gracefully summon a bunch of cannon fodder mooks that drop health and ammo when killed.
* ''[[Portal (series)|Portal]]'' makes use of AFF throughout both games such as guiding you towards open portals that you'd otherwise just miss, plus you can move yourself out of an infinite fall between a ceiling and floor portal in a way that would not be possible in real life. The main character is equipped with leg springs that protect her from fall damage, you can't slice yourself in half by placing a new portal when you're half way through one, etc.
* ''[[Portal (series)|Portal]]'' makes use of AFF throughout both games such as guiding you towards open portals that you'd otherwise just miss, plus you can move yourself out of an infinite fall between a ceiling and floor portal in a way that would not be possible in real life. The main character is equipped with leg springs that protect her from fall damage, you can't slice yourself in half by placing a new portal when you're half way through one, etc.
** [[Portal 2|The second game]] also has one specific instance near the end of the game where you need to keep one end of a portal open on an excursion funnel and fire the other portal at a critical moment to avoid a trap. Normally if you accidentally fire the portal that the funnel is projecting through the funnel would be cut off entirely and you'd fall to your death. For this one particular instance, if you accidentally fire that portal, the other one will silently take its place, keeping the funnel open and avoiding a plummet to your doom because you forgot what colour portal you opened earlier.
** [[Portal 2|The second game]] also has one specific instance near the end of the game where you need to keep one end of a portal open on an excursion funnel and fire the other portal at a critical moment to avoid a trap. Normally if you accidentally fire the portal that the funnel is projecting through the funnel would be cut off entirely and you'd fall to your death. For this one particular instance, if you accidentally fire that portal, the other one will silently take its place, keeping the funnel open and avoiding a plummet to your doom because you forgot what colour portal you opened earlier.
*** It does this twice, actually. The second time is with the most awesome portal ever. You know the one.
*** It does this twice, actually. The second time is with the most awesome portal ever. You know the one.
**** It does it in The Part Where He Kills You too.
**** It does it in The Part Where He Kills You too.
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== Tabletop RPG ==
== Tabletop RPG ==
* In any such game, especially games like [[Dungeons and Dragons]], resurrection. At lower levels, if your character dies, he's dead and you probably aren't all that attached so you roll up a new character. Once you've worked up to mid levels, you probably don't want your character to stay dead but fortunately by this point you usually have some means to get your character raised.
* In any such game, especially games like [[Dungeons and Dragons]], resurrection. At lower levels, if your character dies, he's dead and you probably aren't all that attached so you roll up a new character. Once you've worked up to mid levels, you probably don't want your character to stay dead but fortunately by this point you usually have some means to get your character raised.
* Also, the presence of a [[Game Master]] is meant to be a built in [[Anti Frustration Feature]] as they can rule differently on anything that unduly kills the fun, if they're doing their job correctly.
* Also, the presence of a [[Game Master]] is meant to be a built in [[Anti Frustration Feature]] as they can rule differently on anything that unduly kills the fun, if they're doing their job correctly.


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** This has been used since 9th Style in the Japanese releases, and applies to Hard, Expert Courses, and [[Kyu and Dan Ranks|Dan'inintei Mode]]. Of course, Konami seems to have used this as an excuse to make the Dan'inintei courses use harder songs.
** This has been used since 9th Style in the Japanese releases, and applies to Hard, Expert Courses, and [[Kyu and Dan Ranks|Dan'inintei Mode]]. Of course, Konami seems to have used this as an excuse to make the Dan'inintei courses use harder songs.
* In the ''[[DJMAX]]'' series, beginning with ''DJMAX Portable Black Square'', if you hit the wrong key for a note, you will still get the full percentage for it, but only get 80% of the points. The inclusion of this has proven very controversial among fans, because now you can full-combo or get 100% on a song without even hitting the right buttons at all.
* In the ''[[DJMAX]]'' series, beginning with ''DJMAX Portable Black Square'', if you hit the wrong key for a note, you will still get the full percentage for it, but only get 80% of the points. The inclusion of this has proven very controversial among fans, because now you can full-combo or get 100% on a song without even hitting the right buttons at all.
* A new feature added in the sequel to ''[[Osu Tatakae Ouendan|Osu! Tatakae! Ouendan]]'' was the ability to continue a song once after failing, rather than having to start over from the beginning. However, this can only be done on the easiest difficulty, and not on the [[Final Boss|final song]].
* A new feature added in the sequel to ''[[Osu! Tatakae! Ouendan]]'' was the ability to continue a song once after failing, rather than having to start over from the beginning. However, this can only be done on the easiest difficulty, and not on the [[Final Boss|final song]].
* Newer releases of ''[[Pop N Music]]'' and ''[[Pump It Up]]'' will always give you a second stage even if you fail your first one<ref>unless, in ''Pop'n'', you're playing in Cho-Challenge mode</ref>. This allows you to utilize the first stage to practice more difficult songs or songs that you are not confident that you will clear.
* Newer releases of ''[[Pop N Music]]'' and ''[[Pump It Up]]'' will always give you a second stage even if you fail your first one<ref>unless, in ''Pop'n'', you're playing in Cho-Challenge mode</ref>. This allows you to utilize the first stage to practice more difficult songs or songs that you are not confident that you will clear.
** This is also true for ''Drummania'', ''Guitar Freaks'' (as of V6, at least, but probably earlier) and IIDX (at least as of Sirius, and again, probably earlier).
** This is also true for ''Drummania'', ''Guitar Freaks'' (as of V6, at least, but probably earlier) and IIDX (at least as of Sirius, and again, probably earlier).
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*** Moses offers similar help in a forest maze but getting the help loses you a title for Senel.
*** Moses offers similar help in a forest maze but getting the help loses you a title for Senel.
** Also present in ''[[Tales of the Abyss]]'', where at one point you must sneak through a forest without being spotted by enemy guards. Failing this five times, the game gives you the option of simply attacking said guards.
** Also present in ''[[Tales of the Abyss]]'', where at one point you must sneak through a forest without being spotted by enemy guards. Failing this five times, the game gives you the option of simply attacking said guards.
*** There is also the short "re-draw the fonic glyph" minigame, where Tear will do it for you if you fail. Unlike the above example, however, you rob yourself of [[Hundred-Percent Completion]] this way (at least unless you do it right [[New Game+|the next time]]).
*** There is also the short "re-draw the fonic glyph" minigame, where Tear will do it for you if you fail. Unlike the above example, however, you rob yourself of [[100% Completion]] this way (at least unless you do it right [[New Game+|the next time]]).
** In ''[[Tales of Symphonia]]'' too, you have to do an ice puzzle across a geyser. If you mess up, the character with the highest affection will save Lloyd, and then Kratos will do the puzzle for you.
** In ''[[Tales of Symphonia]]'' too, you have to do an ice puzzle across a geyser. If you mess up, the character with the highest affection will save Lloyd, and then Kratos will do the puzzle for you.
* In the ''[[Baten Kaitos]]'' games, dying to a boss will allow you to modify your decks and start the boss fight over from the beginning, as opposed to kicking you to the title screen like normal deaths do. You'll be thankful for it; bosses in these games are ''hard'' and tend to have long-winded [[Exposition Break|Exposition Breaks]] before the fight.
* In the ''[[Baten Kaitos]]'' games, dying to a boss will allow you to modify your decks and start the boss fight over from the beginning, as opposed to kicking you to the title screen like normal deaths do. You'll be thankful for it; bosses in these games are ''hard'' and tend to have long-winded [[Exposition Break|Exposition Breaks]] before the fight.
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* In ''[[Mass Effect 3]]'', there are several weapons and upgrades that you can pick up during missions, as well as items required to complete minor [[Fetch Quest|Fetch Quests]]. If you miss the opportunities to get these items, then they become available to purchase on the Citadel, so they are not [[Lost Forever]] or [[Unwinnable By Mistake]] (with the exception of a few secret weapons).
* In ''[[Mass Effect 3]]'', there are several weapons and upgrades that you can pick up during missions, as well as items required to complete minor [[Fetch Quest|Fetch Quests]]. If you miss the opportunities to get these items, then they become available to purchase on the Citadel, so they are not [[Lost Forever]] or [[Unwinnable By Mistake]] (with the exception of a few secret weapons).
* In ''[[The Elder Scrolls]] Skyrim'' you have a limited inventory--it is loosely based on the amount of stuff your character could feasibly carry, divided into units--so your character starts with a capacity of 300 units, and gold ingots "weigh" one unit, a heavy armor helmet weighs maybe five units, so on and so forth. Every item in the game you can put into your inventory has a weight--including bees, flowers, and ''butterfly wings'' (thus making Skyrim a place where steel ingots and five butterflies weigh the same). There are only three exceptions to the weight rule: Lockpicks, of which you'll burn five or more per high-level lock, easy. Arrows are also weightless, so being a bad shot isn't so painful. And lastly, the game's currency is also weightless. Thank Divines.
* In ''[[The Elder Scrolls]] Skyrim'' you have a limited inventory--it is loosely based on the amount of stuff your character could feasibly carry, divided into units--so your character starts with a capacity of 300 units, and gold ingots "weigh" one unit, a heavy armor helmet weighs maybe five units, so on and so forth. Every item in the game you can put into your inventory has a weight--including bees, flowers, and ''butterfly wings'' (thus making Skyrim a place where steel ingots and five butterflies weigh the same). There are only three exceptions to the weight rule: Lockpicks, of which you'll burn five or more per high-level lock, easy. Arrows are also weightless, so being a bad shot isn't so painful. And lastly, the game's currency is also weightless. Thank Divines.
** Quest items also weigh nothing despite having a weight value (particularly helpful as quest items cannot be dropped), although this can actually lead to problems. If you pick up a common item that's also used in a current quest you can't drop any of them until the quest item is removed by the game (for example, returning the item to it's owner).
** Quest items also weigh nothing despite having a weight value (particularly helpful as quest items cannot be dropped), although this can actually lead to problems. If you pick up a common item that's also used in a current quest you can't drop any of them until the quest item is removed by the game (for example, returning the item to it's owner).
* When you're infiltrating the Shinra Headquarters in ''[[Final Fantasy VII]]'', you have to try and sneak past several patrols of armed soldiers. If they see you, you're forced into a fight. However, if you botch it four times, you'll have ended up killing all the guards and you can just continue on.
* When you're infiltrating the Shinra Headquarters in ''[[Final Fantasy VII]]'', you have to try and sneak past several patrols of armed soldiers. If they see you, you're forced into a fight. However, if you botch it four times, you'll have ended up killing all the guards and you can just continue on.
* ''[[Bravely Default]]'' not only allows you to speed up all battles to four times their normal speed, there is an ability which lets you automatically kill (gaining full rewards from) enemies 20 or more levels less than you. This is extremely useful in the later part of the game to level up jobs.
* ''[[Bravely Default]]'' not only allows you to speed up all battles to four times their normal speed, there is an ability which lets you automatically kill (gaining full rewards from) enemies 20 or more levels less than you. This is extremely useful in the later part of the game to level up jobs.
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** Also, he may be the only body the player doesn't have to worry about hiding.
** Also, he may be the only body the player doesn't have to worry about hiding.
* In ''[[Warhammer 40,000: Space Marine|Warhammer 40000 Space Marine]]'', when your game autosaves it doesn't save your health. If you die with a sliver of health left after the autosave, you revive with full health.
* In ''[[Warhammer 40,000: Space Marine|Warhammer 40000 Space Marine]]'', when your game autosaves it doesn't save your health. If you die with a sliver of health left after the autosave, you revive with full health.
* Whenever a situation arises in [[Sniper Elite V 2|Sniper Elite V2]] that requires a lot of bullets to solve, you will always have nearby a box with a full refill for your sniper rifle, just in case you've managed to run out to get to that point.
* Whenever a situation arises in [[Sniper Elite V 2|Sniper Elite V2]] that requires a lot of bullets to solve, you will always have nearby a box with a full refill for your sniper rifle, just in case you've managed to run out to get to that point.