Scrappy Mechanic: Difference between revisions

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{{trope}}
[[File:020126 1332.png|link=Bob and George|rightframe]]
 
{{quote|''[[Mario Kart|Blue Shells]] Ruin Everything''|''[[Boxer Hockey]]'', [http://boxerhockey.fireball20xl.com/example.php?id=037_blue_shells.jpg Episode 97]}}
|''[[Boxer Hockey]]'', [http://boxerhockey.fireball20xl.com/example.php?id{{=}}037_blue_shells.jpg Episode 97].}}
 
A sub trope for [[The Scrappy]]. It describes a game play mechanic in an ''otherwise'' fun/enjoyable game that generates a sizable hatedom. Perhaps it's out of character to the game, its quality is lower than the rest of the game, or it really exposes the problems in the game. Often the cause of [[Scrappy Level]] if in a video game. Also related to [[Unexpected Gameplay Change]] and [[Gameplay Roulette]]. Gameplay tactics do not count unless it's the exploitation of glitches and hacks. Otherwise, that's just abuse of an otherwise fair and good mechanic that causes the game to be played in a way that it's not supposed to. [[That One Boss]] is only related to this if a boss villain's status under that trope is solely because of a Scrappy game play mechanic.
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For a sometimes overlapping [[Sister Trope]], see [[That One Rule]].
 
Not to be confused with a [[Wrench Wench]] character who nobody likes.
 
{{examples|suf=s}}
== General ==
* AnMouseover internetthat example.messes It'sup happened(usually toby youobscuring) before,meaningful whereparts of the screen. A basic internet example: you accidentally roll your cursor over an ad and it expands to take up 95% of the screen. Almost always happens when you're reading what it covers. Or it starts making noise.
* Likewise, any website that uses a # at the end of the URL or other foul cheatery to effectively disable your browser's "Back" button, requiring you either click-and-hold to manually select a previous site, quickly click and hope you outrun the Scrappy Mechanic, or ''[[Rage Quit|close the browser window in disgust]]''.
** Specifically unnecessary "#" (unless the browser is adapted to this bad practice) makes cache-friendly refresh more of a bother: if you click on the address bar and press "Enter" without changing it, the browser tries to send you to a named anchor, because that's how "#" is supposed to be used. same goes for sticking generic named anchor on every page a few lines below the start of page and automatically linking all the pages with it.
* Ads on [[YouTube]]. Not only do they play the same ones over and over whenever you watch another video of the same series/genre, but the more annoying ads can't be skipped. Sometimes the ads even jam the video.
** Also, most shows on TV have a script designed in a way that a scene ends when a commercial break is supposed to occur. Commercials on YouTube have been known to come on when a character or host is still talking, in the middle of a ''sentence''.
** Even worse, they often ask you to "rate" the ads, to give them a "thumb's up" or "thumb's down". It is doubtful anyone has given many "thumb's ups" to any before hitting the "skip ad" option.
* Any game (looking at you, Evergrace II) where all the characters you play have a shared life bar. This leads to frustrating moments, especially if some of the characters you control are played by the computer!
* Motion control on the PS3. Having to suddenly jerk the controller around runs counter to most gamers' instincts, and its detection is inconsistent and random, but first-party titles continue to shoehorn it in because it is a system feature and ''must be showcased''.
** Every console with motion sensing ([[PlayStation 2]] with Eyetoy, [[PlayStationPlay Station 3]] with Sixaxis and the Wii's Remote to name some) seem to have developers who love to "utilize" it in an entirely half-assed way that's simply a less functional version of traditional controls than rely on it as their selling gimmick.
** It's not just motion sensing. The analog buttons on the [[PlayStation 2]] had the same issue, such as in MGS2 where pushing the look button hard in a locker caused you to bang Raiden's head into the locker door and alert the guards.
** Flower did it well.
* To some, [[Press X to Not Die|Quick Time Events]] are a horrible implementation that interrupt the gameplay at the most inappropriate times just to activate a glorified cutscene. [[Zero Punctuation|Yahtzee]] may have something to do with it, since it is one of his pet peeves.
* [[Tank Controls]] are severely divided by two factions. On one side, those who believe tank controls are a challenging feature; and on the other, people who believe tank controls are a lumbering dinosaur that should be long obsolete thanks to much more refined controls. The latter hates them for feeling clunky and making the character act all sluggish especially when trying to escape the thing that's trying to kill them.
 
== Action/Action Adventure ==
* ''Prototype'' had [[Escort Mission|escort missions]], which are already widely hated by pretty much everyone. It wasn't so bad early on, defending thermobaric tanks and such, but the escort mission immediately before Elizabeth Greene's boss fight would likely cause broken controllers. One pump vehicle pumping [[Blood Tox]] veeeery slowly and wave upon wave Leader Hunter's who just sprint straight for it and smack it with [[Ao E]]'s until there's not even bolt left. Wonderful.
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** The Spirit Flute duets have a small hatedom due to the item's incredibly finicky and picky nature.
* ''[[Zelda II: The Adventure of Link]]'':
** On the NES had a scrappy mechanic that absolutely made no sense when compared to the other Zelda games, even the first one. The game used a lives system and if you happened to run out, it was back to the very start (Zelda's palace) which meant a ''very long'' trek back to where you were before you died and believe me, the majority of the dungeons were worlds apart from each other. But at least the last dungeon, which is the farthest from the starting, lets you continue from the beginning of that dungeon (and this mercy is only to work around technical limitations with how the final dungeon is stored separately from everything else).
** All experience goes back down to zero when you get Game Over. 20 EXP away from a level up? Too bad, it's all a waste, [["Stop Having Fun!" Guys|should have gone to an easier area to grind that last bit]]. And those big EXP pick-ups you grabbed during this time? Oh, they're not coming back. And this isn't even taking into consideration the large number of enemies who steal EXP whenever they hit you. They can't drain levels from you, but if you've collected 200 EXP and are 100 away from a level, getting hit enough will force you down to 0/300 EXP to the next level. Basically, in order to level up efficiently, you have to make sure you're not anywhere near EXP drainers (and they're annoyingly common). Maybe even worse: after getting a Game Over any extra lives you've picked up (and there aren't oo many of them) are [[Lost Forever]].
* ''[[Skyward Sword]]'':
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** There's also treasure. When you pick up a new type of treasure, you get the usual animation of Link holding it up and a text box announcing what it is, followed by your tally of that item going up by one. All well and good, except that this aspect resets ''every time you start up the game;'' anything you haven't picked up ''in the current game session'' triggers the time-consuming cutscene all over again because, evidently, [[Viewers are Morons|you are woefully incapable]] of remembering what a bird feather is between game sessions.
** This game also inexplicably did away with adjustable text speed, uses a ridiculously slow speed as the default, ''and'' has more text-exposition than any other Zelda game, so be prepared to sit through many lines of tedious text, often text you've been force-read dozens of times already, every time you buy anything or talk to anyone for any other reason. Plot-relevant text is even slower. Holding down the A button speeds it up a tiny bit, but not nearly enough to prevent boring an average-speed reader to death.
* In ''[[Act RaiserActRaiser]]'' your god avatar has a set number of spells per level attempt. That's right, not per life, per level attempt- you don't get your magic back when you die. If you use all your magic against a boss but ''just'' fail to defeat it, then your only choices are to work out a way to beat it without magic or to lose all your lives and start the level from the beginning again. Although the unresponsive controls and mediocre collision detection were pretty bad problems, the magic issue stuck out as both clearly deliberate and plain mystifying.
* ''[[Ōkami|Okami]]'' has the digging minigame. It is a timed event which requires you to dig by using your brush powers to remove certain obstacles while you [[Escort Mission|escort a companion]] whose life mission it seems [[Too Dumb to Live|is to walk into every time reducing object possible.]] Add to this that on the Wii version, the brush controls only work half the time. Also, certain actions such as blowing your companion over gaps or shooting them up with water spouts only work if your timing is absolutely dead on, and even then he will tend to walk right off the edge you just popped him up on, making you start again. Thankfully, there's only two times it's necessary and they're the easiest ones.
* ''[[Ōkamiden|Okamiden]]'' has its own, which is both simpler and far more pervasive: Ink doesn't regenerate. This will cause you an enormous amount of pain during certain boss fights, particularly [[That One Boss|King Fury]].
* The Information Gathering missions from the first ''[[Assassin's Creed (video game)|Assassin's Creed I]]'' game, so much that the first order of business for ''[[Assassin's Creed II]]'' was taking them out and replacing them with a more natural mission system.
* The follower system in ''[[Assassin's Creed: Brotherhood]]'' and ''[[Assassin's Creed: Revelations]]'' have gotten a fair share of flack for making gameplay too easy.
* Den Defense from ''[[Assassin's Creed: Revelations]]'' is an [[Unexpected Gameplay Change]] complete with a poor interface and zig-zagging difficulty. One of the first things confirmed for ''[[Assassin's Creed III]]'' was that Den Defense would be cut.
* ''[[Mega Man X]]'':
** Ride Chaser levels (X4 and X5 especially). Walls that block you come out of nowhere, the damn things aren't very responsive anyway, and maybe a second to respond to changing terrain, bottomless pits, and the aforementioned walls. Significantly less scrappy in X8, but still annoying.
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* In Deadliest warrior the stamina bar embodied this trope to the max, even heavily armored warriors like Knights and Spartans could have their blocking ability momentarily disabled or their arm broken due to their shield being punched but not to being shot by a Blunderbuss.
** Even more so: one hit kills with ranged weapons.
 
 
== General ==
* An internet example. It's happened to you before, where you accidentally roll your cursor over an ad and it expands to take up 95% of the screen. Almost always happens when you're reading what it covers. Or it starts making noise.
* Likewise, any website that uses a # at the end of the URL or other foul cheatery to effectively disable your browser's "Back" button, requiring you either click-and-hold to manually select a previous site, quickly click and hope you outrun the Scrappy Mechanic, or ''[[Rage Quit|close the browser window in disgust]]''.
* Ads on [[YouTube]]. Not only do they play the same ones over and over whenever you watch another video of the same series/genre, but the more annoying ads can't be skipped. Sometimes the ads even jam the video.
* Any game (looking at you, Evergrace II) where all the characters you play have a shared life bar. This leads to frustrating moments, especially if some of the characters you control are played by the computer!
* Motion control on the PS3. Having to suddenly jerk the controller around runs counter to most gamers' instincts, and its detection is inconsistent and random, but first-party titles continue to shoehorn it in because it is a system feature and ''must be showcased''.
** Every console with motion sensing ([[PlayStation 2]] with Eyetoy, [[PlayStation 3]] with Sixaxis and the Wii's Remote to name some) seem to have developers who love to "utilize" it in an entirely half-assed way that's simply a less functional version of traditional controls than rely on it as their selling gimmick.
** It's not just motion sensing. The analog buttons on the [[PlayStation 2]] had the same issue, such as in MGS2 where pushing the look button hard in a locker caused you to bang Raiden's head into the locker door and alert the guards.
** Flower did it well.
* To some, [[Press X to Not Die|Quick Time Events]] are a horrible implementation that interrupt the gameplay at the most inappropriate times just to activate a glorified cutscene. [[Zero Punctuation|Yahtzee]] may have something to do with it, since it is one of his pet peeves.
* [[Tank Controls]] are severely divided by two factions. On one side, those who believe tank controls are a challenging feature; and on the other, people who believe tank controls are a lumbering dinosaur that should be long obsolete thanks to much more refined controls. The latter hates them for feeling clunky and making the character act all sluggish especially when trying to escape the thing that's trying to kill them.
 
 
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** Very few players even ''have'' a large interest in PvP, and most of those people are on one server.
** And due to the lack of interest in [[PvP]], the classes are largely unbalance. Paladins have a large inherent advantage against melees (especially PLD/RDM) and a skilled Red Mage can beat pretty much any class.
* For a long time in ''[[City of Heroes]]'', when a team completed a mission that multiple members had assigned, only the character whose mish had been selected by the team leader got completion credit from the contact. A minor thing, until you get to the Hollows and all the contacts are linear in the zone story arc, so every hero of the same approximate level is doing the same missions from the same contact. Nothing like a 4four-man team hitting the same eight Outcast bases and securing their weapons in a row. Blessedly, the devs saw how painful this was and now everyone who has the mission available gets credit.
* ''[[World of Warcraft]]'':
** A perfect example would be the [[Wrath Of The Lich King]] xpac's Heroic or [[Hard Mode]] system, which separated ALL raid content into Heroic/Regular varieties, giving each variety its own separate lockout, and then separating FURTHER into 10man/25man varieties, meaning each active raiding guild could hit all relevant raiding content ''four times per week'', once 10, once 25, once 10 hm, once 25 hm. The exact same content slogged through ''four times'' each week. Raid rewards were based not only on individual boss-kill drops, but also on special tokens garnered per boss-kill - meaning in order to remain competitive, each raid was not so much ''allowed'' to hit this content four times per week as ''forced'' to. There are no words for how tedious and hated this system was, as it caused content to become old and tiresome ''four times as quickly'' and was, thankfully, phased out in the very next major content patch.
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* ''[[Lusternia]]'' has a few:
** The [[Sanity Meter]] gradually erodes when time is spent on [[Death World|The Astral Plane]] or inside [[Cosmic Horror|Muud]]. Initially just causing [[Reality Is Out to Lunch|amusingly nonsensical hallucinations]], it rapidly worsens into full blown insanity, represented by approximately 50% of your commands being cancelled out or replaced with others. This wouldn't be so bad if Astral and Muud weren't the two best places to [[Level Grinding|grind]] for high-levelled players outside of Aetherspace (which itself qualifies as a Scrappy Mechanic).
** The Envoy system is also not great. The idea is to have representatives from each [[Character Class System|class]] liaise with the administration to preserve [[Competitive Balance]]. But [[Humans Are Bastardsthe Real Monsters|most envoys]] are biased, and just try to [[Nerf|ruin]] other classes skills and buff their own into the stratosphere. The few envoys who actually ''do'' preserve balance are so rare they're actually given increased status by the administration ''just for doing their job''.
* ''[[RunescapeRuneScape]]'':
** The way people are paired up in the Fist of Guthix minigame. Level 10s playing against level 100s is an all too common sight.
** In dungeoneering, "You can't light a fire here." You do not know the reason why a fire cannot be lit there. You still drop the logs even if you cannot light a fire there. However, logs will not be dropped out of DG when you can't light a fire.
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== Platform Game ==
* ''[[Super Mario World (video game)|Super Mario World]]'', ''[[New Super Mario Bros.]]'' and ''[[New Super Mario Bros. Wii]]''.
** Those God forsaken block platforms/Trains/Snakes. You know, from Roy's Castle, Larry's Castle (Mario World),The Seventh Castle, The Second Tower of World 8 (''New Super Mario Bros'') and Lemmy's Castle (NSMB Wii). They go pretty fast, through lots of dangerous obstacles, above bottomless pits and lava, and take the most convoluted paths imaginable as if the game designers felt extra malicious and wanted to punish the player. [[He's Back|They're back]] in ''[[Super Mario Galaxy 2]]''.
** Coin trails in ''[[Super Mario World (video game)|Super Mario World]]''. You know, the ones directed by the D Pad and where you have to hit a P Switch to turn into temporary blocks.
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** [[Not Quite Flight|Fluzzard]]. Full stop. First of all, [[Waggle]] is in full effect - the bird is very annoying to control. Secondly, it is also something of a [[Replacement Scrappy]], of both the Red Star and Manta (which, though sometimes just as irritating, was generally fun to use). Finally, [[Unexpected Gameplay Change|one must wonder why exactly something that involves no platforming whatsoever is even included in a platformer]].
** Then there's the Comet Medals and Green Stars in the Fluzzard levels. You know those rings you went past? You have to go through them all, then catch the medal in mid air at high speed. One of said rings requires about a 90-degree sharp turn into a tunnel from the other side of the level. And Green Stars? They're extremely easy to miss even when Fluzzard is directed straight at them.
** The worst part is that the Fluzzard levels are almost identical to the [https://web.archive.org/web/20130801121115/http://www.zeldawiki.org/Fruit_Pop_Flight_Challenge Fruit Pop Flight Challenge] from ''[[The Legend of Zelda: Twilight Princess]].'' However, the Fluzzard levels are outclassed by far by the minigame from a game that came out four years earlier. In the Zelda minigame, the game involves actual flight, more mobility, and works off of the Wii's pointer function instead of inaccurate waggle controls. Why they couldn't have simply copied the mechanics whole cloth and come out with a much less frustrating mechanic is anybody's guess.
** The spring. In what just might be the worst Mario powerup ever, movement is very wobbly, you can't stand still while you're wearing it, and you have to have pinpoint precise timing in order to execute a high jump.
** Also, when you die in the original Galaxy, you're [[But Thou Must!|pretty much forced]] to go back to the start menu ("Would you like to save and quit the game?") and find your save file again when you die (possibly a form of [[Anti-Poopsocking]]?). Every time. This gets pretty annoying and tedious after a while, and was luckily fixed in the sequel: here you just go back to the [[Hub Level]], like it should be.
* ''[[Sonic the Hedgehog]]'':
** Mach Speed sections in ''[[Sonic the Hedgehog (2006 (video game)|Sonic the Hedgehog 2006'06]]'', in which Sonic runs uncontrollably fast and has to veer around hundreds of obstacles, can't stop, and can easily get caught on scenery and die instantly because the controls are so loose and it's so difficult to see anything coming. To expand, a mere tapping of the stick will veer him way too far in the intended direction, he can't correct himself in midair after he jumps, and if he trips on something he'll lose all his rings and be unable to react, and in the process will likely careen head-on into another obstacle and die. It makes Sonic's levels the most annoying of the lot.
** On the plus side, however, Sonic's death animations from when he runs into practically anything appears to be a hilarious, gravity defying break dance.
** Hunting and fishing in ''[[Sonic Adventure]]'' (''especially'' fishing), though the quality of these games is subjective to begin with.
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* ''Pixeljunk Eden'', such a beautiful game, but:
** Want to explore the beautiful, almost-abstract art levels? You can't. The whole thing is on a [[Nintendo Hard|strict]] [[Timed Mission|timer.]]
** The drop attack is mapped to the [[PlayStationPlay Station 3]]'s motion control function, which almost never registers your input properly.
** [[Back Tracking|For full completion, you must visit each level 5 times.]]
* ''[[Donkey Kong Country Returns]]'':
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== Role Playing Games ==
<!-- %% Pokemon has its own page at ScrappyMechanic/Pokemon. -->
* The item system in ''[[Parasite Eve]] 2''. Unlike other RPGs were you can access all your items at any time, Parasite Eve 2 made it where only items attached to your armor is what you can access during a battle. So if you attached 4 healing items, used them all up in a fight and need to get more, you're out of luck. Attaching items to your armor didn't free up any space in your main inventory.
* ''[[Final Fantasy XIII]]'':
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* ''[[Kingdom Hearts II]]''
** Demyx fight. It's an otherwise enjoyable little battle until you have a small amount of time to defeat some spawned enemies... And not doing it in time is an instant game over... And there's only two viable tactics which can take them out... Which might be completely unavailable to you if you've just used certain combat options.
** In addition, the first game's Gummi ship sections were widely hated for being slow-paced and boring, which the developers [[Rescued Fromfrom the Scrappy Heap|thankfully fixed]] by revamping the Gummi sections entirely for the sequel. A less fortunate example is the [[The Little Mermaid|Atlantica]] level, whose three-dimensional control scheme was so annoying that the developers decided to do something completely different with Atlantica in the sequel...by [[It Got Worse|turning it into a rhythm game]] (which, thankfully, remains optional...in theory, seeing as you have to beat Atlantica to get the best ending and some extra gear).
** The 3D control scheme was also featured partially in Neverland when you gain the power of flight, but you get it at the end and it's not neccessary to progress, perse. The fact that you can lock onto enemies, chests, and key items and automatically swim to their location made it moderately more tolerable. Then, in [[Kingdom Hearts: 358/2 Days|358/2 Days]], they bring the 3D mechanic back [[Damn You, Muscle Memory!|with messed up buttons]] but don't retain the lock-on shortcut - making fighting in mid-air incredibly irritating at best (and building a chain damn near impossible), considering how often flying enemies change their positions.
** The stealth missions in [[Kingdom Hearts: 358/2 Days|Days]], just the stealth missions. When following Pete, you have to ensure that he remains in your field of vision, while you avoid going into his (which are [[Color Coded for Your Convenience]]). This would be fine if a) [[Camera Screw|the camera didn't hate you with a vengeance]] and b) if your partner didn't stand aimlessly so that he could get caught. Also, when segments of this mechanic are implanted into Beast's Castle, it gets rather tedious when you have to avoid being caught by either Lumière or Cogsworth. What really puts the cherry on top of this massive disaster is that even if you try to glide over them, [[Face Palm|THEY STILL SEE YOU]].
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** If you choose to be a [[Complete Monster]] with it however, your cravings will rapidly exceed the available supply of spirits. You can remedy this using Satiate, which often involves waiting 15–30 minutes '''{{smallcaps|REAL-TIME}}''' before you're allowed to use it.
** Before patches, the Spirit Eater abilities shifted you either towards [[Lawful Good]] or [[Chaotic Evil]], bad news for [[Chaotic Good]], [[Lawful Evil]], or [[True Neutral]] characters.
* In many d20 and [[Dungeons and& Dragons]] adaptations, player characters are often only permitted to open chests by forcing them or picking the lock, both all-or-nothing approaches that can take ages for a hard lock and a malevolent [[Random Number God]].
* In the ''[[Dragon Quest]]'' series, you can accidentally use up a turn by mistakenly selecting an item that has no use on the battlefield. This is especially bad in a boss fight. It actually takes a turn for the computer to tell you some smart-alec response.
* In ''[[Wizardry]]: Tale of the Forsaken Land'' the magic leveling system certainly qualifies. You make spells via some combination of two or three monster materials, which randomly drop from appropriate enemies (Thief's Blood from various level Thieves, for example). Fair enough. You can also access a special merchant halfway through the game. Sell him at least one of any material, leave the dungeon, and every time you come back you can buy an infinite quantity of that item. Here's the problem. You need to go to town to fuse materials into spell stones. You need to go to the dungeon to find or buy the materials. It is not unusual for spells to have several dozen levels before they're maxed out with each level barely improving anything individually. You can hold, at most 60 items at a time and more likely about half that number. Run through halls past weak enemies to shop, Transfer Potion to town, repeat with frequent breaks to get more Transfer Potions. Did I mention this game is rather slow paced in general, so each run is taking several minutes? Have fun spending about half your total play time on spell grinding.
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** It has a few annoyances regarding its battle system as well. One of note is that the Stun status effect is infuriatingly common, seemingly more so than any previous Tales game. You can more or less count on being dazed an average of once per battle, and more the longer the battle lasts. Additionally, the monster capture system is somewhat convoluted and the AI settings for most monsters are very sparse compared to the human characters. Monsters can't use items, either. But wait, you can just use your favorite characters from [[Tales of Symphonia|the first game]], right? Problem solved! Except the Symphonia cast caps at level 50 and are basically useless for the [[Bonus Dungeon]]s.
** And from the same game, the Katz quests. They are not required to beat the game, but can get you a [[Disk One Nuke]] if you know what you're doing, and if you get unlucky you may need to do quite a few of these for access to the Twilight Palace (which contains some of the most [[Game Breaker|overpowered]] items ever seen in a [[Tales (series)]] game). The problem is that these quests obviously had zero effort put into them. The levels are higher than you're expected to be for that point of the game, which means you will likely have some trouble when you start out. The dialogue matches the characters as they were in the beginning of the game (which post-[[Character Development]] feels ''very'' out of place). They are [[Lost Forever]] if you don't do them all before the chapter you're in ends, at which point a bunch of new quests pop up to replace the old ones. And these quests repeat themselves from chapter to chapter. You are asked to do what is literally the exact same quest over again, for many of these quests, magnifying the above [[Character Development]] issues even further. There is one quest [[Hope Spot|where the character development is actually taken into account]]...only to have that one repeated in the next chapter, too.
* ''[[The Elder Scrolls FourIV: Oblivion]]'':
** The strictly [[Level Scaling|scaled leveling]] mechanic attracts a large degree of hatred, particularly since the way the leveling system works punishes the player for not being a [[Munchkin]], makes exploring at low levels fairly boring (Why go look for a new dungeon in hopes of a cool item when it will have the same exact useless loot guarded by the exact same enemies?) and leads to oddities like being the champion of the arena at level 1 thanks to the fact that skills increase independently from level-ups.
** The stat mechanics are extremely wonky. If you want to increase your health, the best way to do it is to put on heavy armor and have a Mudcrab beat on you.
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* The weapons in the original ''[[Dark Cloud]]''—spending weeks tediously building up weapons for six different PCs, only to lose all that progress by [[Breakable Weapons|having them break...]] especially sucky if you have just managed to clear several levels of a dungeon. This was thankfully fixed in the sequel, where broken weapons simply wouldn't hit, but could be fixed afterwards.
* ''[[Ultima VII]]''. The characters needed food to survive. However, instead of automatically eating, like in the previous games, they had to be manually fed whenever they got hungry. Combined with the clever but crude inventory system, feeding the party (not getting food, but putting it in their mouths) took up more game time than combat.
* ''[[RoguelikesRoguelike]]s'':
** Their Goddamn ''traps''. Invisible tiles scattered randomly around which do horrible, horrible things when stepped on. They drain your HP and MP, turn your valuable items into joke items, warp you randomly around the level, give you status conditions, and dozens of other problems that totally aren't funny. In a genre where [[Continuing Is Painful]], there is absolutely ''no reason'' to have them; they're [[Fake Difficulty]] incarnate!
** [[Nethack|You fall into a spiked pit! The spikes were poisoned! The poison was deadly! You die...]]
** The Aegis Cave mission in [[Pokémon Mystery Dungeon]] certainly counts, mainly because it's the most frustratingly tedious mission in the entire game. And, yes, it is mandatory. Basically, all you do is try to solve three word puzzles by spelling out the words ICE, ROCK, and STEEL. To do this, you have to collect stones with the correct letters on them from the Unown (Trust me, you'll run into [[Goddamn Bats|plenty of Unown]]). Unfortunately, the Unown that drops the letter you need must be randomly chosen for the list of available [[Mons]], then it has to randomly spawn, then you have to ''find it'', and then, after all that, it only drops the damn stone 1/4 of the time! Which basically means you'll be going through the same parts of the dungeon over and over and over again until you slowly lose your sanity trying to collect whichever stones you need so you can get out of the blasted cave.
* The ''[[Eye of the Beholder]]'' games and the first ''[[Lands of Lore]]'' game contain tiles that spin you around when you stand on them and require compass watching. The former game series has complicated spin tiles that turn you based on the direction you entered the tile and the latter is nice enough to have your characters verbally react to the spin each time ("Woah!").
* ''[[Final Fantasy II]]'' is basically ''made of'' Scrappy Mechanics, some (but not at all all) of which have been reworked across the many ports and remakes, but let's see if we can't pin down some of the worst.
** The level-up system. Namely, that it doesn't exist. What you have instead is [[Stat Grinding]]—the idea being that the more you use your various stats, the better they get—cast a lot of spells? Magic and MP go up. Get attacked a lot? HP and stamina rise! Sounds good...in theory. The practice is much different. Instead of having a gauge (Perform X physical attacks/deal X points of damage before next Strength boost or some such), stat boosts have a ''chance'' of being awarded after any given battle. And the chance is directly proportional to the length of the battle. Presumably designed to prevent rampant abuse and grinding low-level monsters indefinitely, but the end result is being punished for fighting battles efficiently. And the chances are still not that good—after fighting a dozen battles with Firion only attacking while the other party members idle in the desperate, futile hope of securing a STR boost for Firion—and never getting one—drastic actions are often taken, generally either starting to attack fellow party members or drop-kicking the gaming system. Or both.
** Getting HP boosts. The odds of receiving a boost to HP seem directly proportional to the difference in HP at battle end as compared to battle start. So, if, say, Guy is knocked into the red, but then is healed out of it, it doesn't count towards boosting his HP. But, if he loses ALL his HP and has to be revived, that also seems to reset the odds of HP stat boost. The margin of error ([[Luck-Based Mission|or just bad luck]]) here is very unforgiving.
** Fleeing monsters. Random encounters will run away from ''you.'' Remember what was said earlier about it being a good idea to artificially prolong the random encounters and/or fight yourself to increase the odds of stat boosts? Fleeing monsters simply wrecks that unless the player takes care to kill one at the start of the fight. At the least, it will shorten the fight. At the very worst, if all monsters flee before you can kill them (because either the back attack mechanic hates you or because you were attacking yourself), you get no rewards whatsoever.
** Fleeing ''from'' monsters. The odds of being able to run from a random encounter successfully are based on your agility stat. Getting boosts to that are, basically, a crapshoot. Combine this with that game having poor world map design, a ludicrous encounter rate, and [[Beef Gate]]s ''everywhere''...
** Inn price scaling. Wherever you go, the inn will cost the same, and that cost is based on how hurt you are. Seems fair. It also costs more to heal MP than it does HP. Still seems pretty fair...then, after about the midway point of the game, it turns out that almost the only way to grind HP and MP efficiently is to go from very high HP/MP to very low HP/MP as quickly as possible. This gets spendy, ''fast''.
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** Esuna will only start getting rid of the really BAD status effects after level seven or so. Maybe.
** As you level your spells patiently, going from Fire 1 to 2 to 3 and so on, they cost more MP (a spell only ever costs as much MP as its level), become more powerful, and you lose all access to the lower-level but MP-cheaper versions of the spell. Prepare to burn double the MP strictly needed as you cast Blizzard 8 on [[Kung Fu-Proof Mook|Melee-Proof Mooks]] that would fall just as easily to Blizzard 4.
** Yes, spells get more powerful, except for Life. Life never gets stronger, just costs more MP. Bah.Good thing the Life spelltome is available fairly early in the game and is relatively cheap, so you can just trash the spell and learn it again to reset the MP cost to 1. Later ports correct this by making higher levels of Life give the target more HP when revived.
** Let's not forget the sadistic [[Let's Make a Deal|Monty Hall]] game that the game plays with you; in most dungeons, you will find a series of doors. Pick the right one, and you can proceed with your quest; pick a wrong one, and you'll not only end up in an empty dead-end room, you'll end up right in ''the middle of the room'' instead of by the door, and since you have no choice but to walk a few steps to the door and since the random encounter rate in these rooms is often pretty high, you'll end up getting attacked by monsters as you leave. Lovely.
** In the original Famicom version only, raising magic had a chance of lowering physical skills and vice versa.
* ''[[Final Fantasy IV]]'' had two such mechanics that were thankfully acknowledged and fixed for thelater first time on the DS versionreleases:
** The game only had one inventory with a limited number of slots, lumping together healing items, equipment, and key items. Inventory management was a pain and you either had to throw away items to make room or have the Fat Chocobo hold them for you. The DS version does not have an inventory capacity, while the PSP version greatly expands the inventory limit.
** Healing magic, for whatever reason, would only ever restore a set amount of HP outside of battle. It could take several castings of Curaga or Curaja just to completely restore your party's HP. This was changed to be based on the caster's Spirit attribute outside of battle.
** After Level 70, attribute bonuses were random, meaning that you could get a decent amount of stats for a level up, maybe one or two in a certain stat, or your attributes could even drop. This was changed in the DS version to be based on the game's new [[Powers as Programs|Augment Ability]] system, but good luck trying to figure that out without having looked at [[Guide Dang It|any guide prior]].
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** [[Item Crafting]] in ''Eternal Wings'' might be the worst implementation of item crafting in any game ever. To craft magnus, you insert the ingredients into a characters deck, enter battle, and use the ingredients in a certain order; doing so properly will cause the magnus crafted to appear in the loot screen after battle. What's wrong with this? What's ''right'' with this? You can only craft one magnus per battle (and considering the best magnus are made of ''other'' crafted magnus, that's a problem), it's entirely luck-based whether or not you get the magnus you need, and most, if not all, of the item combinations are never hinted at. At the very least there's a menu option that tells you combinations once you've found them, but that's small comfort after all that. The only way to efficiently do this is to go to an early game area, empty a character's deck, and put nothing but the magnus you need in.
** Ultra Rare shots. Each character has two photographs that can be taken with the camera; a standard picture that sells for pocket lint, and an 'Ultra Rare' shot that [[Randomly Drops]]. Both shots are needed for [[100% Completion]]. Getting the Ultra Rare requires endless grinding, praying that you'll get the Ultra Rare shot before the sun burns out. Even worse, there's two pictures that are only available in one boss fight, and one is an Ultra Rare.
<!-- %% Pokemon has its own page at ScrappyMechanic/Pokemon. -->
 
 
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* ''[[Battle Garegga]]'':
** The [[Dynamic Difficulty|rank]] system. Want to keep the last two stages possible? [[Power-Up Letdown|Don't power up]] and [[Complacent Gaming Syndrome|don't trigger special option formations]]! The rank scale for enemy aggressiveness is capped in the last two stages to playable levels, in a rare show of mercy by the developers. However, if you raise the rank to extremely high levels beforehand, there is no such cap, and you are treated to [[Unwinnable|literally undodgeable patterns]], especially on the Stage 4 boss and Stage 5 midbosses.
** ''[[Darius]] Gaiden''{{'}}s rank doesn't get as retarded as ''Garegga''{{'}}s, but its implementation is worse. Each of the 7 tiers of stages has a "default rank", which the game sets to when you collect a powerup on that tier. And once you raise the rank, there is no way to decrease it. Ideally, you want to stop powering up after the 4th stage. Wait, what's that? You lost a couple lives on the last stage and took a big hit in shot power? Too bad! Either deal with it or face a [[Difficulty Spike]]!
* ''[[Dangun Feveron]]'' never shows your total score during gameplay; it's only shown at the end of each stage, as well as after getting a high score and ending your game, which wouldn't be as big of a problem if the lowest default high score of 1.2 million wasn't difficult to obtain for new players. This caused a huge problem at a recent shmup tournament where many players who couldn't get on the in-game high score table either manually calculated their scores by hand or [[Rage Quit|simply didn't bother to submit scores]].
* ''[[Guwange]]'' has you collect coins to raise your score, while shooting enemies to keep the coin collection timer from running out (at which point your coin count drops to 0). And the chain timer is more lenient than ''[[Do Don Pachi]]'''s, so chaining in this game shouldn't be as big of a pain in the ass, right? Well, here's where the game kicks you in the face: your coin count carries over between stages, meaning that in order to obtain a very good score, you need to keep your coin timer from resetting ''at all'' throughout the entire game. Have it reset halfway through the game? Time to [[Rage Quit]]!
* ''[[Heavy Weapon]]'' for the PC. Your tank aims using the mouse cursor, that's fine. The problem is that it ''also moves towards the mouse cursor'', making it annoying to dodge attacks while aiming. This makes facing enemies like [[Advancing Boss of Doom|Bulldozers]] (which move towards you and [[One-Hit Kill]] you if you brush against them) a complete pain. Thankfully, [[Pop Cap]] realized this mistake and made aiming and moving separate in the [[PlayStationPlay Station 3]] and Xbox360 releases.
 
 
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* ''[[Naval Ops]]: Warship Gunner'', the first game in the series, forced the player to travel to the edge of the map after completing mission objectives. While this rarely takes more than a few minutes, that can be a very long time when damaged and under fire.
* ''[[Dwarf Fortress]]''.:
** [[You Fail Economics Forever|The Dwarven Economy]] It, not to put to fine a point on it, ''doesn't work''. It's generally accepted that it's best to turn it off, and failing that never mint any coins. If nothing else, keeping track of all those little objects will slow your computer to a crawl. RemovedEventually removed from game.
** Hospitals. Don't bother putting together a trauma team: your medical staff will take their sweet-ass time even if you assign no other duties and keep them strictly limited to their hospital area. The chief med is picking his ass, claiming he has 'No Job' when there are dwarves awaiting diagnoses. All dwarves will plunder thread and cloth many times over the inventory maximum you set for the zone, and will even go far from the stockpiles sitting ready in the area, to grab the most expensive dyed silks. Meanwhile the gypsum powder, splints and crutches, of which there may be plenty, still aren't getting filled to the maximum because thread and cloth have a stranglehold on the inventory space of the numerous planted containers. If surgery and crutches aren't broken enough, many beast sicknesses will break the rest of the procedure. And without that, only one doctor can work on one patient at a time, and each stage of a multi-part procedure still takes way too long for having the necessary equipment within 20 tiles.
** The military system in and after 0.31 is extremely difficult to figure out, solely due to the interface, on top of all the bugs related to the military. DF being in such early development, however, gives hope to any and all scrappy mechanics players currently suffer from.
** Strange moods. They are often beneficial to the player, but that all depends on the whim of the [[Random Number God]]: the dwarf may be possessed, in which case he will not receive any experience. They may request some material that isn't available at the site (much like with some requests of Nobles), which results in certain death unless a trader happens to bring said material. And of course, more often than not, the resulting artifact has no practical use.
* The Commodore 64 game ''The America's Cup'', included a game mechanic that was supposed to duplicate the real-life experience of rigging a sailboat. In practice, this meant wiggling the joystick from left and right until your hand was tired. Not only was this annoying, but a very good way of ruining your joystick. Some cynics suggest this might have been why the game came bundled with many C64s sold in the mid 80s.
* ''Blazing Angels'' includes the infamous "Desert reconnaissance" level, which consists of flying around in a sandstorm looking at an all-yellow screen and listening to Morse code beeps to find the enemy. Maybe the idea was to provide a break from just flying around and shooting at things—but if you don't like flying around and shooting at things why are you playing this game?
* Some of the disasters in ''[[Sim CitySimCity]]'' can get this way, but even more so is when "Residents demand a stadium."
** Traffic congestion. There is no way around it. You can put in boulevards three spaces across everywhere, put in mass transit systems, and you will still have huge traffic issues. The game computes traffic according to how much road there is. They keep releasing Simcity games as if sorting out traffic issues was the most interesting and enjoyable part of the game. Then they make it more complicated by only letting you put in one-way streets and highway onramps with specific conditions.
** Bridges. In 3000 and Simcity 4 sometimes the game refused to put a bridge in unless the land surrounding the spot was ''perfect'', and the game refused to auto-terraform the land around it, requiring you to micromanage the land around it.
** Water structure placement in general in ''[[Sim CitySimCity]] 4''. Some, like beaches, have lenient enough parameters that they're not so bad. Others, like marinas, require you to waste thousands on pinpoint terraforming, and even if you somehow get it right a minor glitch may cause the structure to appear submerged.
** [[Sim TowerSimTower]] has a requirement for reaching a 4 star rating: A VIP can randomly show up at any time, and in order for them to approve of your tower, they have to first be able to park in an open VIP parking space in the parking garage, then they had to stay in a clean hotel suite. To keep them cleaned, you have to put in a hotel service room, and the maids will do their job. The problem is: it's IMPOSSIBLE to remove these rooms after they've been placed (even the subway station, which takes up an entire level, can be destroyed and removed.) They serve no other purpose than to clean the rooms. You can increase your hotel's population and revenue far more with other room types you already have access to, rather than sticking with hotel rooms. At least the security guard stations (which also can't be removed) serve a purpose of protecting the tower against bomb attacks, which can destroy sections of multiple floors.
* Each of the [[Nintendo DS]] editions of the ''[[Harvest Moon]]'' series have had at least one of these:
** ''DS'' and ''[[Distaff Counterpart|DS Cute]]'' had the draconian [[You Lose At Zero Trust|penalties in friendship points]] for littering. You couldn't even throw stuff away on your own farm, with no one else around, without incurring a large loss of friendship points ''across the board.'' Even with villagers that technically weren't even in town at the time. There's also the frequently recurring animal care touch-screen mini-games that are virtually required to raise your livestock's love points and produce higher quality products in any sort of timely matter. The more animals you possessed, the more of a grind the mini-games became. ''DS Cute'' actually eased up on the frequency of the mini-games.
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** Others, like ''Candy Land'' and ''Sorry!'', eschew dice for a deck of specially-printed cards. Still random, but for some reason, card randomness is less hated than dice randomness.
** Many players also prefer games to be mostly or entirely choice-driven, thus placing an emphasis on skill versus luck. It's quite disconcerting to see a hardcore boardgamer [[Rage Quit|overturn a table and stalk away]] after ''winning'' a game on the luck of a draw.
* Many Tabletop [[RPG]]s have you [[Grappling with Grappling Rules]].
* In chess, [[Tournament Play]], for many years, the [[wikipedia:Fifty-move rule|fifty move Draw rule]] counted. The rule was originally 50 moves without a capture or pawn movement and the game is a draw; note that this was not a Scrappy mechanic. Then it was found that certain positions were winnable in more than fifty moves, so the rules were patched. And then patched again. And then patched again. This changed every few years in the 80s, as more and more computer analysis was applied to chess, and more and more positions were thought winnable in more than 50 moves. Eventually, the result was sufficiently baroque that in 2001 it was decided to just leave it at 50 moves.
* ''[[Warhammer 40,000]]'' - many, but one constant part is "cheese" - one faction ''always'' is given overpowered no-brainer strategy to lure the newbies (and invariably banned by mutual agreement in the community), until either killed by another codex or removed by edition mechanic changes or power creep.
* * In the fourth edition of ''[[Warhammer 40000]]'', Skimmers received a lot of hate because they were excessively hard to kill. The worst offenders were Eldar skimmers equipped with holo fields and spirit stones. Add in how most if not all Eldar players typically run three Falcons (or some other skimmer) with this setup, and you have something that made a lot of people angry. Thankfully, they lost a lot of their power in the fifth edition.
** In the fifth edition, the Annihilate mission has generated a huge hatedom from Imperial Guard players because the Guard's Troops rules are incompatible with the kill points rule, making this an extreme example of [[Failure Is the Only Option]]. For example, one Troops choice for an IG player is worth as many kill points as any other race's ''entire'' army in a 500-point game.
*** "Yeah, so one kill point for the Devilfish, and one for the Drones." IG players are preaching to a blue choir on that one. There's also the 'nid Biovore when the edition first came out. Every time you fire, your enemy gets a kill point. Fortunately, most of the kill point issues with these armies were resolved through updated books and FAQs.
** The 5th edition wound allocation rules have a large hatedom as well because of the large number of Ork ([[Game Breaker|Nob Bikers]]) and Eldar (Seer Council on Jet Bikes) players that have highly varied load outs on multiwound units so you have to pump out large numbers of wounds to kill a single model because wounds can be placed on individuals rather than inflicting full wound casualties. For example, it takes 10 wounds to kill a single nob biker. Both cases are units that are very hard to kill thanks to special rules and proper equipment.
** Let's not forget the "pile in" mechanic added to 5th edition's assault rules. Previously there was a considerable amount of finesse in positioning you miniatures right which could allow a weaker squad to defeat a stronger one if you set up the assault right. Not any more...
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** Banding isn't by itself bad; it's when they started having effects that gave or removed banding. One creature is white, and requires green mana to activate its banding, a white ability! And of course there's Tolaria, which removes banding. But there was also [[Blatant Lies|may band with other legends]], which only let that creature band with other legends that had the "may band with other legends" ability. And it wasted a land play for something that couldn't be tapped for mana! Yes, banding got far too complicated far too quickly.
** Transform is the new Scrappy Mechanic for ''Magic,'' as its cards are the first to have different backings. Said cards need to be able to flip over during play, making them incompatible with sleeves, but also ''must'' be sleeved or else count as marked cards (and are thus illegal in tournaments and any casual group with a shred of common sense). The solution is to print placeholder cards that garbage up booster packs, with Transform cards held in a pile off to the side. Since all the Transform cards had to be printed on the placeholder, they are few in number—meaning your opponent has a pretty good idea what deck you're running when he sees you have a pile of Transform cards off to the side.
* Examples from ''[[Dungeons and& Dragons]]'':
** Inconsistency Rollingof to hitmechanics in 1st and 2nd edition Advanced Dungeons and Dragons. While the rules generally made it pretty easy to work out what you had to roll to accomplish something in almost any given situation, in almost every other case a low dice roll was a good thing. When rolling to hit, however, players had to roll high. Many people felt that assigning characters a number that was lower the better protected-they were was rather counter-intuitive. Expressing a character's skill in battle as the minimum roll needed to injure a person in full plate with a shield and a high dexterity (as opposed to, say, the minimum roll needed to injure a naked person) was arguably worse, however.
** [[Word of God]] (Gary Gygax himself) said that he wished he hadn't included the rather cumbersome weapon type having bonuses against certain AC types (almost universally ignored mechanic), and that he only included psionics in 1st edition because a friend talked him into it (the same mechanics was introduced as optional earlier; AD&D2 fixed the ludicrous part, but now it had problems ''because'' it was optional and attached to the rest badly). 1st edition had a LOT of Scrappy Mechanics. They were just flat ignored most of the time and most DM's made houserules instead.
** Favored class/multiclass XP penalty rules from the 3rd edition. Notable for completely failing at what they were meant to do (a character that takes 1 level in 20 classes takes no hit under them, a character that takes 15 levels in one take and 5 in another DOES take a hit) and acting like a straitjacket on customization, further exotic base classes are rarely supported as favored classes, making them harder to use. Very few groups actually use them. Made worse by Humans being omni-class, whereas everyone else had a single favored class. And on top of this, prestige classes—which are generally more powerful than multiclassing anyway—don't take the penalty.
** Levels limits for races other than humans. For low level games, utterly irrelevant as a balancing factor. For higher level games, OTOH, they put a giant brick wall in the way of the demihuman races being useful, because suddenly you *couldn't gain anymore levels.* ToOf addcourse, insultthere towere injury,"Exceeding theLevel levelLimits" limitsoption also(offsetting actedthem asfor furthergood straightjacketsstats) onand characterSlow design,Advancement sinceoptions outside- ofslow thedown singleXP favoredgain classat for a giventhese racepoints, theyand werepossibly oftenhalve sobefore lowit as([[Forgotten toRealms]] berulebook punitive''Cormanthyr'' evenrecommended into ause lowboth levelfor game. Thankfully eliminated in 3e andnonhuman latercampaigns).
*** To add insult to injury, the level limits also acted as further straightjackets on character design, since outside of the single favored class for a given race. And missed the point, because race abilities are more significant compared to class abilities at lower levels, rather than higher. Though some were so low as to be punitive even in a low level game. Eliminating them was one of the things done right in D&D3 - even several variant mechanics that replaced them for more powerful creatures, while all clunky in different ways, are ''all'' equal or better (Level Adjustment is essentially a more fine-tuned equivalent of Slow Advancement).
** ** In a similar vein, level adjustments. They are almost never worth it.
** The Savage Species ritual: the one that lets you sacrifice levels in XP cost (that is, a level 1 template costs 1000 XP, a level 2 template costs 3000, etc) to apply ''templates'' to your character. Kobolds are bad enough, but when you factor in that the character can drop from level 6 to level 5 and pick up the Necropolitan, Half-Celestial and Weretiger templates without much hassle, maintaining balance in a party becomes pretty much impossible.
** ''Savage Species'' was an entire Scrappy Book of poorly-balanced concepts. It's one bookof those books almost no sensible DM will allow. For example, a ritual that lets you sacrifice levels in XP cost (that is, a level 1 template costs 1000 XP, a level 2 template costs 3000, etc) to apply ''templates'' to your character. Kobolds are bad enough, but when you factor in that the character can drop from level 6 to level 5 and pick up the Necropolitan, Half-Celestial and Weretiger templates without much hassle, maintaining balance in a party becomes pretty much impossible.
** [[Grappling with Grappling Rules|Grappling]] in 3rd edition was considered confusing and in any event, it generally wasn't worth versus hacking a creature to death.
** [[Hit Points|Hit Point]] damage. While this is not normally a Scrappy Mechanic even when coupled with the usual [[Critical Existence Failure]] when player damage outputs are relatively low compared to enemy HP without specific and highly optimized builds but the same is not true of enemy damage output relative to your HP your options become 1: Bypass the broken mechanic by not doing HP damage, which [[Linear Warriors, Quadratic Wizards|not all classes can do]], 2: Limit yourself to one of a select handful of builds, as otherwise the enemies will survive to get a turn and thus kill you. 3: Die.
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** 3rd edition's sister product had the Wealth Check system. In theory, this means that instead of nailing down all equipment in terms of absolute cost (which was guaranteed to fall victim of [[Technology Marches On]] as the high tech gadgets of 2002 like mobile internet and sub-notebook computers became commonplace by 2009), items have a "Wealth Check DC," which is the character's Wealth modifier (provided by class and altered by some Feats) plus a d20 roll. In theory, this keeps item pricing from ever looking too ridiculous. In practice, it meant that a character's gear was essentially randomized, ''and'' that characters had to either requisition equipment on the honor system or with the GM present. In the end, most GMs ignored it because telling a player he can't play a sniper simply because he rolled a 2 on his Wealth check and now can't afford a sniper rifle ruins the game.
** The Wealth system was also broken wide open by the ''D20 Future'' splatbook. Among the things it added was a futuristic device that, while expensive, granted 1-3 Feats of the player's choice to that player. The existence of the Feat "Windfall" (+3 to Wealth checks, special caveat that it can be taken any number of times), meant that a character could repeatedly buy versions of the device that contained multiple Windfalls until his Wealth modifier was so high he could buy anything.
** Wealth's prices aren't consistent even internally. A semi-auto only G3, available for 500-700 dollars, has a wealth check requirement of 18. A M72A3 LAW, which costs the government 750 dollars in large quantities, is merely 15.
* Many Tabletop [[RPG]]s have you [[Grappling with Grappling Rules]].
* For ''[[Yu-Gi-Oh!]]'' card game players: Missing The Timing. Basically, there are two general types of effects: Mandatory (where you ''have'' to activate it, regardless of what else is happening, at the time), and Optional (where you can ''choose'' to activate the effect or not). Thing is, rulings dictate that the Optional effect ''must'' be the last thing to happen, else it "misses the timing" and doesn't get to activate. This can be anything from activating in the middle of a card chain (and not being the last chain link to resolve), to being used as a cost to activate another card, to ''being tributed to summon another monster''. You cannot believe the amount of otherwise-powerful cards that get thwarted simply because their effects say "you ''can'' do X", instead of "you do X".
** To explain. If a card says "If", even if the effect if optional, you can use it any time after the event, because it grants the ability from that point on. But if the card says "When" then you are only granted the ability to do the optional effect at that specific time. The problem is that the timing rules can and will block you from activating the effect at that time, because something else needs to resolve first. Because the rules force something else to happen before you can use the effect the opportunity is gone, and you have thus missed the timing. What's so annoying is the name of the rule implies that you could have used the effect, and you missed the chance. However the opposite is usually true. There was no way to prevent the timing form being missed!
** Inverted with Yu-Gi-Oh! video games, where this rule becomes a Scrappy Mechanic because it asks you if you want to use the effect ''if literally anything happens in the game''.
** Back when the game first began, part of the power of cards like the Trap Hole set (which destroyed monsters on summon) was that you could block a monster from using its effect. However, because they activate when a monster is summoned and only destroy it (rather than actively negating its summon attempt), the monster is technically on the field first (this is the reason why it is impossible to destroy Jinzo, a monster which prevents traps from working for as long it's on the field, on summon with Trap Hole), so for some reason it was decided that the player should be able to use the effect of their monster regardless of whether or not it's about to be destroyed. This can result in some ludicrously powerful optional effects happening at a time when the monster should have been dead and buried, and is ''extremely annoying''.
** For the record, that is called ''Priority''. This was even lampshaded in the anime, where Jonouchi questioned the idea of "last equals first". And as of March 19, 2011 (now etched in history as [[Yu-Gi-Oh Ze Xal|the Exceed Rule Patch]]), this is now abolished and the ''Trap Hole'' cards regain their power of eliminating big threat monsters like Judgment Dragon and Dark Armed Dragon.
** There's also the "Harpie Rule", which only really affects the titular monsters, but is still fairly annoying. To wit, there are several monsters with effects that change their name to that of another monster, usually while it's face-up on the field. However, most all of the Harpie Lady monsters past the initial 2 don't specify ''where'' their effects treat their name as simply "Harpie Lady". As such, Konami has issued the ruling that these monsters are treated as having the name "Harpie Lady" ''for all intents and purposes, including deck construction''. What does that mean? Well, you can only have three copies of a specific monster in your deck at any one time, so with the other Harpie Lady monsters being treated as "Harpie Lady" all the time, instead of being able to have three copies of each one of them, you can only have three of any combination of them (for instance, you can only have either one of the original Harpie Lady and two of Harpie Lady # 1, '''or''' two of Cyber Harpie Lady, and one of Harpie Lady # 3, but not three each of Harpie Lady, Cyber Harpie Lady, Harpie Lady # 1, and Harpie Lady # 3). This severely limits the potential of a Harpie Lady deck, even more so when you consider [[What Could Have Been|all of the awesome support they have]].
** In 2006, Konami tried to introduce a new mechanic in the ''Cyberdark Impact'' set with monsters whose effects depended on what Column of the game board they were in. For instance, [https://yugioh.fandom.com/wiki/Rampaging_Rhynos Rampaging Rhynos] gained 500 ATK when battling monsters in the same column and [https://yugioh.fandom.com/wiki/Storm_Shooter Storm Shooter] could bounce Spell Cards that were in the same column as itself. Since most players never paid attention to what column they summoned or set cards in and there was really no rule at the time that said you couldn't move cards from one column to another, they never caught on. Although, to be fair, the concept seems to have been successfully reinvented with the debut of Link Monsters.
* ''[[Exalted]]'' had the Reactor/Perfect Spam/Lethality/Paranoia Combat/Overwhelming issue, which was a whole ''bunch'' of these. Elaborated: Reactor meant that with relentless stunting and mote regeneration Charms it was comparatively easy to come out of any given action with more motes of Essence and more Willpower than you started. These motes and WP were then spent to activate "paranoia combos", which were massive experience sinks containing every single [[NoWon't SellWork On Me]] power that could be accessed, including perfect defences. If you didn't activate your paranoia combo, you would die because of a preponderance of unpleasant "bad touch" effects, which would kill you, cut off your arms, turn you into a ferret, or otherwise make your life very difficult, not helped by the low health levels of these ''titan-killing god-kings'', which ensured that even if there weren't any bad-touch effects in the oncoming attack, it would still deal quite a lot of harm if it got through your overpriced armour. Overwhelming damage and Essence Ping ensured that armour was [[Armour Is Useless|largely unhelpful]]. Notably, the 2.5 errata tried to kill ''almost all of these''; combos became free, mote regeneration was nerfed in the head, stunt regen was dropped to once per action, Essence ping was killed, Overwhelming became far weaker, and armour got cheaper. More abstractly, some players dislike Charms, believing them to be either annoying, too limiting, or overemphasised, and attunement motes in the 2.5 errata were liked by exactly nobody, but the lethality/paranoia issue was the most widely complained about and the source of many fixes.
 
 
== First Person/Third Person Shooter ==
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** Valve *again* changed the mechanic (are we sensing a theme?), that now the rate of drops is increased, but players can "craft" weapons and cosmetic rewards to build the weapons you want. However, there's still a random element even if you have all the "materials," which makes players crazy as they still just want the guns.
** And now the "Mannconomy"/Polycount update adding gearsets that provide special bonus for wearing all the parts (the most hated being the sniper becoming immune to headshots) and allowing players to buy most of the equipment in the game, including the Bragging Rights Reward hats, has just started to open a fresh can of worms.
** Also in the "Mannconomy" was the addition of crates and keys. With the random drop system, sometimes you will recieve a crate instead of a weapon (or paint/name tag/hat). You need a key to get whats inside the crate, but these keys have to be BROUGHT WITH REAL MONEY! And when you do open the crate you may get a hat, or a very rare unusaul hat... but more likely to get a regular weapon that could have been dropped instead of the crate to begin with!
*** And you also run the risk of getting a weapon you already have, essentially wasting the money you spent to buy a key.
*** [http://www.vgcats.com/comics/?strip_id=300 Exhaustively depicted in this VGCats comic.]
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* Unified Ammo in [[Deus Ex: Invisible War|Deus Ex Invisible War]]—which made it so all weapons drew from the same ammo pool—attracted a huge amount of hate. It's appeared in other games before and since, but the hate for it in this case was probably partially because the wide variety of custom ammo types and ammo management was a major part of the first game.
* The lack of a [[Hyperspace Arsenal]] in [[Duke Nukem Forever]] was just one of the ''many'' complaints against the game. Especially considering its [[Duke Nukem 3D|predecessor's]] wide range of cool weapons.
* ''[[Warhammer 40,000: Space Marine|Warhammer 40000 Space Marine]]'' multiplayer disables the text chat when one is dead and waiting for respawn. This despite the game being one of fast-paced action, when those moments are the only ones when you have, you know, ''time'' to type anything.
 
 
== Real Time Strategy ==
* ''[[Dawn of War]] 2'' multiplayer capturing points mechanics spawned the "[https://1d4chan.org/wiki/File:DOW2Guide.jpg magic button humping]" meme.
 
 
== Turn-Based Strategy ==
* The promotion exams of ''[[Disgaea: Hour of Darkness]]'' were terrible and exposed many of the game's balance problems. It requires the use of the student system to stand a chance in if you use healers. Moreover, if you wanted to utilize transmigration to any significant degree, you would be taking these exams ''very'' often. This system was wisely taken out in [[Disgaea 2: Cursed Memories|the second]] and [[Disgaea 3: Absence of Justice|third]] games, where any character with enough mana could transmigrate to a new class if they had enough mana to do so.
** Speaking of Disgaea, the method of reaching the [[Brutal Bonus Level|Land of Carnage]] in [[Disgaea 2: Cursed Memories]] wasn't much better. It sounds fair enough in theory—Go to the Item World, get ambushed by one out of 16 possible pirate crews, beat their leader to get a map, (or alternately just steal it) rinse and repeat until you have all 16 at which point the Land of Carnage is unlocked. Problem being... Every single pirate is a random encounter, and some of them (Jolly Pirates, I'm looking at ''you'') are so impossibly rare one will probably end up clearing multiple Item Worlds without even encountering a single one. Spending hours upon hours of going through random Item Worlds searching for that one last map, only to run into the Ambling Pirates over and over and over and over and over and over and [[Overly Long Gag|over and over and over]] gets ''really'' annoying after a while.
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* And then there's the original ''[[Final Fantasy Tactics]]'', with its perma-death rule. If one of your characters is knocked out and not revived within 3-4 turns, you can say goodbye to all the time and effort you put into building them. (Well, there is a way for another character to obtain their abilities, but still.) Compounding this is the fact that there's no way to restart the battle or load from a save from within the game, so you're stuck with either having to write off whichever character bit it or reset the game and sit through the whole damn boot sequence again. Gah.
** That's 3-4 turns for that character, which is actually generally plenty of time, unless that character happened to be the only character you had with access to a Raise spell, then it's a race against time as you try to kill everything before you lose your guy. No, the real Scrappy Mechanic in this game with death is the fact that the Raise spells, unlike every other healing spell in the game, has a chance to miss. Cast Raise on your dead guy every turn for 3 turns after he died and missed every time? Too bad, he's [[Lost Forever]] because of RNG.
* The ''[[Fire Emblem]]'' series has had plenty of these over the years:
* [[Fire Emblem Jugdral|Fire Emblem: Thracia 776]], apart from being [[Nintendo Hard|one of the hardest games in the series]], suffers from a fair share of Scrappy Mechanics. To name a few:
** ''[[Fire Emblem Jugdral|Fire Emblem: Thracia 776]]'', apart from being [[Nintendo Hard|one of the hardest games in the series]], suffers from a fair share of Scrappy Mechanics. The Dismounting feature is the most prominent. Intended as a [[Nerf]] for mounted units as it made them fight on foot using swords during indoor levels. However it only ended up hurting Lance Knights and Axe Knights who were forced to illogically use swords when they dismounted rather then the weapons they trained their entire lives with. Worst of all, the player army was left with no indoor Lance users, keep in mind the final chapter took place indoors, and Lances were pretty much [[Vendor Trash]].
*** Many players likeslike the [[Non-Lethal KO|Capturing System]], claiming it added a new layer of depth to the series. It has one incredibly aggrivating problem though.: Units who can't fight are automatically captured. Normally this makes sense, after all, - it saves you viewing an [[Overly-Long Fighting Animation]] when you know how the fight's going to turn out, but it also means your healers will be captured ''if an enemy so much as touches them''. Sure, you can get them back by killing the captor, but they still will have swiped ''the healer's entire inventory, staves included''. Worse still, a knowledgeable player will find this ''massively'' Longabusable storysince shortan enemy won't kill units they can capture this way, and enemies who have captured an ally suffer the substantial penalties for holding a units. This makes it a trivial matter to let an otherwise dangerous enemy socapture machan asally toucheswith youran healer,empty youinventory losethen allkick their stavesass as they're weighed down, rescuing the captured ally. It's even possible to win what's intended as a [[Hopeless Boss Fight]] this way!
** Status effects.* In this game, they[[Standard Status Effects]] last ''for the entire chapter'' unless cured., (Andand status healing staves are in VERY''very'' short supply). It's Especiallyespecially annoying since [[Religion of Evil|Dark Mages]] are very common enemies, and the standard dark spell inflicts poison. Worse- still,[[The Computer Is a Cheating Bastard|poison that isn't accessible when you later recruit a Dark Mage of your own, [[The Computer Is a Cheating Bastard|his magic DOESN'T inflict poison]]!!]] Oh, and sleeping characters can be one-touch captured as above.
*** And finally, healing staves can miss. In a game where [[Nintendo Hard|you're going to need all the healing you can get!]]
** ''[[Fire Emblem Akaneia|Fire Emblem: Shadow Dragon]]'' earned a [[Internet Backdraft|a ''lot'']] of ire online]] by forcing you to ''kill off your own characters'' in order to unlock sidequest chapters, as it went against practically everything the series stood for to fans - particularly, that the possibility of a [[Final Death|every]] made most players [[Video Game Caring Potential|thingcare enough about the characters]] to loathe the seriesthought stoodof forletting them die, much less ''doing so intentionally''. It didn't help that most of the characters you got out of said sidequests were [[Tier-Induced Scrappy|fairly useless.]].
*** The reclass system is something of a [[Base Breaker]]. Some think it adds an element of customisability to your army, while others think it [[Completley Missing The Point|Completley Misses the Point]] of every character being unique.
* The titular Dual Strike of ''[[Advance Wars: Dual Strike]]'' is considered inherently broken for its ability to take two turns (even more with use of Sami and/or Eagle) in a row, with the first player to activate their Dual Strike essentially winning by default. It's banned in most multiplayer games and not even implemented in the community remake ''Advance Wars by Web''. Even in the campaign it forces players to use a very particular strategy (use Sasha in the last slot to use her ability to drain the enemy power gauge by exploiting how on most maps the AI will only use their Dual Strike if they have it ready at the ''start'' of their turn) to prevent the AI from using it.
** The real-time limited [[Timed Mission]]s in the campaign are considered one of the ''stupidest'' additions to the game, an impressive feat given the bar set by Dual Strikes above. ''Advance Wars'' is, and has been since the original ''Famicom Wars'', a game where each turn is a "day" - despite this, [[Gameplay and Story Segregation|the time limit is explicitly given in '''minutes''']]. To make things worse, none of the maps with this gimmick are even particularly hard to clear in the allotted time (even if played cautiously as part of a no-deaths run). Even in Crystal Calamity, a [[Scrappy Level]] in its own right, the time limit is so long as to be an utter non-issue.
** In all games of the series, naval combat falls under this. Firstly, naval units are very expensive: The cheapest naval unit nominally capable of attacking costs 18,000, compared to the 7000 of a Tank, 8000 of Anti-Air, or 9000 of a Battle Copter (a trio which forms an essential [[Tactical Rock-Paper-Scissors|triangle of counters]] that most of the game works around) or 1000 for infantry. Secondly, naval units don't really interact with non-naval units except for transports, being hit by air units and land based artillery, and the Cruiser being a terrible air unit counter despite that being its essentially only function (it loses to the Bomber, the unit its supposed to counter, if the more mobile Bomber gets the first strike), and the ludicrously expensive and not really worth it Battleship so there's no reason to spend the money. Thirdly, in maps with both Port and Airport access (the majority with Ports), air units do virtually everything one would want a naval unit for outside of niche uses. In [[Fan Remake]] ''Advance Wars by Web'', non-transport naval units are more often seen due to maps giving players "free" prebuilt ships on terrain that prevents them from moving (included to stop maps from being won by early infantry rushes, as the ship has to be destroyed to win) than actually being built by players.
*** ''Days of Ruin'' (AKA ''[[Market-Based Title|Dark Conflict]]'') makes what are considered several major steps in the right direction, but still not quite enough to fix the problems. The cheapest naval unit, a transport worth 6000, can meaningfully attack all naval units except submerged subs, at the cost of only being able to fire once before resupply; Cruisers actually win against air-units even if attacked first and can attack non-Battleship naval units for meaningful attack; the Carrier gets changed entirely for the better, but is still too expensive for most maps; and the Battleship becomes the only long range unit that can move and fire in a single turn. The result is that Carriers and Battleships dominate any map where a player can afford to build them, but naval combat is otherwise secondary.
 
== Web Tournaments ==
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== Casino Games ==
* "Dealer Qualifying" rules in certain casino games based on Stud Poker. How it works: If the Dealer's hand is not strong enough, (i.e. below an Ace high with a king in Caribbean Stud), all players automatically win their ante bets and their play bets are returned to them. However, antes only pay even money, whilst Play Bets, if they beat the dealer, have increased payouts for better hands. the dealer qualification rule is the Casino's ticket out of paying these higher wins. (as opposed to determainingdetermining their mathamaticalmathematical edge by simply altering the payouts). Some games, like Three Card Poker, compensate by paying bonuses on the ante bets as well even if the hand loses, but the bonus is still not as large as the bonus on a play bet.
 
== Real Life ==
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** Another one: Irregular verbs. Most people can never remember "proved" versus "proven".
** And a non-English one: gendered Nouns. Not living things that actually have gender, but words themselves that have arbitrary genders. For example, in German (an otherwise highly efficient and logical language, as one might expect), a "Skirt", translated as "Rock". The word "Auto" is masculine in Spanish, feminine in French and neuter in German, and all in three languages means the same thing ("Car").
** While "passive voice" and "active voice" are relatively common in modern languages and easily grasped, Ancient Greek has a "middle voice". While not unique, very few living languages (most notably Swedish and Fula) have it, rendering it difficult to explain to a non-native (which, of course, is 100% of modern speakers).
** The distinction between the "は" and "が" particles of Japanese regularly confound non-natives.
* Many people think that [[Killed Off for Real|death]] is a Scrappy Mechanic, seeing as how it not only permanently removes the person it happens to, but also dramatically affects ''everyone else''.
* Some people regard [[Standard Status Effects|Sleep]] as this, as they feel they could accomplish more if they had the extra X amount of hours.
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