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Gameplay Derailment: Difference between revisions

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* ''[[Gears of War]]'' is a cover-based shooter, which is pretty clear in the singleplayer. The multiplayer, on the other hand, mostly consisted of players rolling and roadie running with shotguns out and occasionally using the cover for wall bouncing (split instances to move closer to their opponents) if they didn't get any of the powerful weapons, popshotting at each other when not rolling around to avoid getting hit. This was addressed in the sequel with changing the shotgun to have a less effective total range making it impractical to only use but more consistent power in the short range it was meant for, and adding a 'stopping power' mechanic, slowing players greater and greater if they run into the direction gunfire they are currently taking from. [[They Changed It, Now It Sucks|Some people were indignant.]]
* The infamous "Combo Winter" of ''[[Magic: The Gathering]]'' was born when playtesters didn't exploit a mechanic on [[Game Breaker|several powerful cards]] in the Urza's Saga expansion nearly enough. Similarly, many cards in the ''Mirrodin'' block had to be banned for being way too powerful.
* Air unit stacking in ''[[StarcraftStarCraft]]''. It turns Mutalisks into truly dangerous clusters of units, since not only can you not consistently target one of them, but they basically all shoot simultaneously at a particular target. Due to general coolness of Muta-micro however, Blizzard has said that they are trying to incorporate that into ''[[StarcraftStarCraft]] II''. But only for Mutalisks. Arguably, it could be said that certain splash damage-inflicting air units such as the Valkyrie and Devourer were introduced as partial countermeasures.
** This mechanic became such a [[Good Bad Bug]] that competitive Zerg players are ''expected'' to be able to micro Mutalisks in this way.
** There is also an exploit where you can make Lurkers not attack until you tell them to. This allows Zerg players to set up invisible Lurker traps, where the Lurkers don't attack until a bunch of Marines are all standing on top of them. Then they all die. This also works with Terran spider mines. This tactic, is called "Stop Lurker" (now referred to as Hold Lurker) and not banned in most competitive play. The technique for spider mines is banned however, because it involves allying and un-allying your enemy. There is one illegal method for Hold Lurkers, because it involves changing diplomacy settings (similar to the Spider Mines).
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** In ''Halo 3'', the new Forge mode allows players to fly anywhere in the multiplayer maps, except for a few annoying [[Invisible Wall]]s (some of which are also [[Deadly Walls]]). The result? Exploration is now centred around circumventing these walls to reach the few "off-limits" areas remaining. The campaign levels have no such flight ability, and so still use traditional exploration techniques, such as grenade-jumping.
** Halo 2 also featured "button combos" which allowed the player to shoot and melee someone almost simultaneously, as well as shoot twice at the same time. This was done by abusing the reload animation, and Bungie made sure to prevent these in Halo 3.
* Pretty much every edition of [[Dungeons and& Dragons]] has this in some form. 4.0 has the 'roles' working out far differently than they were supposed to, such that hyperspecialization is actually the way to go in a very [[FF 11]] style fashion. Also, Daily powers turn into "super uber Encounter powers" if your game does ''not'' have the players face 5 encounters in rapid succession, which was a basic design assumption. 3rd edition had gamebreaking exploits where players could use magic (such as Fabricate and various Wall spells) to completely wreck local economies by putting stonemasons out of business and creating sheets of iron that could be chopped up and sold to blacksmiths for infinite metal. 3.5 tried to fix some of these problems, but also introduced [[Fan Nickname/Tabletop Games|CoDzilla]], a cleric or druid with the means to do all the magic stuff a party needed, as well as all the fighting stuff, and which also (thanks to spell bloat) could perform the specialist jobs as well as or better than any of the non-magical classes that were supposed to specialize in such things. Earlier editions also have [[Linear Warriors, Quadratic Wizards]] for one reason or another.
* Denying (attacking your own units to prevent enemies from gaining experience and money) in the [[Warcraft]] 3 mod Defense of the Ancients, which could have turned some matches into two teams doing nothing but attacking their own units, dragging the game out for hours. It eventually was modified so that a small amount of exp is still gained from a denied unit, allowing levelling to still carry on albeit at a slower rate, which is indeed part of gameplay strategy. Of course, even without making such a change the fallibility of human reaction means that actually getting full denies is all but impossible.
* ''[[Starsiege: Tribes]]'' players quickly discovered the ability to "ski" as they leapt down hillsides, allowing infantry to zoom across the game's enormous maps. Skiing became so common that in sequels, the technique was given a dedicated control and taught in the tutorial.
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** The NES fan game ''[[LJ 65]]'' tries to compromise between these play styles. In [http://harddrop.com/wiki/LJ65#Scoring its scoring system], "home runs" ([[Writing Around Trademarks|that is,]] Tetrises) are valuable, but not ridiculously overpowered, and combos are also valuable, home runs inside combos even more so.
* Roll cancels in [[Capcom vs. Whatever|Capcom Vs SNK 2]] made it possible to turn any special or super move invincible by using the roll command (which normally activates an brief evasion move) and right after that using the move's command, which shifted competitive play toward grooves that featured rolls and characters with moves that would normally be more risky to perform. This was particularly strange considering that: 1) rolls worked fine in the previous game in the series, as well as the [[Ko F]] series practically half a decade before; 2) rolls were a feature from SNK games, but rolling was available in 2 Capcom grooves despite being absent in the corresponding games, but only 1 SNK groove.
** ''[[Guilty Gear]]'' and ''[[Blaz BlueBlazBlue]]'' series promoted special move canceling into official game mechanics and called it the Roman/Rapid Cancel (respectively). To prevent combos from getting even longer than they already are, these cancels are classified as super moves and requires charging up the Tension/Heat Gauge first.
* ''[[F-Zero]] X'''s physics are weird; just look up [http://www.youtube.com/watch?v=FpcIXn5VMm8 world] [http://www.youtube.com/watch?v=F_ZWIiT4Dbc records] of it on YouTube to see some of the oddities that you need to exploit if you want to set some awesome times.
** ''GX'' has a similar issue with 'Snaking'; swinging your machine back and forth to gain ridiculous speeds. Heavy machines like Black Shadow's or Deathborn's vehicles do this the best. Then there's Space Flying (manipulating the rate of fall off the edge of the track so you can execute complete circuits without ever being on the track). These techniques derail the gameplay so much so that time trial records posted online have divided out sections for Snaking and Space Flying runs, just so conventional time trial records can still be viably set.
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