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The Pennyfarthing Effect

 The Pennyfarthing Effect
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This trope is under discussion in the Trope Repair Shop.
















You're partaking in an older game for any number of reasons: maybe your friends recommended it to you incessantly for years; maybe you've recently gotten interested in the series or genre it's part of and want to go back to the source; maybe you got it on a Steam sale as part of one of their gigantic all-inclusive packs. Anyhow, this is an old game.
Advertisement:propertag.cmd.push(function() { proper_display('tvtropes_mobile_ad_1'); })While you can certainly see its quality, there's just something in it that's bugging you. There's a gameplay mechanic that is not only outdated, but needlessly complex compared to the equivalent you would most likely find in a modern game. You can't help but wonder: how could anyone come up with this extremely complex version of a simple concept, years before the simple one appeared?
For example, imagine if for decades a popular American dessert was apple and carrot pie. For decades everyone would love their mom's apple-carrot pie and nobody would even think that just apple pie would be good. Then at some point someone comes up with good ol' apple pie, and it turns out that, to everyone's delight, apple pie is much, much tastier than apple-carrot pie. The absence of carrots in apple pie would then be obvious in hindsight — it takes an extra degree of invention to put carrots in it and therefore make the pie worse.
Advertisement:propertag.cmd.push(function() { proper_display('tvtropes_mobile_ad_2'); })The correct, simple way to do things is obvious in hindsight. It's not just that the old way to do things is outdated, or that a crucial gameplay development that made games much more convenient to play hadn't yet been invented, it's that somehow it seems like the old way took more effort to invent than the new way.
Another way to put it is that these are essentially Real Life examples of Schizo Tech.
Almost always a side-effect of Technology Marches On, and a frequent cause of "Seinfeld" Is Unfunny.
Compare Hilarious in Hindsight and Early Installment Weirdness; contrast Older Is Better, Retro Upgrade (where the old way of doing things gets a new lease on life from new developments).
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Running and shooting at the same time is a weird example. In the first MGS, aiming/firing a weapon locked you in place unless you also held down the button for crouching and crawling, requiring you to press the fire button with the tip of your thumb while you held down the crawl button with the knuckle, which is uncomfortable and hard to do for any appreciable length of time without accidentally letting go of one or both buttons. Supposedly, this was intentional, to emphasize how difficult it is in real life to fire a gun accurately while moving at any appreciable speed. Nevertheless, later games made moving while shooting easier to do, Sons of Liberty moving the second button to L1 on the other side of the controller (thus allowing you to use a finger that you otherwise won't use while shooting for the purpose), and then Snake Eater removed the need to hold a second button, repurposing the "run while aiming" button into an auto-aim button.
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In DuckTales, you perform Scrooge's Pogo Jump by holding down and B while in mid-air. Considering Scrooge has no other mid-air moves that use the B button, the holding down part is rather unnecessary. The remastered version lets you do the Pogo Jump by just holding B with no directional inputs required. It gives you the option to activate the Pogo Jump the old way, but in Extreme mode, it's mandatory.
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The earlier Ys games had an unorthodox way for the player to execute melee attacks: instead of pressing an attack button, the trick was to ram into the monster at an offset angle, with the monster winning the attack if it lines up directly. The series largely abandoned this system from Ys V on.
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Early MechWarrior games with directional Jump Jet Packs required a separate suite of movement controls for controlling the jets (left, right, forward, reverse, turning left/right, and up) necessitating that players shifting between the arrow keys and the numberpad when shifting between walking and jetting; odd, when you can never be walking and jetting at the same time (bar jet-assisted turning). It wasn't until MechWarrior Living Legends came out (in 2009) that the separate controls were nixed and regular movement keys affected the direction of the jump jets, along with making the default control scheme more in line with modern standards (WASD versus bizarre arrowkey and all-over-the-keyboard controls).
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Other places where old RTS games show their age are buildings that only perform one action at once (including training troops; a few, like Age of Empires: The Rise of Rome, circumvent by allowing to train the same unit multiple times), or troops that don't attack nearby enemies without explicit orders and clerics that only heal on command.
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One problem many people have with Magic is the issue of 'mana screw', where you either have too many lands in your hand (and not enough spells to cast), or not enough lands (and you don't have the mana to cast the spells you do have). Additionally, Lands are cards that usually only make mana, and do nothing interesting. Duel Masters has a similar mana system, but with the crucial difference that instead of having cards whose only purpose is to give you mana, any card can be played as one. This prevents mana screw and stops you from having boring but necessary cards in your deck.
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A variation: in the BioShock series, the right hand shoots the weapon, the left hand shoots a special power... and yet the first game allows you to only use one or the other. BioShock 2 fixed this, and now Plasmids and weaponry can be fired simultaneously. The single player mode in Bioshock 2 justifies this by the player characters being Big Daddies and thus strong enough to literally carry heavy firearms in their right hand and freely cast Plasmids in their left, while the multiplayer in Bioshock 2 and the entirety of Bioshock Infinite simply pockets the players' weapon away briefly when using Plasmids/Vigors.
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Marathon has no jump key. This was common in early-90s shooters, but Marathon made it especially egregious given that you need to Rocket Jump to get to many secrets (in an actual "jump" sense rather than Doom's typical "propel yourself forward with a rocket blast"), and made even worse given that one puzzle, if you can't align the platforms exactly right, actually requires rocket jumping.
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Metal Gear's 3D installments didn't get easy first-person viewing until Metal Gear Solid 2: Sons of Liberty in 2001. In the first game, you have to hold Triangle to look, then separately hold Square to aim and shoot - there's no way to aim and shoot from first-person. The addition of first-person shooting in The Twin Snakes makes the Ocelot boss battle much easier, among other things.
Running and shooting at the same time is a weird example. In the first MGS, aiming/firing a weapon locked you in place unless you also held down the button for crouching and crawling, requiring you to press the fire button with the tip of your thumb while you held down the crawl button with the knuckle, which is uncomfortable and hard to do for any appreciable length of time without accidentally letting go of one or both buttons. Supposedly, this was intentional, to emphasize how difficult it is in real life to fire a gun accurately while moving at any appreciable speed. Nevertheless, later games made moving while shooting easier to do, Sons of Liberty moving the second button to L1 on the other side of the controller (thus allowing you to use a finger that you otherwise won't use while shooting for the purpose), and then Snake Eater removed the need to hold a second button, repurposing the "run while aiming" button into an auto-aim button.
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The 3rd Edition of Dungeons & Dragons introduced the Attack Bonus: you roll a 20-sided die, add your attack bonus, and compare it to the Armor Class of your enemy. If your roll is equal or higher, you hit. The 2nd Edition had THAC0 (To Hit Armor Class 0): you roll a 20-sided die, subtract the Armor Class of your enemy (which can be a negative number), and compare the result to your own THAC0. If the result is equal or greater than your THAC0, you hit. The odds are completely identical in both systems. The 1st Edition had all the math done for you — in the form of a chart buried halfway through the Dungeon Master's book that had to be consulted for every single attack. It may come across as the same thing in the end, at least if you started with the old systems and grew used to it, but it's hardly intuitive.
A related innovation was handling attacks, non-combat skills, and saves into one system. 3rd Edition was the first to simplify the three to the point where they had the same mechanic (roll 1d20, add a bonus, compare to the target number) but were still tracked and derived separately. Prior to it, each was handled differently and separately, in often confusing ways, as over the first 25 years of its existence, most changes made to the mechanics were ad-hoc and often done in a design bubble, without any or almost any interaction with pre-existing rules. For all the hate it gets, 3rd and 4th editions were the first ones in decades to finally start cleaning up the ruleset into something more coherent, rather than a patchwork of ad-hoc fixes introduced over the 80s and 90s.
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Pokémon
In the first two games, if you filled up a box, you couldn't catch any more Pokémon until you selected another box to put them in. The first generation games didn't even alert you when your latest catch filled up the box, so tough luck if you encountered a rare Pokémon only for the game to tell you that you can't catch it. Starting with the third generation, in addition to the Storage System getting a graphical overhaul with a more user-friendly interface, when your box was full, it simply put the new Pokémon in the next box in order.
Another example involves transferring Pokémon from older games to newer ones. Transferring between Generations 1 and 2 required actual trading, needing two Game Boys and a Link Cable, and the Pokémon being sent back to Generation 1 had to be manually stripped of any moves that didn't exist back then. Transferring Pokémon from the Gen 3 games to the Gen 4 games (and from the Gen 4 games to the Gen 5 games) involved playing mini-games that were so tedious it almost made it not worth the effort to transfer Pokémon. It also doesn't help that you need to move six Pokémon at a time (no more, no less). Moving monsters from the Gen 4 games to the Gen 5 games was also inconvenient as you also need a second Nintendo DS system for the other cart. Transferring when it comes to games in Gen 5 and onwards finally simplified things: no more weird mini-games, just take whatever is in the first box of the PC in the game you are transferring from. The introduction of Pokémon Bank, and later Pokémon Home, even allows you to skip generations (meaning you can go from Gen 5 to Gen 7 without needing a Gen 6 game), in addition to only requiring a single game system (Nintendo 3DS and Nintendo Switch, respectively).
Hidden Machines were a case of this. They allow the Player Character to perform certain actions in the overworld, like cutting down shrubs that get in the way or fly to locations they've been to before. However, for the first six generations (which was about two decades), Hidden Machines had to be taught to a Pokémon, upon which it would take up one of four move slots, and the action could only be performed if you had a Pokémon knowing that move on your team. As you can only have up to 6 Pokémon on your team, and some games had up to 8 different Hidden Machines, that meant these overworld actions could occupy up to one-third of all of the moves slots you had. Most of these Hidden Machine moves weren't even useful in battle, so players took to having "HM Slaves," non-combat Pokémon on the team with nothing but these moves. It took until Pokémon Sun and Moon for these overworld actions to run off a separate system that didn't take up move slots. Once you unlocked the action, you could start doing it anywhere you wanted without any additional steps.
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Some of the changes that were implemented into Magic: The Gathering years after it first came out are obvious in hindsight:
Rarity can't be used as a balancing mechanism (it wasn't that they didn't know how powerful Black Lotus and Time Walk were, it's that they thought there not being many of them would work to balance it, failing to predict just how many cards people would purchase)
The stack, which replaced the "Batch." They're both first-in/last-out stacks. But batches had a number of oddities to them. The most important is that, while effects do resolve off in that order, damage doesn't get dealt until all effects in the batch have been resolved. Thus, Giant Growth could "counter" Lightning Bolt, no matter what order they were cast in. Sixth edition regularized everything around the stack, so that damage always went with the effect that caused it.
There was also the 6th Edition ditching of the distinction between "instants" and "interrupts". The idea with interrupts was that these were spells that manipulated other spells in flight: countering them, changing targets, changing the text on them, etc. And you could only respond to an interrupt with another interrupt. However, the only real mechanical functionality of interrupts was that they allowed you to "interrupt" the resolution of effects in a batch. Back then, once a batch started to resolve, only interrupts could be cast. So... they just changed the resolution rules to allow instants to interrupt the stack.
Over the game's long lifespan design paradigms in general have shifted; most notably, creatures have gone from being a second fiddle to powerful instants and sorceries to the main focus of most decks, and fast mana is almost entirely absent from modern releases. Many other, smaller things have changed — color hate (cards that are arbitrarily powerful or useless depending on which of the five "colors", and respective cardpools and playstyles, your opponent is using) is significantly rarer, only generally being included in core set releases, the going rate for an unquestioned Counterspell has increased by one (which is actually a very big diference), and certain effects have been given to or taken from various colors.
One problem many people have with Magic is the issue of 'mana screw', where you either have too many lands in your hand (and not enough spells to cast), or not enough lands (and you don't have the mana to cast the spells you do have). Additionally, Lands are cards that usually only make mana, and do nothing interesting. Duel Masters has a similar mana system, but with the crucial difference that instead of having cards whose only purpose is to give you mana, any card can be played as one. This prevents mana screw and stops you from having boring but necessary cards in your deck.
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An early method for speech in comics was to simply print it as text underneath the comic panels. This lead to hybrid forms of wordless comic strips with dialogue (and often some narrative) underneath. Tom Poes is a well known example of this. One of the major innovations Hergé made with Tintin was to introduce speech balloons, inspired by the emerging trend in American comics, into Franco-Belgian comics.
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The shopping segments on Wheel of Fortune. Contestants would be encouraged to spend their winnings on prizes before continuing, and any leftover cash could be kept on the scoreboard, albeit with the risk of being lost to a Bankrupt spin in the next round. This was done in the hopes of making the show more appealing to women, because women be shoppin' and all that — in fact, the original pilot (shot in 1973) was called Shopper's Bazaar and had a different "shopping" mechanism that declared the winner as "whoever bought the most prizes". note (It should be noted that Bazaar was viewed as a total disaster by creator Merv Griffin, NBC's Lin Bolen, and test audiences who were shown the pilot, resulting in the format and visual style being overhauled into the ones that got Wheel on the air.) In the late 80s, the shopping element was retired: whoever solved the puzzle now banked their winnings in cash and would receive it in cash when they left — giving the show more available airtime to devote to puzzles.
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It might be surprising to Animal Crossing players who started out with New Horizons that something as simple as choosing one's facial features used to be needlessly complicated, being based on a bunch of questions asked to the player when beginning a new game and requiring help of online guides if you wanted to choose a specific face rather than just a character creation screen.
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Very old automobiles such as the Ford Model T have bizarre control schemes; some due to engineering issues and cost-cutting measures, others due to experimentation. The Model T had no gas pedal, instead having it on the steering column, like on some modern handicap cars. It also has a confusing gearbox design: to get in reverse, you have to put it in neutral and push on the reverse pedal. To go forward, you push the clutch all the way in for low gear or let it out for high gear. The E-brake and gear lever are the same unit; full back is neutral and brake, vertical is neutral, forward is drive. Top Gear ran a segment on these archaic vehicles, trying to find the first "modern" layout: steering wheel with gas/brake/clutch pedals.
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Likewise, if the game involves being able to identify items you can interact with and differentiate them from the background, you'll be annoyed to discover that there's bound to be no hint, identification, or highlighting on the objects when you hover your cursor over them. Except that's not true - actually, you totally can do this, but you need to activate an entire extra command to do it, for no apparent reason. There's absolutely no reason the game couldn't just give you that line in its interface that says "this is a needle" all the time. Early SCUMM games like Maniac Mansion and Zak McKracken and the Alien Mindbenders, plus the first two Fallout games, are made particularly difficult to play because of this.
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It's occasionally claimed that Pac-Man level patterns work because the game has no RNG. This is not quite true — the game does have an RNG, but it's reset to the same initial value at the beginning of every life. For some reason. Ms. Pac-Man, amazingly, solved this problem by not doing that (and randomizing the ghosts' movement for the first 7 seconds of each level, but that wouldn't have worked if they had kept the misfeature of constantly resetting the RNG).
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Going back to the original Dragon Quest for a fan of modern role-playing video games can be a very jarring experience. There is only one place to save in the entire game, necessitating long treks back to the starting area. The player needs to open their menu and select a "Stairs" command in order to climb or descend a staircase, which gets tedious extremely quickly. Seeing as there are other terrain-based effects that trigger as soon as the player character enters a given map tile, there would seem to be absolutely no reason for the "Stairs" command. The Super Nintendo remakes of these old games found something of a compromise: you still had to deal with the clunky menu system, but pressing the L button served as a generic action button that would activate whichever menu choice was most valid.
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Armored Core: Nexus introduced the ability to tune parts for increased performance, but strangely did not allow the player to redistribute tuning points - if the player wanted to change their tuning settings for a part, they would need to sell it and buy it again. The following two games, Ninebreaker and Last Raven, simply allowed the player to reallocate their tuning points at will.
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The following is a list of statements referring to the current page from other pages.

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