One increasingly common way around this is for the game to provide a shop or other special location that makes available all of the unique items the player missed throughout the game as an Anti-Frustration Feature. However, allowing the player to backtrack to any previously visited location can be difficult to reconcile with the game's narrative. These components may also become missable for a random or arbitrary reason (such as an NPC related to the component suddenly disappearing after a certain point in a game).īecause of their tendency to induce great frustration, smart developers tend to avoid implementing these, and allow the player to collect items or do sidequests at their own leisure. The early town that is destroyed, the mountainous area that caves in once you leave, the area that your characters are restricted from accessing after a certain point for plot reasons, the Load-Bearing Boss's hideout that explodes after you defeat them, the ship that departs after your trip is finished and never returns, and so forth. These components frequently appear in areas that can only be accessed once, or are rendered unavailable after a certain plot event occurs. If a player's window for accessing the content has closed, their only options for getting it are to either reload an earlier save (if possible) or start the game anew. ![]() A close relative and often an example of Guide Dang It! A common source of frustration for gamers, especially those shooting for 100% Completion. ![]() Permanently Missable Content is a gameplay component (such as an item, weapon, sidequest, character, achievement, or plot event) that can become permanently inaccessible after a certain point.
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