About: Comeback Mechanic   Sponge Permalink

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Video games can be cruel sometimes. After all, The Computer Is a Cheating Bastard. However, some games feel sorry for a player who might need a positive shove. When done well, this creates a motive for less experienced players to keep playing and a deeper layer of strategy for more experienced players. When done shoddily, it will needlessly drag out a match longer than it should. In general though, the purpose of such mechanics is to keep the game close so that less experienced players aren't left in the dust, which can have disastrous results in the game's popularity.

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  • Comeback Mechanic
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  • Video games can be cruel sometimes. After all, The Computer Is a Cheating Bastard. However, some games feel sorry for a player who might need a positive shove. When done well, this creates a motive for less experienced players to keep playing and a deeper layer of strategy for more experienced players. When done shoddily, it will needlessly drag out a match longer than it should. In general though, the purpose of such mechanics is to keep the game close so that less experienced players aren't left in the dust, which can have disastrous results in the game's popularity.
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abstract
  • Video games can be cruel sometimes. After all, The Computer Is a Cheating Bastard. However, some games feel sorry for a player who might need a positive shove. When done well, this creates a motive for less experienced players to keep playing and a deeper layer of strategy for more experienced players. When done shoddily, it will needlessly drag out a match longer than it should. In general though, the purpose of such mechanics is to keep the game close so that less experienced players aren't left in the dust, which can have disastrous results in the game's popularity. There are two ways a game can go about comeback mechanics: The first is to give an advantage to a losing player. That is, it allocates privileges among players at any given moment, with more given to those whom the game feels is more likely to lose. The second is to give an advantage to a player about to get eliminated. All players can use this mechanic, whether they're winning or losing, but they either favor players close to the losing condition in a game (such as having low remaining health) or can only be used by such players. Comeback Mechanics are most commonly seen in genres where matches end quickly. Fighting games and racing games are prime examples of these, with matches rarely exceeding a few minutes. Games with time limits for multiplayer will also often have Comeback Mechanics regardless of genre. This is because there is little to no harm in extending the matches a bit longer. Comeback Mechanics are less common in genres that traditionally don't have a time limit and tend to take a long time to complete a match, such as shooters, puzzle games, and turn-based strategies. This is different from a handicap, which is specified by the players before a match to be specific amounts. A Comeback Mechanic is integrated into the game itself and is present in all multiplayer. Most examples of comeback mechanics are in video games, but there are a few examples outside of it, most notably in Tabletop Games (this includes board games and card games too). A supertrope of Desperation Attack. A subtrope of Anti-Frustration Features and Mercy Mode. Compare Rubber Band AI, which is when this is applied to the computer players but not to human players; and Dynamic Difficulty and Critical Status Buff, applied to a single-player mode (though not necessarily for the latter). Turns Red is a Comeback Mechanic applied to a boss. If a game has a particularly strong comeback mechanic, this may invoke players to Do Well, But Not Perfect. Contrast Unstable Equilibrium and Kill Streak, which is when a game gives advantages to the winning players.
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