Hardcore elements

Video game concept

Any concepts that make a game harder to get into (higher learning curve) and more demanding on player (more things to learn to have even passing success; less supplemental information given).

Contrast: casual elements

These generally do not automatically make a game hardcore.

This is a container group; its children are:

Fragile protagonistThe protagonist dies extremely easily (though not from single hit from [i]everything[/i]). (too short)1989 / 2019104 games
Instant deathThe player dies from single damaging hit of any kind, the equivalent of having never more than one life/hit point.1978 / 20211540 games
Map deficientEither completely lacks maps or the provided maps are mostly unusable, forcing the player to draw one themselves to avoid getting lost. Mainly for games that are not linear and don't tell where to go.1975 / 201975 games
OverpoweredThe enemies are too strong or numerous for the protagonist to handle, forcing them to sneak past them or otherwise avoid direct confrontations whenever possible.1983 / 201536 games
Permanent deathUpon the protagonist's death, [i]all[/i] game progress is lost and the player must start the game all over instead of loading a save or restarting at some checkpoint such as level start.1971 / 2021557 games
Realistic damage (too short)1985 / 201551 games
Simulation elements (too short)container group