History AIIsACrapshoot / VideoGames

4th Jan '17 4:13:31 PM nombretomado
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* ''VideoGame/StarWarsTheOldRepublic'' has a group of droids called Directive Seven that show up in a flashpoint and are genocidal. There is also SCORPIO, an advanced AI security system that tries to kill the Imperial Agent and their merry gang of escaped convicts on Belsavis and is gleefully cruel about "her" methods--invoking both GLaDOS and HK-47. However, once you defeat her she is programmed to be unable to harm you and is forced to serve as your companion, which only makes her more obsessed with learning your weaknesses and one day gaining the strength to murder you.

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* ''VideoGame/StarWarsTheOldRepublic'' has a group of droids called Directive Seven that show up in a flashpoint and are genocidal. There is also SCORPIO, an advanced AI security system that tries to kill the Imperial Agent and their merry gang of escaped convicts on Belsavis and is gleefully cruel about "her" methods--invoking both GLaDOS [=GLaDOS=] and HK-47. However, once you defeat her she is programmed to be unable to harm you and is forced to serve as your companion, which only makes her more obsessed with learning your weaknesses and one day gaining the strength to murder you.
4th Jan '17 7:56:53 AM Dimensio
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* Fallout4 averts this with the robotic companions, including prototype synth Nick Valentine and ADA from the Automatron DLC, as they are all extremely good-natured and the loyalty of the three from the base game increases when the player character is altruistic (ADA has no loyalty meter to influence). Played with in the Robobrains from the Automatron DLC: they are said to be extremely dangerous because they often interpret their instructions in very "creative" ways, such as deciding that the best way to implement a directive to "prevent human suffering" is to KillAllHumans (because humans will likely die even with attempted intervention, and dead humans cannot suffer) but this quirk is implied to be a consequence of their human brains (many of which came from insane criminals) rather than their computer processors.

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* ** Fallout4 averts this with the robotic companions, including prototype synth Nick Valentine and ADA from the Automatron DLC, as they are all extremely good-natured and the loyalty of the three from the base game increases when the player character is altruistic (ADA has no loyalty meter to influence). Played with in the Robobrains from the Automatron DLC: they are said to be extremely dangerous because they often interpret their instructions in very "creative" ways, such as deciding that the best way to implement a directive to "prevent human suffering" is to KillAllHumans (because humans will likely die even with attempted intervention, and dead humans cannot suffer) but this quirk is implied to be a consequence of their human brains (many of which came from insane criminals) rather than their computer processors.
4th Jan '17 7:55:09 AM Dimensio
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* Fallout4 averts this with the robotic companions, including prototype synth Nick Valentine and ADA from the Automatron DLC, as they are all extremely good-natured and the loyalty of the three from the base game increases when the player character is altruistic (ADA has no loyalty meter to influence). Played with in the Robobrains from the Automatron DLC: they are said to be extremely dangerous because they often interpret their instructions in very "creative" ways, such as deciding that the best way to implement a directive to "prevent human suffering" is to KillAllHumans (because humans will likely die even with attempted intervention, and dead humans cannot suffer) but this quirk is implied to be a consequence of their human brains (many of which came from insane criminals) rather than their computer processors.
10th Dec '16 12:37:52 PM WillKeaton
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** Halfway through the game you must enter a chess arena run by the Queen, an AI who has taken chess and turned it into a game with chess pieces shooting lasers at each other.
10th Dec '16 12:13:30 PM WillKeaton
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* In ''VideoGame/{{Headlander}}'' the AI Methuselah has taken over basically everything and commands an army of "Shepards," robots that follow its will. On the other hand there's ROOD, the AI in charge of opening doors. He's not evil, but he can be difficult at times.

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* In ''VideoGame/{{Headlander}}'' the AI Methuselah has taken over basically everything and commands an army of "Shepards," robots that follow its will. On the other hand there's ROOD, the AI in charge of opening doors. He's not evil, but he can be difficult at times. Then there's Electrosux Zed-Four, who is very passionate about keeping things clean. Homicidally so.
10th Dec '16 12:04:16 PM WillKeaton
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* In ''VideoGame/{{Headlander}}'' the AI Methusela has taken over basically everything and commands an army of "Shepards," robots that follow its will. On the other hand there's ROOD, the AI in charge of opening doors. He's not evil, but he can be difficult at times.

to:

* In ''VideoGame/{{Headlander}}'' the AI Methusela Methuselah has taken over basically everything and commands an army of "Shepards," robots that follow its will. On the other hand there's ROOD, the AI in charge of opening doors. He's not evil, but he can be difficult at times.
10th Dec '16 12:01:21 PM WillKeaton
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* In ''VideoGame/{{Headlander}}'' the AI Methusela has taken over basically everything and commands an army of "SHeprads," robot that follow its will. On the other hand there's ROOD, the AI in charge of opening doors. He's not evil, but he can be difficult at times.

to:

* In ''VideoGame/{{Headlander}}'' the AI Methusela has taken over basically everything and commands an army of "SHeprads," robot "Shepards," robots that follow its will. On the other hand there's ROOD, the AI in charge of opening doors. He's not evil, but he can be difficult at times.
10th Dec '16 11:56:05 AM WillKeaton
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Added DiffLines:

* In ''VideoGame/{{Headlander}}'' the AI Methusela has taken over basically everything and commands an army of "SHeprads," robot that follow its will. On the other hand there's ROOD, the AI in charge of opening doors. He's not evil, but he can be difficult at times.
28th Nov '16 1:55:44 PM HiddenWindshield
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* ''VideoGame/{{Starbound}}'' has a race of MechanicalLifeforms called the Glitch, which was created by an ancient race of {{Precursors}} as an experiment in how robot civilizations evolve. All but one civilization survived, when a computer glitch caused it to be stuck in MedievalStasis while the other civilizations [[LuddWasRight modernized and destroyed themselves]]. Furthermore, Glitches procreate by physically assembling their progeny, which sometimes results in yet another computer glitch causing the new Glitch to realize that they are part of an experiment and that their technologically development has been severely stunted. Such Glitches are considered insane, and those who aren't hunted down and killed are forced to escape into space.

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* ''VideoGame/{{Starbound}}'' has a race of MechanicalLifeforms called the Glitch, which was created by an ancient race of {{Precursors}} as an experiment in how robot civilizations evolve. All but Only one civilization survived, when a computer glitch caused it to be stuck in MedievalStasis while the other civilizations [[LuddWasRight modernized and destroyed themselves]]. Furthermore, Glitches procreate by physically assembling their progeny, which sometimes results in yet another computer glitch causing the new Glitch to realize that they are part of an experiment and that their technologically technological development has been severely stunted. Such Glitches are considered insane, and those who aren't hunted down and killed are forced to escape into space.
22nd Nov '16 2:25:34 PM DrFraud
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* In ''Maze 2: The Broken Tower'' supercomputer S.A.R.A. forces the residents of [[MeaningfulNames Gehenna Tower]] to wear "compliance bracelets" and complete endless tests, killing them if they refuse to co-operate.

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* In ''Maze 2: The Broken Tower'' supercomputer S.A.R.A. forces the residents of [[MeaningfulNames [[MeaningfulName Gehenna Tower]] to wear "compliance bracelets" and complete endless tests, killing them if they refuse to co-operate.
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