History ArtificialStupidity / ActionGames

12th Sep '17 6:13:00 PM nombretomado
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** They have also been witnessed boosting out of the combat area for no reason, [[RingOut giving the player the victory by default]]. As you can imagine, there are myriad ways of rapidly climbing the arena ranks by exploiting the stupidity of its inhabitants. But the real problems start when FromSoftware, rather than attempting to program better AI, decided to compensate for the computers' stupidity by giving the AI-controlled [=ACs=] capabilities [[TheComputerIsACheatingBastard that far exceed what is possible]], or [[FakeDifficulty sane]], and in Armored Core 2 even equipped the AI with parts [[TheComputerIsACheatingBastard that didn't exist]].

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** They have also been witnessed boosting out of the combat area for no reason, [[RingOut giving the player the victory by default]]. As you can imagine, there are myriad ways of rapidly climbing the arena ranks by exploiting the stupidity of its inhabitants. But the real problems start when FromSoftware, Creator/FromSoftware, rather than attempting to program better AI, decided to compensate for the computers' stupidity by giving the AI-controlled [=ACs=] capabilities [[TheComputerIsACheatingBastard that far exceed what is possible]], or [[FakeDifficulty sane]], and in Armored Core 2 even equipped the AI with parts [[TheComputerIsACheatingBastard that didn't exist]].
28th Aug '17 10:30:33 AM CosmicFerret
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* ''Franchise/MetalGear'':

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* ''Franchise/MetalGear'':''VideoGame/MetalGear'':
10th Aug '17 6:38:20 AM Luigifan
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** Serris-X, and [[http://www.youtube.com/watch?v=3ZX-zsU0qQ8 B.O.X]] have blind spots where they will be completely unable to hit you (Serris-X) or just stop doing anything to try and hurt you (B.O.X). B.O.X II has a similar blind spot, but it's not as foolproof since it'll still shoot at you with (easily destroyed) missiles.

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** Serris-X, Serris-X and [[http://www.youtube.com/watch?v=3ZX-zsU0qQ8 B.O.X]] have blind spots where they will be completely unable to hit you (Serris-X) or just stop doing anything to try and hurt you (B.O.X). B.O.X II has a similar blind spot, but it's not as foolproof since it'll still shoot at you with (easily destroyed) missiles.



** You eventually encounter a human boss who can use any power used against him, but it is automatically overridden by any new power. That's fine, and obviously the best way to beat him is to use a stupid power against him. The trouble is that he never clues into the fact that his new power is ridiculous (he does, after all, have a knife he could be using), such as lashing out with a Cave Troll's tongue attack that doesn't extend past his dramatically outstretched arm. Sadly, his Knife is even MORE puny then his new Tongue attack. His power could be a Game Breaker anyway if he had any actual control over it and if the powers he copies weren't limited to lv1 out of (generally) 9, which the Cave Troll soul is the most extreme example of.

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** You eventually encounter a human boss [[PowerCopying who can use any power used against him, him]], but it is automatically overridden by any new power. That's fine, and obviously the best way to beat him is to use a stupid power against him. The trouble is that he never clues into the fact that his new power is ridiculous (he does, after all, have a knife he could be using), such as lashing out with a Cave Troll's tongue attack that doesn't extend past his dramatically outstretched arm. Sadly, his Knife knife is even MORE ''more'' puny then his new Tongue tongue attack. His power could be a Game Breaker GameBreaker anyway if he had any actual control over it and if the powers he copies weren't limited to lv1 level 1 out of (generally) 9, which the Cave Troll soul is the most extreme example of.



** They have also been witnessed boosting out of the combat area for no reason, giving the player the victory by default. As you can imagine, there are myriad ways of rapidly climbing the arena ranks by exploiting the stupidity of its inhabitants. But the real problems start when FromSoftware, rather than attempting to program better AI, decided to compensate for the computers' stupidity by giving the AI controlled [=ACs=] capabilities [[TheComputerIsACheatingBastard that far exceed what is possible]], or [[FakeDifficulty sane]], and in Armored Core 2 even equipped the AI with parts [[TheComputerIsACheatingBastard that didn't exist]].

to:

** They have also been witnessed boosting out of the combat area for no reason, [[RingOut giving the player the victory by default.default]]. As you can imagine, there are myriad ways of rapidly climbing the arena ranks by exploiting the stupidity of its inhabitants. But the real problems start when FromSoftware, rather than attempting to program better AI, decided to compensate for the computers' stupidity by giving the AI controlled AI-controlled [=ACs=] capabilities [[TheComputerIsACheatingBastard that far exceed what is possible]], or [[FakeDifficulty sane]], and in Armored Core 2 even equipped the AI with parts [[TheComputerIsACheatingBastard that didn't exist]].



** The guards in ''VideoGame/AssassinsCreedI'' will sometimes throw you off a high ledge, then jump down after you. You can survive the resulting falling damage. They can't. In ''[[VideoGame/AssassinsCreedII 2]]'' you often lose thieves to the idiots trying to keep up with Ezio and jumping from too high or failing jumps.

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** The guards in ''VideoGame/AssassinsCreedI'' will sometimes throw you off a high ledge, then jump down after you. You can survive the resulting [[FallDamage falling damage. damage]]. [[DisneyVillainDeath They can't. can't.]] In ''[[VideoGame/AssassinsCreedII 2]]'' 2]]'', you often lose thieves to the idiots trying to keep up with Ezio and jumping from too high or failing jumps.



** In ''Videogame/MetalGearSolid'', You can beat up guards and even shoot them in the back without causing them to sound the alarm. If you beat them unconcious or shoot them and hide before they see you, they will simply look around and then return to their patrol patterns as if nothing was amiss. Apparently being shot or beaten up isn't cause for alarm unless they see the person who did it.

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** In ''Videogame/MetalGearSolid'', You you can beat up guards and even shoot them in the back without causing them to sound the alarm. If you beat them unconcious or shoot them and hide before they see you, they will simply look around and then return to their patrol patterns as if nothing was amiss. Apparently being shot or beaten up isn't cause for alarm unless they see the person who did it.



** ''VideoGame/MetalGear1'' suffers from this in both the MSX and NES versions. Sure, one can't expect a complicated AI all the way back then, but so long as you're not directly in their literal line of sight, enemies can't see you - even if you're standing ''just'' to the side, where you can literally run right past them or even attack them repeatedly without them reacting in any way, so long as its a silenced firearm or with your fists. Not even other guards dying in their sight line makes them react. And when you do alert them, they just run in straight, grid-like lines spamming bullets in front of them with no real thought other than reaching you.

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** ''VideoGame/MetalGear1'' suffers from this in both the MSX and NES versions. Sure, one can't expect a complicated AI all the way back then, but so long as you're not directly in their literal line of sight, enemies can't see you - -- even if you're standing ''just'' to the side, where you can literally run right past them or even attack them repeatedly without them reacting in any way, so long as its a silenced firearm or with your fists. Not even other guards dying in their sight line makes them react. And when you do alert them, they just run in straight, grid-like lines spamming bullets in front of them with no real thought other than reaching you.
17th Mar '17 4:33:13 AM ReikoKazama
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** In '[[VideoGame/AssassinsCreedII 2]]'', ''[[VideoGame/AssassinsCreedBrotherhood Brotherhood]]'', and ''[[VideoGame/AssassinsCreedRevelations Revelations]]'', [[PlayerCharacter Ezio]] can swim. [[SuperDrowningSkills No one else can]]. This does not prevent anyone moving near the water [[HilarityEnsues trying]]. It can be very frustrating when one of the super-elite assassins you've spent hours training makes a perfect kill on a guard in the docks, then calmly steps off the pier to his death.

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** In '[[VideoGame/AssassinsCreedII ''[[VideoGame/AssassinsCreedII 2]]'', ''[[VideoGame/AssassinsCreedBrotherhood Brotherhood]]'', and ''[[VideoGame/AssassinsCreedRevelations Revelations]]'', [[PlayerCharacter Ezio]] can swim. [[SuperDrowningSkills No one else can]]. This does not prevent anyone moving near the water [[HilarityEnsues trying]]. It can be very frustrating when one of the super-elite assassins you've spent hours training makes a perfect kill on a guard in the docks, then calmly steps off the pier to his death.



* Your AI partners in ''VideoGame/ResidentEvilOutbreak'' make [[VideoGame/ResidentEvil5 Shevah Alomar]] and [[VideoGame/SilentHill4 Eileen Galvin]] look like geniuses. Especially in file 2, they'll constantly waste ammo either by aiming badly or keep on firing after the enemy is down, and that's when they bother to attack at all instead of just hanging around waiting for the zombies to eat them. They'll often give up precious healing items to pick up useless empty clips or broken sticks. Their only purpose is to lug around your ammo and herbs, so you'll be spending a good chunk of time managing their inventories for them, maybe taking that useless empty revolver from them to exchange it for a first-aid spray. Just run like hell out of the room afterward to avoid them picking the gun back up and putting down shotgun shells.

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* Your AI partners in ''VideoGame/ResidentEvilOutbreak'' make [[VideoGame/ResidentEvil5 Shevah Sheva Alomar]] and [[VideoGame/SilentHill4 Eileen Galvin]] look like geniuses. Especially in file 2, they'll constantly waste ammo either by aiming badly or keep on firing after the enemy is down, and that's when they bother to attack at all instead of just hanging around waiting for the zombies to eat them. They'll often give up precious healing items to pick up useless empty clips or broken sticks. Their only purpose is to lug around your ammo and herbs, so you'll be spending a good chunk of time managing their inventories for them, maybe taking that useless empty revolver from them to exchange it for a first-aid spray. Just run like hell out of the room afterward to avoid them picking the gun back up and putting down shotgun shells.
10th Jan '17 5:19:04 AM TwilightLord
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Added DiffLines:

*** This, however, only applies if the partner is set to "Cover", the default setting. If you set her to "Attack" instead, she'll happily use stronger weapons to get the job done (though this does tend to result in her getting a case of SuicidalOverconfidence and, once one enemy group is cleared out, rushing on ahead to take on another enemy group further on instead of waiting until you encounter them). For a bit of fun, once you've unlocked the BottomlessMagazines feature for a powerful weapon (such as the H&K PSG-1 rifle, the most powerful rifle in the game), give it to Sheva (and nothing else) and go back to an early chapter on a lower difficulty. Get into a fight and set Sheva to "Attack" and watch as she clears the entire room single-handedly (and we do mean ''clears'' - of items as well as enemies).
29th Dec '16 11:37:46 AM Xtifr
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* Your AI partners in ''VideoGame/ResidentEvilOutbreak'' make [[ResidentEvil5 Shevah Alomar]] and [[SilentHill4 Eileen Galvin]] look like geniuses. Especially in file 2, they'll constantly waste ammo either by aiming badly or keep on firing after the enemy is down, and that's when they bother to attack at all instead of just hanging around waiting for the zombies to eat them. They'll often give up precious healing items to pick up useless empty clips or broken sticks. Their only purpose is to lug around your ammo and herbs, so you'll be spending a good chunk of time managing their inventories for them, maybe taking that useless empty revolver from them to exchange it for a first-aid spray. Just run like hell out of the room afterward to avoid them picking the gun back up and putting down shotgun shells.

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* Your AI partners in ''VideoGame/ResidentEvilOutbreak'' make [[ResidentEvil5 [[VideoGame/ResidentEvil5 Shevah Alomar]] and [[SilentHill4 [[VideoGame/SilentHill4 Eileen Galvin]] look like geniuses. Especially in file 2, they'll constantly waste ammo either by aiming badly or keep on firing after the enemy is down, and that's when they bother to attack at all instead of just hanging around waiting for the zombies to eat them. They'll often give up precious healing items to pick up useless empty clips or broken sticks. Their only purpose is to lug around your ammo and herbs, so you'll be spending a good chunk of time managing their inventories for them, maybe taking that useless empty revolver from them to exchange it for a first-aid spray. Just run like hell out of the room afterward to avoid them picking the gun back up and putting down shotgun shells.
8th Nov '16 4:22:09 PM ElectricBoogaloo
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* In the ''VideoGame/EarthDefenseForce'' series, civilians will run around at random, frequently running in front of your rockets and causing them to detonate early killing you. Arguably justified in that civilians in a military situation are a liability because of their random actions.. except that the civilians ''don't die'', so they should have nothing to fear.

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* In the ''VideoGame/EarthDefenseForce'' series, civilians will run around at random, frequently running in front of your rockets and causing them to detonate early killing you. Arguably justified in that civilians in a military situation are a liability because of their random actions.. except that the civilians ''don't die'', so they should have nothing to fear.fear.
** The NPC soldiers also have this problem a lot, specially in confined spaces. If you're say fending off ravagers in an underground level of [=2025/4.1=], expect to see a lot of your bullets being wasted on those idiots running right in front of your guns, sometimes even jumping seemingly just to get in your line of fire. There are no penalties or any particular usefulness to these guys offensive wise, but still, you're losing precious ammo and some potential decoys for the giant bugs.
27th Jul '16 12:13:55 PM Malady
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* In ''GearsOfWar'', Locusts (the main enemy in the game) are supposed to dynamically move around and take cover in response to your team's position. However, nine times out of ten, they will, in a pitched firefight, leap over the cover to reach a better place, leaving them horribly open for an explosive headshot. In the sequel this was fixed, but the AI has even more pitiful failings; enemies will run straight into security lasers, clearly-visible proxy mines, a sentry turret's line of sight, etc. The sequel also added the ability to detonate a grenade if you are shot to the ground with one in hand, thereby giving you the option to take your enemies with you when they come in to deliver the finishing blow. While it may look [[DyingMomentOfAwesome cool]] when done properly, computer-controlled players will usually chose to detonate it every time, even if they were shot down in a location where they were perfectly able to be saved, such as behind cover with the rest of their squad, leading to them blowing up not only themselves but all of their team mates too.

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* In ''GearsOfWar'', ''VideoGame/GearsOfWar'', Locusts (the main enemy in the game) are supposed to dynamically move around and take cover in response to your team's position. However, nine times out of ten, they will, in a pitched firefight, leap over the cover to reach a better place, leaving them horribly open for an explosive headshot. In the sequel this was fixed, but the AI has even more pitiful failings; enemies will run straight into security lasers, clearly-visible proxy mines, a sentry turret's line of sight, etc. The sequel also added the ability to detonate a grenade if you are shot to the ground with one in hand, thereby giving you the option to take your enemies with you when they come in to deliver the finishing blow. While it may look [[DyingMomentOfAwesome cool]] when done properly, computer-controlled players will usually chose to detonate it every time, even if they were shot down in a location where they were perfectly able to be saved, such as behind cover with the rest of their squad, leading to them blowing up not only themselves but all of their team mates too.



* ''The Mummy Returns'' is hardly a [[SoBadItsGood pinnacle of gaming history]], and the AI Medjai shooting at you will often miss at super-close range if you run back and forth a lot, but the best is the boss fight against Ardeth Bay for Imhotep in Cairo, the second mission. After killing all of his Medjai guards, you can simply back him into a corner and mash the kick button, resulting in a never-ending stream of kicks to the head that Ardeth can never get past or block. Since you can't kill him and just have to hold him back until your train leaves, this makes the boss fight less of an issue than the health-draining [[GoddamnBats cats]].
* ''Driver 2 Advanced'' really did stretch the bar at the time for the Game Boy Advanced. It was remarkably fluid despite the pixel count being lower than fifteen for particular sprites. The control scheme and driving performed decently for the extremely limited physics engine it was rooted to. But the catch here is, a felony can be really unpredictable unless you try and figure out how to piss off the police and blinking pedestrian sprites. Why is this stupid on the A.I.'s end? Particular illegal crimes such as driving on the sidewalk and stealing cars would occasionally become "legal" and no authorities will pursue.

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* ''The Mummy Returns'' ''VideoGame/TheMummyReturns'' is hardly a [[SoBadItsGood pinnacle of gaming history]], and the AI Medjai shooting at you will often miss at super-close range if you run back and forth a lot, but the best is the boss fight against Ardeth Bay for Imhotep in Cairo, the second mission. After killing all of his Medjai guards, you can simply back him into a corner and mash the kick button, resulting in a never-ending stream of kicks to the head that Ardeth can never get past or block. Since you can't kill him and just have to hold him back until your train leaves, this makes the boss fight less of an issue than the health-draining [[GoddamnBats cats]].
* ''Driver 2 Advanced'' ''VideoGame/Driver2Advanced'' really did stretch the bar at the time for the Game Boy Advanced. It was remarkably fluid despite the pixel count being lower than fifteen for particular sprites. The control scheme and driving performed decently for the extremely limited physics engine it was rooted to. But the catch here is, a felony can be really unpredictable unless you try and figure out how to piss off the police and blinking pedestrian sprites. Why is this stupid on the A.I.'s end? Particular illegal crimes such as driving on the sidewalk and stealing cars would occasionally become "legal" and no authorities will pursue.



* In ''The Uncanny X-Men'' for the NES, one-player mode would saddle the player with a computer-controlled ally so unfathomably stupid that players found it most convenient to get the enemies to put it out of its misery.

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* In ''The Uncanny X-Men'' ''VideoGame/TheUncannyXMen'' for the NES, one-player mode would saddle the player with a computer-controlled ally so unfathomably stupid that players found it most convenient to get the enemies to put it out of its misery.



* In the ''Earth Defense Force'' series, civilians will run around at random, frequently running in front of your rockets and causing them to detonate early killing you. Arguably justified in that civilians in a military situation are a liability because of their random actions.. except that the civilians ''don't die'', so they should have nothing to fear.

to:

* In the ''Earth Defense Force'' ''VideoGame/EarthDefenseForce'' series, civilians will run around at random, frequently running in front of your rockets and causing them to detonate early killing you. Arguably justified in that civilians in a military situation are a liability because of their random actions.. except that the civilians ''don't die'', so they should have nothing to fear.
27th May '16 8:15:47 AM hyphz
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* ''VideoGame/MiddleEarthShadowOfMordor'' The AI is consistent and preforms well. Until you press the stealth button. Running around a corner and climbing ontop of a wall always breaks their engagement. Farming Stealth kills for optional objectives just require hit and run tactics until you meet your requirement.

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* ''VideoGame/MiddleEarthShadowOfMordor'' The AI is consistent and preforms well. Until you press the stealth button. Running around a corner and climbing ontop of a wall always breaks their engagement. Farming Stealth kills for optional objectives just require hit and run tactics until you meet your requirement.requirement.
* In the ''Earth Defense Force'' series, civilians will run around at random, frequently running in front of your rockets and causing them to detonate early killing you. Arguably justified in that civilians in a military situation are a liability because of their random actions.. except that the civilians ''don't die'', so they should have nothing to fear.
13th Apr '16 8:28:27 AM Piando
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* The final level of ''BatmanBeyondReturnOfTheJoker'' on the Game Boy Color has gaps in the floor in some of the places you fight enemies. The AI is not programmed to recognize that there are gaps in the floor and will walk into the gaps to their deaths ''en masse''. In WebVideo/DarkLordJadow1's review of the game on Youtube, he got ''30 enemies'' to walk into gaps and die in a single playthrough ([[https://www.youtube.com/watch?v=2y7aVoxafww&list=UU76eqb9ZpZpOoJoJpakfrzg it starts at 11:53]]).

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* The final level of ''BatmanBeyondReturnOfTheJoker'' ''WesternAnimation/BatmanBeyondReturnOfTheJoker'' on the Game Boy Color has gaps in the floor in some of the places you fight enemies. The AI is not programmed to recognize that there are gaps in the floor and will walk into the gaps to their deaths ''en masse''. In WebVideo/DarkLordJadow1's review of the game on Youtube, he got ''30 enemies'' to walk into gaps and die in a single playthrough ([[https://www.youtube.com/watch?v=2y7aVoxafww&list=UU76eqb9ZpZpOoJoJpakfrzg it starts at 11:53]]).
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