History Main / ArtificialAtmosphericActions

21st Feb '17 9:47:46 AM BeerBaron
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* ''VideoGame/TheElderScrollsIIIMorrowind'' has the NPC greetings change based on your reputation and relationship with the NPC. Unfortunately, the greetings are all randomly selected based on race, which has some odd effects if the NPC has an actual personality (such as the elitist, thankless superiors of the Mages Guild greeting you with "Welcome, friend, the day is yours!").
** E... e... e... excuse me Nerevarine. It's just that you are a big hero, and I don't know how to talk to ...

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* ''VideoGame/TheElderScrollsIIIMorrowind'' has the ''VideoGame/TheElderScrollsIIIMorrowind''
** The various
NPC greetings change based on your reputation and relationship with the NPC. Unfortunately, the greetings are all randomly selected based on race, which has some odd effects if the NPC has an actual personality (such as the elitist, thankless superiors leader of the Mages Guild greeting you with "Welcome, friend, the day is yours!").
** E..."E... e... e... excuse me Nerevarine. It's just that you are a big hero, and I don't know how to talk to ..."



** At the start of the game, take all your clothes off. Now walk around Seyda Neen and Balmora and marvel at how any individual NPC's walk-by reaction will switch between NakedPeopleAreFunny and PleasePutSomeClothesOn on a dime. (Some of them are a little more consistent than others, though; Dunmer in particular seem to be universally disgusted with you.)

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** At the start of the game, take all your clothes off. Now walk around Seyda Neen and Balmora and marvel at how any individual NPC's walk-by reaction will switch between NakedPeopleAreFunny and PleasePutSomeClothesOn on a dime. (Some of them are a little more consistent than others, though; Dunmer in particular seem to be universally disgusted with you.)) This can even be ''usefull''. For example, there are situations where you want to kill someone, but their standard greeting drops you out of the conversation with an automatic "Goodbye," keeping you from taunting them into attacking you first. However, if you strip naked, their scripted "naked" response may supersede their automatic "goodbye," allowing you to then taunt them.
** Some [=NPCs=] are programmed to "wander." Rather than stay in one place, they'll just sort of mosey around a set area. Unfortunately, they sometimes get struck trying to walk through each other or get stuck in places they aren't programmed to get out of. (It isn't uncommon, for example, after quite a few hours of gameplay, for half of the wandering [=NPCs=] in Balmora to end up in the river that runs through town.)
26th Jan '17 6:36:49 AM Morgenthaler
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* ''VideoGame/{{Warcraft}} III'' has a standard set of lines a given unit will utter whenever you order it to attack, regardless of circumstances. Thus, we have Arthas, a Paladin, shouting "You are past redemption!" as he charges into battle to slay an ordinary sheep. Must have been an uncommonly sinful barnyard animal. [[{{Squick}} ...on the other hand, let's not think too much about that.]]
** Both Warcraft III and Starcraft II feature a "pause" function for cutscenes, allowing the game to effectively ignore everything that wasn't part of the script. Unfortunately, it doesn't always account for what it's pausing -- it's possible in some cases to have soldiers on opposite sides of a fight staring at each other while the cutscene plays out, or even have missiles hanging in flight for the duration. One of the most egregious examples is "In Utter Darkness": if the Dark Voice starts his EvilGloating during a wave, Zeratul's reply will be given while the protoss and zerg troops stand around, idle animations playing, not five feet from each other.
* In ''{{Starcraft}}'', your zealots will shout "We cannot hold!" at you when a horde of 20 of them is fired on by a single marine. The marines too, who might say "We're screwed!" when attacked by a zergling.

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* ''VideoGame/{{Warcraft}} III'' ''VideoGame/WarcraftIII'' has a standard set of lines a given unit will utter whenever you order it to attack, regardless of circumstances. Thus, we have Arthas, a Paladin, shouting "You are past redemption!" as he charges into battle to slay an ordinary sheep. Must have been an uncommonly sinful barnyard animal. [[{{Squick}} ...on the other hand, let's not think too much about that.]]
** * Both Warcraft III ''VideoGame/WarcraftIII'' and Starcraft II ''VideoGame/StarcraftII'' feature a "pause" function for cutscenes, allowing the game to effectively ignore everything that wasn't part of the script. Unfortunately, it doesn't always account for what it's pausing -- it's possible in some cases to have soldiers on opposite sides of a fight staring at each other while the cutscene plays out, or even have missiles hanging in flight for the duration. One of the most egregious examples is "In Utter Darkness": if the Dark Voice starts his EvilGloating during a wave, Zeratul's reply will be given while the protoss and zerg troops stand around, idle animations playing, not five feet from each other.
* In ''{{Starcraft}}'', ''VideoGame/{{Starcraft}}'', your zealots will shout "We cannot hold!" at you when a horde of 20 of them is fired on by a single marine. The marines too, who might say "We're screwed!" when attacked by a zergling.
24th Jan '17 8:37:53 AM thatother1dude
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* Background characters in ''WesternAnimation/AvatarTheLastAirbender'' are always doing something. Sometimes they're conversing with poles, but the point is they're not just standing around like lumps. This often leads to a FunnyBackgroundEvent or two, like a man arguing with aforementioned pole and then apparently ''losing'' the argument, only to curl up into a fetal position.

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* Background characters in ''WesternAnimation/AvatarTheLastAirbender'' are always doing something. Sometimes they're conversing with poles, but the point is they're not just standing around like lumps. This often leads to a FunnyBackgroundEvent or two, like a man arguing with aforementioned pole a ''pole'' and then apparently ''losing'' the argument, only to curl up into a fetal position.
24th Jan '17 3:03:46 AM tigerstar
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* Invoked deliberately in the ''WesternAnimation/StevenUniverse'' episode "[[StevenUniverseS1E19RosesRoom Rose's Room]]", where everyone in Beach City is acting oddly - the town is sparsely populated, Lars and Sadie talk in perfect unison, Connie repeats the same phrase over and over, and Greg dispenses random sentences unconnected to what Steven is talking to him about. [[spoiler: It's actually because Rose's Room is simulating the whole town, and lacks the computing power to recreate the entire town and all its inhabitants convincingly]].

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* Invoked deliberately in the ''WesternAnimation/StevenUniverse'' episode "[[StevenUniverseS1E19RosesRoom "[[Recap/StevenUniverseS1E19RosesRoom Rose's Room]]", where everyone in Beach City is acting oddly - the town is sparsely populated, Lars and Sadie talk in perfect unison, Connie repeats the same phrase over and over, and Greg dispenses random sentences unconnected to what Steven is talking to him about. [[spoiler: It's actually because Rose's Room is simulating the whole town, and lacks the computing power to recreate the entire town and all its inhabitants convincingly]].
24th Jan '17 3:02:50 AM tigerstar
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* Invoked deliberately in the ''WesternAnimation/StevenUniverse'' episode "[[StevenUniverseS1E19RosesRoom Rose's Room]]", where everyone in Beach City is acting oddly - the town is sparsely populated, Lars and Sadie talk in perfect unison, Connie repeats the same phrase over and over, and Greg dispenses random sentences unconnected to what Steven is talking to him about. [[spoiler: It's actually because Rose's Room is simulating the whole town, and lacks the computing power to recreate the entire town and all its inhabitants convincingly]].
8th Jan '17 1:09:33 AM Nicoaln
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* ''VideoGame/FinalFantasyXV'' does the same as ''XIII-2'', but they handle it a ''lot'' better. That said, it still comes off as quite artificial when a player goes into a town in the middle of the night to find a bunch of townsfolk still loitering around, shopping, and the stores are all open. At that time of night, they don't have much of a reason to be out. The shopkeepers and Quest [=NPCs=] are still around, [[AcceptableBreaksFromReality but that is excusable in order to make a less frustrating game.]]
4th Nov '16 8:47:15 PM MasoTey
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* Disney used CelShading to create the huge crowds in ''Disney/TheHunchbackOfNotreDame''. They're mostly used for wide shots in which you can't get a good look at the individual people, but sometimes you get a close enough shot to see they have simple, computerized movements.

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* Disney's ''Disney/TheHunchbackOfNotreDame'':
**
Disney used CelShading to create the huge crowds in ''Disney/TheHunchbackOfNotreDame''. crowds. They're mostly used for wide shots in which you can't get a good look at the individual people, but sometimes you get a close enough shot to see they have simple, computerized movements.movements.
** In an interview, one of the animators noted that in early versions of the crowd scenes, characters' randomly-distributed stock actions tended to clump in odd ways -- for example, a whole swath of people shading their eyes in unison.
12th Oct '16 4:48:37 AM GoblinCipher
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*** This led to a popular fan theory that the phrase "taking an arrow to the knee" is actually Nordic slang for getting married, which makes a whole lot more sense.
31st Aug '16 10:27:49 PM Gamma097
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->'''NPC 42''' I saw a mudcrab the other day.\\

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->'''NPC 42''' 42:''' I saw a mudcrab the other day.\\
28th Jul '16 4:08:12 PM YelseyKing
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* ''VideoGame/FinalFantasyXIII2'' attempts to populate inhabited areas as you move about them with generic "filler" townsfolk. Though this ensures that parts of cities aren't empty, it's particularly notable in Academia, where the same four children can be seen running around (and one invariably tripping and falling, to the others' concern) no matter where in the city you are. Likewise, in Bresha Ruins 5 AF, once you've completed the tasks there, you'll perpetually be followed around by soldiers who recite the same pair of lines regarding your successes in missions they gave you.
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