History Main / CityGuards

7th Jul '16 2:18:28 PM Saber15
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* In ''Videogame/EliteDangerous'', populated ([[AnarchyIsChaos non-anarchist]]) systems have System Authority vessels that respond to danger and patrol around nav beacons and space stations. SA vessels are very dangerous and piloted by aces, but their response time outside of usual patrol routes can give pirates enough time to swoop in and harass traders. Each of the major Powers has their own city guard (i.e. Zachary Hudson's Federal Agents) that patrol their owned systems to keep out criminals and foreign powers.
25th Jun '16 4:55:01 PM nombretomado
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* Picking a lock with any other creature (even a cat) on screen in the original ''BaldursGate'' yields the delightful phrase 'Someone has noticed you. You heard the guards being summoned'. This would be followed up by high-level, well-equipped guards (though how powerful, exactly, depends on the in-game area you were in) showing up to confront you. Some of them can be bribed to go away, some just kill you.

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* Picking a lock with any other creature (even a cat) on screen in the original ''BaldursGate'' ''VideoGame/BaldursGate'' yields the delightful phrase 'Someone has noticed you. You heard the guards being summoned'. This would be followed up by high-level, well-equipped guards (though how powerful, exactly, depends on the in-game area you were in) showing up to confront you. Some of them can be bribed to go away, some just kill you.
15th May '16 2:30:40 AM Doug86
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* In a non-game example, this trope is deliberately subverted in the {{Discworld}}, where Creator/TerryPratchett's Ankh-Morpork City Watch take every associated trope [[UpToEleven up to and past eleven]]. This is reflected in the computer games based on the Discworld, such as ''DiscworldNoir''.

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* In a non-game example, this trope is deliberately subverted in the {{Discworld}}, Literature/{{Discworld}}, where Creator/TerryPratchett's Ankh-Morpork City Watch take every associated trope [[UpToEleven up to and past eleven]]. This is reflected in the computer games based on the Discworld, such as ''DiscworldNoir''.
12th Jan '16 4:37:23 PM nombretomado
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* RuneScape used these too...and were attackable. They weren't actually programmed the same way most City Guards are actually...and players would regularly kill them for experience. It's even been lampshaded how guards don't have a very long lifespan.

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* RuneScape ''VideoGame/RuneScape'' used these too...and were attackable. They weren't actually programmed the same way most City Guards are actually...and players would regularly kill them for experience. It's even been lampshaded how guards don't have a very long lifespan.
15th Dec '15 12:26:55 PM nombretomado
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* ''WorldOfWarcraft'' has guards in every city and town (as well as invisible elite guards that only appear to opposite faction players). Guards will give you directions if you ask them, however in some cities (specifically the ones in Stormwind for starters) are rather unpleasant about this. The ones in Undercity basically demand to know what you want for talking to them. To sum it up, all guards are somewhat AxCrazy with FantasticRacism and will attack/kill players of the opposite faction on sight whether they're causing trouble or not.

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* ''WorldOfWarcraft'' ''VideoGame/WorldOfWarcraft'' has guards in every city and town (as well as invisible elite guards that only appear to opposite faction players). Guards will give you directions if you ask them, however in some cities (specifically the ones in Stormwind for starters) are rather unpleasant about this. The ones in Undercity basically demand to know what you want for talking to them. To sum it up, all guards are somewhat AxCrazy with FantasticRacism and will attack/kill players of the opposite faction on sight whether they're causing trouble or not.
14th Dec '15 3:32:07 PM AgProv
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* In a non-game example, this trope is deliberately subverted in the {{Discworld}}, where Creator/TerryPratchett's Ankh-Morpork City Watch take every associated trope [[UpToEleven up to and past eleven]]. This is reflected in the computer games based on the Discworld, such as ''DiscworldNoir''.
3rd Oct '15 7:20:51 PM nombretomado
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* Each town in ''AnimalCrossing: Wild World'' has two armed canine guards at the north gate. You can't even leave your own town until you get friend codes. The trouble is that you can't get friend codes within the game; you have to get them from other players.

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* Each town in ''AnimalCrossing: ''VideoGame/AnimalCrossing: Wild World'' has two armed canine guards at the north gate. You can't even leave your own town until you get friend codes. The trouble is that you can't get friend codes within the game; you have to get them from other players.
20th Jul '15 8:27:00 PM AjWargo
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* ''[[VideoGame/PeasantsQuest Peasant's Quest]]'' has a guard guarding the mountain that leads to the final boss. In order to pass, you must prove that you are a peasant, which includes being on fire.

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* ''[[VideoGame/PeasantsQuest Peasant's Quest]]'' has a guard guarding the mountain that leads to the final boss.Trogdor. In order to pass, you must prove that you are a peasant, which includes being on fire.
9th Feb '15 7:09:58 PM Gamermaster
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* ''{{Prototype}}'''s marines will almost always target you over the nearby infected horrors, even if you're just running away while Hunters [[Determinator chase you to the ends of the earth]]. Justified in that you are their primary target.

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* ''{{Prototype}}'''s marines will almost always target you over the nearby infected horrors, even if you're just running away while Hunters [[Determinator [[{{Determinator}} chase you to the ends of the earth]]. Justified in that you are their primary target.
9th Jan '15 11:09:59 PM LordInsane
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** ''VideoGame/FalloutNewVegas'' has Securitrons patrolling the Strip in New Vegas, and if one specific path is taken in a quest NCR soldiers will take up guard duty in Primm.
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