History Main / ConspicuouslySelectivePerception

11th Feb '16 6:06:21 PM jormis29
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** In ''VideoGame/HitmanAbsolution'', if you're in an area that's off limits to you, the sound of your footsteps will alert guards and cause them to become suspicious, unless you are wearing an appropriate disguise. Apparently, they know the difference between their footsteps and yours.



* In ''Hitman: Absolution'', if you're in an area that's off limits to you, the sound of your footsteps will alert guards and cause them to become suspicious, unless you are wearing an appropriate disguise. Apparently, they know the difference between their footsteps and yours.

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* In ''Hitman: Absolution'', if you're in an area that's off limits to you, the sound of your footsteps will alert guards and cause them to become suspicious, unless you are wearing an appropriate disguise. Apparently, they know the difference between their footsteps and yours.
24th Nov '15 2:18:48 AM jormis29
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* Averted in ''SplinterCell'', the guards are very alert, and from the third one on, it takes ambient noise into account. Nearly everything you do sets off their alarm if they walk into it. From knocked out guards, to shooting out the lights. Even if you take a more subtle approach and turn the lights off, they'll wonder why it happened. After an alarm has been set off, the guards will never go back down to their original state and will be a little bit more alert than usual.
** In ''SplinterCell'' Double Agent the guards in several levels are actually at war with others. The prison riot is a good example. You can sneak around pretty easily and sometimes the guard will stop shooting at you if another prisioner shows up.
** In ''SplinterCell Conviction'', the guards have difficulty noticing Sam in the shadows, but they will spot him if they get close enough. And alerting any single guard will have him call out to all the other guards before pursuing, putting everyone on alert. However, in many cases, you ''want'' the guards to know where you are, or at least, where you ''were'', so that they'll assault your Last Known Position (LKP in the game) while you slip, unnoticed, into an ambush position to take them all out.

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* Averted in ''SplinterCell'', ''VideoGame/SplinterCell'', the guards are very alert, and from the third one on, it takes ambient noise into account. Nearly everything you do sets off their alarm if they walk into it. From knocked out guards, to shooting out the lights. Even if you take a more subtle approach and turn the lights off, they'll wonder why it happened. After an alarm has been set off, the guards will never go back down to their original state and will be a little bit more alert than usual.
** In ''SplinterCell'' Double Agent ''VideoGame/SplinterCellDoubleAgent'' the guards in several levels are actually at war with others. The prison riot is a good example. You can sneak around pretty easily and sometimes the guard will stop shooting at you if another prisioner shows up.
** In ''SplinterCell Conviction'', ''VideoGame/SplinterCellConviction'', the guards have difficulty noticing Sam in the shadows, but they will spot him if they get close enough. And alerting any single guard will have him call out to all the other guards before pursuing, putting everyone on alert. However, in many cases, you ''want'' the guards to know where you are, or at least, where you ''were'', so that they'll assault your Last Known Position (LKP in the game) while you slip, unnoticed, into an ambush position to take them all out.
18th Oct '15 12:32:15 PM videogmer314
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11th Sep '15 7:34:16 PM R1ck
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* The enemies in ''VideoGame/FinalFantasyXIII'' have a detection zone. If you're standing outside of it, they can't see you even if they're almost close enough to touch you. But if you're in their zone, they can see you even through walls. They will chase you until you get out of their zone, at which point they decide ItsProbablyNothing, even if you're stading right there in front of them, waiting for them to turn their backs and walk back to where they were so you could attack from behind.

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* The enemies in ''VideoGame/FinalFantasyXIII'' have a detection zone. If you're standing outside of it, they can't see you even if they're almost close enough to touch you. But if you're in their zone, they can see you even through walls. They will chase you until you get out of their zone, at which point they decide ItsProbablyNothing, even if you're stading standing right there in front of them, waiting for them to turn their backs and walk back to where they were so you could attack from behind.




[[folder: Blind and deaf, but with a powerful sixth sense]]
28th Aug '15 6:17:29 PM Robotnik
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** The soldiers also never learn what Mercer's default form looks like, even though you always revert to that when using offensive powers. Stay out of sight until the meter runs out, and nobody will remember that guy in the hoodie just ate half the platoon. And once you level up the ability to [[YouHaveResearchedBreathing point at someone and shout "that's him"]] -- causing every soldier in earshot to shoot the poor victim full of holes -- they never suspect that the "soldier" going around the base doing that to everyone might be Mercer in disguise.
** It gets even worse during the missions that require you to enter enemy bases. Despite reaching the point in game where soldiers aware that Mercer can shapeshift into anyone, paranoid enough to actually buy the whole "That's him", they still don't find it strange that two soldiers just turned around the fuel truck, but only one came out the other side. And considering that you can create a blind spot by moving some trucks... Suddenly there is only one poor soldier that doesn't find it strange that his entire platoon all went behind that truck and never came back.

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** The soldiers also never learn what Mercer's default form looks like, even though you always revert to that when using offensive powers.powers, and General Randall himself has access to images of Mercer, hood and all. Stay out of sight until the meter runs out, and nobody will remember that guy in the hoodie just ate half the platoon. And once you level up the ability to [[YouHaveResearchedBreathing point at someone and shout "that's him"]] -- causing every soldier in earshot to shoot the poor victim full of holes -- they never suspect that the "soldier" going around the base doing that to everyone might be Mercer in disguise.
** It gets even worse during the missions that require you to enter enemy bases. Despite reaching the point in the game where soldiers are aware that Mercer can shapeshift into anyone, anyone and are paranoid enough to actually buy the whole "That's him", they still don't find it strange that two soldiers just turned around the fuel truck, but only one came out the other side. And considering that you can create a blind spot by moving some trucks... Suddenly there is only one poor soldier that doesn't find it strange that his entire platoon all went behind that truck and never came back.
11th Aug '15 5:22:42 AM hullflyer
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** In ''VideoGame/FinalFantasyXI'', mobs hunt by specific methods: sight, sound, magic use, and low HP are the big ones. Mobs that are significantly lower level than you will still aggro you if you stop to heal in their aggro radius, though. In addition, many mobs have their aggro range altered by the day/night cycle or weather effects. Goblins in particular are damn near blind during the day, meaning you can run right past them most of the time and they won't even blink. At night, on the other hand...
** There are some odd occurrences of this trope in ''VideoGame/TheLordoftheRingsOnline'' with mobs significantly below the player character's level. If a player attacks an NPC of a low enough level that it wouldn't normally aggress them, that NPC will return the attack, and any other members of its group will also do so. The exception to this is if the NPC that was initially attacked is killed in one hit, which doesn't trigger a response from any other [=NPCs=] in its group. (This can lead to situations such as one NPC being completely oblivious while an NPC it's having a conversation with drops dead mid-sentence.)

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** * In ''VideoGame/FinalFantasyXI'', mobs hunt by specific methods: sight, sound, magic use, and low HP are the big ones. Mobs that are significantly lower level than you will still aggro you if you stop to heal in their aggro radius, though. In addition, many mobs have their aggro range altered by the day/night cycle or weather effects. Goblins in particular are damn near blind during the day, meaning you can run right past them most of the time and they won't even blink. At night, on the other hand...
** * There are some odd occurrences of this trope in ''VideoGame/TheLordoftheRingsOnline'' ''VideoGame/TheLordOfTheRingsOnline'' with mobs significantly below the player character's level. If a player attacks an NPC of a low enough level that it wouldn't normally aggress them, that NPC will return the attack, and any other members of its group will also do so. The exception to this is if the NPC that was initially attacked is killed in one hit, which doesn't trigger a response from any other [=NPCs=] in its group. (This can lead to situations such as one NPC being completely oblivious while an NPC it's having a conversation with drops dead mid-sentence.)
19th Jul '15 6:17:24 AM jormis29
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** Not exactly an example of this trope, but worth noting: in one of the missions of ''VideoGame/{{Hitman}} 2: Silent Assassin'', 47 faces ninjas who are apparently psychic: they can see him even if he is wearing white clothes and standing on snow 50 feet away ''in the middle of a blizzard'', at night. If you disguise yourself as a ninja, they'll of course notice you, run up to you and begin checking your ID... which they can do even if you run away as soon as they notice you. (They just walk up to where you've been standing and wave their hands in the air a bit before announcing you're an intruder.)
** The first game in the series has the worst guard AI, being completely unable to make basic logical conclusions. You can kill a guard and stand next to his body when someone comes to investigate but as long as you don't have your gun out they won't be the least suspicious. You can actually climb into a guard tower, take the guard out, and climb back down, all in full view of his buddies on the ground without raising any suspicion to you. Changing outfits completely removes suspicion, even if it's the same kind of outfit you just wore, even if it doesn't cover your head in any way.

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** Not exactly an example of this trope, but worth noting: in one of the missions of ''VideoGame/{{Hitman}} 2: ''[[VideoGame/Hitman2SilentAssassin Silent Assassin'', Assassin]]'', 47 faces ninjas who are apparently psychic: they can see him even if he is wearing white clothes and standing on snow 50 feet away ''in the middle of a blizzard'', at night. If you disguise yourself as a ninja, they'll of course notice you, run up to you and begin checking your ID... which they can do even if you run away as soon as they notice you. (They just walk up to where you've been standing and wave their hands in the air a bit before announcing you're an intruder.)
** The first game in the series ''[[VideoGame/HitmanCodename47 Codename 47]]'' has the worst guard AI, being completely unable to make basic logical conclusions. You can kill a guard and stand next to his body when someone comes to investigate but as long as you don't have your gun out they won't be the least suspicious. You can actually climb into a guard tower, take the guard out, and climb back down, all in full view of his buddies on the ground without raising any suspicion to you. Changing outfits completely removes suspicion, even if it's the same kind of outfit you just wore, even if it doesn't cover your head in any way.



*** I.E., in ''VideoGame/{{Hitman}} 2: Silent Assassin'', one mission involves both 47 and a Spetznaz agent infiltrating a party at the German embassy. If the Spetznaz agent spots 47, he'll start chasing him with a pistol, and the German guards will automatically side with him against 47 despite the fact he's not supposed to be there either.

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*** I.E., in ''VideoGame/{{Hitman}} 2: Silent Assassin'', ''VideoGame/Hitman2SilentAssassin'', one mission involves both 47 and a Spetznaz agent infiltrating a party at the German embassy. If the Spetznaz agent spots 47, he'll start chasing him with a pistol, and the German guards will automatically side with him against 47 despite the fact he's not supposed to be there either.



*** ''Hitman: Blood Money'' has a Mardi Gras level where 47 is trying to kill 3 hitmen who are attempting to assassinate the governor. These hitmen are dressed in bizarre bird costumes and carrying rather large weapons, yet the cops completely fail to react if they spot these gun-toting birds chasing an apparently unarmed 47 through the streets.

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*** ''Hitman: Blood Money'' ''VideoGame/HitmanBloodMoney'' has a Mardi Gras level where 47 is trying to kill 3 hitmen who are attempting to assassinate the governor. These hitmen are dressed in bizarre bird costumes and carrying rather large weapons, yet the cops completely fail to react if they spot these gun-toting birds chasing an apparently unarmed 47 through the streets.
18th Jul '15 4:20:51 AM eroock
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A cousin of TheGuardsMustBeCrazy. In many games, particularly those [[StealthBasedGame involving stealth]], enemies will often be overly sensitive towards noises that are made by the player character directly, such as footsteps, but pay no attention to noises made by {{Non Player Character}}s or by machinery the player has set in motion. In addition, [=NPCs=] will often pay no attention to alterations made to the game world by the player, such as things not being in their place or a patrolling guard suddenly not walking by a sentry's post anymore.

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A cousin of TheGuardsMustBeCrazy. In many games, particularly those [[StealthBasedGame involving stealth]], enemies will often be overly sensitive towards noises that are made by the player character directly, such as footsteps, but pay no attention to noises made by {{Non Player Character}}s [[NonPlayerCharacters Non-Player Characters]] or by machinery the player has set in motion. In addition, [=NPCs=] will often pay no attention to alterations made to the game world by the player, such as things not being in their place or a patrolling guard suddenly not walking by a sentry's post anymore.
8th Jun '15 8:59:15 PM DoctorFluffy
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* The enemies in ''VideoGame/HotlineMiami'' are admittedly capable of hearing the player's gunshots and seeing him... sometimes. Apart from that, they are curiously inept, to the point where they'll completely ignore corpses of their buddies, and won't react at all when the guy in front of them is suddenly shot and killed.

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* The enemies in ''VideoGame/HotlineMiami'' are admittedly capable of hearing the player's gunshots and seeing him... sometimes. Apart from that, they are curiously inept, to the point where they'll completely ignore corpses of their buddies, and won't react at all when the guy in front of them is suddenly shot and killed. [[TropesAreNotBad Not that we're complaining]] - you're fragile enough without the guards being ''competent''.
5th May '15 5:24:24 PM nombretomado
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* ''CityOfHeroes'', and presumably other [=MMORPGs=], will sometimes have an [=NPC=] you are attacking break and run, generally toward a nearby group of oblivious [=NPCs=]. You can continue attacking the runner with ranged attacks, and can defeat the runner so that they fall down right in the middle of the other group, and they pay no attention to the body lying at their feet. [=NPCs=] will also ignore things like eye-searing bolts of fire passing through their group to hit targets beyond them.

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* ''CityOfHeroes'', ''VideoGame/CityOfHeroes'', and presumably other [=MMORPGs=], will sometimes have an [=NPC=] you are attacking break and run, generally toward a nearby group of oblivious [=NPCs=]. You can continue attacking the runner with ranged attacks, and can defeat the runner so that they fall down right in the middle of the other group, and they pay no attention to the body lying at their feet. [=NPCs=] will also ignore things like eye-searing bolts of fire passing through their group to hit targets beyond them.
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