History Main / ConspicuouslySelectivePerception

4th Apr '17 11:15:34 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 [[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.

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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 [[NonPlayerCharacters [[NonPlayerCharacter 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.
7th Jan '17 9:47:42 AM nombretomado
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* Guards in ''VideoGame/MetalGearSolid'' and its subsequent games had a notorious amount of Conspicuously Selective Perception. Seeing footsteps in the snow in an area populated by several dozen guards immediately warns the officer in question of an unwanted entity in the vicinity[[note]]presumably because Snake's shoes left different imprints than the standard issue ones, and if you leave footprints wearing the enemy uniform, they'll ignore the footprints it leaves)[[/note]]. However, if a guard finds another one passed out, lying face down on the floor, he'll simply kick them to wake them up and continue on. In fact, if a guard finds another one dead from a bullet wound to the head, he'll alert the other guards, but soon enough he'll forget about it and chalk it up to coincidence. A guard can hear you shoot a gun, but if you hide quick enough, he'll turn the corner, see no one is there, decide his mind was playing tricks on him, and resume his patrol. If you're quick enough and stay out of his (rigidly defined) field of vision, you can punch the daylights out of a guard, flip him over your shoulder, or even ''shoot him with a silenced pistol'' without making him do more than glance around nervously for a second. Naturally, in the game, there are HandWave reasons for these. Parody fanwork webcomic ''TheLastDaysOfFoxhound'' [[http://www.gigaville.com/comic.php?id=385 spoofed]] [[http://www.gigaville.com/comic.php?id=386 this]] [[http://www.gigaville.com/comic.php?id=387 mercilessly]].

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* Guards in ''VideoGame/MetalGearSolid'' and its subsequent games had a notorious amount of Conspicuously Selective Perception. Seeing footsteps in the snow in an area populated by several dozen guards immediately warns the officer in question of an unwanted entity in the vicinity[[note]]presumably because Snake's shoes left different imprints than the standard issue ones, and if you leave footprints wearing the enemy uniform, they'll ignore the footprints it leaves)[[/note]]. However, if a guard finds another one passed out, lying face down on the floor, he'll simply kick them to wake them up and continue on. In fact, if a guard finds another one dead from a bullet wound to the head, he'll alert the other guards, but soon enough he'll forget about it and chalk it up to coincidence. A guard can hear you shoot a gun, but if you hide quick enough, he'll turn the corner, see no one is there, decide his mind was playing tricks on him, and resume his patrol. If you're quick enough and stay out of his (rigidly defined) field of vision, you can punch the daylights out of a guard, flip him over your shoulder, or even ''shoot him with a silenced pistol'' without making him do more than glance around nervously for a second. Naturally, in the game, there are HandWave reasons for these. Parody fanwork webcomic ''TheLastDaysOfFoxhound'' ''Webcomic/TheLastDaysOfFoxhound'' [[http://www.gigaville.com/comic.php?id=385 spoofed]] [[http://www.gigaville.com/comic.php?id=386 this]] [[http://www.gigaville.com/comic.php?id=387 mercilessly]].
24th Nov '16 6:39:47 AM gophergiggles
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* Also parodied in an episode of ''WesternAnimation/MyLittlePonyFriendshipIsMagic'' where Twilight Sparkle, Pinkie Pie, and Spike are attempting to sneak into the Royal Library. They do a ''[[WithCatLikeTread phenominally awful job]]'' of sneaking (they might as well be making the "dun-dun dun-dun dun-dun" sneaking sound with their mouths) but the guards don't notice them. When they finally ''are'' caught trying to open the gate to the library, the guard politely greets them and unlocks the door. Turns out since Twilight Sparkle is the ''official protege and student to Princess Celestia'', her and her friends are always welcome in the palace and library and all those guards they had "snuck" past were just ignoring them.
22nd Nov '16 11:28:31 PM Sar-Chasm
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* In Disgaea enemy units won't move towards your characters unless they're in range and they'll never (in my experience) move away. As a result it's possible to kill some enemies with a gun (the weapons class with the longest range) or magic (which can [[GameBreaker reach the other side of the map]] at high levels) without any reaction on their part.

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* In Disgaea enemy units won't move towards your characters unless they're in range and they'll never (in my experience) move away. As a result it's possible to kill some enemies with a gun (the weapons class with the longest range) or magic (which can [[GameBreaker reach the other side of the map]] at high levels) without any reaction on their part.
22nd Nov '16 8:25:48 PM Sar-Chasm
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* In ''{{Mercenaries}}'', players can hijack a faction's vehicle and disguise themselves as a member of that faction. In the first game, this was essentially foolproof, no matter what vehicle you were in, as long as you didn't engage in any hostilities, enemy soldiers would not realize that you are an imposter, unless an officer was present, at which point your disguise would be ruined. This led to scenarios where a distinctive-looking mercenary could be driving along in a stolen open-top jeep, but still raise no suspicion from the North Korean troops, but driving in a tank with no means of anyone seeing you from the outside would raise an alert if you can across one officer.

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* In ''{{Mercenaries}}'', players can hijack a faction's vehicle and disguise themselves as a member of that faction. In the first game, this was essentially foolproof, no matter what vehicle you were in, as long as you didn't engage in any hostilities, enemy soldiers would not realize that you are an imposter, unless an officer was present, at which point your disguise would be ruined. This led to scenarios where a distinctive-looking mercenary could be driving along in a stolen open-top jeep, but still raise no suspicion from the North Korean troops, but driving in a tank with no means of anyone seeing you from the outside would raise an alert if you can came across one officer.



* Sam the Sheepdog from ''VideoGame/SheepDogNWolf''. Most notable examples include not noticing when sheep wander away, when one is obviously missing, when a jar of honey lands right in front of him, or when Ralph should obviously be visible to him, but somehow isn't. On the flip side, Sam will not notice you when you're hiding inside a bush or pressed against some very specific rocks, but will have no trouble seeing you ''trough walls''. He'll also not see anything suspicious about a [[MobileShrubbery bush changing its position each time he looks away]], but that's just a case of ''WesternAnimation/LooneyTunes''' flavor of RuleOfFunny.

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* Sam the Sheepdog from ''VideoGame/SheepDogNWolf''. Most notable examples include not noticing when sheep wander away, when one is obviously missing, when a jar of honey lands right in front of him, or when Ralph should obviously be visible to him, but somehow isn't. On the flip side, Sam will not notice you when you're hiding inside a bush or pressed against some very specific rocks, but will have no trouble seeing you ''trough ''through walls''. He'll also not see anything suspicious about a [[MobileShrubbery bush changing its position each time he looks away]], but that's just a case of ''WesternAnimation/LooneyTunes''' flavor of RuleOfFunny.
22nd Nov '16 12:30:43 PM Sar-Chasm
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** Justified in one instance in ''VideoGame/MetalGearSolid2'', in which a guard can be seen dancing up and down a hallway. If you get close enough, you can hear the tinny noise of headphones. As a result, he is oblivious to everything short of you walking up in front of him and socking him in the jaw.

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** Justified in one instance in ''VideoGame/MetalGearSolid2'', in which a guard can be seen dancing up and down a hallway. If you get close enough, you can hear the tinny tiny noise of headphones. As a result, he is oblivious to everything short of you walking up in front of him and socking him in the jaw.



** In ''Blood Money'', guards actually do notice bloodstains, but are still unable to open dumpsters and find stashed away bodies, and changing clothes still lowers significantly suspicion. Unless you run.

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** In ''Blood Money'', guards actually do notice bloodstains, but are still unable to open dumpsters and find stashed away bodies, and changing clothes still lowers significantly lowers suspicion. Unless you run.
7th Oct '16 10:24:37 AM gophergiggles
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* The monsters in ''VideoGame/ResidentEvilRevelations2'' are pretty good at spontaneously hearing you as you sneak up to deliver a BackStab or spotting you from a good distance. They're not so good at hearing gunshots, character dialogue, or the smashing of crates and barrels, none of which they even react to in the slightest. Possibly justified by the fact that their brains are mutated, viral-infected mush.
12th Aug '16 1:06:35 PM UmbrellasWereAwesome
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* In ''Videogame/{{Halo}}'' the Covenant will do almost nothing while you snipe a them from across the map. The [[VideoGameRemake Xbox 360 remake]] of the first game has an [[CosmeticAward Achievement]] for sniping all the mooks in the beginning of a certain level without them noticing anything. Apparently, walking around the corpses of their buddies doesn't count as noticing.

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* In ''Videogame/{{Halo}}'' ''Franchise/{{Halo}}'' the Covenant will do almost nothing while you snipe a at them from across the map. The [[VideoGameRemake Xbox 360 remake]] of [[VideoGame/HaloCombatEvolved the first game game]] has an [[CosmeticAward Achievement]] for sniping all the mooks in the beginning of a certain level without them noticing anything. Apparently, walking around the corpses of their buddies doesn't count as noticing.
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.
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