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* ''VideoGame/FinalFantasyXII'' has you control whoever you want while the AI controls the other party members based on the Gambits you set up for them.
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* ''VideoGame/FinalFantasyXII'' has you control whoever you want while the AI controls the other party members based on the Gambits you set up for them.
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* The NES version of ''DragonQuestIV'' uses this as of Chapter 5, with the hero the only directly controllable character. This leads to quite a large amount of ArtificialStupidity, especially when Kiryl keeps spamming [[UselessUsefulSpell low-accuracy one-hit kills]] instead of healing. The option for direct control is included in the DS remake.

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* The NES version of ''DragonQuestIV'' ''VideoGame/DragonQuestIV'' uses this as of Chapter 5, with the hero the only directly controllable character. This leads to quite a large amount of ArtificialStupidity, especially when Kiryl keeps spamming [[UselessUsefulSpell low-accuracy one-hit kills]] instead of healing. The option for direct control is included in the DS remake.
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* Used in the ''PokemonMysteryDungeon'' series where until you get the credits, you are restricted to only directly controlling the first pokemon you start with (the human-turned-pokemon). You can manipulate the AI of the rest of the party quite easily but you never directly control the rest of the party, only the leader.

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** The ''Franchise/DragonAge'' games allow you to customize party tactics for AI-controlled members, setting priorities and conditions for them to follow; for example, setting a mage's tactics to cast a healing spell on a party member if their HP falls below 25%.



* In ''{{Xenoblade}}'', you can only control the leader unless it's a chain attack or after warning a party member, after one of Shulks visions.

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* In ''{{Xenoblade}}'', you can only control the leader unless it's a chain attack or after warning a party member, after one of Shulks Shulk's visions.



* In ''VideoGame/NBAJam'', you controlled the player who had the ball and the rest were AI driven (successfully passing would shift control to the player who caught it). If the opposing team had the ball you could switch between players freely. The game had a multiplayer mode which allowed up to four human players to control the team in the arcade version (leaving only one AI), however.

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* In ''VideoGame/NBAJam'', you controlled control the player who had has the ball and the rest were are AI driven (successfully passing would shift control to the player who caught it). If the opposing team had the ball you could You can freely switch between players freely.when the opposing team has the ball. The game had a multiplayer mode which allowed up to four human players to control the team in the arcade version (leaving only one AI), however.



* The SNES version ''DragonQuestIV'' uses this as of Chapter 5, with the hero the only directly controllable character. This lead to quite a large amount of ArtificialStupidity, especially with Kiryl, who kept spamming low-accuracy one-hit kills instead of healing and the option of direct control is included in the DS remake.

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* The SNES NES version of ''DragonQuestIV'' uses this as of Chapter 5, with the hero the only directly controllable character. This lead leads to quite a large amount of ArtificialStupidity, especially with Kiryl, who kept when Kiryl keeps spamming [[UselessUsefulSpell low-accuracy one-hit kills kills]] instead of healing and the healing. The option of for direct control is included in the DS remake.



* In the second ''VideoGame/UnchartedWaters'' game, New Horizons, your ships other than the flagship are controlled by AI. In the first game it was possible to control all your ships yourself. The AI was particularly bad and thus battles in the second game are extremely more costly for the player (unless you chose to use CombatByChampion).

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* In the second ''VideoGame/UnchartedWaters'' game, New Horizons, your ships other than the flagship are You controlled by AI. In the first game it was possible to your entire fleet in ''VideoGame/UnchartedWaters'', but only your flagship is under your control all your ships yourself. in the sequel, ''New Horizons''. The AI was particularly bad and thus battles in the second game are extremely more costly far riskier for the player (unless you chose to use CombatByChampion).
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* Creator/MidwayGames' ''Pigskin'' gives manual control only over the team captain, with teammates following one of five selectable A.I. strategies.

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* In Creator/MidwayGames' ''Pigskin'' gives manual ''Pigskin'', player's joysticks only control only over the team captain, with captains, and their teammates following one of five selectable follow A.I. strategies.strategies based on SquadControls. The punch button, however, makes every team member throw a punch.
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* Recruitable NPCs in the {{Fallout}} series acted this way, except for [[OddballOfTheSeries Tactics]], which, being a strategy RPG, gave players direct control of their entire party.
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* Recruitable NPCs in the {{Fallout}} series acted this way, except for [[OddballOfTheSeries Tactics]], which, being a strategy RPG, gave players direct control of their entire party.

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* In ''NBAJam'', you controlled the player who had the ball and the rest were AI driven (successfully passing would shift control to the player who caught it). If the opposing team had the ball you could switch between players freely. The game had a multiplayer mode which allowed up to four human players to control the team in the arcade version (leaving only one AI), however.

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* In ''NBAJam'', ''VideoGame/NBAJam'', you controlled the player who had the ball and the rest were AI driven (successfully passing would shift control to the player who caught it). If the opposing team had the ball you could switch between players freely. The game had a multiplayer mode which allowed up to four human players to control the team in the arcade version (leaving only one AI), however. however.
* Creator/MidwayGames' ''Pigskin'' gives manual control only over the team captain, with teammates following one of five selectable A.I. strategies.
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** FinalFantasyX's Blitzball minigame used this, only the character holding the ball was under the player's direct control, everyone else on the team followed whatever formation the player had set.
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* ''VideoGame/FinalFantasyXII'' was the first game in the series to use this. The player controls one party member at once and has the option of customizing the AI of the party. ''VideoGame/FinalFantasyXIII'' used a similar system.
** Also, ''VideoGame/{{Final Fantasy XIII-2}}'' adds the option of switching the character you're controlling directly mid-battle.

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* ''VideoGame/FinalFantasyXII'' was the first game in the series to use this. The player controls one party member at once and has the option of customizing the AI of the party. ''VideoGame/FinalFantasyXIII'' used a similar system.uses this, the player directly controls the party leader during battles and can only dictate which kind of actions the other two members take (support, tank, DPS, medic, etc). ''VideoGame/{{Final Fantasy XIII-2}}'' adds the option of switching the character you're controlling directly mid-battle.
** Also, ''VideoGame/{{Final Fantasy XIII-2}}'' adds ''VideoGame/FinalFantasyXII'' used a similar system where the option of switching player sets up the character you're AI for every party member (including the leader). The camera stays focused on whoever is set as the party leader (unless they die, in which case the game pauses and has the player choose a living leader), but the player can issue commands to anyone or even turn off the AI controlling directly mid-battle. them and manage the entire party's actions directly.
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** ''KingdomHearts3D'' has Donald and Goofy replaced by {{Mon}} party members. The right Dream Eater with the right disposition can prove itself to be far more helpful and supportive than Donald and Goofy ever were.
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Whoops, forgot to put it under the right tab.

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* The SNES version ''DragonQuestIV'' uses this as of Chapter 5, with the hero the only directly controllable character. This lead to quite a large amount of ArtificialStupidity, especially with Kiryl, who kept spamming low-accuracy one-hit kills instead of healing and the option of direct control is included in the DS remake.
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Wrong tab


* ''DragonQuestIV'' uses this as of Chapter 5, with the hero the only directly controllable character.
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Most examples will allow the player to control one of the characters directly. This might be TheHero or the player might be allowed to switch between each member (being exclusively able to control a less important party member is rare). They usually allow the player to change the party's overall tactics and have the characters play defensively, offensively and other broad tactical options. Even more advanced games will make the AI fully customisable, with the player able to choose what abilities and tactics their party will use, how to react when low on health, etc (other games might give the AI the same complexity, but choose to keep these set in stone as per the party members' personalities). If the player has less control over a single character, they might be able to control all of them with SquadControls.

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Most examples will allow the player to control one of the characters directly. This might be TheHero or the player might be allowed to switch between each member (being exclusively able to control a less important party member is rare). They usually allow the player to change the party's overall tactics and have the characters play defensively, offensively and other broad tactical options. Even more advanced games will make the AI fully customisable, with the player able to choose what abilities and tactics their party will use, how to react when low on health, etc (other games might give the AI the same complexity, but choose to keep these set in stone as per the party members' personalities). If the The player has less control over a single character, they might be able to control all influence the behaviour of them AI teammates with SquadControls.
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** ''TalesOfPhantasia'' uses a simple method of AI customisation where you can switch the abilities you want them to use on and off.

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** ''TalesOfPhantasia'' VideoGame/TalesOfPhantasia'' uses a simple method of AI customisation where you can switch the abilities you want them to use on and off.
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* ''KingdomHearts'', to the degree that Donald and Goofy are barely noticeable.
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* Bioware's [=RPGs=] tend towards this;

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* Bioware's Creator/{{Bioware}}'s [=RPGs=] tend towards this;



** ''VideoGame/KnightsOfTheOldRepublic'' and ''VideoGame/DragonAge'' both allow customization of the party members' equipment and tactics, and allow direct control over all characters. AI scripts direct characters that are not being directly controlled, and can be customized by the player.

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** ''VideoGame/KnightsOfTheOldRepublic'' and ''VideoGame/DragonAge'' ''Franchise/DragonAge'' both allow customization of the party members' equipment and tactics, and allow direct control over all characters. AI scripts direct characters that are not being directly controlled, and can be customized by the player.

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** ''VideoGame/MassEffect'' had this in all three installments: you could decide on their armor and weapons loadout and give them orders in combat but only ever directly controlled Shepard.
** ''KnightsOfTheOldRepublic'' and ''DragonAge'' both allow customization of the party members' equipment and tactics, and allow direct control over all characters. AI scripts direct characters that are not being directly controlled, and can be customized by the player.

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** ''VideoGame/MassEffect'' ''Franchise/MassEffect'' had this in all three installments: you could decide on their armor and weapons loadout and give them orders in combat but only ever directly controlled Shepard.
** ''KnightsOfTheOldRepublic'' ''VideoGame/KnightsOfTheOldRepublic'' and ''DragonAge'' ''VideoGame/DragonAge'' both allow customization of the party members' equipment and tactics, and allow direct control over all characters. AI scripts direct characters that are not being directly controlled, and can be customized by the player. player.
** ''VideoGame/NeverwinterNights'' allowed you to choose a henchman to follow you, and ... that's about it. You had no control over your henchman, which often led to ArtificialStupidity including randomly running off to attack enemies halfway across the map. The first expansion added party inventory control, and the second allowed you to have more than one NPC party member. In contrast ''VideoGame/NeverwinterNights2'' followed the ''KOTOR'' model, and the second expansion even allowed you to multiclass your NPC cohorts.
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* In ''{{Persona 3}}'' you can choose your party's style of attacks (offensive, healing, general) but not control their actions directly. It's also the default for ''{{Persona 4}}'' but you can switch to manual control.

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* In ''{{Persona 3}}'' you can choose your party's style of attacks (offensive, healing, general) but not control their actions directly. It's also the default for ''{{Persona 4}}'' but you can switch to manual control. The ability to switch to manual control was also added to ''Persona 3 Portable''.
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* ''DragonQuestIV/Dragon Warrior IV'' uses this as of Chapter 5, with the hero the only directly controllable character.

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* ''DragonQuestIV/Dragon Warrior IV'' ''DragonQuestIV'' uses this as of Chapter 5, with the hero the only directly controllable character.



* In ''{{Persona 3}}'' you can choose your party's style of attacks (offensive, healing, general) but not control their actions directly. It's also the default for ''{{Persona 4}}'' but you can switch to manual control. The ability to switch to manual control was also added to ''Persona 3 Portable''.

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* In ''{{Persona 3}}'' you can choose your party's style of attacks (offensive, healing, general) but not control their actions directly. It's also the default for ''{{Persona 4}}'' but you can switch to manual control. The ability to switch to manual control was also added to ''Persona 3 Portable''.
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* In ''{{Persona 3}}'' you can choose your party's style of attacks (offensive, healing, general) but not control their actions directly. It's also the default for ''{{Persona 4}}'' but you can switch to manual control.

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* In ''{{Persona 3}}'' you can choose your party's style of attacks (offensive, healing, general) but not control their actions directly. It's also the default for ''{{Persona 4}}'' but you can switch to manual control. The ability to switch to manual control was also added to ''Persona 3 Portable''.
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** ''TalesOfTheAbyss'' allows the player to switch the controlled character in the middle of battle after gaining a particular item.
** ''TalesOfVesperia'' is similar to the ''StarOcean'' example, in that it also allows you to set the behavior of AI controlled party members. However, it gives the player far more options to work with, from selecting formations, setting the distance AI team mates should maintain between the PlayerCharacter and the enemy, and whether to allow them to use items (and how often).

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** ''TalesOfTheAbyss'' ''VideoGame/TalesOfTheAbyss'' allows the player to switch the controlled character in the middle of battle after gaining a particular item.
** ''TalesOfVesperia'' ''VideoGame/TalesOfVesperia'' is similar to the ''StarOcean'' example, in that it also allows you to set the behavior of AI controlled party members. However, it gives the player far more options to work with, from selecting formations, setting the distance AI team mates should maintain between the PlayerCharacter and the enemy, and whether to allow them to use items (and how often).

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* The recruitable party members in ''VideoGame/{{Fallout|1}}'' and ''VideoGame/{{Fallout 2}}'' allow you to customise how close or far they stay from you, how often to use drugs to heal themselves, and how to use their weapons.



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* The recruitable party members in ''VideoGame/{{Fallout|1}}'' and ''VideoGame/{{Fallout 2}}'' allow you to customise how close or far they stay from you, how often to use drugs to heal themselves, and how to use their weapons.

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* ''TalesOfTheAbyss'' uses this system. Although you can't switch from the hero to another party member until the first boss battle.
* ''TalesOfVesperia'' is similar to the ''StarOcean'' example, in that it also allows you to set the behavior of AI controlled party members. However, it gives the player far more options to work with, from selecting formations, setting the distance AI team mates should maintain between the PlayerCharacter and the enemy, and whether to allow them to use items (and how often).
* ''TalesOfPhantasia'' uses a simple method of AI customisation where you can switch the abilities you want them to use on and off.

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* Pretty much all of the ''TalesSeries'' games do this, with varying levels of complexity depending on the age of the entry. Most of them include preset orders for defensive and aggressive behaviors, which can then be further customized in the strategy menus. You can also choose to enable and disable certain of your party members' abilities, and most entries allow you to choose how often they use special techniques, and in some cases what kind (for example, you might be able to set the healer to focus on conserving mana, healing everyone, or casting a lot of support spells). You can also set their default distance from the enemy when they enter battle, how closely they choose to engage the enemy when actually in combat, and sometimes what kind of enemies they focus on attacking (same as the player, different from the player, flying enemies, etc).
**
''TalesOfTheAbyss'' uses this system. Although you can't allows the player to switch from the hero to another party member until controlled character in the first boss battle.
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middle of battle after gaining a particular item.
**
''TalesOfVesperia'' is similar to the ''StarOcean'' example, in that it also allows you to set the behavior of AI controlled party members. However, it gives the player far more options to work with, from selecting formations, setting the distance AI team mates should maintain between the PlayerCharacter and the enemy, and whether to allow them to use items (and how often).
* ** ''TalesOfPhantasia'' uses a simple method of AI customisation where you can switch the abilities you want them to use on and off.

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* The recruitable party members in ''{{Fallout}}'' 1 and 2 allow you to customise how close or far they stay from you, how often to use drugs to heal themselves, and how to use their weapons.

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* The recruitable party members in ''{{Fallout}}'' 1 ''VideoGame/{{Fallout|1}}'' and 2 ''VideoGame/{{Fallout 2}}'' allow you to customise how close or far they stay from you, how often to use drugs to heal themselves, and how to use their weapons.







* In ''HalfLife: Opposing Force'', you're usually teamed up with a squad of AI soldiers which you can direct, and use to perform certain functions (but you can't directly play as one of them). Also in ''HalfLife 2'' you take command of a squad of AI resistance fighters.

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\n* In ''HalfLife: ''VideoGame/{{Half-Life|1}}: Opposing Force'', you're usually teamed up with a squad of AI soldiers which you can direct, and use to perform certain functions (but you can't directly play as one of them). Also in ''HalfLife 2'' you take command of a squad of AI resistance fighters. \n



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* ''FinalFantasyXII'' was the first game in the series to use this. The player controls one party member at once and has the option of customising the AI of the party. ''FinalFantasyXIII'' used a similar system.
** Also, ''FinalFantasyXIII2'' adds the option of switching the character you're controlling directly mid-battle.

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* ''FinalFantasyXII'' ''VideoGame/FinalFantasyXII'' was the first game in the series to use this. The player controls one party member at once and has the option of customising customizing the AI of the party. ''FinalFantasyXIII'' ''VideoGame/FinalFantasyXIII'' used a similar system.
** Also, ''FinalFantasyXIII2'' ''VideoGame/{{Final Fantasy XIII-2}}'' adds the option of switching the character you're controlling directly mid-battle.
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No button prompts.


* In ''{{Xenoblade}}'', you can only control the leader unless it's a chain attack or after warning a party member, [[PressXToNotDie after one of Shulks visions.]]

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* In ''{{Xenoblade}}'', you can only control the leader unless it's a chain attack or after warning a party member, [[PressXToNotDie after one of Shulks visions.]] visions.

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This trope mostly crops up in {{Action RPG}}s (although a turn based RPG might use something similar and team based sports games also tend to favour it). It's when the PlayerParty are controlled by the game's AI, like any other {{NPC}}. This allows games which don't have turn based mechanics to still let the player control all the members of their team at once.

Most examples will allow the player to control one of the characters directly. This might be TheHero or the player might be allowed to switch between each member (being exclusively able to control a less important party member is rare). They usually allow the player to change the party's overall tactics and have the characters play defensively, offensively and other broad tactical options. Even more advanced games will make the AI fully customisable, with the player able to choose what abilities and tactics their party will use, how to react when low on health, etc (other games might give the AI the same complexity, but choose to keep these set in stone as per the party members' personalities). If the player has less control over a single character, they might be able to control all of them with SquadControls.

One of the main limitations of this mechanic is (obviously) how good the NPC AI is. In theory, the party's AI has to be slightly more advanced than the enemy AI (both to make sure it doesn't [[ArtificialStupidity get in the player's way]] and to make sure that it can function in all situations, unlike enemies which only need to be able to function in areas where they appear). Fortunately for the sanity of both players and developers alike, game AI only needs to ''appear'' intelligent. Thus very basic behaviours in enemy and ally AI can still give the impression of [[ArtificialBrilliance two intelligent entities duking it out]] when they interact.

Another disadvantage is that the player might not feel that they're actually playing the game (indeed some games with this mechanic even have the option of allowing ''all'' the characters to be controlled by AI and let the game play itself). Of course, if the emphasis is on stat building then it's arguable that the player's playing the game for that aspect....

Compare GuestStarPartyMember (who might be only controllable by the AI in a game where this isn't normally the case), AllInARow (for when the party follows the player around on their own, but not in battles). This mechanic is a close cousin of the TacticalShooter genre, which often features AI controlled allies but generally has less focus on character customisation (as found in an RPG), favours hard realism and usually expects the player to micromanage.
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!Examples:

[[AC: Action RPG]]
* ''FinalFantasyXII'' was the first game in the series to use this. The player controls one party member at once and has the option of customising the AI of the party. ''FinalFantasyXIII'' used a similar system.
** Also, ''FinalFantasyXIII2'' adds the option of switching the character you're controlling directly mid-battle.
* In ''FortuneSummoners'' the player controls up to three characters (controlling one directly and having the option of choosing the other two's tactics). In addition to switching in battle, the player can also switch between different characters to solve puzzles. There's is an unlockable option to let the AI control ''everyone''.
* Bioware's [=RPGs=] tend towards this;
** ''VideoGame/MassEffect'' had this in all three installments: you could decide on their armor and weapons loadout and give them orders in combat but only ever directly controlled Shepard.
** ''KnightsOfTheOldRepublic'' and ''DragonAge'' both allow customization of the party members' equipment and tactics, and allow direct control over all characters. AI scripts direct characters that are not being directly controlled, and can be customized by the player.
* In ''SecretOfMana'', with the exception of spell casting, you can only control one character at a time (although it allows co-op play where up to three players control a character), but the offensive action of the ones you are not using can be changed with a system called the "action grid", which allows the player to switch between offensive/defensive behavior on one axis and the range at which they engage the enemy on the other.
** Other entries in [[WorldOfMana the series]] uses this trope to different extents (with better or worse AI).
* In ''{{Xenoblade}}'', you can only control the leader unless it's a chain attack or after warning a party member, [[PressXToNotDie after one of Shulks visions.]]
* ''StarOceanTillTheEndOfTime'' allows the player to control one character, or the entire party, by setting all characters to "manual" in the options menu. In addition, you can set the behavior of AI controlled party members from a selection of tactics, with some being unique to certain characters. This works, for the most part, [[ArtificialStupidity but every so often...]].
** This appears in most of the ''StarOcean'' series.
* ''TalesOfTheAbyss'' uses this system. Although you can't switch from the hero to another party member until the first boss battle.
* ''TalesOfVesperia'' is similar to the ''StarOcean'' example, in that it also allows you to set the behavior of AI controlled party members. However, it gives the player far more options to work with, from selecting formations, setting the distance AI team mates should maintain between the PlayerCharacter and the enemy, and whether to allow them to use items (and how often).
* ''TalesOfPhantasia'' uses a simple method of AI customisation where you can switch the abilities you want them to use on and off.
* Infinity Engine games all give the player the option of letting their party be controlled by AI (although micromanaging them is a better option during boss fights);
** ''BaldursGate''
** ''PlanescapeTorment''
** ''IcewindDale''
* The recruitable party members in ''{{Fallout}}'' 1 and 2 allow you to customise how close or far they stay from you, how often to use drugs to heal themselves, and how to use their weapons.
* In ''{{Evolva}}'', you can only directly control one of your four Genohunters at once. You can switch the active Genohunter at any time. While controlled by the AI, the other Genohunters tend to follow the active one and attack any nearby enemies, although you can tell them to go to a place, attack a specific enemy, or stay where they are.
* ''DragonQuestIV/Dragon Warrior IV'' uses this as of Chapter 5, with the hero the only directly controllable character.

[[AC: First Person Shooter]]
* In ''HalfLife: Opposing Force'', you're usually teamed up with a squad of AI soldiers which you can direct, and use to perform certain functions (but you can't directly play as one of them). Also in ''HalfLife 2'' you take command of a squad of AI resistance fighters.

[[AC: Flash Game]]
* In ''VideoGame/{{Sonny}}'', you always control only the eponymous character, with your other members being AI-controlled. In the first game, there's three settings: Defensive, Tactical, and Aggressive, which can only be changed in between battles. In the second game there is five settings: Phalanx, Defensive, Tactical, Aggressive, and Relentless, which can be changed at the start of every turn.

[[AC: Flight Simulater]]
* In the ''AceCombat'' installments that give you permanent {{wingm|an}}en, you can usually select their planes and give them orders but you only steer your own plane on missions. ''AceCombat5TheUnsungWar'' is the only one, however, where you can speak of a "party" (it had three wingmen as opposed to one in other games).

[[AC: Sports Games]]
* In ''NBAJam'', you controlled the player who had the ball and the rest were AI driven (successfully passing would shift control to the player who caught it). If the opposing team had the ball you could switch between players freely. The game had a multiplayer mode which allowed up to four human players to control the team in the arcade version (leaving only one AI), however.

[[AC: Strategy RPG]]
* In ''OgreBattle'' you could control your leader, but not the rest of the group directly.
* In ''TacticsOgre'' you have this option, however [[ArtificialStupidity the AI tends to show suicidal behavior]].

[[AC: Turn Based RPG]]
* In ''{{Persona 3}}'' you can choose your party's style of attacks (offensive, healing, general) but not control their actions directly. It's also the default for ''{{Persona 4}}'' but you can switch to manual control.

[[AC: Wide Open Sandbox]]
* In the second ''VideoGame/UnchartedWaters'' game, New Horizons, your ships other than the flagship are controlled by AI. In the first game it was possible to control all your ships yourself. The AI was particularly bad and thus battles in the second game are extremely more costly for the player (unless you chose to use CombatByChampion).
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