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* 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).

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* In the ''AceCombat'' ''VideoGame/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'' ''VideoGame/AceCombat5TheUnsungWar'' is the only one, however, where you can speak of a "party" (it had three wingmen as opposed to one in other games).

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* ''VideoGame/FinalFantasyXIII'' 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/FinalFantasyXIII2'' adds the option of switching the character you're controlling directly mid-battle.
** ''VideoGame/FinalFantasyXII'' used a similar system where the player sets up the 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 them and manage the entire party's actions directly.
** ''VideoGame/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/FinalFantasyXIII'' uses this, the player directly controls the party leader during battles and can ''Franchise/FinalFantasy''
** ''VideoGame/FinalFantasyX'''s Blitzball minigame had
only dictate which kind of actions the other two members take (support, tank, DPS, medic, etc). ''VideoGame/FinalFantasyXIII2'' adds the option of switching the character you're controlling directly mid-battle.
holding the ball under the player's direct control, everyone else on the team followed whatever formation the player had set.
** ''VideoGame/FinalFantasyXII'' used uses a similar system where the player sets up the 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 them and manage the entire party's actions directly.
** ''VideoGame/FinalFantasyX'''s Blitzball minigame used this, ''VideoGame/FinalFantasyXIII'': 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/FinalFantasyXIII2'' adds the option of switching the character holding the ball was under the player's direct control, everyone else on the team followed whatever formation the player had set.you're controlling directly mid-battle.



* The ''Franchise/KingdomHearts'' series has the player only able to control the Keyblade-wielding main character(s) of the game. In games that feature party members, Donald, Goofy and whichever character is unique to the world the player is in cannot be controlled, though their behavior and strategy can be changed in menus.
** ''VideoGame/KingdomHearts3DDreamDropDistance'' 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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* The ''Franchise/KingdomHearts'' series has the player only able to control the Keyblade-wielding main character(s) of the game. In games that feature party members, Donald, Goofy and whichever character is unique to the world the player is in cannot be controlled, though their behavior and strategy can be changed in menus.
**
menus. ''VideoGame/KingdomHearts3DDreamDropDistance'' 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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* In ''VideoGame/{{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 ''VideoGame/{{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 ''VideoGame/{{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 ''VideoGame/{{Persona 4}}'' but you can switch to manual control. The ability to switch to manual control was also added to ''Persona 3 Portable''. ''VideoGame/{{Persona 5}}'' meanwhile defaults to manual control, but let's you switch your team to AI control, though not your character.
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* Both ''[[VideoGame/{{Ultima}}]] VII'' and ''VII Part Two'' have a ... [[ArtificialStupidity less than effective AI]] controlling party members in combat. Party members would act effectively at random, often accidentally including the PlayerCharacter in area of effect attacks. They also couldn't be trusted with an inventory at ''all'', for at low hit points they would take off running and empty their pockets as they went. In ''Ultima VII: The Black Gate'', outside of combat party members were just a GreekChorus and you could make your life easier by keeping your party small; unfortunately, in the sequel, they became plot-relevant and traveled in packs.

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* Both ''[[VideoGame/{{Ultima}}]] ''VideoGame/{{Ultima}} VII'' and ''VII Part Two'' have a ... [[ArtificialStupidity less than effective AI]] controlling party members in combat. Party members would act effectively at random, often accidentally including the PlayerCharacter in area of effect attacks. They also couldn't be trusted with an inventory at ''all'', for at low hit points they would take off running and empty their pockets as they went. In ''Ultima VII: The Black Gate'', outside of combat party members were just a GreekChorus and you could make your life easier by keeping your party small; unfortunately, in the sequel, they became plot-relevant and traveled in packs.
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* 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]].

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* In ''OgreBattle'' ''VideoGame/OgreBattle'' you could control your leader, but not the rest of the group directly.
* In ''TacticsOgre'' ''VideoGame/TacticsOgre'' you have this option, however [[ArtificialStupidity the AI tends to show suicidal behavior]].
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** ''VideoGame/FinalFantasyVIIRemake'' allows you to control one of your party members at a time, while the AI fight with the others.
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* In ''VideoGame/YsSEVEN'' the player controls up to three characters (controlling one directly and the other ones being controlled by the AI)

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* In ''VideoGame/YsSEVEN'' and ''VideoGame/YsMemoriesOfCelceta'', the player controls up to three characters (controlling one directly and the other ones being controlled by the AI)AI).
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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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** ''KingdomHearts3D'' ''VideoGame/KingdomHearts3DDreamDropDistance'' 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.



* Emerald Dragon (for the SNES, Pc Engine, and other consoles) is an example of this. In battle the combat is shown in a perspective up to down and you control the main character to attack enemies or use items, and the rest of the party is controlled by the AI. It is then up to them if they use attacking/healing spells, or phisically attack enemies
* 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''.

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* Emerald Dragon (for the SNES, Pc Engine, and other consoles) ''VideoGame/EmeraldDragon'' is an example of this. In battle the combat is shown in a perspective up to down and you control the main character to attack enemies or use items, and the rest of the party is controlled by the AI. It is then up to them if they use attacking/healing spells, or phisically attack enemies
* In ''FortuneSummoners'' ''VideoGame/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''.
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* Both ''[[VideoGame/{{Ultima}}]] VII'' and ''VII Part Two'' have a ... [[ArtificialStupidity less than effective AI]] controlling party members in combat. Party members would act effectively at random, often accidentally including the PlayerCharacter in area of effect attacks. They also couldn't be trusted with an inventory at ''all'', for at low hit points they would take off running and empty their pockets as they went. In ''Ultima VII: The Black Gate'', outside of combat party members were just a GreekChorus and you could make your life easier by keeping your party small; unfortunately, in the sequel, they became plot-relevant and traveled in packs.
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* A common feature in [[VideoGame/DotHackR1Games .hack//IMOQ]] and [[DotHackGU .hack//G.U.]]. Of note, the first four games (IMOQ) had not only commands on what your party members can or should be doing, you can directly alter their equipments. The thing is, as an online game simulation, the first four games were very menu-oriented, and having a leader being able to change his teammate's armor and weapon ''in realtime'' were too unrealistic, they were scaled back in GU. Note that GU still has a rudimentary command system, but for most part, AI teammates are intelligent enough to get the job done.

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* A common feature in [[VideoGame/DotHackR1Games .hack//IMOQ]] ''[[VideoGame/DotHackR1Games .hack//IMOQ]]'' and [[DotHackGU .''[[VideoGame/DotHackGU .hack//G.U.]].]]''. Of note, the first four games (IMOQ) had not only commands on what your party members can or should be doing, you can directly alter their equipments. The thing is, as an online game simulation, the first four games were very menu-oriented, and having a leader being able to change his teammate's armor and weapon ''in realtime'' were too unrealistic, they were scaled back in GU. Note that GU still has a rudimentary command system, but for most part, AI teammates are intelligent enough to get the job done.
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Namespaces


** ''BaldursGate''
** ''PlanescapeTorment''
** ''IcewindDale''
* 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.

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** ''BaldursGate''
''VideoGame/BaldursGate''
** ''PlanescapeTorment''
''VideoGame/PlanescapeTorment''
** ''IcewindDale''
''VideoGame/IcewindDale''
* In ''{{Evolva}}'', ''VideoGame/{{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.

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** ''VideoGame/FinalFantasyType0''



* ''KingdomHearts'', to the degree that Donald and Goofy are barely noticeable.

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* ''KingdomHearts'', The ''Franchise/KingdomHearts'' series has the player only able to control the Keyblade-wielding main character(s) of the game. In games that feature party members, Donald, Goofy and whichever character is unique to the degree that Donald world the player is in cannot be controlled, though their behavior and Goofy are barely noticeable.strategy can be changed in menus.
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** Other entries in ''VideoGame/WorldOfMana'' uses this trope to different extents (with better or worse AI).

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** Other entries in ''VideoGame/WorldOfMana'' uses this trope to different extents (with better or worse AI).AI), as well as the distant American cousin of this franchise, ''VideoGame/SecretOfEvermore''.
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* Followers in ''VideoGame/ArcanumOfSteamworksAndMagickObscura'' are AI-controlled, but can be given various orders, e.g. to stay at a distance, to attack a particular creature or object, or to stop fighting. Characters with a healing ability can be asked to use it on the PC, but they will heal any party member during combat, which can be problematic because their AI doesn't account for the magick/technology conflict. Between their tendency to waste healing items and the habit of equipping any item that has better base stats or durability than their current gear, this makes inventory management a little tricky.
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* ''VideoGame/FinalFantasyXIII'' 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.

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* ''VideoGame/FinalFantasyXIII'' 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}}'' ''VideoGame/FinalFantasyXIII2'' adds the option of switching the character you're controlling directly mid-battle.
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Just adding some examples

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** ''VideoGame/FinalFantasyType0''


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*In ''VideoGame/YsSEVEN'' the player controls up to three characters (controlling one directly and the other ones being controlled by the AI)
* Emerald Dragon (for the SNES, Pc Engine, and other consoles) is an example of this. In battle the combat is shown in a perspective up to down and you control the main character to attack enemies or use items, and the rest of the party is controlled by the AI. It is then up to them if they use attacking/healing spells, or phisically attack enemies
Is there an issue? Send a MessageReason:
None


* 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''.

to:

* In ''{{Persona ''VideoGame/{{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 ''VideoGame/{{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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** ''VideoGame/FinalFantasyType0'' is fairly similar to ''Kingdom Hearts'', with the option to switch between your three party members on the fly.
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* Strangely enough, [[ArmoredCore Armored Core Verdict Day]] has this in the form of [=UNACs=] (Short for [=UNmanned=] [=ACs=]). Not only you can hire up to three (in World Mode) units, you have one fully customizable UNAC unit to call your own (and with additional ones with DLC purchases). How customizable? Not only you get to determine their loadouts, you get to create their own AI via an full-blown in-game logic programming system[note]The same programming which has been evolved by FROM Software themselves as ''the'' AI programming for every enemy behavior since the very first Armored Core game in 1997, according to WordOfGod[/note]. However, this is also a partial example, as while you can certainly act as a party leader with AI "party", nothing's stopping you to simply let the AI do the fighting to you while you go about as an Operator; essentially a "Puppet Master" role.

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* Strangely enough, [[ArmoredCore Armored Core Verdict Day]] has this in the form of [=UNACs=] (Short for [=UNmanned=] [=ACs=]). Not only you can hire up to three (in World Mode) units, you have one fully customizable UNAC unit to call your own (and with additional ones with DLC purchases). How customizable? Not only you get to determine their loadouts, you get to create their own AI via an full-blown in-game logic programming system[note]The system [[note]]The same programming which has been evolved by FROM Software themselves as ''the'' AI programming for every enemy behavior since the very first Armored Core game in 1997, according to WordOfGod[/note].WordOfGod [[/note]]. However, this is also a partial example, as while you can certainly act as a party leader with AI "party", nothing's stopping you to simply let the AI do the fighting to you while you go about as an Operator; essentially a "Puppet Master" role.
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None

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* A common feature in [[VideoGame/DotHackR1Games .hack//IMOQ]] and [[DotHackGU .hack//G.U.]]. Of note, the first four games (IMOQ) had not only commands on what your party members can or should be doing, you can directly alter their equipments. The thing is, as an online game simulation, the first four games were very menu-oriented, and having a leader being able to change his teammate's armor and weapon ''in realtime'' were too unrealistic, they were scaled back in GU. Note that GU still has a rudimentary command system, but for most part, AI teammates are intelligent enough to get the job done.


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[[folder:Mech Game]]
* Strangely enough, [[ArmoredCore Armored Core Verdict Day]] has this in the form of [=UNACs=] (Short for [=UNmanned=] [=ACs=]). Not only you can hire up to three (in World Mode) units, you have one fully customizable UNAC unit to call your own (and with additional ones with DLC purchases). How customizable? Not only you get to determine their loadouts, you get to create their own AI via an full-blown in-game logic programming system[note]The same programming which has been evolved by FROM Software themselves as ''the'' AI programming for every enemy behavior since the very first Armored Core game in 1997, according to WordOfGod[/note]. However, this is also a partial example, as while you can certainly act as a party leader with AI "party", nothing's stopping you to simply let the AI do the fighting to you while you go about as an Operator; essentially a "Puppet Master" role.
** Arguably, while you can issue rudimentary commands to your "party" while fighting, being in Operator mode is more useful as it lets you modify the AI logic's priorities, essentially modifying their behavior on-the-fly. In short, how good the AI performs is entirely dependent on you, the programmer.
[[/folder]]
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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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** FinalFantasyX's ''VideoGame/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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Added example


** 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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** VideoGame/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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* You only directly control your squad leader in ''VideoGame/TheBureauXCOMDeclassified'', while your allies are mostly AI controlled. You can give them orders as to where to stand and which abilities to use, but for the most part they fend for themselves.
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*** Of course, at the same time a second, third, and fourth player can control the respective party members, usually with better intelligence.
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* ''VideoGame/CliveBarkersJericho'' started with squad leader Captain Ross as the one controllable character in a squad of seven. After he gained the ability to BodySurf, you could swap control over any squad member available on a given map.
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* 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).

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* In ''SecretOfMana'', ''VideoGame/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]] ''VideoGame/WorldOfMana'' uses this trope to different extents (with better or worse AI).
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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 Shulk's visions.

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* In ''{{Xenoblade}}'', ''VideoGame/{{Xenoblade}}'', you can only control the leader unless it's a chain attack or after warning a party member, after one of Shulk's visions.
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* You controlled your entire fleet in ''VideoGame/UnchartedWaters'', but only your flagship is under your control in the sequel, ''New Horizons''. The AI was particularly bad and thus battles in the second game are far riskier for the player (unless you chose CombatByChampion).

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* You controlled your entire fleet in ''VideoGame/UnchartedWaters'', but only your flagship is under your control in the sequel, ''New Horizons''.''VideoGame/UnchartedWatersNewHorizons''. The AI was particularly bad and thus battles in the second game are far riskier for the player (unless you chose CombatByChampion).
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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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* Used in the ''PokemonMysteryDungeon'' ''VideoGame/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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[[folder: First Person Shooter ]]
* In ''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.

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[[folder: First [[folder:First Person Shooter ]]
Shooter]]
* In ''VideoGame/{{Half-Life|1}}: ''VideoGame/HalfLife1: 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'' ''VideoGame/HalfLife2'' you take command of a squad of AI resistance fighters.
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cleaning


** 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%.

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