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* Every 3D ''VideoGame/SonicTheHedgehog'' game has this. They usually involve Sonic, or whatever speed-based playable character is in control running forward and temporarily taking away control of him while the camera dramatically pans out or closes in on him. These mainly exist to demonstrate Sonic's badassery to a level that usually can't be achieved in gameplay.

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* Every 3D ''VideoGame/SonicTheHedgehog'' ''Franchise/SonicTheHedgehog'' game has this. They usually involve Sonic, or whatever speed-based playable character is in control running forward and temporarily taking away control of him while the camera dramatically pans out or closes in on him. These mainly exist to demonstrate Sonic's badassery to a level that usually can't be achieved in gameplay.
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* The photographer in ''Videogame/{{Earthbound}}'' shows up when the player walks across certain patches of ground for the first time. Say "fuzzy pickles"!

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* The photographer in ''Videogame/{{Earthbound}}'' ''VideoGame/{{EarthBound|1994}}'' shows up when the player walks across certain patches of ground for the first time. Say "fuzzy pickles"!
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[[/folder]]
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I know it doesn't have a page yet, but still

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[[folder:Simulation]]
* In ''VideoGame/NoUmbrellasAllowed'', the customers and the items they sell to you are randomized each time you {{Save Scum|ming}}, but there are some that are scripted, usually those involved in the introduction of new mechanics. Visits by the major characters are also mandatory for plot reasons.
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* ''Videogame/BattleForWesnoth'''s single player mode is full of them.

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* ''Videogame/BattleForWesnoth'''s single player mode is full campaign maps frequently use scripted events to expand the map, spawn in new enemies, inflict or remove status effects, change victory conditions, and generally shake thing up when certain units are killed, certain tiles are reached or crossed, or a certain number of them.turns have passed either in total or since some previous event.
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* ''VideoGame/Left4Dead'' has one in the finale of Dead Air. When the survivors leave the safe room, an airplane can be seen in the background making a really tight turn and is low to the ground before it crashes and explodes into fiery bits, causing the survivors to reply in shock and awe. Happens every time the map is played.

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* ''VideoGame/Left4Dead'' has one in the finale of Dead Air. When the survivors leave the safe room, an airplane can be seen in the background making a really tight turn and is low to the ground before it crashes and explodes into fiery bits, causing the survivors to reply in shock and awe. Happens every time the map is played. In the finale to The Sacrifice, the player making the HeroicSacrifice will always be hit by a Tank's rock from off screen to incapacitate them, showing them as completely helpless in the cutscene as they bleed out. This happens even in instances where Tanks can't spawn due to mods or certain game modes.
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* ''VideoGame/{{Fallout3}}'', No matter what, you will be captured by the Enclave after retrieving the GECK. Then, Fawkes will be there to help you escape, and lastly, (before Broken Steel) the game will end, whether you started the purifier, or made Lyons do it, you evil bastard.

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* ''VideoGame/{{Fallout3}}'', ''VideoGame/Fallout3'', No matter what, you will be captured by the Enclave after retrieving the GECK. Then, Fawkes will be there to help you escape, and lastly, (before Broken Steel) the game will end, whether you started the purifier, or made Lyons do it, you evil bastard.
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* ''VideoGame/PokemonRubyAndSapphire'' has one event where you have to help Wally catch a Pokemon and by helping, the game means watching Wally use a Pokémon to weaken a wild one and then catching it with a Poké Ball. The results are the same every time the event is played out.

to:

* ''VideoGame/PokemonRubyAndSapphire'' has one event where you have to help Wally catch a Pokemon and by helping, the game means watching Wally use a Pokémon to weaken a wild one and then catching it with a Poké Ball. The results are the same every time the event is played out.out, thought the Ralts can be Shiny at full odds.
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* Every 3D ''Franchise/SonicTheHedgehog'' game has this. They usually involve Sonic, or whatever speed-based playable character is in control running forward and temporarily taking away control of him while the camera dramatically pans out or closes in on him. These mainly exist to demonstrate Sonic's badassery to a level that usually can't be achieved in gameplay.

to:

* Every 3D ''Franchise/SonicTheHedgehog'' ''VideoGame/SonicTheHedgehog'' game has this. They usually involve Sonic, or whatever speed-based playable character is in control running forward and temporarily taking away control of him while the camera dramatically pans out or closes in on him. These mainly exist to demonstrate Sonic's badassery to a level that usually can't be achieved in gameplay.
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* Happens very often in the ''Franchise/MetalGear'' series, although all of them "might" be part of the GambitPileup featured in every game...

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* Happens very often in the ''Franchise/MetalGear'' ''VideoGame/MetalGear'' series, although all of them "might" be part of the GambitPileup featured in every game...

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Elder Scrolls cleanup


* While games of the ''Franchise/TheElderScrolls'' franchise are known for their open worlds and non-linear gameplay, many quests still rely on scripted events that can't be changed whatever you do. For example, if an [=NPC=] is set to be killed by someone else during a scripted scene, killing the would-be killer would merely result in said [=NPC=] falling dead on his own accord. Notable examples are:
** During one of the Mages Guild quests in ''VideoGame/TheElderScrollsIVOblivion'', your companion Fithragaer is set to die when triggering a trap that pushes the floor to a ceiling full of spikes. Preventing him from triggering this trap does not help, as the game has several alternative ways of killing him off. While there is a convoluted way to save him, doing so is not recommended, as the quest relies on his death.
** The tutorial mission of ''VideoGame/TheElderScrollsVSkyrim'' is one big scripted event. It always plays out the same way; Your character starts out being captured by Imperials, almost gets executed after being mistaken for a Stormcloak Rebel, after which he unintentionally gets saved by the timely interruption of the BigBad Alduin. What follows is you escaping the Imperials' camp during the chaos of the dragon attack. There is no way to deviate from these events at all.

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* While games of the ''Franchise/TheElderScrolls'' franchise are series is well known for their its [[WideOpenSandbox open worlds and non-linear gameplay, gameplay]], many quests still rely on scripted events that can't be changed whatever you do. For example, if an [=NPC=] is set in order to be killed by someone else during a scripted scene, killing the would-be killer would merely result in said [=NPC=] falling dead on his own accord. Notable examples are:
play out correctly. A few notable examples:
** During one of the a Mages Guild quests quest in ''VideoGame/TheElderScrollsIVOblivion'', ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'', your companion Fithragaer is set to die when triggering a trap that pushes the floor to slams into a ceiling full of spikes. Preventing him from triggering this trap does not help, as the game has several alternative ways of killing him off. While there is a convoluted way to save him, doing so is not recommended, as the quest relies on his death.
** ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'':
***
The tutorial mission of ''VideoGame/TheElderScrollsVSkyrim'' is one big scripted event. It always plays out the same way; Your character starts out being captured by Imperials, almost gets executed after being mistaken for a Stormcloak Rebel, after which he unintentionally gets saved by the [[VillainousRescue timely interruption interruption]] of the BigBad Alduin. What follows is you escaping the Imperials' camp tutorial village during the chaos of the dragon attack. There The only choice you get to make is no way which of two characters to deviate follow in escaping from these events at all.the village.
*** Subverted the first time you visit the city of Markarth. Just inside the main gate, in the market area, a [[YourTerroristsAreOurFreedomFighters Forsworn]] assassin is scripted to attack an Imperial tourist. Until the tourist is killed, it's very easy to miss. However, if you're quick, you have the opportunity to interrupt the attack and save the tourist. The rest of the quest plays out the same, save that the thankful tourist will reward you with a piece of jewelry.
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* In ''VideoGame/{{Miitopia}}'', the notoriously non-Highlight cutscene events taking place during the first visit of particular stages. Unlike the random events, these are always placed on certain spots in those stages and they can't be replayed even in the post-game.
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** ''[[Videogame/Portal Portal]]'' is built the same way. In the developer commentary, they specifically referred to scripted speech events where a door would stay closed until [[AiIsACrapshoot GlaDOS]] finished talking as "gates."

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** ''[[Videogame/Portal Portal]]'' ''{{Videogame/Portal}}'' is built the same way. In the developer commentary, they specifically referred to scripted speech events where a door would stay closed until [[AiIsACrapshoot GlaDOS]] finished talking as "gates."
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** ''Videogame/Portal'' is built the same way. In the developer commentary, they specifically referred to scripted speech events where a door would stay closed until [[AiIsACrapshoot GlaDOS]] finished talking as "gates."

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** ''Videogame/Portal'' ''[[Videogame/Portal Portal]]'' is built the same way. In the developer commentary, they specifically referred to scripted speech events where a door would stay closed until [[AiIsACrapshoot GlaDOS]] finished talking as "gates."
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** ''VideoGame/Portal'' is built the same way. In the developer commentary, they specifically referred to scripted speech events where a door would stay closed until [[AiIsACrapshoot GlaDOS]] finished talking as "gates."

to:

** ''VideoGame/Portal'' ''Videogame/Portal'' is built the same way. In the developer commentary, they specifically referred to scripted speech events where a door would stay closed until [[AiIsACrapshoot GlaDOS]] finished talking as "gates."
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None

Added DiffLines:

** ''VideoGame/Portal'' is built the same way. In the developer commentary, they specifically referred to scripted speech events where a door would stay closed until [[AiIsACrapshoot GlaDOS]] finished talking as "gates."
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None


* VideoGame/{{Psychonauts}} has the guillotine in Waterloo World. When you get close to it, it crashes down and you can't get through. The solution? [[spoiler:Turn invisible.]]

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* VideoGame/{{Psychonauts}} ''VideoGame/{{Psychonauts}}'' has the guillotine in Waterloo World. When you get close to it, it crashes down and you can't get through. The solution? [[spoiler:Turn invisible.]]



* Incredibly annoying in the Game Boy Advance game ''Drill Dozer''. To get HundredPercentCompletion, the player has to go through levels multiple times with better equipment. In-level plot events play out every time, with no changes -- if a character taunts you, they'll taunt you every time, even if they join your side later in the game.

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* Incredibly annoying in the Game Boy Advance game ''Drill Dozer''.''VideoGame/DrillDozer''. To get HundredPercentCompletion, the player has to go through levels multiple times with better equipment. In-level plot events play out every time, with no changes -- if a character taunts you, they'll taunt you every time, even if they join your side later in the game.



** Done to a poor effect in Sonic '06 where running up the loops are scripted but are not scripted to be automated. This means you can literally have Sonic stand ''upside down'' on the loop without falling off should you decide to stop moving. Other scripted events launch Sonic across a gap or some other obstacle, which is supposed to be automated, but failing to hold forward will cause Sonic to miss the jump and die.

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** Done to a poor effect in Sonic '06 ''VideoGame/SonicTheHedgehog2006'' where running up the loops are scripted but are not scripted to be automated. This means you can literally have Sonic stand ''upside down'' on the loop without falling off should you decide to stop moving. Other scripted events launch Sonic across a gap or some other obstacle, which is supposed to be automated, but failing to hold forward will cause Sonic to miss the jump and die.



* Most ParadoxInteractive games have had scripted events that fire for specific countries at specific dates, although usually with some other qualifiers as well. In the later installments, Paradox has moved away from this into scripting highly complex random events instead (where various factors can increase or decrease the chance of a particular event firing). Whether or not this change is good or not is one of the perennial topics of debate on the Paradox boards.

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* Most ParadoxInteractive Creator/ParadoxInteractive games have had scripted events that fire for specific countries at specific dates, although usually with some other qualifiers as well. In the later installments, Paradox has moved away from this into scripting highly complex random events instead (where various factors can increase or decrease the chance of a particular event firing). Whether or not this change is good or not is one of the perennial topics of debate on the Paradox boards.

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* Most of the enemy encounters in ''VideoGame/ChronoTrigger'' are scripted to trigger when the player reaches a certain spot on the map. Triggering such an encounter will always cause the same enemies to spawn at the same positions. The battles themselves aren't scripted, though, as enemy actions are random.



* Part of the beauty of games like ''Skyrim'' is that the game has very few scripted events, leaving most of the dramatic storytelling up to chance and the player's choices. However, there are some scripted events that occur, and the strange thing is, a player with quick reflexes can try to avert them, but they happen all the same. For example, certain characters are scripted to die no matter what steps you take to save them. There's one character who is scripted to be impaled by spikes, and even if you push her out of the way she'll still die, seemingly without cause. Another character is scripted to be murdered by two Forsworn disguised as housekeepers, but even if you preemptively kill the housekeepers, as soon as you hit the event trigger she'll drop dead as if they were still there to murder her.
** What's most interesting, is other cases DO let you avert such events. Specifically, a seperate murder allows you to stop the Forsworn...in which case the plot changes slightly to acknowledge you prevented a murder.

to:

* Part While games of the beauty of games like ''Skyrim'' is that the game has very few scripted events, leaving most of the dramatic storytelling up to chance ''Franchise/TheElderScrolls'' franchise are known for their open worlds and the player's choices. However, there are some non-linear gameplay, many quests still rely on scripted events that occur, and the strange thing is, a player with quick reflexes can try to avert them, but they happen all the same. can't be changed whatever you do. For example, certain characters are if an [=NPC=] is set to be killed by someone else during a scripted scene, killing the would-be killer would merely result in said [=NPC=] falling dead on his own accord. Notable examples are:
** During one of the Mages Guild quests in ''VideoGame/TheElderScrollsIVOblivion'', your companion Fithragaer is set
to die no matter what steps you take when triggering a trap that pushes the floor to a ceiling full of spikes. Preventing him from triggering this trap does not help, as the game has several alternative ways of killing him off. While there is a convoluted way to save them. There's him, doing so is not recommended, as the quest relies on his death.
** The tutorial mission of ''VideoGame/TheElderScrollsVSkyrim'' is
one big scripted event. It always plays out the same way; Your character who is scripted to be impaled by spikes, and even if you push her starts out being captured by Imperials, almost gets executed after being mistaken for a Stormcloak Rebel, after which he unintentionally gets saved by the timely interruption of the BigBad Alduin. What follows is you escaping the Imperials' camp during the chaos of the dragon attack. There is no way she'll still die, seemingly without cause. Another character is scripted to be murdered by two Forsworn disguised as housekeepers, but even if you preemptively kill the housekeepers, as soon as you hit the event trigger she'll drop dead as if they were still there to murder her.
** What's most interesting, is other cases DO let you avert such events. Specifically, a seperate murder allows you to stop the Forsworn...in which case the plot changes slightly to acknowledge you prevented a murder.
deviate from these events at all.
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Badass is no longer a trope.


* Every 3D ''Franchise/SonicTheHedgehog'' game has this. They usually involve Sonic, or whatever speed-based playable character is in control running forward and temporarily taking away control of him while the camera dramatically pans out or closes in on him. These mainly exist to demonstrate Sonic's {{Badass}}ery to a level that usually can't be achieved in gameplay.

to:

* Every 3D ''Franchise/SonicTheHedgehog'' game has this. They usually involve Sonic, or whatever speed-based playable character is in control running forward and temporarily taking away control of him while the camera dramatically pans out or closes in on him. These mainly exist to demonstrate Sonic's {{Badass}}ery badassery to a level that usually can't be achieved in gameplay.
Is there an issue? Send a MessageReason:
None

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** What's most interesting, is other cases DO let you avert such events. Specifically, a seperate murder allows you to stop the Forsworn...in which case the plot changes slightly to acknowledge you prevented a murder.
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A Scripted Event failing to trigger when it should (or at all) can lead to the game becoming {{Unwinnable}}. Cause them to trigger when they ''shouldn't'' results in ScriptBreaking. [[GoodBadBugs Fun times!]] ([[GameBreakingBug Or not.]])

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A Scripted Event failing to trigger when it should (or at all) can lead to the game becoming {{Unwinnable}}. Cause Causing them to trigger when they ''shouldn't'' results in ScriptBreaking. [[GoodBadBugs Fun times!]] ([[GameBreakingBug Or not.]])



* Incredibly annoying in the Game Boy Advance game ''Drill Dozer''. To get HundredPercentCompletion, the player has to go through levels multiple times with better equipment. In-level plot events play out every time, with no changes--if a character taunts you, they'll taunt you every time, even if they join your side later in the game.

to:

* Incredibly annoying in the Game Boy Advance game ''Drill Dozer''. To get HundredPercentCompletion, the player has to go through levels multiple times with better equipment. In-level plot events play out every time, with no changes--if changes -- if a character taunts you, they'll taunt you every time, even if they join your side later in the game.



* ''VideoGame/PokemonRubyAndSapphire'' has one event where you have to help Wally catch a Pokemon and by helping, the game means watching Wally use a Pokemon to weaken a wild one and then catching it with a Poke Ball. The results are the same every time the event is played out.

to:

* ''VideoGame/PokemonRubyAndSapphire'' has one event where you have to help Wally catch a Pokemon and by helping, the game means watching Wally use a Pokemon Pokémon to weaken a wild one and then catching it with a Poke Poké Ball. The results are the same every time the event is played out.



* Most ParadoxInteractive games have had scripted events that fire for specific countries at specific dates, although usually with some other qualifiers as well. In the later installments Paradox has moved away from this into scripting highly complex random events instead (where various factors can increase or decrease the chance of a particular event firing). Whether or not this change is good or not is one of the perennial topics of debate on the Paradox boards.

to:

* Most ParadoxInteractive games have had scripted events that fire for specific countries at specific dates, although usually with some other qualifiers as well. In the later installments installments, Paradox has moved away from this into scripting highly complex random events instead (where various factors can increase or decrease the chance of a particular event firing). Whether or not this change is good or not is one of the perennial topics of debate on the Paradox boards.



* ''VideoGame/MaxPayne'' uses many. Everytime an enemy lobs a grenade at you as you come round a corner? That was Pre-scripted. The enemy AI doesn't know how to throw grenades, run for cover, or anything else more complex than shooting or jogging.

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* ''VideoGame/MaxPayne'' uses many. Everytime an enemy lobs a grenade at you as you come round a corner? That was Pre-scripted.pre-scripted. The enemy AI doesn't know how to throw grenades, run for cover, or anything else more complex than shooting or jogging.

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* Part of the beauty of games like ''Skyrim'' is that the game has very few scripted events, leaving most of the dramatic storytelling up to chance and the player's choices. However, there are some scripted events that occur, and the strange thing is, a player with quick reflexes can try to avert them, but they happen all the same. For example, certain characters are scripted to die no matter what steps you take to save them. There's one character who is scripted to be impaled by spikes, and even if you push her out of the way she'll still die, seemingly without cause. Another character is scripted to be murdered by two Forsworn disguised as housekeepers, but even if you preemptively kill the housekeepers, as soon as you hit the event trigger she'll drop dead as if they were still there to murder her.



** Part of the beauty of games like ''VideoGame/Skyrim'' is that the game has very few scripted events, leaving most of the dramatic storytelling up to chance and the player's choices. However, there are some scripted events that occur, and the strange thing is, a player with quick reflexes can try to avert them, but they happen all the same. For example, certain characters are scripted to die no matter what steps you take to save them. There's one character who is scripted to be impaled by spikes, and even if you push her out of the way she'll still die, seemingly without cause. Another character is scripted to be murdered by two Forsworn disguised as housekeepers, but even if you preemptively kill the housekeepers, as soon as you hit the event trigger she'll drop dead as if they were still there to murder her.

to:

** Part of the beauty of games like ''VideoGame/Skyrim'' is that the game has very few scripted events, leaving most of the dramatic storytelling up to chance and the player's choices. However, there are some scripted events that occur, and the strange thing is, a player with quick reflexes can try to avert them, but they happen all the same. For example, certain characters are scripted to die no matter what steps you take to save them. There's one character who is scripted to be impaled by spikes, and even if you push her out of the way she'll still die, seemingly without cause. Another character is scripted to be murdered by two Forsworn disguised as housekeepers, but even if you preemptively kill the housekeepers, as soon as you hit the event trigger she'll drop dead as if they were still there to murder her.

Added: 823

Changed: 1

Is there an issue? Send a MessageReason:
None


* Most ParadoxInteractive games have had scripted events that fire for specific countries at specific dates, although usually with some other qualifiers as well. In the later installments Paradox has moved away from this into scripting highly complex random events instead (where various factors can increase or decrease the chance of a particular event firing). Whether or not this change is good or not is one of the perennial topics of debate on the Paradox boards.

to:

* Most ParadoxInteractive games have had scripted events that fire for specific countries at specific dates, although usually with some other qualifiers as well. In the later installments Paradox has moved away from this into scripting highly complex random events instead (where various factors can increase or decrease the chance of a particular event firing). Whether or not this change is good or not is one of the perennial topics of debate on the Paradox boards. boards.
** Part of the beauty of games like ''VideoGame/Skyrim'' is that the game has very few scripted events, leaving most of the dramatic storytelling up to chance and the player's choices. However, there are some scripted events that occur, and the strange thing is, a player with quick reflexes can try to avert them, but they happen all the same. For example, certain characters are scripted to die no matter what steps you take to save them. There's one character who is scripted to be impaled by spikes, and even if you push her out of the way she'll still die, seemingly without cause. Another character is scripted to be murdered by two Forsworn disguised as housekeepers, but even if you preemptively kill the housekeepers, as soon as you hit the event trigger she'll drop dead as if they were still there to murder her.
Is there an issue? Send a MessageReason:
None


* Many recent action-military shooter games (especially those based on previous wars) are filled with scripted sequences. ''CallOfDuty 2'' featured many set-piece battles and events, from squadmates kicking down doors to carrying a wounded teammate (both impossible for the {{player character}}).

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* Many recent action-military shooter games (especially those based on previous wars) are filled with scripted sequences. ''CallOfDuty ''Videogame/CallOfDuty 2'' featured many set-piece battles and events, from squadmates kicking down doors to carrying a wounded teammate (both impossible for the {{player character}}).



* Many {{Escort Mission}}s in ''WorldOfWarcraft'' have scripted events to make sure you don't just clean out the escort path beforehand and waltz the guy to safety (even where that ''would'' make sense).

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* Many {{Escort Mission}}s in ''WorldOfWarcraft'' ''Videogame/WorldOfWarcraft'' have scripted events to make sure you don't just clean out the escort path beforehand and waltz the guy to safety (even where that ''would'' make sense).



* The ''MidnightClub'' series, and many other "free-roam" racing games, love to script in large moving obstacles (such as trucks or traffic) during otherwise calm moments. If the player knows one is coming and correctly controls their speed, they can often get the scripted obstacle to take out NPC cars, allowing for easier victories.

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* The ''MidnightClub'' ''Videogame/MidnightClub'' series, and many other "free-roam" racing games, love to script in large moving obstacles (such as trucks or traffic) during otherwise calm moments. If the player knows one is coming and correctly controls their speed, they can often get the scripted obstacle to take out NPC cars, allowing for easier victories.



* The photographer in ''{{Earthbound}}'' shows up when the player walks across certain patches of ground for the first time. Say "fuzzy pickles"!

to:

* The photographer in ''{{Earthbound}}'' ''Videogame/{{Earthbound}}'' shows up when the player walks across certain patches of ground for the first time. Say "fuzzy pickles"!



* ''BattleForWesnoth'''s single player mode is full of them.

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* ''BattleForWesnoth'''s ''Videogame/BattleForWesnoth'''s single player mode is full of them.
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* In ''VideoGame/FalloutNewVegas'', at the beginning of the ''Honest Hearts'' expansion pack, there is no way to save any of the caravaneers from the White Legs, in fact, some of the tribals are [[StoryDrivenInvulnerability invincible]] until the caravan has been wiped out.

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* In ''VideoGame/FalloutNewVegas'', at the beginning of the ''Honest Hearts'' expansion pack, there is no way to save any of the caravaneers from the White Legs, in Legs. In fact, some many of the tribals are [[StoryDrivenInvulnerability invincible]] enemies can't even be hit until the caravan has been is wiped out.
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* ''HalfLife'' and its sequel make use of scripted events throughout the games, with scientists being dragged into air vents, marines rappelling through sky lights, aliens teleporting in suddenly and characters having conversations with one another. However, many of the scripted events might as well just be {{Cut Scene}}s, since you are almost always stuck in the room they happen in and can't progress until the event ends, particularly if it invovles lengthy dialog. Being able to (usually) move around the room or shoot friendly [=NPCs=] (which then ends the game, of course) are the only things that makes the events at all different from a regular cutscene.

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* ''HalfLife'' and its sequel make The ''VideoGame/HalfLife'' series makes use of scripted events throughout the games, with scientists being dragged into air vents, marines rappelling through sky lights, aliens teleporting in suddenly and characters having conversations with one another. However, many of the scripted events might as well just be {{Cut Scene}}s, since you are almost always stuck in the room they happen in and can't progress until the event ends, particularly if it invovles lengthy dialog. Being able to (usually) move around the room or shoot friendly [=NPCs=] (which then ends the game, of course) are the only things that makes the events at all different from a regular cutscene.

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Sorting examples



[[foldercontrol]]

[[folder:Action Adventure]]
* Happens very often in the ''Franchise/MetalGear'' series, although all of them "might" be part of the GambitPileup featured in every game...
[[/folder]]

[[folder:First Person Shooter]]



* ''Franchise/ResidentEvil'' is famous for its sudden scares from zombie dogs crashing through the windows. At least, it's scary the [[http://www.penny-arcade.com/comic/1999/09/29 first couple of times.]]
** Sequels varied the scripted scare repertoire to include zombie arms crashing through walls, Licker encounters, and Nemesis encounters.

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* ''Franchise/ResidentEvil'' is famous for its sudden scares from zombie dogs crashing through ''VideoGame/Left4Dead'' has one in the windows. At least, it's scary finale of Dead Air. When the [[http://www.penny-arcade.com/comic/1999/09/29 first couple of times.]]
** Sequels varied
survivors leave the safe room, an airplane can be seen in the background making a really tight turn and is low to the ground before it crashes and explodes into fiery bits, causing the survivors to reply in shock and awe. Happens every time the map is played.
[[/folder]]

[[folder:MMORPG]]
* Many {{Escort Mission}}s in ''WorldOfWarcraft'' have
scripted scare repertoire events to include zombie arms crashing through walls, Licker encounters, make sure you don't just clean out the escort path beforehand and Nemesis encounters.waltz the guy to safety (even where that ''would'' make sense).
[[/folder]]

[[folder:Platform]]



* The photographer in ''{{Earthbound}}'' shows up when the player walks across certain patches of ground for the first time. Say "fuzzy pickles"!



* Many {{Escort Mission}}s in ''WorldOfWarcraft'' have scripted events to make sure you don't just clean out the escort path beforehand and waltz the guy to safety (even where that ''would'' make sense).
* ''BattleForWesnoth'''s single player mode is full of them.

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* Many {{Escort Mission}}s Every 3D ''Franchise/SonicTheHedgehog'' game has this. They usually involve Sonic, or whatever speed-based playable character is in ''WorldOfWarcraft'' control running forward and temporarily taking away control of him while the camera dramatically pans out or closes in on him. These mainly exist to demonstrate Sonic's {{Badass}}ery to a level that usually can't be achieved in gameplay.
** Done to a poor effect in Sonic '06 where running up the loops are scripted but are not scripted to be automated. This means you can literally
have Sonic stand ''upside down'' on the loop without falling off should you decide to stop moving. Other scripted events launch Sonic across a gap or some other obstacle, which is supposed to make sure you don't just clean out be automated, but failing to hold forward will cause Sonic to miss the escort path beforehand jump and waltz the guy to safety (even where that ''would'' make sense).
* ''BattleForWesnoth'''s single player mode is full of them.
die.
[[/folder]]

[[folder:Racing]]



* Most ParadoxInteractive games have had scripted events that fire for specific countries at specific dates, although usually with some other qualifiers as well. In the later installments Paradox has moved away from this into scripting highly complex random events instead (where various factors can increase or decrease the chance of a particular event firing). Whether or not this change is good or not is one of the perennial topics of debate on the Paradox boards.
* Happens very often in the ''Franchise/MetalGear'' series, although all of them "might" be part of the GambitPileup featured in every game...
* ''VideoGame/MaxPayne'' uses many. Everytime an enemy lobs a grenade at you as you come round a corner? That was Pre-scripted. The enemy AI doesn't know how to throw grenades, run for cover, or anything else more complex than shooting or jogging.
* ''VideoGame/Left4Dead'' has one in the finale of Dead Air. When the survivors leave the safe room, an airplane can be seen in the background making a really tight turn and is low to the ground before it crashes and explodes into fiery bits, causing the survivors to reply in shock and awe. Happens every time the map is played.

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[[/folder]]

[[folder:RPG]]
* Most ParadoxInteractive games have had scripted events that fire for specific countries at specific dates, although usually with some other qualifiers as well. In The photographer in ''{{Earthbound}}'' shows up when the later installments Paradox has moved away from this into scripting highly complex random events instead (where various factors can increase or decrease the chance player walks across certain patches of a particular event firing). Whether or not this change is good or not is one of the perennial topics of debate on the Paradox boards.
* Happens very often in the ''Franchise/MetalGear'' series, although all of them "might" be part of the GambitPileup featured in every game...
* ''VideoGame/MaxPayne'' uses many. Everytime an enemy lobs a grenade at you as you come round a corner? That was Pre-scripted. The enemy AI doesn't know how to throw grenades, run for cover, or anything else more complex than shooting or jogging.
* ''VideoGame/Left4Dead'' has one in the finale of Dead Air. When the survivors leave the safe room, an airplane can be seen in the background making a really tight turn and is low to the
ground before it crashes and explodes into fiery bits, causing for the survivors to reply in shock and awe. Happens every time the map is played.first time. Say "fuzzy pickles"!



* Every 3D ''Franchise/SonicTheHedgehog'' game has this. They usually involve Sonic, or whatever speed-based playable character is in control running forward and temporarily taking away control of him while the camera dramatically pans out or closes in on him. These mainly exist to demonstrate Sonic's {{Badass}}ery to a level that usually can't be achieved in gameplay.
** Done to a poor effect in Sonic '06 where running up the loops are scripted but are not scripted to be automated. This means you can literally have Sonic stand ''upside down'' on the loop without falling off should you decide to stop moving. Other scripted events launch Sonic across a gap or some other obstacle, which is supposed to be automated, but failing to hold forward will cause Sonic to miss the jump and die.


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[[/folder]]

[[folder:Strategy]]
* ''BattleForWesnoth'''s single player mode is full of them.
* Most ParadoxInteractive games have had scripted events that fire for specific countries at specific dates, although usually with some other qualifiers as well. In the later installments Paradox has moved away from this into scripting highly complex random events instead (where various factors can increase or decrease the chance of a particular event firing). Whether or not this change is good or not is one of the perennial topics of debate on the Paradox boards.
[[/folder]]

[[folder:Survival Horror]]
* ''Franchise/ResidentEvil'' is famous for its sudden scares from zombie dogs crashing through the windows. At least, it's scary the [[http://www.penny-arcade.com/comic/1999/09/29 first couple of times.]]
** Sequels varied the scripted scare repertoire to include zombie arms crashing through walls, Licker encounters, and Nemesis encounters.
[[/folder]]

[[folder:Third Person Shooter]]
* ''VideoGame/MaxPayne'' uses many. Everytime an enemy lobs a grenade at you as you come round a corner? That was Pre-scripted. The enemy AI doesn't know how to throw grenades, run for cover, or anything else more complex than shooting or jogging.
[[/folder]]
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* ''VideoGame/{{Fallout3}}'', No matter what, you will be captured by the Enclave after retrieving the GECK. Then, Fawkes will be there to help you escape, and lastly, (before Broken Steel) the game will end, weather you started the purifier, or made Lyons do it, you evil bastard.

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* ''VideoGame/{{Fallout3}}'', No matter what, you will be captured by the Enclave after retrieving the GECK. Then, Fawkes will be there to help you escape, and lastly, (before Broken Steel) the game will end, weather whether you started the purifier, or made Lyons do it, you evil bastard.
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* In ''VideoGame/FalloutNewVegas'', at the beginning of the ''Honest Hearts'' expansion pack, there is no way to save any of the caravaneers from the White Legs, in fact, some of the tribals are [[StoryDrivenInvulnerability invincible]] until the caravan has been wiped out.

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