History Main / ScriptedEvent

10th Nov '15 9:19:15 AM MitchellTF
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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.
22nd Jul '14 7:52:07 AM Luigifan
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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.
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* 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.
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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 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.
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* 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.
12th Jul '14 12:37:40 PM spyergirl4
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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.
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** 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.
12th Jul '14 12:36:07 PM spyergirl4
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* 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 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.
11th Jul '14 11:50:32 AM rexpensive
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* 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"!
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* 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.
24th Feb '14 12:16:28 AM wolftickets1969
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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.
30th Aug '13 1:00:49 PM EarlOfSandvich
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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.
22nd Jun '13 12:45:37 PM Thebiguglyalien
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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.
to:
[[/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]] * Every 3D ''Franchise/SonicTheHedgehog'' game has this. They usually involve Sonic, or whatever speed-based playable character ''BattleForWesnoth'''s single player mode is in control running forward and temporarily taking away control full 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 them. * Most ParadoxInteractive games have Sonic stand ''upside down'' on the loop without falling off should you decide to stop moving. Other had scripted events launch Sonic across a gap or that fire for specific countries at specific dates, although usually with some other obstacle, which is supposed to be automated, but failing to hold forward will cause Sonic to miss qualifiers as well. In the jump 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 die.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]]
11th Jun '13 5:35:25 PM ThraggLootrippa
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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.
9th May '13 12:35:40 PM wolftickets1969
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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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