History Main / SpitefulAI

23rd Mar '17 10:17:41 PM tsstevens
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* ''VideoGame/{{Forza}}'' has the normal or bog standard racers play dirty. [[WesternAnimation/WackyRacers Dick Dasterdly dirty.]] CarFu and high performance vehicles are mandatory. Then you get to the street races where you can almost hear the other drivers communicate with each other, [[GangUpOnTheHuman "Doesn't matter who wins, she loses. Shunt her off the road and into that house so she misses the checkpoint, cause a crash up ahead to cut her off, call your mates to head the other direction, do it now, ram her off the road."]] Try a speed or drift challenge and suddenly the roads are worse than Sydney peak hour to make it harder. Or say you're just in freeroam, maybe building up skill points. Other cars will actually make a beeline for you and make you crash.

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* ''VideoGame/{{Forza}}'' has the normal or bog standard racers play dirty. [[WesternAnimation/WackyRacers [[WesternAnimation/WackyRaces Dick Dasterdly dirty.]] CarFu and high performance vehicles are mandatory. Then you get to the street races where you can almost hear the other drivers communicate with each other, [[GangUpOnTheHuman "Doesn't matter who wins, she loses. Shunt her off the road and into that house so she misses the checkpoint, cause a crash up ahead to cut her off, call your mates to head the other direction, do it now, ram her off the road."]] Try a speed or drift challenge and suddenly the roads are worse than Sydney peak hour to make it harder. Or say you're just in freeroam, maybe building up skill points. Other cars will actually make a beeline for you and make you crash.
23rd Mar '17 10:16:47 PM tsstevens
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Added DiffLines:

* ''VideoGame/{{Forza}}'' has the normal or bog standard racers play dirty. [[WesternAnimation/WackyRacers Dick Dasterdly dirty.]] CarFu and high performance vehicles are mandatory. Then you get to the street races where you can almost hear the other drivers communicate with each other, [[GangUpOnTheHuman "Doesn't matter who wins, she loses. Shunt her off the road and into that house so she misses the checkpoint, cause a crash up ahead to cut her off, call your mates to head the other direction, do it now, ram her off the road."]] Try a speed or drift challenge and suddenly the roads are worse than Sydney peak hour to make it harder. Or say you're just in freeroam, maybe building up skill points. Other cars will actually make a beeline for you and make you crash.
20th Mar '17 5:50:09 PM Monolaf317
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* In ''VideoGame/CandyCrushSaga.'' When compared to a ''free'' {{MatchThreeGame}}, the board seems less random and more actively conspiring against you. Nowhere is it more evident than in Order levels, where you need specific combos or colours of candy to complete a board. Most levels require some degree of speed or strategy, but on the Order levels special candies suddenly become a lot harder to make, and where before all candies dropped fairly evenly, it will pick one of your Order's colours to skimp on. If the AI doesn't want you to pass this level, ''you won't.''

to:

* In ''VideoGame/CandyCrushSaga.'' When compared to a ''free'' {{MatchThreeGame}}, MatchThreeGame, the board seems less random and more actively conspiring against you. Nowhere is it more evident than in Order levels, where you need specific combos or colours of candy to complete a board. Most levels require some degree of speed or strategy, but on the Order levels special candies suddenly become a lot harder to make, and where before all candies dropped fairly evenly, it will pick one of your Order's colours to skimp on. If the AI doesn't want you to pass this level, ''you won't.''
20th Mar '17 2:34:46 PM Malady
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* In ''Zippy Race'', it's painfully obvious that the other cars will actively try to swerve right in front of you.

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* In ''Zippy Race'', ''VideoGame/ZippyRace'', it's painfully obvious that the other cars will actively try to swerve right in front of you.
12th Mar '17 9:06:25 AM Tightwire
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** Being attacked in the city by muggers? The guard, who are traditionally on your back if you so much as go in the wrong house, won't lift a finger to help.

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** Being attacked in the city by muggers? The guard, CityGuards, who are traditionally will leap on your back if you for so much as go in the wrong house, won't picking a lock for XP, don't even lift a finger to help.finger.
12th Mar '17 8:48:03 AM Tightwire
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* ''VideoGame/NeverwinterNights'' has an "enemy" faction, a "noncombatant" faction, and allows custom factions to be created in development. Any faction that becomes hostile to you (by hitting even one of their members) will cause them all to join the enemies. So if you come across some drow butchering innocent villagers and hit a dog, the drow, the villagers (including children), the dogs, and any animal (regardless of being a predator or prey) will all team up against you.
** This isn't always true, depending on whether or not the faction is set to global or not. If a faction is not marked as global, only observers will become hostile. And they'll still attack other enemies.
* ''VideoGame/{{Gothic}}'' would have all enemy creatures attack you together. This could mean a wolf, a badger, an orc and a zombie somehow working together against you.
* ''{{Pokemon}}'':
** Wild [[{{Mons}} Pokémon]] such as Geodude and Voltorb will often blow up on you for no good reason. Why would wild animals [[NonLethalKO knock themselves unconscious]] [[SenselessSacrifice just to damage you?]] How bizarre.
** In the [[OverlyLongName 5-Maid Knockout Exact-Turn Attack Challenge]] of ''Pokémon Platinum'', you go up against five trainers in a row, each of then with one Clefairy. The idea is that you have to beat them all in a specific number of turns. Not "equal to or less than"; an EXACT number of turns. The problem is that every single one of the maids loves to spam the Endure move, which allows a mon to survive any hit with one hit point remaining. There is absolutely no reason to do this in a battle; the CPU just wants to throw off your turn count.
*** Additionally, the trainer match you get as a reward's true purpose is to steal the RareCandy from their one Pokémon, since this is the only way Rare Candies are farmable (you can take the challenge once a day, but the item is replaced every time). However it will immediately destroy the item by using the move "Fling", so you still can't get it unless the first mon in your party can, in addition to taking down all those Clefairy at the exact right time, steal it from them immediately or keep them from attacking and switch to a different mon that can steal it.
** Similiarly, both [[VideoGame/PokemonXAndY X and Y]] and [[VideoGame/PokemonRubyAndSapphire Omega Ruby and Alpha Sapphire]] have battle restaurants where you get extra rewards for finishing battles in the right number of turns. The AI just loves to employ [[LuckBasedMission luck-based strategies]] such as spamming Protect and Double Team, or utilizing a Prankster+Stun Spore combo[[note]]Prankster gives any non-damaging move priority, meaning the AI will always move first regardless of speed unless you also use a priority move, which are relatively uncommon[[/note]] to paralyze you before you can attack. None of these strategies are actually going to help it beat you, it's just trying to stall you out so you lose the rewards.
** All too often, that OlympusMons that you're trying to catch would rather [[CyanidePill commit suicide]] by self-damaging moves like Double Edge, or just faint from Poison/Burn damage, than allow itself to be captured by you. And woe betide you if you try to capture a mon with a suicide move (see above) without putting them to sleep first.
** Up until the 5th gen, the battle facilities were particularly cruel about this: if you tie (such as if you KO their last Pokemon with a recoil move, but faint to the recoil) ''the AI wins.'' Yes, you read that right. And this will often happen through no fault of your own via the AI [[ActionBomb exploding their]] [[TakingYouWithMe last Pokemon.]] Fortunately, this was fixed in Black/White.
** The spite continues in the latest generation, ''VideoGame/PokemonSunAndMoon'', with the "Minior" creatures: There are seven different colors / variants, but they all have an identical outer shell. You can only know which color the one you're battling is by reducing it to under half health. All of them have the ''[[ActionBomb Self-Destruct]]'' move, which they will use at random, often on their first turn. The only way to prevent it working and catch all seven variants reliably is to battle them using a Pokémon with the "Damp" ability (Golduck, Parasect), which prevents Explosion and Self-Destruct from working when used by anybody (friend or foe) while the Damp Pokémon on the field.
* In ''VideoGame/MountAndBlade'', your entire army could be standing five feet away hacking at enemy soldiers, and the bulk of those enemy soldiers will still completely ignore the men hacking away at them to try and get a piece of you. This makes fighting in melee combat very tedious since you can be swarmed very easily. It's even more annoying when you're standing alone on a hillside away from the main battle and half of the enemy's archers are firing arrows at you from two-hundred yards away rather than trying to defend themselves from the infantry slowly marching up the hill at them. It ''could'' be justified partially by the fact that (at least in the vanilla game) incapacitating you immediately leads to your entire army's defeat, but since the reverse isn't true for the enemy commander, it's still a good example of this trope.
* In ''StarWars: RogueSquadron 2'', the TIE fighter AI would occasionally crash a random fighter into the player, often costing a life (and earning the [[BlatantLies affectionate]] FanNickname "Darth Bob"). It is generally accepted that this wasn't what the programmers intended, and that it's [[strike: a flaw in the programming]] the AI taking things into its own hands to kill you.
** Similarly, in the sequel of ''VideoGame/BattalionWars'', just to make enemy Fighters' DemonicSpider status even worse, they will ''crash into your AI Fighters to make them die instantly sometimes''. As if your AI Fighters not picking up Jerry Cans and being TooDumbToLive as a result wasn't enough.

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* ''VideoGame/NeverwinterNights'' has an "enemy" faction, a "noncombatant" faction, The AI in ''VideoGame/AgeOfEmpiresII'' will often skip around your actual defenses to try and allows custom factions attack your town and production buildings, which (assuming the player prepared for this) tends to be created in development. Any faction that becomes hostile lead to you (by hitting even their entire army strung out and attacking houses while the player's army runs up and kills them all.
* In ''Franchise/BaldursGate'' and similar games, when enemies manage to paralyse or stun
one of their members) will cause them all to join the enemies. So if you come across some drow butchering innocent villagers and hit a dog, the drow, the villagers (including children), the dogs, and any animal (regardless of being a predator or prey) will all team up against you.
** This isn't always true, depending on whether or not the faction is set to global or not. If a faction is not marked as global, only observers will become hostile. And
your party members, they'll still attack other enemies.
* ''VideoGame/{{Gothic}}'' would have all enemy creatures attack you together. This could mean a wolf, a badger, an orc and a zombie somehow working together against you.
* ''{{Pokemon}}'':
** Wild [[{{Mons}} Pokémon]] such as Geodude and Voltorb will often blow
invariably gang up on you for no good reason. Why would wild animals [[NonLethalKO knock themselves unconscious]] [[SenselessSacrifice just to damage you?]] How bizarre.
** In the [[OverlyLongName 5-Maid Knockout Exact-Turn Attack Challenge]] of ''Pokémon Platinum'', you go up against five trainers in a row, each of then with one Clefairy. The idea is that you have to beat them all in a specific number of turns. Not "equal to or less than"; an EXACT number of turns. The problem is that every single one of the maids loves to spam the Endure move, which allows a mon to survive any hit with one hit point remaining. There is absolutely no reason to do this in a battle; the CPU just wants to throw off your turn count.
*** Additionally, the trainer match you get as a reward's true purpose is to steal the RareCandy from their one Pokémon, since this is the only way Rare Candies are farmable (you can take the challenge once a day, but the item is replaced every time). However it will immediately destroy the item by using the move "Fling", so you still can't get it unless the first mon in your party can, in addition to
and murder them, taking down all those Clefairy at the exact right time, steal it from them immediately or keep them from attacking and switch to a different mon that can steal it.
** Similiarly, both [[VideoGame/PokemonXAndY X and Y]] and [[VideoGame/PokemonRubyAndSapphire Omega Ruby and Alpha Sapphire]] have battle restaurants where you get extra rewards for finishing battles in the right number
advantage of turns. The AI just loves to employ [[LuckBasedMission luck-based strategies]] such as spamming Protect and Double Team, or utilizing a Prankster+Stun Spore combo[[note]]Prankster gives any non-damaging move priority, meaning the AI will always move first regardless of speed unless you also use a priority move, which are relatively uncommon[[/note]] to paralyze you before you can attack. None of these strategies are actually going to help it beat you, it's just trying to stall you out so you lose the rewards.
** All too often, that OlympusMons that you're trying to catch would rather [[CyanidePill commit suicide]] by self-damaging moves like Double Edge, or just faint from Poison/Burn damage, than allow itself to be captured by you. And woe betide you if you try to capture a mon with a suicide move (see above) without putting them to sleep first.
** Up until the 5th gen, the battle facilities were particularly cruel about this: if you tie (such as if you KO their last Pokemon with a recoil move, but faint to the recoil) ''the AI wins.'' Yes, you read that right. And this will often happen through no fault of your own via the AI [[ActionBomb exploding their]] [[TakingYouWithMe last Pokemon.]] Fortunately, this was fixed in Black/White.
** The spite continues in the latest generation, ''VideoGame/PokemonSunAndMoon'', with the "Minior" creatures: There are seven different colors / variants, but they all have an identical outer shell. You can only know which color the one you're battling is by reducing it to under half health. All of them have the ''[[ActionBomb Self-Destruct]]'' move, which they will use at random, often on their first turn. The only way to prevent it working and catch all seven variants reliably is to battle them using a Pokémon with the "Damp" ability (Golduck, Parasect), which prevents Explosion and Self-Destruct from working when used by anybody (friend or foe) while the Damp Pokémon on the field.
* In ''VideoGame/MountAndBlade'', your entire army could be standing five feet away hacking at enemy soldiers, and the bulk of those enemy soldiers will still completely ignore the men hacking away at them to try and get a piece of you. This makes fighting in melee combat very tedious since you can be swarmed very easily. It's even more annoying when you're standing alone on a hillside away from the main battle and half of the enemy's archers are firing arrows at you from two-hundred yards away rather than trying to defend themselves from the infantry slowly marching up the hill at them. It ''could'' be justified partially by
the fact that (at least in an immobile party member can't avoid hits. Tactically, it would make more sense for them to focus on the vanilla game) incapacitating characters that can still move and attack; killing the one that can't take any action anyway doesn't help them win. What it does do is weaken you immediately leads to for the next group of enemies.
** If an enemy targets one of
your entire army's defeat, but since characters, they will almost never change target unless you put a lot of distance between the reverse isn't true for character and enemy, go invisible, or get away in some other way. Maybe you get hurt and want to back off and let healthier characters take over the fight? Too bad, that monster will push its way past your fighters and archers even as they fill it with arrows and swords, just to finish what it started. This ''can'' be used to [[ArtificialStupidity kite the enemy commander, while the rest of the party wails on them with impunity, or to lead them into a series of traps]], but it's still annoying.
** Being attacked in the city by muggers? The guard, who are traditionally on your back if you so much as go in the wrong house, won't lift
a good example of this trope.
finger to help.
* In ''StarWars: RogueSquadron 2'', the TIE fighter first ''VideoGame/CallOfDuty'' game, the AI would occasionally crash simply loves to taunt the player by shooting their corpse. And by that, we don't mean a random fighter few more bullets to make sure (they do that to everyone, but only the side hostile to the player), we mean [[ThereIsNoKillLikeOverkill unloading a whole MP-40 mag into the player, often costing darkening camera or dropping a life (and earning grenade at point-blank range then yelling "''Granate!''" and fleeing]].
** Not to mention instances where a German rushes upstairs, spots a Russian less than two meters in front of him... then [[GangUpOnTheHuman immediately spins 180° and opens fire on
the [[BlatantLies affectionate]] FanNickname "Darth Bob"). It player]] [[TheAllSeeingAI who did absolutely nothing to give away his presence]].
** ''VideoGame/CallOfDutyBlackOps'' allows for this with its Combat Training AI, who attempt to replicate the movements and actions of human players [[ArtificialStupidity with less than desirable results]]. In particular, in the second game, every AI team will have one or two people using a launcher as a secondary weapon, and the very ''instant'' you call in any sort of air-support KillStreak, they sight in on it and shoot it down. Even worse
is generally accepted that you can't do a whole lot to discourage this wasn't what - change the programmers intended, game settings to ban all launchers and [[TheComputerIsACheatingBastard the opposing team will keep using the anti-air launcher anyway]] (they just won't start shooting down your air support until halfway through the game to "fake" playing by the rules).
* In ''VideoGame/CandyCrushSaga.'' When compared to a ''free'' {{MatchThreeGame}}, the board seems less random and more actively conspiring against you. Nowhere is it more evident than in Order levels, where you need specific combos or colours of candy to complete a board. Most levels require some degree of speed or strategy, but on the Order levels special candies suddenly become a lot harder to make, and where before all candies dropped fairly evenly, it will pick one of your Order's colours to skimp on. If the AI doesn't want you to pass this level, ''you won't.''
** In early timed levels, tons of +5 candies will drop. Later on, you'll see less and less of them, and they'll be dropping in places
that are a waste of time to reach as well. Moreover, once you've made your point quota (ie, the AI has lost and is just running out the clock) they start dropping more frequently.
* The AI in ''VideoGame/{{Civilization}} IV'' sometimes do this, sending all of their armies to pillage your country while they themselves are being crippled. This can sometimes be explained with the 'personalities' of the civilization rulers, and other times
it's [[strike: a flaw in the programming]] just the AI taking things into leave of its own hands to kill you.
** Similarly, in
senses.
* In
the sequel first VideoGame/CommandAndConquer games, attacking a harvester or ore truck will cause the computer to go berserk and throw every single unit it has at you. It also has a habit of ''VideoGame/BattalionWars'', surrendering when all important structures were destroyed and it had no chance to win. ''Yuri's Revenge'' had the titular faction come across as spiteful, particularly the gattling and magnatron tanks and mind control units. The former loved to chip away while out of range, before running from any retalliation. Didn't matter if it killed anyone, what counted was they hurt and annoyed you. The latter takes damage if it mind controls too many units, but is only too happy to destroy itself if it means just turning one more unit and forcing their allies to make enemy Fighters' DemonicSpider status even worse, they shoot them.
** In the early games, if the AI decides it can't win, it
will ''crash into your AI Fighters sell off all its buildings to make create an army of infantry and throw them die instantly sometimes''. As if your all at you. However, this behaviour was retained in some of the later games, which had the option to set victory conditions to destroy all buildings rather than all units…meaning the AI Fighters not picking up Jerry Cans and being TooDumbToLive as a result wasn't enough.effectively commits suicide when it does it.



* ''DestructionDerby 2'' has the Death Bowl, an enclosed arena with a cliff. Even if you drive straight off all the other drivers will go after you to make certain you're wrecked.
* Just one of the many factors confirming TheComputerIsACheatingBastard in ''VideoGame/DissidiaFinalFantasy''. When playing through any of the protagonists' campaign mode, encounters against certain [[{{Mook}} mooks]] have in-battle conditions to be fulfilled (for instance, winning with a FlawlessVictory, scoring a CriticalHit within a time limit, etc.) in order for a chance to win back Destiny Points (which deplete with every turn you take; the more you have by the end of the campaign, the better the rewards you receive). It seems that the computer wants to deny you ALL of this, and, from the start of the battle, will immediately take measures to prevent you from fulfilling these conditions.



* Enemies in ''PhantomBrave'' will sometimes waste attacks on the corpses of your party members, even before you get the ability to revive. This does absolutely nothing to help them win the match, but makes it ''much'' more expensive to revive your guys afterwards.
** ''PhantomBrave'' players who spend long enough in the random dungeons might eventually come across a map filled with awesomely powerful items and objects strewn about all over the place, and a bunch of enemy Prinnies. The Prinnies ''will'' focus exclusively on systematically wandering from item to item, picking them all up and throwing them all out of bounds, one by one. They pretty much won't stop until all the stuff you might have wanted has been destroyed.
*** Not to mention the enemies who constantly try to steal your weapons.
*** Also, the chances of stealing an item only depend on the unit's level and species (Merchants are better than average, Bottlemails have an almost 100% chance even if they're half the enemy's level.) Enjoying beating up on weakened level 150 enemies with your level 60 Marona armed with a super-duper weapon?Just wait until one of them finally gets one single turn, and uses that turn to nab your weapon and use it to [[HoistByHisOwnPetard kill you in one hit]].
* This rarely happens in ''VideoGame/FinalFantasyTactics'', but given that you don't get EXP for killing blows, it's less of an inconvenience. Now, when your ''allies'' do it...

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* Enemies in ''PhantomBrave'' In ''{{Driver}}'', police will sometimes waste attacks not interfere with any other activity done by other AI drivers, including two AI drivers involved in a car crash directly in front of a police car. However, once the heat is on you, ALL police cars in the area become laser-guided missiles aimed at destroying your car, even if your car is at a dead stop. Furthermore, the computer police will callously crash into other vehicles on the corpses road just to get to you. Apparently the lives of other motorists takes second place to catching a person who was driving 10 miles over the speed limit.
** Not only that, but they will often try to smash ''each other'' out of the way to get to you. Do any replay with the camera facing behind you, and you can watch them destroy dozens of their own cars this way.
* ''VideoGame/{{Elite}}'', at least the UsefulNotes/{{Commodore 64}} version, featured shuttles that would launch from a space station directly into the lane of oncoming traffic (i.e., you)--even when you were literally less than a second from successfully docking. If the collision didn't kill you outright, the instant plunge into wanted criminal status (for destroying an unarmed passenger shuttle) would mean getting ganked by the space police the moment you launched. Not so much the AI being spiteful as [[ArtificialStupidity just dumb]], but it wasn't hard to feel like the game was out to get you all the same.
* AI frequently does this in ''EuropaUniversalis'' and other Paradox games. It can take many forms. Little, pitiful nations, for example, frequently will ally with you, then almost immediately declare war against someone much stronger than them. Other countries, if they have constant ''casus belli'' against you, will declare subsequent wars even if they were beaten several times. It's especially infuriating if it results in a strong country deciding to abandon you, which invites other potential enemies to gang up on
your party members, poor nation.
* It
even applies to bugs. ''VideoGame/FalloutNewVegas'' has several glitches that seem to exist solely because a character's AI realizes [[GameBreakingBug the player will be screwed out of a quest and its reward if they screw up at one specific point in time]] and it decides to take advantage.
** If you decide to rescue Ted Gunderson for the quest "Beyond the Beef", he will act like a regular companion and follow you through every door - ''except'' for the one that leads you where you need to take him. It is still possible to complete it in this manner, though - you just need to fast-travel outside of the Strip to get him to teleport back to you, then run back into the Strip before the security robots at the door blow him to pieces.
** One of the Boomers at Nellis AFB lets you hear the history of how they left Vault 34, blew up everything they came across, and settled at the air base. Hearing their history is part of how you're supposed to become accepted with the group so they'll let you take on their quests. Naturally, 100% of the time the kid stops completely after the first part of the speech and won't continue or let you talk to him - and if you leave the room (your only option that isn't "prove you're insane"[[note]]that is, use the wait function to make time pass and talk to him again, which will just make him bug out at the exact same spot again[[/note]] or "stop playing"), you gain infamy with the group instead. Console commands to reset his AI are all that can save you here.
* ''VideoGame/FatalRacing'' has eight teams of two cars on the track, and on higher difficulty levels most races take about 10 minutes. It is not uncommon to see opponents turn around and head the wrong way if they are lagging behind, apparently to try and eliminate someone else [[TakingYouWithMe out of spite]] because they are doing poorly. On higher damage settings this is a legitimate danger: hit one and you take enough damage to [[EveryCarIsAPinto burst into flames]] and slow down, enabling [[WolfpackBoss other opponents]] to catch up to you and [[MadeOfExplodium kill you]]
before you get reach the ability to revive. pitlane.
** And sometimes a driver on low health heads into the pitlane and ''doesn't stop'', plowing into anyone standing there waiting for repairs and catapulting them back onto the track.
This does absolutely nothing to help them win the match, but makes it ''much'' more expensive to revive your guys afterwards.
typically results in a [[SuicideAttack quick death]] for both cars involved.
** ''PhantomBrave'' players who spend long enough Somewhat averted in the random dungeons might eventually come across a map filled with awesomely powerful items and objects strewn about all over the place, and a bunch of enemy Prinnies. The Prinnies ''will'' focus exclusively on systematically wandering from item to item, picking them all up and throwing them all out of bounds, one by one. They pretty much won't stop until all the stuff you might have wanted has been destroyed.
*** Not to mention
that the enemies who constantly try to steal your weapons.
*** Also, the chances of stealing an item only depend on the unit's level and species (Merchants are better than average, Bottlemails have an almost 100% chance even if they're half the enemy's level.) Enjoying beating up on weakened level 150 enemies with your level 60 Marona armed with a super-duper weapon?Just wait until one of them finally gets one single turn, and uses that turn to nab your weapon and use it to [[HoistByHisOwnPetard kill you in one hit]].
* This rarely happens in ''VideoGame/FinalFantasyTactics'', but given that you
don't get EXP for killing blows, it's less of an inconvenience. Now, when your ''allies'' do it...specifically target you, they just decide [[{{Griefer}} they can't win and attempt to ruin everyone else's day]].



* The AI in ''VideoGame/{{Civilization}} IV'' sometimes do this, sending all of their armies to pillage your country while they themselves are being crippled. This can sometimes be explained with the 'personalities' of the civilization rulers, and other times it's just the AI taking leave of its senses.
* The same behaviour is the source of much frustration among ''VideoGame/TotalWar'' players. An enemy nation might be down to one city, every port blockaded, its treasury so far in the negative that it's threatening to plunge the world into a new Ice Age, but will it sue for peace or stop sending rag tag bands of peasants to get slaughtered by your invincible armies ? Fuck no, motherfucker, THIS IS TOTALLY SUICIDAL WAR !
** Don't forget [[IncrediblyLamePun the goddamn Pope]]. You might have been fighting a defensive war against a nation 3 times larger than you for 5-6 game years. You finally launch a counter attack on your former city AND THE POPE THREATENS TO EXCOMMUNICATE YOU. Muslims have it easy...
** AI countries can be excommunicated too -- [[TheComputerIsACheatingBastard in theory]] -- so at least they'll get punished for their spite. In theory.
* In ''Smuggler's Run'', the police cars don't really do much except try to crash into you as hard as possible. They don't mind flipping over in crazy ways that no normal human could survive, or brutally totalling their car every now and then. They just want to TAKE YOU DOWN.
** Same thing happens in the ''VideoGame/GrandTheftAuto'' series. Even if you're driving a tank and their cars instantly explode when they hit, the LemmingCops will still constantly ram you just to slowly drain your HitPoints.
** Another way the police AI in ''VideoGame/GrandTheftAuto'', and it's clones, hates you is seen when other criminals go after you. In one of the early missions in ''VideoGame/GrandTheftAutoSanAndreas'', you can be riding a bicycle while three men in a car are gunning you down. Even if a policeman is standing in the line of fire, he won't respond. But god help you if your bicycle hits the policeman. Some older games take this UpToEleven: The police may be in a neutral or hostile (to you) state, and any criminal action against the police by AI enemies will cause the police to act as if YOU attacked them.
** Somewhat averted in another sandbox game where the player deals with police frequently (''{{Postal}} 2''). If the police see or hear another NPC fire a weapon, whether it's at you, them, or anybody else, they ''will'' attack back - in fact, the [=NPCs=] have it worse than you in this case, as the cops will continue sending more men until that NPC is dead, whereas the player has the option of throwing down his weapon and surrendering. However, if the above NPC was shooting at you and you try to fight back, or even if you just have a weapon in hand when in a cop's line of sight ''at all'', they'll drop everything and focus on you instead.
* In ''[[VideoGame/SaintsRowtheThird Saints Row: The Third]]'', if you are being shot at by gang members and run past some cops, they will shoot you too. Even if you're unarmed.
* The pirates will fight you to the bitter end in ''VideoGame/SuperMetroid'', even by attacking you as you flee after killing the LoadBearingBoss. They might have an excuse, though, since it's not often a whole freaking [[EarthShatteringKaboom planet]] that's exploding. Where would they escape to?
** There is one available method of escape: your ship. [[FridgeBrilliance They must be trying to kill you and take your keys.]]
*** Except in Zero Mission, in which [[spoiler:your ship has long since been shot down and you need to steal one of theirs. For some reason, the pirate pilots helpfully oblige you by hopping out of their ride in their great zeal to personally kill you, instead of just leaving you behind on the exploding mothership.]]
* The entirety of ''[[VideoGame/FireEmblemElibe Fire Emblem: Sword of Seals]]'' hard mode consists of this. The enemies are too generally too weak to kill you normally, but have at least a 1% chance of scoring a critical hit, which will probably kill their target. There are often 50 or more of them per level, and they will gladly suicide themselves into a situation that WILL kill them the next turn, just in the hope they get to kill 1 of your dudes, forcing you to restart the level [[FinalDeath if you ever want to see that character again]], essentially making the entire ''Sword of Seals'' hard campaign a LuckBasedMission. Fortunately starting from ''Blazing Sword'' (the direct sequel and [[SequelFirst first American release]]), enemies rely less on lucky critical hits to kill you, but are still willing to sacrifice their lives when they have no hope of winning.

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* The AI in ''VideoGame/{{Civilization}} IV'' sometimes do this, sending all of their armies to pillage your country while they themselves are being crippled. This can sometimes be explained with the 'personalities' of the civilization rulers, and other times it's just the AI taking leave of its senses.
* The same behaviour is the source of much frustration among ''VideoGame/TotalWar'' players. An enemy nation might be down to one city, every port blockaded, its treasury so far in the negative that it's threatening to plunge the world into a new Ice Age, but will it sue for peace or stop sending rag tag bands of peasants to get slaughtered by your invincible armies ? Fuck no, motherfucker, THIS IS TOTALLY SUICIDAL WAR !
** Don't forget [[IncrediblyLamePun the goddamn Pope]]. You might have been fighting a defensive war against a nation 3 times larger than you for 5-6 game years. You finally launch a counter attack on your former city AND THE POPE THREATENS TO EXCOMMUNICATE YOU. Muslims have it easy...
** AI countries can be excommunicated too -- [[TheComputerIsACheatingBastard in theory]] -- so at least they'll get punished for their spite. In theory.
* In ''Smuggler's Run'', the police cars don't really do much except try to crash into you as hard as possible. They don't mind flipping over in crazy ways that no normal human could survive, or brutally totalling their car every now and then. They just want to TAKE YOU DOWN.
** Same thing happens in the ''VideoGame/GrandTheftAuto'' series. Even if you're driving a tank and their cars instantly explode when they hit, the LemmingCops will still constantly ram you just to slowly drain your HitPoints.
** Another way the police AI in ''VideoGame/GrandTheftAuto'', and it's clones, hates you is seen when other criminals go after you. In one of the early missions in ''VideoGame/GrandTheftAutoSanAndreas'', you can be riding a bicycle while three men in a car are gunning you down. Even if a policeman is standing in the line of fire, he won't respond. But god help you if your bicycle hits the policeman. Some older games take this UpToEleven: The police may be in a neutral or hostile (to you) state, and any criminal action against the police by AI enemies will cause the police to act as if YOU attacked them.
** Somewhat averted in another sandbox game where the player deals with police frequently (''{{Postal}} 2''). If the police see or hear another NPC fire a weapon, whether it's at you, them, or anybody else, they ''will'' attack back - in fact, the [=NPCs=] have it worse than you in this case, as the cops will continue sending more men until that NPC is dead, whereas the player has the option of throwing down his weapon and surrendering. However, if the above NPC was shooting at you and you try to fight back, or even if you just have a weapon in hand when in a cop's line of sight ''at all'', they'll drop everything and focus on you instead.
* In ''[[VideoGame/SaintsRowtheThird Saints Row: The Third]]'', if you are being shot at by gang members and run past some cops, they will shoot you too. Even if you're unarmed.
* The pirates will fight you to the bitter end in ''VideoGame/SuperMetroid'', even by attacking you as you flee after killing the LoadBearingBoss. They might have an excuse, though, since it's not often a whole freaking [[EarthShatteringKaboom planet]] that's exploding. Where would they escape to?
** There is one available method of escape: your ship. [[FridgeBrilliance They must be trying to kill you and take your keys.]]
*** Except in Zero Mission, in which [[spoiler:your ship has long since been shot down and you need to steal one of theirs. For some reason, the pirate pilots helpfully oblige you by hopping out of their ride in their great zeal to personally kill you, instead of just leaving you behind on the exploding mothership.]]
* The entirety of ''[[VideoGame/FireEmblemElibe Fire Emblem: Sword of Seals]]'' hard mode consists of this. The enemies are too generally too weak to kill you normally, but have at least a 1% chance of scoring a critical hit, which will probably kill their target. There are often 50 or more of them per level, and they will gladly suicide themselves into a situation that WILL kill them the next turn, just in the hope they get to kill 1 of your dudes, forcing you to restart the level [[FinalDeath if you ever want to see that character again]], essentially making the entire ''Sword of Seals'' hard campaign a LuckBasedMission. Fortunately starting from ''Blazing Sword'' (the direct sequel and [[SequelFirst first American release]]), enemies rely less on lucky critical hits to kill you, but are still willing to sacrifice their lives when they have no hope of winning.



* The military in ''VideoGame/{{Prototype}}'' is hell-bent on stopping you, and only you. If you so much as twitch wrong in their presence, they will drop whatever they're doing, no matter how suicidally stupid that may be, and try to turn you into mush. You could be standing in a crowd of pedestrians or even other soldiers, and they'll still unload on you with no care as to who gets caught in the cross-fire. Sometimes it seems like the death toll would be much lower if they just let Alex [[SociopathicHero kill a few]] [[VideogameCrueltyPotential thousand]] people without interfering. While the military is just as reckless with the infected, they still prioritize you over all else. There are a scant few missions in which the military outright will not attack you, but that's it. Even during the boss fights, they'll try to pick you off, though they're not as persistent about it.
** Justified in that Blackwatch's (who is commanding the military here) SOP is to massacre every''one'' and every''thing'' in even the same vague area as a plague outbreak, animals included, for fear of contamination spreading. Those civilians? Written off as acceptable losses, the instant Alex is spotted.
** The Infected are quite similar, with the added bonus that they can spot you in disguise or not. However, the game subtly justifies this later on, when a cutscene shows an Infected's point of view: to the Infected, you're glowing like the freaking sun, so naturally they'll focus on you above the dim bulbs that are regular humans.

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* The military CityGuards in ''VideoGame/{{Prototype}}'' is hell-bent on stopping you, and only ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' have it in for you. If They will always tell you so much as twitch wrong in to move along and ask you what you need, even when there's an annoyed Dark Elf trying to punch your lights out. You punch back, they'll [[DisproportionateRetribution immediately shout "YOU N'WAH!" and (attempt to) arrest you.]]
** In ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'' it's even worse. In Morrowind, the guards are confined to
their presence, respective locations, meaning you can enter/exit an area and any guards outside of the location where the offense took place will leave you alone unless you speak to them (unless your bounty is very high, such as through murder). In ''this'' game however, the guards are [[TheAllSeeingAI fully capable of following you into and out of buildings.]] What's more, if you're caught stealing even a SINGLE drake, the guards always seem to be right there waiting to yell "Stop right there, criminal scum!" and haul you off to prison.
* The first VideoGame/{{F-Zero}} featured (non-competitor) vehicles so low on health that one touch would make them explode. Of course, rather than pull over to the side of the road and try to live,
they prefer to try to ram you.
** One Story Mode mission in ''GX'' features [[{{Film/Speed}} Captain Falcon racing down a highway with a bomb strapped to his racer that
will drop whatever explode if he goes under a certain speed limit.]] While larger vehicles will pull over for you when you race by them, smaller vehicles refuse to budge and will happily get in your way so that you'll crash into them and dip under the speed limit.
* The AI in ''VideoGame/GalacticCivilizations'' is spiteful, but
they're doing, no matter how suicidally stupid fair and rational about it:
** A fairly common occurrence when at war with an AI is for
that may be, race to surrender… to another AI. This is explicitly spelled out as spiteful to you. However, you can be on the receiving end of this tactic as well; [=AIs=] at war with each other will occasionally surrender to you to spite their conqueror.
** If you make peace with an enemy
and try to then turn right around and declare war on them again, the AI will remember this. Trying peace negotiations with them again will result in a message along the lines of "What, you into mush. You think we're idiots? Why the hell would we trust you to keep your word?" This even if the alternative is the destruction of the AI's civilization: it would rather go down fighting than give a backstabbing warmonger any kind of concession.
** The AI will also absolutely refuse to trade warfare technologies with a player who has a history of attacking other civilizations. The player's warmaking tendencies are explicitly pointed out as the reason for this.
* ''VideoGame/{{Gothic}}'' would have all enemy creatures attack you together. This
could be standing in mean a crowd of pedestrians or even other soldiers, wolf, a badger, an orc and they'll still unload on you with no care as to who a zombie somehow working together against you.
* ''VideoGame/IggysReckinBalls'': The AI
gets caught more aggressive towards opponents that have attacked it in the cross-fire. past. Sometimes it seems like will simply race alongside you, but if you've screwed it over in the death toll past, it will make sure to return the favor. Thankfully, the game averts GangUpOnTheHuman: the AI does this to other AI players just as readily.
* In ''VideoGame/InazumaEleven'', especially the later iterations, the AI will do anything to make sure you don't get the ball. This includes sacrificing even their own strikers' TP just so that you'd not get a chance at scoring, even if they're losing (so that you cannot complete the 5-0 conditions, in post-ending challenges). They also have a tendency to use their bench players IMMEDIATELY after their players lose all their TP, regardless of how much sense it
would make. Comes back to bite them in the buttocks when you exploit their weaker benchers.
* In ''VideoGame/JustCause 2'', the enemy armament is more dependent on what the player is using than on how rare their guns are supposed to be. Take the shotgun, assault rifle, and machine gun: the latter is supposed to
be much lower the rarest of the three, and if they just let Alex [[SociopathicHero you're using one yourself it is - but then drop it for an assault rifle and suddenly ''everyone'' you kill a few]] [[VideogameCrueltyPotential thousand]] people without interfering. While with that is dropping the machine gun instead.
** Every now and then you can get "support" from one of the three allied factions to attack Panauan military installations. There's little possibility for you to sit out the fight and let your allies take care of things for you, as if you're anywhere nearby when it happens
the military is will know you're involved and start shooting you too. This ''very'' frequently leads to the player being forced to handle every bit of destruction and even just as reckless exploration with guns blazing from the infected, get-go, because as soon as they still prioritize you over all else. There are get anywhere near a scant few missions village with some destructible object, an ally will drive in which at full speed and immediately get themselves shredded ''just'' so the military outright will not attack you, but that's it. Even during turns their guns on the boss fights, they'll try to pick you off, though they're not as persistent about it.
** Justified in that Blackwatch's (who is commanding the military here) SOP is to massacre every''one'' and every''thing'' in even the same vague area as a plague outbreak, animals included, for fear of contamination spreading. Those civilians? Written off as acceptable losses, the instant Alex is spotted.
** The Infected are quite similar, with the added bonus that they can spot you in disguise or not. However, the game subtly justifies this later on, when a cutscene shows an Infected's point of view: to the Infected, you're glowing like the freaking sun, so naturally they'll focus on you above the dim bulbs that are regular humans.
player.



* In ''StarWarsBattlefront 2'', the AI, no matter how far away they are, will often ignore every other threat just to target you, even when they are physically incapable of hitting you. Try shooting a walker on Hoth with a sniper rifle and you'll see. Even the giant AT-AT pauses in its march to turn and start blasting at a sniper for a stray shot that did nothing.
** The allied AI is just as bad. They literally ''give away'' control posts to the enemy, moreso if you originally spawned from that post or had a hand in capturing it at all (which means [[ThisIsGonnaSuck pretty much all of them]]).
* Just one of the many factors that confirm that [[TheComputerIsACheatingBastard the computer is indeed a cheating bastard]] in ''VideoGame/DissidiaFinalFantasy''. When playing through any of the protagonists' campaign mode, encounters against certain [[{{Mook}} mooks]] have in-battle conditions to be fulfilled (for instance, winning with a FlawlessVictory, scoring a CriticalHit within a time limit, etc.) in order for a chance to win back Destiny Points (which deplete with every turn you take; the more you have by the end of the campaign, the better the rewards you receive). It seems that the computer wants to deny you ALL of this, and, from the start of the battle, will immediately take measures to prevent you from fulfilling these conditions.
* In ''Franchise/BaldursGate'' and similar games, when enemies manage to paralyse or stun one of your party members, they'll invariably gang up on and murder them, taking advantage of the fact that an immobile party member can't avoid hits. Tactically, it would make more sense for them to focus on the characters that can still move and attack; killing the one that can't take any action anyway doesn't help them win. What it does do, however, is inconvenience you and soften you up for the next group of enemies.
** If an enemy targets one of your characters, they will almost never change target unless you put a lot of distance between the character and enemy, go invisible, or get away in some other way. Maybe you get hurt and want to back off and let healthier characters take over the fight? Too bad, that monster will push its way past your fighters and archers even as they fill it with arrows and swords, just to finish what it started. This ''can'' be used to [[ArtificialStupidity kite the enemy while the rest of the party wails on them with impunity, or to lead them into a series of traps]], but it's still annoying.
* The ''Baldur's Gate'' example actually happens in ''VideoGame/TacticsOgre''. Often they might petrify a party member...and then proceed to find the immobile party member and ''beat the shit out of them''. Additionally, if you bewitch an enemy, they know you won't damage them because that'll end the bewitching...if they can't cure the bewitchment, they may instead ''heal'' the bewitched enemy so when it ''does'' wear off, you have to beat them back down again.
* In ''VideoGame/{{SSX}}'', if you keep knocking down your opponents, they get a red exclamation point over their head. In Tricky, these racers will slow down if they're ahead of you to wait for you and try to knock you down.
** For once, the trope is justified. If you were repeatedly knocked over by someone while trying to race you'd be pretty spiteful too, and want to return the favor.
* ''VideoGame/WarcraftIII'' has the multiplayer mode. The enemy hero units are worth enough experience to advance to level two, so it's usually a good idea to try and kill them before they can make any additional troops. If you get the heroes down to low health, however, they will run off in search of the nearest monster do they can die and deny you the experience. It doesn't help that by that time you're usually too low on health yourself to fight the monsters.
** In multiplayer LAN games with one or more human players, AI will always attack the host, even above the other humans. The AI could be in the middle of attacking you, but turn around and attack a gold mine your buddy just built on the other side of the map ''without any way of knowing this had even happened'' -- all because ''you'' aren't the host.
* On VideoGame/ToontownOnline, of all places, in the Cog Thief minigame, the cogs try to steal money, and you try to throw pies at them to make them explode. If they hit you, they explode and you fly into the air. When this happens, the cogs currently on screen will turn away from the money and try to run into you, even though they will instantly explode upon running into you.

to:

* In ''StarWarsBattlefront 2'', the AI, no matter how far away they are, will often ignore every other threat just to target you, even when they are physically incapable of hitting you. Try shooting a walker on Hoth with a sniper rifle and you'll see. Even the giant AT-AT pauses in its march to turn and start blasting at a sniper for a stray shot that did nothing.
** The allied AI is just as bad. They literally ''give away'' control posts to the enemy, moreso if you originally spawned from that post or had a hand in capturing it at all (which means [[ThisIsGonnaSuck pretty much all of them]]).
* Just one of the many factors that confirm that [[TheComputerIsACheatingBastard the computer is indeed a cheating bastard]] in ''VideoGame/DissidiaFinalFantasy''. When playing through any of the protagonists' campaign mode, encounters against certain [[{{Mook}} mooks]] have in-battle conditions to be fulfilled (for instance, winning with a FlawlessVictory, scoring a CriticalHit within a time limit, etc.) in order for a chance to win back Destiny Points (which deplete with every turn you take; the more you have by the end of the campaign, the better the rewards you receive). It seems that the computer wants to deny you ALL of this, and, from the start of the battle, will immediately take measures to prevent you from fulfilling these conditions.
* In ''Franchise/BaldursGate'' and similar games, when
''Videogame/LordsOfMagic'' enemies manage to paralyse or stun one of your party members, they'll invariably gang up on and murder them, taking advantage of the fact that an immobile party member can't avoid hits. Tactically, it would make more sense for them to focus on the characters that can still move and attack; will always prioritize killing the one that can't take any action anyway doesn't help them win. What it does do, however, is inconvenience you and soften you up for the next group of enemies.
** If an enemy targets one of
your characters, they will almost never change target unless you put a lot of distance between the character and enemy, go invisible, or get away in some other way. Maybe you get hurt and want to back off and let healthier characters take mage over the fight? Too bad, that monster will push its way past your fighters and archers anything else, even as they fill it with arrows and swords, just to finish what it started. This ''can'' be used to [[ArtificialStupidity kite though the enemy while the rest mage likely expended all of the party wails on them with impunity, or to lead them into a series of traps]], but it's still annoying.
* The ''Baldur's Gate'' example actually happens in ''VideoGame/TacticsOgre''. Often they might petrify a party member...and then proceed to find the immobile party member and ''beat the shit out of them''. Additionally, if you bewitch an enemy, they know you won't damage them because that'll end the bewitching...if they can't cure the bewitchment, they may instead ''heal'' the bewitched enemy so when it ''does'' wear off, you have to beat them back down again.
* In ''VideoGame/{{SSX}}'', if you keep knocking down your opponents, they get a red exclamation point over
their head. In Tricky, these racers mana at the very beginning and will slow down have no further effect on the battle (besides the enemies ignoring all the real dangers to chase them down). They do this if they're ahead a band of you marauders loyal to wait for you and try no one, fighting to knock you down.
** For once, the trope is justified. If you were repeatedly knocked over by someone while trying to race you'd be pretty spiteful too, and want to return the favor.
* ''VideoGame/WarcraftIII'' has the multiplayer mode. The enemy hero units are worth enough experience to advance to level two, so it's usually a good idea to try and kill them before they can make
defend their capital city, or any additional troops. If you get the heroes down to low health, however, they will run off in search of the nearest monster do they can die and deny you the experience. It doesn't help that by that time you're usually too low on health yourself to fight the monsters.
** In multiplayer LAN games with one or more human players, AI will always attack the host, even above the
other humans. The AI could be in the middle of attacking you, but turn around and attack a gold mine your buddy just built on the other side of the map ''without any way of knowing this had even happened'' -- all because ''you'' aren't the host.
* On VideoGame/ToontownOnline, of all places, in the Cog Thief minigame, the cogs try to steal money, and you try to throw pies at them to
circumstance that should make them explode. If they hit you, they explode and prioritize winning the current battle over denying you fly into use of the air. When this happens, the cogs currently on screen will turn away from the money and try to run into you, even though they will instantly explode upon running into you.mage in future battles against someone else.



** AI drivers have been known to launch items backwards at you when there are racers in front of them that they would theoretically benefit more from targeting.
* ''DestructionDerby 2'' has the Death Bowl, an enclosed arena with a cliff. Even if you drive straight off all the other drivers will go after you to make certain you're wrecked.
* ''VideoGame/SuperSmashBros'' is guilty of this to a degree. In multiplayer free-for-all, computer controlled opponents will still fight each other, as it is free for all. However, stray far enough from the fray, and notice how enemies tend to drift towards you, all while fighting each other. This is even more prevalent in Brawl, where certain finishing moves (such as the Dragoon) will always be aimed solely at you, even if you aren't in the lead. Likewise, [[LimitBreak Final Smashes]] won't get activated unless ''you'', the human player(s), are the target(s).
** Doubly so with Final Smashes, triply so when it's a Final Smash that targets one person (Link, Ike, Marth) or moves about the screen (Pikachu, Sonic). You can spend an entire four-minute 4-player match (you plus 3 computers) just running away from someone with a Final Smash because the computer ''refuses'' to use it on anyone except you, they will hunt you down everywhere you go (and if you're on a huge stage like New Pork City and Hyrule Temple, and the computer grabs the Smash Ball when you and he are on opposite sides of the stage, you get to watch as the computer runs across the stage after you, completely ignoring the other computer opponents).
** Computers have been known to waste certain Final Smashes, like Snake's (which has an ammo/time limit), just waiting for a human to respawn, completely ignoring any other computers that are present.
** In ''Brawl'', you can make a custom stage where you can trick the [=AIs=] into an inescapable cage, or put yourself on a platform that none of them can reach. Watch as they pace back and forth without even attempting to attack each other.
** AI characters are programmed to taunt after a K.O. regardless of who scored and who was the victim. This can lead to them taunting right after respawning, celebrating their own failure.
** ''Super Smash Bros. for 3DS'' has Rival Smash. You're surrounded by weak {{Mook}}s, you have an AI rival playing the same character you are, and you're rated by how many more KOs you get than the rival. If you're KO'd, the game ends. The rival? [[TheComputerIsACheatingBastard (S)he respawns with 0% damage, making him/her harder to deal with.]] Naturally, the computer targets the mooks and ignores you, hoping to get a higher score, right? [[HaHaHaNo Ha, no.]] It often ignores mooks right in front of them in order to GangUpOnTheHuman, which is ''detrimental'' to its ability to get a high score, as the game ends when the player gets KO'd.
* In ''VideoGame/{{Vanquish}}'' even if you are surrounded by bulky marines carrying rocket launchers while you are completely out of ammo, every single enemy will try to gun you down specifically provided you aren't hiding behind cover, in which case many enemies will suicidally charge forward just to get behind your barricade and stab you in the face. It is somewhat justified in that the enemies for 99% of the game are robots and the fact that you have the ''super prototype'' ARS, you are probably considered to be a bigger threat. Not so justified when your allies seem to enjoy running in front of you while you're firing or rushing into an enemy warp point which pretty much automatically kills them as well as 'sitting' on grenades. Even worse, the more allied kills you get, the lower your overall score.
* ''VideoGame/FatalRacing'' has eight teams of two cars on the track, and on higher difficulty levels most races take about 10 minutes. It is not uncommon to see opponents turn around and head the wrong way if they are lagging behind, apparently to try and eliminate someone else [[TakingYouWithMe out of spite]] because they are doing poorly. On higher damage settings this is a legitimate danger: hit one and you take enough damage to [[EveryCarIsAPinto burst into flames]] and slow down, enabling [[WolfpackBoss other opponents]] to catch up to you and [[MadeOfExplodium kill you]] before you reach the pitlane.
** And sometimes a driver on low health heads into the pitlane and ''doesn't stop'', plowing into anyone standing there waiting for repairs and catapulting them back onto the track. This typically results in a [[SuicideAttack quick death]] for both cars involved.
** Somewhat averted in that the enemies don't specifically target you, they just decide [[{{Griefer}} they can't win and attempt to ruin everyone else's day]].
* In ''{{Driver}}'', police will not interfere with any other activity done by other AI drivers, including two AI drivers involved in a car crash directly in front of a police car. However, once the heat is on you, ALL police cars in the area become laser-guided missiles aimed at destroying your car, even if your car is at a dead stop. Furthermore, the computer police will callously crash into other vehicles on the road just to get to you. Apparently the lives of other motorists takes second place to catching a person who was driving 10 miles over the speed limit.
** Not only that, but they will often try to smash ''each other'' out of the way to get to you. Do any replay with the camera facing behind you, and you can watch them destroy dozens of their own cars this way.
* Sohees from ''VideoGame/RagnarokOnline'' often kill themselves when their HP is too low, so you don't get any items or XP.
* In some of the ''Franchise/YuGiOh'' video games, the AI often end up destroying their own high-level monsters and nets of traps with cards that hit both sides, like Torrential Tribute and Heavy Storm just to harm you, even though they are the ones that suffer far more damage in the process.
* The CityGuards in ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' have it in for you. They will always tell you to move along and ask you what you need, even when there's an annoyed Dark Elf trying to punch your lights out. You punch back, they'll [[DisproportionateRetribution immediately shout "YOU N'WAH!" and (attempt to) arrest you.]]
** In ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'' it's even worse. In Morrowind, the guards are confined to their respective locations, meaning you can enter/exit an area and any guards outside of the location where the offense took place will leave you alone unless you speak to them (unless your bounty is very high, such as through murder). In ''this'' game however, the guards are [[TheAllSeeingAI fully capable of following you into and out of buildings.]] What's more, if you're caught stealing even a SINGLE drake, the guards always seem to be right there waiting to yell "Stop right there, criminal scum!" and haul you off to prison.
* The first VideoGame/{{F-Zero}} featured (non-competitor) vehicles so low on health that one touch would make them explode. Of course, rather than pull over to the side of the road and try to live, they prefer to try to ram you.
** One Story Mode mission in ''GX'' features [[{{Film/Speed}} Captain Falcon racing down a highway with a bomb strapped to his racer that will explode if he goes under a certain speed limit.]] While larger vehicles will pull over for you when you race by them, smaller vehicles refuse to budge and will happily get in your way so that you'll crash into them and dip under the speed limit.
* ''VideoGame/{{Elite}}'', at least the UsefulNotes/{{Commodore 64}} version, featured shuttles that would launch from a space station directly into the lane of oncoming traffic (i.e., you)--even when you were literally less than a second from successfully docking. If the collision didn't kill you outright, the instant plunge into wanted criminal status (for destroying an unarmed passenger shuttle) would mean getting ganked by the space police the moment you launched. Not so much the AI being spiteful as [[ArtificialStupidity just dumb]], but it wasn't hard to feel like the game was out to get you all the same.
* The AI in ''VideoGame/GalacticCivilizations'' is spiteful, but they're fair and rational about it:
** A fairly common occurrence when at war with an AI is for that race to surrender… to another AI. This is explicitly spelled out as spiteful to you. However, you can be on the receiving end of this tactic as well; [=AIs=] at war with each other will occasionally surrender to you to spite their conqueror.
** If you make peace with an enemy and then turn right around and declare war on them again, the AI will remember this. Trying peace negotiations with them again will result in a message along the lines of "What, you think we're idiots? Why the hell would we trust you to keep your word?" This even if the alternative is the destruction of the AI's civilization: it would rather go down fighting than give a backstabbing warmonger any kind of concession.
** The AI will also absolutely refuse to trade warfare technologies with a player who has a history of attacking other civilizations. The player's warmaking tendencies are explicitly pointed out as the reason for this.
* In SpaceEmpires IV if you get too large, all the other races in the galaxy will all suddenly break off relations with you, make peace with each other, and put together a massive military alliance that declares war on you. Even races that had "brotherly" affection for you and have been in a partnership for centuries, even pitiable races that are thousands of years less advanced and have been your vassal state for most of their existence, they all will spontaneously join in the free-for-all and attack you. (They ''will'' do this against another AI empire, but with a much harder-to-meet criteria of "too large"; also, the definition's weighed in a way that human playstyles tend to more rapidly fill. Also, this part of the stock AI is optional and may be absent or different for the plethora of [[GameMod third-party species]].)
* ''ShiningForce'' would have a poor AI that basically prioritizes Max or Bowie even if they can kill a squishy.
** If an enemy is about to die though they'll gladly take anyone they can down with them, even if it means going completely out of their way to do so.
* AI frequently does this in ''EuropaUniversalis'' and other Paradox games. It can take many forms. Little, pitiful nations, for example, frequently will ally with you, then almost immediately declare war against someone much stronger than them. Other countries, if they have constant ''casus belli'' against you, will declare subsequent wars even if they were beaten several times. It's especially infuriating if it results in a strong country deciding to abandon you, which invites other potential enemies to gang up on your poor nation.
* The ''SaintsRow'' series. If you're on the run from police and make the foolish mistake of trying to make your getaway in a vehicle, every pedestrian car in the city will suddenly think they're a cop too and deliberately get in your way, moreso if it's an activity where you can't afford to damage your vehicle. And then if you're on foot, they'll just panic from all the noise and lights and proceed to run you over, no matter where you are in relation to them.
* In ''Zippy Race'', it's painfully obvious that the other cars will actively try to swerve right in front of you.
* Lampshaded in ''VideoGame/Uncharted3DrakesDeception''. Throughout the game, enemies continue to shoot at you, even when trapped in a burning building, a sinking ship, or a collapsing ancient city. Drake figures the enemies just don't care. [[spoiler: It's later revealed that most of them are hyper-loyal to Marlowe. Others are not the sharpest tools in the shed (read: the pirates).]]
* In the first VideoGame/CommandAndConquer games, attacking a harvester or ore truck will cause the computer to go berserk and throw every single unit it has at you. It also has a habit of surrendering when all important structures were destroyed and it had no chance to win. ''Yuri's Revenge'' had the titular faction come across as spiteful, particularly the gattling and magnatron tanks and mind control units. The former loved to chip away while out of range, before running from any retalliation. Didn't matter if it killed anyone, what counted was they hurt and annoyed you. The latter takes damage if it mind controls too many units, but is only too happy to destroy itself if it means just turning one more unit and forcing their allies to shoot them.
** In the early games, if the AI decides it can't win, it will sell off all its buildings to create an army of infantry and throw them all at you. However, this behaviour was retained in some of the later games, which had the option to set victory conditions to destroy all buildings rather than all units…meaning the AI effectively commits suicide when it does it.
** In the first Red Alert, the AI would sell off any buildings that were too damaged. Unfortunately, this is also the only game in the series where you needed to get a building into the red zone of it's health before an engineer can take it over (all other games have engineers take over buildings regardless of health or status). It also has almost diabolical timing in doing so, as it will often sell off the building just as your engineer approaches it, to which then the infantry that pops out can usually gun down the (expensive) engineer before you can order it away or have your existing troops stop him. Thankfully it cannot sell off mission-critical buildings in the campaign, otherwise such missions would be a complete gamble.
* The AI in ''VideoGame/AgeOfEmpiresII'' will often skip around your actual defenses to try and attack your town and production buildings, which (assuming the player prepared for this) tends to lead to their entire army strung out and attacking houses while the player's army runs up and kills them all.
* In the first ''VideoGame/CallOfDuty'' game, the AI simply loves to taunt the player by shooting their corpse. And by that, we don't mean a few more bullets to make sure (they do that to everyone, but only the side hostile to the player), we mean [[ThereIsNoKillLikeOverkill unloading a whole MP-40 mag into the darkening camera or dropping a grenade at point-blank range then yelling "''Granate!''" and fleeing]].
** Not to mention instances where a German rushes upstairs, spots a Russian less than two meters in front of him... then [[GangUpOnTheHuman immediately spins 180° and opens fire on the player]] [[TheAllSeeingAI who did absolutely nothing to give away his presence]].
** ''VideoGame/CallOfDutyBlackOps'' allows for this with its Combat Training AI, who attempt to replicate the movements and actions of human players [[ArtificialStupidity with less than desirable results]]. In particular, in the second game, every AI team will have one or two people using a launcher as a secondary weapon, and the very ''instant'' you call in any sort of air-support KillStreak, they sight in on it and shoot it down. Even worse is that you can't do a whole lot to discourage this - change the game settings to ban all launchers and [[TheComputerIsACheatingBastard the opposing team will keep using the anti-air launcher anyway]] (they just won't start shooting down your air support until halfway through the game to "fake" playing by the rules).

to:

** AI drivers have been known to launch items backwards at you when there are racers in front of them that they would theoretically benefit more from targeting.
* ''DestructionDerby 2'' has the Death Bowl, an enclosed arena with a cliff. Even if you drive straight off all the other drivers will go after you to make certain you're wrecked.
* ''VideoGame/SuperSmashBros'' is guilty of this to a degree. In multiplayer free-for-all, computer controlled opponents will still fight each other, as it is free for all. However, stray far enough from the fray, and notice how enemies tend to drift towards you, all while fighting each other. This is even more prevalent in Brawl, where certain finishing moves (such as the Dragoon) will always be aimed solely at you, even if you aren't in the lead. Likewise, [[LimitBreak Final Smashes]] won't get activated unless ''you'', the human player(s), are the target(s).
** Doubly so with Final Smashes, triply so when it's a Final Smash that targets one person (Link, Ike, Marth) or moves about the screen (Pikachu, Sonic). You can spend an entire four-minute 4-player match (you plus 3 computers) just running away from someone with a Final Smash because the computer ''refuses'' to use it on anyone except you, they will hunt you down everywhere you go (and if you're on a huge stage like New Pork City and Hyrule Temple, and the computer grabs the Smash Ball when you and he are on opposite sides of the stage, you get to watch as the computer runs across the stage after you, completely ignoring the other computer opponents).
** Computers
targeting. They have been known to waste certain Final Smashes, like Snake's (which has an ammo/time limit), just waiting for a human to respawn, completely ignoring any other computers that launch red shells back at you when they are present.
** In ''Brawl'', you can make a custom stage where you can trick the [=AIs=] into an inescapable cage, or put yourself on a platform that none of
in first place, meaning it hits them can reach. Watch as they pace back and forth without even attempting instead.
* ''VideoGame/MarioParty'' frequently abuses this. If a CPU is chosen
to attack each other.
** AI characters are programmed
pick another player to taunt after compete against in a K.O. regardless of who scored and who was the victim. This can lead to them taunting right after respawning, celebrating their own failure.
** ''Super Smash Bros. for 3DS'' has Rival Smash. You're surrounded by weak {{Mook}}s, you have an AI rival playing the same character you are, and
Duel mini-game, they'll almost (if not always) ALWAYS pick you. Even if you're rated by how many in last place, or more KOs you get than the rival. If you're KO'd, the game ends. The rival? [[TheComputerIsACheatingBastard (S)he respawns with 0% damage, making him/her harder to deal with.]] Naturally, the computer targets the mooks and ignores you, hoping to get a higher score, right? [[HaHaHaNo Ha, no.]] It often ignores mooks right in front of them in order to GangUpOnTheHuman, which is ''detrimental'' to its ability to get a high score, as the game ends when the player gets KO'd.
* In ''VideoGame/{{Vanquish}}'' even
surprisingly, if you are surrounded by bulky marines carrying rocket launchers while you are completely out of ammo, every single enemy will try to gun you down specifically provided you aren't hiding behind cover, in which case many enemies will suicidally charge forward just to get behind your barricade and stab you in the face. It is somewhat justified in that the enemies for 99% of the game are robots and the fact that you have the ''super prototype'' ARS, you are probably considered to be a bigger threat. Not so justified when your allies seem to enjoy running in front of you while you're firing or rushing into an enemy warp point which pretty much automatically kills them as well as 'sitting' on grenades. Even worse, the more allied kills you get, the lower your overall score.
* ''VideoGame/FatalRacing'' has eight teams of two cars on the track, and on higher difficulty levels most races take about 10 minutes. It is not uncommon to see opponents turn around and head the wrong way if they are lagging behind, apparently to try and eliminate someone else [[TakingYouWithMe out of spite]] because they are doing poorly. On higher damage settings this is a legitimate danger: hit one and you take enough damage to [[EveryCarIsAPinto burst into flames]] and slow down, enabling [[WolfpackBoss other opponents]] to catch up to you and [[MadeOfExplodium kill you]] before you reach the pitlane.
** And sometimes a driver on low health heads into the pitlane and ''doesn't stop'', plowing into anyone standing there waiting for repairs and catapulting them back onto the track. This typically results in a [[SuicideAttack quick death]] for both cars involved.
** Somewhat averted in that the enemies don't specifically target you, they just decide [[{{Griefer}} they can't win and attempt to ruin everyone else's day]].
* In ''{{Driver}}'', police will not interfere with any other activity done by other AI drivers, including two AI drivers involved in a car crash directly in front of a police car. However, once the heat is on you, ALL police cars in the area become laser-guided missiles aimed at destroying your car, even if your car is at a dead stop. Furthermore, the computer police will callously crash into other vehicles on the road just to get to you. Apparently the lives of other motorists takes second place to catching a person who was driving 10 miles over the speed limit.
** Not only that, but they will often try to smash ''each other'' out of the way to get to you. Do any replay with the camera facing behind you, and you can watch them destroy dozens of their own cars this way.
* Sohees from ''VideoGame/RagnarokOnline'' often kill themselves when their HP is too low, so
you don't get have any items or XP.
* In some of the ''Franchise/YuGiOh'' video games, the AI often end up destroying their own high-level monsters
''stars'' and nets of traps with cards that hit both sides, like Torrential Tribute and Heavy Storm just to harm you, even though they are the ones that suffer far more damage in the process.
* The CityGuards in ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' have it in for you. They will always tell you to move along and ask you what you need, even when there's an annoyed Dark Elf trying to punch your lights out. You punch back, they'll [[DisproportionateRetribution immediately shout "YOU N'WAH!" and (attempt to) arrest you.]]
** In ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'' it's even worse. In Morrowind, the guards are confined to their respective locations, meaning you can enter/exit an area and any guards outside of the location where the offense took place will leave you alone unless you speak to them (unless your bounty is very high, such as through murder). In ''this'' game however, the guards are [[TheAllSeeingAI fully capable of following you into and out of buildings.]] What's more, if you're caught stealing even a SINGLE drake, the guards always seem to be right there waiting to yell "Stop right there, criminal scum!" and haul you off to prison.
* The first VideoGame/{{F-Zero}} featured (non-competitor) vehicles so low on health that
one touch would make them explode. Of course, rather than pull over to the side of the road and try to live, they prefer to try to ram you.
** One Story Mode mission in ''GX'' features [[{{Film/Speed}} Captain Falcon racing down a highway with a bomb strapped to his racer that will explode if he goes under a certain speed limit.]] While larger vehicles will pull over for you when you race by them, smaller vehicles refuse to budge and will happily get in your way so that you'll crash into them and dip under the speed limit.
* ''VideoGame/{{Elite}}'', at least the UsefulNotes/{{Commodore 64}} version, featured shuttles that would launch from a space station directly into the lane of oncoming traffic (i.e., you)--even when you were literally less than a second from successfully docking. If the collision didn't kill you outright, the instant plunge into wanted criminal status (for destroying an unarmed passenger shuttle) would mean getting ganked by the space police the moment you launched. Not so much the AI being spiteful as [[ArtificialStupidity just dumb]], but it wasn't hard to feel like the game was out to get you all the same.
* The AI in ''VideoGame/GalacticCivilizations'' is spiteful, but they're fair and rational about it:
** A fairly common occurrence when at war with an AI is for that race to surrender… to another AI. This is explicitly spelled out as spiteful to you. However, you can be on the receiving end of this tactic as well; [=AIs=] at war with each other will occasionally surrender to you to spite their conqueror.
** If you make peace with an enemy and then turn right around and declare war on them again, the AI will remember this. Trying peace negotiations with them again will result in a message along the lines of "What, you think we're idiots? Why the hell would we trust you to keep your word?" This even if the alternative is the destruction of the AI's civilization: it would rather go down fighting than give a backstabbing warmonger any kind of concession.
** The AI will also absolutely refuse to trade warfare technologies with a player who has a history of attacking other civilizations. The player's warmaking tendencies are explicitly pointed out as the reason for this.
* In SpaceEmpires IV if you get too large, all the other races in the galaxy will all suddenly break off relations with you, make peace with each other, and put together a massive military alliance that declares war on you. Even races that had "brotherly" affection for you and have been in a partnership for centuries, even pitiable races that are thousands of years less advanced and have been your vassal state for most of their existence, they all will spontaneously join in the free-for-all and attack you. (They ''will'' do this against another AI empire, but with a much harder-to-meet criteria of "too large"; also, the definition's weighed in a way that human playstyles tend to more rapidly fill. Also, this part of the stock AI is optional and may be absent or different for the plethora of [[GameMod third-party species]].)
* ''ShiningForce'' would have a poor AI that basically prioritizes Max or Bowie even if they can kill a squishy.
** If an enemy is about to die though they'll gladly take anyone they can down with them, even if it means going completely out of their way to do so.
* AI frequently does this in ''EuropaUniversalis'' and other Paradox games. It can take many forms. Little, pitiful nations, for example, frequently will ally with you, then almost immediately declare war against someone much stronger than them. Other countries, if they have constant ''casus belli'' against you, will declare subsequent wars even if they were beaten several times. It's especially infuriating if it results in a strong country deciding to abandon you, which invites other potential enemies to gang up on your poor nation.
* The ''SaintsRow'' series. If you're on the run from police and make the foolish mistake of trying to make your getaway in a vehicle, every pedestrian car in the city will suddenly think they're a cop too and deliberately get in your way, moreso if it's an activity where you can't afford to damage your vehicle. And then if you're on foot, they'll just panic from all the noise and lights and proceed to run you over, no matter where you are in relation to them.
* In ''Zippy Race'', it's painfully obvious that the other cars will actively try to swerve right in front of you.
* Lampshaded in ''VideoGame/Uncharted3DrakesDeception''. Throughout the game, enemies continue to shoot at you, even when trapped in a burning building, a sinking ship, or a collapsing ancient city. Drake figures the enemies just don't care. [[spoiler: It's later revealed that most of them are hyper-loyal to Marlowe. Others are not the sharpest tools in the shed (read: the pirates).]]
* In the first VideoGame/CommandAndConquer games, attacking a harvester or ore truck will cause the computer to go berserk and throw every single unit it has at you. It also has a habit of surrendering when all important structures were destroyed and it had no chance to win. ''Yuri's Revenge'' had the titular faction come across as spiteful, particularly the gattling and magnatron tanks and mind control units. The former loved to chip away while out of range, before running from any retalliation. Didn't matter if it killed anyone, what counted was they hurt and annoyed you. The latter takes damage if it mind controls too many units, but is only too happy to destroy itself if it means just turning one more unit and forcing their allies to shoot them.
** In the early games, if the AI decides it can't win, it will sell off all its buildings to create an army of infantry and throw them all at you. However, this behaviour was retained in some of the later games, which had the option to set victory conditions to destroy all buildings rather than all units…meaning the AI effectively commits suicide when it does it.
** In the first Red Alert, the AI would sell off any buildings that were too damaged. Unfortunately, this is also the only game in the series where you needed to get a building into the red zone of it's health before an engineer can take it over (all other games have engineers take over buildings regardless of health or status). It also has almost diabolical timing in doing so, as it will often sell off the building just as your engineer approaches it, to which then the infantry that pops out can usually gun down the (expensive) engineer before you can order it away or have your existing troops stop him. Thankfully it cannot sell off mission-critical buildings in the campaign, otherwise such missions would be a complete gamble.
* The AI in ''VideoGame/AgeOfEmpiresII'' will often skip around your actual defenses to try and attack your town and production buildings, which (assuming the player prepared for this) tends to lead to their entire army strung out and attacking houses while the player's army runs up and kills them all.
* In the first ''VideoGame/CallOfDuty'' game, the AI simply loves to taunt the player by shooting their corpse. And by that, we don't mean a few more bullets to make sure (they do that to everyone, but only the side hostile to the player), we mean [[ThereIsNoKillLikeOverkill unloading a whole MP-40 mag into the darkening camera or dropping a grenade at point-blank range then yelling "''Granate!''" and fleeing]].
** Not to mention instances where a German rushes upstairs, spots a Russian less than two meters in front of him... then [[GangUpOnTheHuman immediately spins 180° and opens fire on the player]] [[TheAllSeeingAI who did absolutely nothing to give away his presence]].
** ''VideoGame/CallOfDutyBlackOps'' allows for this with its Combat Training AI, who attempt to replicate the movements and actions of human players [[ArtificialStupidity with less than desirable results]]. In particular, in the second game, every AI team will have one or two people using a launcher as a secondary weapon, and the very ''instant'' you call in any sort of air-support KillStreak, they sight in on it and shoot it down. Even worse is that you can't do a whole lot to discourage this - change the game settings to ban all launchers and [[TheComputerIsACheatingBastard the opposing team will keep using the anti-air launcher anyway]] (they just won't start shooting down your air support until halfway through the game to "fake" playing by the rules).
measly coin.



* In ''VideoGame/JustCause 2'', the enemy armament is more dependent on what the player is using than on how rare their guns are supposed to be. Take the shotgun, assault rifle, and machine gun: the latter is supposed to be the rarest of the three, and if you're using one yourself it is - but then drop it for an assault rifle and suddenly ''everyone'' you kill with that is dropping the machine gun instead.
** Every now and then you can get "support" from one of the three allied factions to attack Panauan military installations. There's little possibility for you to sit out the fight and let your allies take care of things for you, as if you're anywhere nearby when it happens the military will know you're involved and start shooting you too. This ''very'' frequently leads to the player being forced to handle every bit of destruction and even just exploration with guns blazing from the get-go, because as soon as they get anywhere near a village with some destructible object, an ally will drive in at full speed and immediately get themselves shredded ''just'' so the military turns their guns on the player.
* ''VideoGame/MarioParty'' frequently abuses this. If a CPU is chosen to pick another player to compete against in a Duel mini-game, they'll almost (if not always) ALWAYS pick you. Even if you're in last place, or more surprisingly, if you don't have any ''stars'' and just one measly coin.
* In ''VideoGame/InazumaEleven'', especially the later iterations, the AI will do anything to make sure you don't get the ball. This includes sacrificing even their own strikers' TP just so that you'd not get a chance at scoring, even if they're losing (so that you cannot complete the 5-0 conditions, in post-ending challenges). They also have a tendency to use their bench players IMMEDIATELY after their players lose all their TP, regardless of how much sense it would make. Comes back to bite them in the buttocks when you exploit their weaker benchers.
* It even applies to bugs. ''VideoGame/FalloutNewVegas'' has several glitches that seem to exist solely because a character's AI realizes [[GameBreakingBug the player will be screwed out of a quest and its reward if they screw up at one specific point in time]] and it decides to take advantage.
** If you decide to rescue Ted Gunderson for the quest "Beyond the Beef", he will act like a regular companion and follow you through every door - ''except'' for the one that leads you where you need to take him. It is still possible to complete it in this manner, though - you just need to fast-travel outside of the Strip to get him to teleport back to you, then run back into the Strip before the security robots at the door blow him to pieces.
** One of the Boomers at Nellis AFB lets you hear the history of how they left Vault 34, blew up everything they came across, and settled at the air base. Hearing their history is part of how you're supposed to become accepted with the group so they'll let you take on their quests. Naturally, 100% of the time the kid stops completely after the first part of the speech and won't continue or let you talk to him - and if you leave the room (your only option that isn't "prove you're insane"[[note]]that is, use the wait function to make time pass and talk to him again, which will just make him bug out at the exact same spot again[[/note]] or "stop playing"), you gain infamy with the group instead. Console commands to reset his AI are all that can save you here.
* ''VideoGame/IggysReckinBalls'': The AI gets more aggressive towards opponents that have attacked it in the past. Sometimes it will simply race alongside you, but if you've screwed it over in the past, it will make sure to return the favor. Thankfully, the game averts GangUpOnTheHuman: the AI does this to other AI players just as readily.
* ''Sonic & Sega All-Stars Racing Transformed'' has the AI act extremely hostile towards you and only you, especially on the higher difficulty levels. Unlike ''Mario Kart'' where the AI tend to throw items out as soon as they can, the AI in this game will hold onto their items for a while until you get within striking view. The AI is particularly nasty with the Ice item since they will usually spam all 3 ice balls in quick succession so that you get frozen and slow down a lot. There's also challenges where you have to deal with moving road obstacles and some types purposely swerve into your path just to make you lose time.
* ''VideoGame/ShinMegamiTenseiIIINocturne'' has certain enemies capable of a SelfDestructiveCharge. Should they toe the line between life and death, they will just blow up, not only damaging you considerably and denying you some XP and cash, but sometimes even hurting their own allies and triggering their own self destructs.

to:

* In ''VideoGame/JustCause 2'', ''VideoGame/MasterOfOrion'', especially MOO1, any A.I faction you are at war with won't hesitate to deliberately vote for your opponent in the enemy armament Galactic Council election just to spite you, which if he is more dependent on what elected causes him to win the game, making the AI faction lose the game themselves as a result of their vote. Note that there is no allied victory in MOO, it's every man for himself. The only rational thing to do for the A.I faction in such a situation is to abstain, which ensures that nobody is elected and therefore prevents the player is using than on how rare their guns are supposed to be. Take the shotgun, assault rifle, and machine gun: the latter is supposed to be the rarest of the three, and if you're using one yourself it is - but then drop it for an assault rifle and suddenly ''everyone'' you kill with that is dropping the machine gun instead.
** Every now and then you can get "support"
from one of the three allied factions to attack Panauan military installations. There's little possibility for you to sit out the fight and let your allies take care of things for you, as if you're anywhere nearby when it happens the military will know you're involved and start shooting you too. This ''very'' frequently leads to the player being forced to handle every bit of destruction and even winning just exploration with guns blazing from the get-go, because as soon as they get anywhere near a village with some destructible object, an ally will drive in at full speed and immediately get themselves shredded ''just'' so the military turns their guns on the player.
* ''VideoGame/MarioParty'' frequently abuses this. If a CPU is chosen to pick another player to compete against in a Duel mini-game, they'll almost (if not always) ALWAYS pick you. Even if you're in last place, or more surprisingly, if you don't have any ''stars'' and just one measly coin.
* In ''VideoGame/InazumaEleven'', especially the later iterations,
much, but the AI will do anything to make sure hates you don't get the ball. This includes sacrificing even their own strikers' TP just so much that you'd not get a chance at scoring, even if they're losing (so that you cannot complete the 5-0 conditions, in post-ending challenges). They also have a tendency willing to use their bench players IMMEDIATELY after their players deliberately lose all their TP, regardless of how much sense it would make. Comes back to bite them in the buttocks when you exploit their weaker benchers.
* It even applies to bugs. ''VideoGame/FalloutNewVegas'' has several glitches that seem to exist solely because a character's AI realizes [[GameBreakingBug the player will be screwed out of a quest and its reward if they screw up at one specific point in time]] and it decides to take advantage.
** If you decide to rescue Ted Gunderson for the quest "Beyond the Beef", he will act like a regular companion and follow you through every door - ''except'' for the one that leads you where you need to take him. It is still possible to complete it in this manner, though - you just need to fast-travel outside of the Strip to get him to teleport back to you, then run back into the Strip before the security robots at the door blow him to pieces.
** One of the Boomers at Nellis AFB lets you hear the history of how they left Vault 34, blew up everything they came across, and settled at the air base. Hearing their history is part of how you're supposed to become accepted with the group so they'll let you take on their quests. Naturally, 100% of the time the kid stops completely after the first part of the speech and won't continue or let you talk to him - and if you leave the room (your only option that isn't "prove you're insane"[[note]]that is, use the wait function to make time pass and talk to him again, which will just make him bug out at the exact same spot again[[/note]] or "stop playing"), you gain infamy with the group instead. Console commands to reset his AI are all that can save you here.
* ''VideoGame/IggysReckinBalls'': The AI gets more aggressive towards opponents that have attacked it in the past. Sometimes it will simply race alongside you, but if you've screwed it over in the past, it will make sure to return the favor. Thankfully,
the game averts GangUpOnTheHuman: the AI does this to other AI players just as readily.
* ''Sonic & Sega All-Stars Racing Transformed'' has the AI act extremely hostile towards you and only you, especially on the higher difficulty levels. Unlike ''Mario Kart'' where the AI tend to throw items out as soon as they can, the AI in this game will hold onto their items for a while until you get within striking view. The AI is particularly nasty with the Ice item since they will usually spam all 3 ice balls in quick succession so that you get frozen and slow down a lot. There's also challenges where you have to deal with moving road obstacles and some types purposely swerve into your path
just to make you the player lose time.
* ''VideoGame/ShinMegamiTenseiIIINocturne'' has certain enemies capable of a SelfDestructiveCharge. Should they toe the line between life and death, they will just blow up, not only damaging you considerably and denying you some XP and cash, but sometimes even hurting their own allies and triggering their own self destructs.
as well.



* Pedestrian drivers in ''VideoGame/RadRacer'' will not get out of your way for any reason, and some will even start changing lanes as you approach just to get you to crash into them.



* In ''VideoGame/MasterOfOrion'', especially MOO1, any A.I faction you are at war with won't hesitate to deliberately vote for your opponent in the Galactic Council election just to spite you, which if he is elected causes him to win the game, making the AI faction lose the game themselves as a result of their vote. Note that there is no allied victory in MOO, it's every man for himself. The only rational thing to do for the A.I faction in such a situation is to abstain, which ensures that nobody is elected and therefore prevents the player from winning just as much, but the AI hates you so much that they're willing to deliberately lose the game just to make the player lose as well.
* In ''Videogame/LordsOfMagic'' enemies will always prioritize killing your mage over anything else, even though the mage likely expended all of their mana at the very beginning and will have no further effect on the battle (besides the enemies ignoring all the real dangers to chase them down). They do this if they're a band of marauders loyal to no one, fighting to defend their capital city, or any other circumstance that should make them prioritize winning the current battle over denying you use of the mage in future battles against someone else.
* In ''VideoGame/CandyCrushSaga.'' When compared to a ''free'' {{MatchThreeGame}}, the board seems less random and more actively conspiring against you. Nowhere is it more evident than in Order levels, where you need specific combos or colours of candy to complete a board. Most levels require some degree of speed or strategy, but on the Order levels special candies suddenly become a lot harder to make, and where before all candies dropped fairly evenly, it will pick one of your Order's colours to skimp on. If the AI doesn't want you to pass this level, ''you won't.''
** In early timed levels, tons of +5 candies will drop. Later on, you'll see less and less of them, and they'll be dropping in places that are a waste of time to reach as well. Moreover, once you've made your point quota (ie, the AI has lost and is just running out the clock) they start dropping more frequently.

to:

* In ''VideoGame/MasterOfOrion'', especially MOO1, any A.I ''VideoGame/MountAndBlade'', your entire army could be standing five feet away hacking at enemy soldiers, and the bulk of those enemy soldiers will still completely ignore the men hacking away at them to try and get a piece of you. This makes fighting in melee combat very tedious since you can be swarmed very easily. It's even more annoying when you're standing alone on a hillside away from the main battle and half of the enemy's archers are firing arrows at you from two-hundred yards away rather than trying to defend themselves from the infantry slowly marching up the hill at them. It ''could'' be justified partially by the fact that (at least in the vanilla game) incapacitating you immediately leads to your entire army's defeat, but since the reverse isn't true for the enemy commander, it's still a good example of this trope.
* ''VideoGame/NeverwinterNights'' has an "enemy" faction, a "noncombatant" faction, and allows custom factions to be created in development. Any
faction that becomes hostile to you are at war (by hitting even one of their members) will cause them all to join the enemies. So if you come across some drow butchering innocent villagers and hit a dog, the drow, the villagers (including children), the dogs, and any animal (regardless of being a predator or prey) will all team up against you.
** This isn't always true, depending on whether or not the faction is set to global or not. If a faction is not marked as global, only observers will become hostile. And they'll still attack other enemies.
* Enemies in ''PhantomBrave'' will sometimes waste attacks on the corpses of your party members, even before you get the ability to revive. This does absolutely nothing to help them win the match, but makes it ''much'' more expensive to revive your guys afterwards.
** ''PhantomBrave'' players who spend long enough in the random dungeons might eventually come across a map filled
with awesomely powerful items and objects strewn about all over the place, and a bunch of enemy Prinnies. The Prinnies ''will'' focus exclusively on systematically wandering from item to item, picking them all up and throwing them all out of bounds, one by one. They pretty much won't hesitate to deliberately vote for your opponent in stop until all the Galactic Council election just to spite you, which if he is elected causes him to win the game, making the AI faction lose the game themselves as a result of their vote. Note that there is no allied victory in MOO, it's every man for himself. The only rational thing to do for the A.I faction in such a situation is to abstain, which ensures that nobody is elected and therefore prevents the player from winning just as much, but the AI hates stuff you so much that they're willing to deliberately lose the game just to make the player lose as well.
* In ''Videogame/LordsOfMagic'' enemies will always prioritize killing your mage over anything else, even though the mage likely expended all of their mana at the very beginning and will
might have no further effect on the battle (besides wanted has been destroyed.
*** Not to mention
the enemies ignoring all who constantly try to steal your weapons.
*** Also,
the real dangers to chase them down). They do this chances of stealing an item only depend on the unit's level and species (Merchants are better than average, Bottlemails have an almost 100% chance even if they're half the enemy's level.) Enjoying beating up on weakened level 150 enemies with your level 60 Marona armed with a band super-duper weapon?Just wait until one of marauders loyal them finally gets one single turn, and uses that turn to nab your weapon and use it to [[HoistByHisOwnPetard kill you in one hit]].
* ''{{Pokemon}}'':
** Wild [[{{Mons}} Pokémon]] such as Geodude and Voltorb will often blow up on you for
no one, fighting good reason. Why would wild animals [[NonLethalKO knock themselves unconscious]] [[SenselessSacrifice just to defend damage you?]] How bizarre.
** In the [[OverlyLongName 5-Maid Knockout Exact-Turn Attack Challenge]] of ''Pokémon Platinum'', you go up against five trainers in a row, each of then with one Clefairy. The idea is that you have to beat them all in a specific number of turns. Not "equal to or less than"; an EXACT number of turns. The problem is that every single one of the maids loves to spam the Endure move, which allows a mon to survive any hit with one hit point remaining. There is absolutely no reason to do this in a battle; the CPU just wants to throw off your turn count.
*** Additionally, the trainer match you get as a reward's true purpose is to steal the RareCandy from
their capital city, one Pokémon, since this is the only way Rare Candies are farmable (you can take the challenge once a day, but the item is replaced every time). However it will immediately destroy the item by using the move "Fling", so you still can't get it unless the first mon in your party can, in addition to taking down all those Clefairy at the exact right time, steal it from them immediately or any other circumstance keep them from attacking and switch to a different mon that should make them prioritize winning the current can steal it.
** Similiarly, both [[VideoGame/PokemonXAndY X and Y]] and [[VideoGame/PokemonRubyAndSapphire Omega Ruby and Alpha Sapphire]] have
battle over denying restaurants where you use of the mage in future get extra rewards for finishing battles against someone else.
* In ''VideoGame/CandyCrushSaga.
in the right number of turns. The AI just loves to employ [[LuckBasedMission luck-based strategies]] such as spamming Protect and Double Team, or utilizing a Prankster+Stun Spore combo[[note]]Prankster gives any non-damaging move priority, meaning the AI will always move first regardless of speed unless you also use a priority move, which are relatively uncommon[[/note]] to paralyze you before you can attack. None of these strategies are actually going to help it beat you, it's just trying to stall you out so you lose the rewards.
** All too often, that OlympusMons that you're trying to catch would rather [[CyanidePill commit suicide]] by self-damaging moves like Double Edge, or just faint from Poison/Burn damage, than allow itself to be captured by you. And woe betide you if you try to capture a mon with a suicide move (see above) without putting them to sleep first.
** Up until the 5th gen, the battle facilities were particularly cruel about this: if you tie (such as if you KO their last Pokemon with a recoil move, but faint to the recoil) ''the AI wins.
'' When compared to a ''free'' {{MatchThreeGame}}, the board seems less random and more actively conspiring against you. Nowhere is it more evident than in Order levels, where Yes, you need specific combos or colours of candy to complete a board. Most levels require some degree of speed or strategy, but on the Order levels special candies suddenly become a lot harder to make, and where before all candies dropped fairly evenly, it read that right. And this will pick one often happen through no fault of your Order's colours to skimp on. If own via the AI doesn't want you to pass [[ActionBomb exploding their]] [[TakingYouWithMe last Pokemon.]] Fortunately, this level, ''you won't.''
was fixed in Black/White.
** In early timed levels, tons The spite continues in the latest generation, ''VideoGame/PokemonSunAndMoon'', with the "Minior" creatures: There are seven different colors / variants, but they all have an identical outer shell. You can only know which color the one you're battling is by reducing it to under half health. All of +5 candies them have the ''[[ActionBomb Self-Destruct]]'' move, which they will drop. Later on, you'll see less use at random, often on their first turn. The only way to prevent it working and less catch all seven variants reliably is to battle them using a Pokémon with the "Damp" ability (Golduck, Parasect), which prevents Explosion and Self-Destruct from working when used by anybody (friend or foe) while the Damp Pokémon on the field.
* The military in ''VideoGame/{{Prototype}}'' is hell-bent on stopping you, and only you. If you so much as twitch wrong in their presence, they will drop whatever they're doing, no matter how suicidally stupid that may be, and try to turn you into mush. You could be standing in a crowd
of them, pedestrians or even other soldiers, and they'll still unload on you with no care as to who gets caught in the cross-fire. Sometimes it seems like the death toll would be dropping much lower if they just let Alex [[SociopathicHero kill a few]] [[VideogameCrueltyPotential thousand]] people without interfering. While the military is just as reckless with the infected, they still prioritize you over all else. There are a scant few missions in places which the military outright will not attack you, but that's it. Even during the boss fights, they'll try to pick you off, though they're not as persistent about it.
** Justified in that Blackwatch's (who is commanding the military here) SOP is to massacre every''one'' and every''thing'' in even the same vague area as a plague outbreak, animals included, for fear of contamination spreading. Those civilians? Written off as acceptable losses, the instant Alex is spotted.
** The Infected are quite similar, with the added bonus that they can spot you in disguise or not. However, the game subtly justifies this later on, when a cutscene shows an Infected's point of view: to the Infected, you're glowing like the freaking sun, so naturally they'll focus on you above the dim bulbs
that are a waste regular humans.
* Pedestrian drivers in ''VideoGame/RadRacer'' will not get out
of time to reach as well. Moreover, once you've made your point quota (ie, way for any reason, and some will even start changing lanes as you approach just to get you to crash into them.
* Sohees from ''VideoGame/RagnarokOnline'' often kill themselves when their HP is too low, so you don't get any items or XP.* In ''StarWarsBattlefront 2'', the AI, no matter how far away they are, will often ignore every other threat just to target you, even when they are physically incapable of hitting you. Try shooting a walker on Hoth with a sniper rifle and you'll see. Even the giant AT-AT pauses in its march to turn and start blasting at a sniper for a stray shot that did nothing.
** The allied AI is just as bad. They literally ''give away'' control posts to the enemy, moreso if you originally spawned from that post or had a hand in capturing it at all (which means [[ThisIsGonnaSuck pretty much all of them]]).
* The ''SaintsRow'' series. If you're on the run from police and make the foolish mistake of trying to make your getaway in a vehicle, every pedestrian car in the city will suddenly think they're a cop too and deliberately get in your way, moreso if it's an activity where you can't afford to damage your vehicle. And then if you're on foot, they'll just panic from all the noise and lights and proceed to run you over, no matter where you are in relation to them.
* In ''[[VideoGame/SaintsRowtheThird Saints Row: The Third]]'', if you are being shot at by gang members and run past some cops, they will shoot you too. Even if you're unarmed.
* ''ShiningForce'' would have a poor AI that basically prioritizes Max or Bowie even if they can kill a squishy.
** If an enemy is about to die though they'll gladly take anyone they can down with them, even if it means going completely out of their way to do so.
* ''VideoGame/ShinMegamiTenseiIIINocturne'' has certain enemies capable of a SelfDestructiveCharge. Should they toe the line between life and death, they will just blow up, not only damaging you considerably and denying you some XP and cash, but sometimes even hurting their own allies and triggering their own self destructs.
* In ''Smuggler's Run'', the police cars don't really do much except try to crash into you as hard as possible. They don't mind flipping over in crazy ways that no normal human could survive, or brutally totalling their car every now and then. They just want to TAKE YOU DOWN.
** Same thing happens in the ''VideoGame/GrandTheftAuto'' series. Even if you're driving a tank and their cars instantly explode when they hit, the LemmingCops will still constantly ram you just to slowly drain your HitPoints.
** Another way the police AI in ''VideoGame/GrandTheftAuto'', and it's clones, hates you is seen when other criminals go after you. In one of the early missions in ''VideoGame/GrandTheftAutoSanAndreas'', you can be riding a bicycle while three men in a car are gunning you down. Even if a policeman is standing in the line of fire, he won't respond. But god help you if your bicycle hits the policeman. Some older games take this UpToEleven: The police may be in a neutral or hostile (to you) state, and any criminal action against the police by AI enemies will cause the police to act as if YOU attacked them.
** Somewhat averted in another sandbox game where the player deals with police frequently (''{{Postal}} 2''). If the police see or hear another NPC fire a weapon, whether it's at you, them, or anybody else, they ''will'' attack back - in fact, the [=NPCs=] have it worse than you in this case, as the cops will continue sending more men until that NPC is dead, whereas the player has the option of throwing down his weapon and surrendering. However, if the above NPC was shooting at you and you try to fight back, or even if you just have a weapon in hand when in a cop's line of sight ''at all'', they'll drop everything and focus on you instead.
* ''Sonic & Sega All-Stars Racing Transformed'' has
the AI act extremely hostile towards you and only you, especially on the higher difficulty levels. Unlike ''Mario Kart'' where the AI tend to throw items out as soon as they can, the AI in this game will hold onto their items for a while until you get within striking view. The AI is particularly nasty with the Ice item since they will usually spam all 3 ice balls in quick succession so that you get frozen and slow down a lot. There's also challenges where you have to deal with moving road obstacles and some types purposely swerve into your path just to make you lose time.
* In SpaceEmpires IV if you get too large, all the other races in the galaxy will all suddenly break off relations with you, make peace with each other, and put together a massive military alliance that declares war on you. Even races that had "brotherly" affection for you and have been in a partnership for centuries, even pitiable races that are thousands of years less advanced and have been your vassal state for most of their existence, they all will spontaneously join in the free-for-all and attack you. (They ''will'' do this against another AI empire, but with a much harder-to-meet criteria of "too large"; also, the definition's weighed in a way that human playstyles tend to more rapidly fill. Also, this part of the stock AI is optional and may be absent or different for the plethora of [[GameMod third-party species]].)
* In ''StarWars: RogueSquadron 2'', the TIE fighter AI would occasionally crash a random fighter into the player, often costing a life (and earning the [[BlatantLies affectionate]] FanNickname "Darth Bob"). It is generally accepted that this wasn't what the programmers intended, and that it's [[strike: a flaw in the programming]] the AI taking things into its own hands to kill you.
** Similarly, in the sequel of ''VideoGame/BattalionWars'', just to make enemy Fighters' DemonicSpider status even worse, they will ''crash into your AI Fighters to make them die instantly sometimes''. As if your AI Fighters not picking up Jerry Cans and being TooDumbToLive as a result wasn't enough.
* In ''VideoGame/{{SSX}}'', if you keep knocking down your opponents, they get a red exclamation point over their head. In Tricky, these racers will slow down if they're ahead of you to wait for you and try to knock you down.
** For once, the trope is justified. If you were repeatedly knocked over by someone while trying to race you'd be pretty spiteful too, and want to return the favor.
* The pirates will fight you to the bitter end in ''VideoGame/SuperMetroid'', even by attacking you as you flee after killing the LoadBearingBoss. They might have an excuse, though, since it's not often a whole freaking [[EarthShatteringKaboom planet]] that's exploding. Where would they escape to?
** There is one available method of escape: your ship. [[FridgeBrilliance They must be trying to kill you and take your keys.]] Except in Zero Mission, in which [[spoiler:your ship
has lost long since been shot down and you need to steal one of theirs. For some reason, the pirate pilots helpfully oblige you by hopping out of their ride in their great zeal to personally kill you, instead of just leaving you behind on the exploding mothership.]]
* ''VideoGame/SuperSmashBros''
is guilty of this to a degree. In multiplayer free-for-all, computer controlled opponents will still fight each other, as it is free for all. However, stray far enough from the fray, and notice how enemies tend to drift towards you, all while fighting each other. This is even more prevalent in Brawl, where certain finishing moves (such as the Dragoon) will always be aimed solely at you, even if you aren't in the lead. Likewise, [[LimitBreak Final Smashes]] won't get activated unless ''you'', the human player(s), are the target(s).
** Doubly so with Final Smashes, triply so when it's a Final Smash that targets one person (Link, Ike, Marth) or moves about the screen (Pikachu, Sonic). You can spend an entire four-minute 4-player match (you plus 3 computers)
just running out away from someone with a Final Smash because the clock) computer ''refuses'' to use it on anyone except you, they start dropping will hunt you down everywhere you go (and if you're on a huge stage like New Pork City and Hyrule Temple, and the computer grabs the Smash Ball when you and he are on opposite sides of the stage, you get to watch as the computer runs across the stage after you, completely ignoring the other computer opponents).
** Computers have been known to waste certain Final Smashes, like Snake's (which has an ammo/time limit), just waiting for a human to respawn, completely ignoring any other computers that are present.
** In ''Brawl'', you can make a custom stage where you can trick the [=AIs=] into an inescapable cage, or put yourself on a platform that none of them can reach. Watch as they pace back and forth without even attempting to attack each other.
** AI characters are programmed to taunt after a K.O. regardless of who scored and who was the victim. This can lead to them taunting right after respawning, celebrating their own failure.
** ''Super Smash Bros. for 3DS'' has Rival Smash. You're surrounded by weak {{Mook}}s, you have an AI rival playing the same character you are, and you're rated by how many
more frequently.KOs you get than the rival. If you're KO'd, the game ends. The rival? [[TheComputerIsACheatingBastard (S)he respawns with 0% damage, making him/her harder to deal with.]] Naturally, the computer targets the mooks and ignores you, hoping to get a higher score, right? [[HaHaHaNo Ha, no.]] It often ignores mooks right in front of them in order to GangUpOnTheHuman, which is ''detrimental'' to its ability to get a high score, as the game ends when the player gets KO'd.
* The ''Baldur's Gate'' example actually happens in ''VideoGame/TacticsOgre''. Often they might petrify a party member...and then proceed to find the immobile party member and ''beat the shit out of them''. Additionally, if you bewitch an enemy, they know you won't damage them because that'll end the bewitching...if they can't cure the bewitchment, they may instead ''heal'' the bewitched enemy so when it ''does'' wear off, you have to beat them back down again.
* On VideoGame/ToontownOnline, of all places, in the Cog Thief minigame, the cogs try to steal money, and you try to throw pies at them to make them explode. If they hit you, they explode and you fly into the air. When this happens, the cogs currently on screen will turn away from the money and try to run into you, even though they will instantly explode upon running into you.
* ''VideoGame/TotalWar'' players. An enemy nation might be down to one city, every port blockaded, its treasury so far in the negative that it's threatening to plunge the world into a new Ice Age, but will it sue for peace or stop sending rag tag bands of peasants to get slaughtered by your invincible armies ? Fuck no, motherfucker, THIS IS TOTALLY SUICIDAL WAR !
** Don't forget [[IncrediblyLamePun the goddamn Pope]]. You might have been fighting a defensive war against a nation 3 times larger than you for 5-6 game years. You finally launch a counter attack on your former city AND THE POPE THREATENS TO EXCOMMUNICATE YOU. Muslims have it easy...
** AI countries can be excommunicated too -- [[TheComputerIsACheatingBastard in theory]] -- so at least they'll get punished for their spite. In theory.
* Lampshaded in ''VideoGame/Uncharted3DrakesDeception''. Throughout the game, enemies continue to shoot at you, even when trapped in a burning building, a sinking ship, or a collapsing ancient city. Drake figures the enemies just don't care. [[spoiler: It's later revealed that most of them are hyper-loyal to Marlowe. Others are not the sharpest tools in the shed (read: the pirates).]]
* In ''VideoGame/{{Vanquish}}'' even if you are surrounded by bulky marines carrying rocket launchers while you are completely out of ammo, every single enemy will try to gun you down specifically provided you aren't hiding behind cover, in which case many enemies will suicidally charge forward just to get behind your barricade and stab you in the face. It is somewhat justified in that the enemies for 99% of the game are robots and the fact that you have the ''super prototype'' ARS, you are probably considered to be a bigger threat. Not so justified when your allies seem to enjoy running in front of you while you're firing or rushing into an enemy warp point which pretty much automatically kills them as well as 'sitting' on grenades. Even worse, the more allied kills you get, the lower your overall score.
* ''VideoGame/WarcraftIII'' has the multiplayer mode. The enemy hero units are worth enough experience to advance to level two, so it's usually a good idea to try and kill them before they can make any additional troops. If you get the heroes down to low health, however, they will run off in search of the nearest monster do they can die and deny you the experience. It doesn't help that by that time you're usually too low on health yourself to fight the monsters.
** In multiplayer LAN games with one or more human players, AI will always attack the host, even above the other humans. The AI could be in the middle of attacking you, but turn around and attack a gold mine your buddy just built on the other side of the map ''without any way of knowing this had even happened'' -- all because ''you'' aren't the host.
* In some of the ''Franchise/YuGiOh'' video games, the AI often end up destroying their own high-level monsters and nets of traps with cards that hit both sides, like Torrential Tribute and Heavy Storm just to harm you, even though they are the ones that suffer far more damage in the process.
* In ''Zippy Race'', it's painfully obvious that the other cars will actively try to swerve right in front of you.
12th Mar '17 8:01:44 AM Tightwire
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* In ''VideoGame/CandyCrushSaga. When compared to a ''free'' {{MatchThreeGame}}, the board seems less random and more actively conspiring against you. Nowhere is it more evident than in Order levels, where you need specific combos or colours of candy to complete a board. Most levels require some degree of speed or strategy, but on the Order levels special candies suddenly become a lot harder to make, and where before all candies dropped fairly evenly, it will pick one of your Order's colours to skimp on. If the AI doesn't want you to pass this level, ''you won't.''

to:

* In ''VideoGame/CandyCrushSaga. '' When compared to a ''free'' {{MatchThreeGame}}, the board seems less random and more actively conspiring against you. Nowhere is it more evident than in Order levels, where you need specific combos or colours of candy to complete a board. Most levels require some degree of speed or strategy, but on the Order levels special candies suddenly become a lot harder to make, and where before all candies dropped fairly evenly, it will pick one of your Order's colours to skimp on. If the AI doesn't want you to pass this level, ''you won't.''
12th Mar '17 7:58:12 AM Tightwire
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* Good freakin' luck winning ''any'' game against multiple computers in the PC game ''Monopoly'' ''StarWars'': pretty much the only way to win a game of Monopoly is to get… well, a monopoly, and the AI will orchestrate trades with each other so that everybody has a monopoly except for you. There's nothing you can do about this; the trade goes off so long as all affected parties (both AI players) agree to the trade. If the trade doesn't affect you, you have no say. You'll also have difficulty trading with the AI because the AI will not accept a trade unless it ''massively screws you;'' they won't give you ''a single property'' unless you give them about five properties and ''most'' of your money. Put simply: unless you nab all of the properties in a color by just landing on them normally, you are screwed. They also won't give you a monopoly in a trade unless you give them one in return; that's common sense, but it also means your odds of winning a game are typically- at best- 50/50.

to:

* Good freakin' luck winning ''any'' game against multiple computers in the PC game ''Monopoly'' ''StarWars'': pretty much the only way to win a game of Monopoly is to get… well, a monopoly, and the AI will orchestrate trades with each other so that everybody has a monopoly except for you. There's nothing you can do about this; the trade goes off so long as all affected parties (both AI players) agree to the trade. If the trade doesn't affect you, you have no say. You'll also have difficulty trading with the AI because the AI will not accept a trade unless it ''massively screws you;'' they won't give you ''a single property'' unless you give them about five properties and ''most'' of your money. Put simply: unless you nab all of the properties in a color by just landing on them normally, you are screwed. Don't forget the AI rolls the dice too. They also won't give you a monopoly in a trade unless you give them one in return; that's common sense, but it also means your odds of winning a game are typically- at best- 50/50.



* In ''VideoGame/CandyCrushSaga. Especially when compared to a free {{MatchThreeGame}}, the board is less random and more actively conspiring against you. Nowhere is it more evident than in Order levels, where you need specific combos or colours of candy to complete a board. Most other levels require some degree of speed or strategy, but on the Order levels special candies suddenly become a lot harder to make, and where before all candies dropped fairly evenly, it seems to pick one of your Order's colours to skimp on. If the AI has decided you're not going to win this level, you won't.
** In early timed levels, tons of +5 candies will drop. Later on, you'll see less and less of them, and they'll be dropping in places that are a waste of time for winning those vital points as well. Moreover, once you've made your point quota (ie, the AI has lost and is just running out the clock) is when they start dropping more frequently.

to:

* In ''VideoGame/CandyCrushSaga. Especially when When compared to a free ''free'' {{MatchThreeGame}}, the board is seems less random and more actively conspiring against you. Nowhere is it more evident than in Order levels, where you need specific combos or colours of candy to complete a board. Most other levels require some degree of speed or strategy, but on the Order levels special candies suddenly become a lot harder to make, and where before all candies dropped fairly evenly, it seems to will pick one of your Order's colours to skimp on. If the AI has decided you're not going doesn't want you to win pass this level, you won't.
''you won't.''
** In early timed levels, tons of +5 candies will drop. Later on, you'll see less and less of them, and they'll be dropping in places that are a waste of time for winning those vital points to reach as well. Moreover, once you've made your point quota (ie, the AI has lost and is just running out the clock) is when they start dropping more frequently.
12th Mar '17 7:20:43 AM Tightwire
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* In ''VideoGame/CandyCrushSaga. Unlike most {{MatchThreeGame}}s, the board seems to actively conspire against you. Nowhere is it more evident than in Order levels, where you need specific combos or colours of candy. Most other levels require some degree of speed or strategy, but on the Order levels special candies suddenly become a lot harder to make, and where before the colours dropped fairly evenly, it seems to pick one of your Order's colours to skimp on. If the AI has decided you're not going to win this level, you won't.
** In early timed levels, tons of +5 candies will drop. As levels go on, you'll see less and less of them, and they'll be dropping in places that are a waste of time too for winning those vital points as well. Moreover, once you've made your point quota is when they start dropping more frequently.

to:

* In ''VideoGame/CandyCrushSaga. Unlike most {{MatchThreeGame}}s, Especially when compared to a free {{MatchThreeGame}}, the board seems to is less random and more actively conspire conspiring against you. Nowhere is it more evident than in Order levels, where you need specific combos or colours of candy. candy to complete a board. Most other levels require some degree of speed or strategy, but on the Order levels special candies suddenly become a lot harder to make, and where before the colours all candies dropped fairly evenly, it seems to pick one of your Order's colours to skimp on. If the AI has decided you're not going to win this level, you won't.
** In early timed levels, tons of +5 candies will drop. As levels go Later on, you'll see less and less of them, and they'll be dropping in places that are a waste of time too for winning those vital points as well. Moreover, once you've made your point quota (ie, the AI has lost and is just running out the clock) is when they start dropping more frequently.
12th Mar '17 7:12:34 AM Tightwire
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* MatchThreeGame - Especially evident with those with goals, it is entirely up to the AI whether you can complete the level or not.



* In ''Smuggler's Run'', the police cars don't really do much except try to crash into you as hard as possible. They don't mind flipping over in crazy ways that no normal human could survive, or brutally totaling their car every now and then. They just want to TAKE YOU DOWN.

to:

* In ''Smuggler's Run'', the police cars don't really do much except try to crash into you as hard as possible. They don't mind flipping over in crazy ways that no normal human could survive, or brutally totaling totalling their car every now and then. They just want to TAKE YOU DOWN.


Added DiffLines:

* In ''VideoGame/CandyCrushSaga. Unlike most {{MatchThreeGame}}s, the board seems to actively conspire against you. Nowhere is it more evident than in Order levels, where you need specific combos or colours of candy. Most other levels require some degree of speed or strategy, but on the Order levels special candies suddenly become a lot harder to make, and where before the colours dropped fairly evenly, it seems to pick one of your Order's colours to skimp on. If the AI has decided you're not going to win this level, you won't.
** In early timed levels, tons of +5 candies will drop. As levels go on, you'll see less and less of them, and they'll be dropping in places that are a waste of time too for winning those vital points as well. Moreover, once you've made your point quota is when they start dropping more frequently.
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