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* In WorldOfWarcraft, Keristrasza, the last boss of a dungeon called The Nexus, inflicts a damaging debuff that can only be removed by jumping... and not by killing her, which triggers the distractions of achievement, loot-roll and "Dungeon Complete!" pop-ups.
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*** Played straight in the original as well where enemies would come from miles away and zero in on your position.

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** On Legendary difficulty in any game, once alerted to your presence, the AI will be able to send pinpoint fire to your location every time you poke your nose out. They can actually be ''facing away from the player'', but the second the Chief/The Rookie/Noble Six exposes themselves, they are ''instantly'' alerted.



* In [[CompanyOfHeroes]] the Computer AI can see through the fog, this means that AT Guns and Mortars are able to attack your units as long as you are in range.

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* In [[CompanyOfHeroes]] CompanyOfHeroes the Computer AI can see through the fog, this means that AT Guns and Mortars are able to attack your units as long as you are in range.



* In STALKER: Shadow of Chernobyl, once you blow your stealth, all nearby enemies will know exactly where you are. They can see through walls and bushes, they have infinite ammo, and are not affected by radiation. Fortunately, they suffer from the same [[ATeamFiring incredibly bad aim]] you do.

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* In STALKER: {{STALKER}}: Shadow of Chernobyl, once you blow your stealth, all nearby enemies will know exactly where you are. They can see through walls and bushes, they have infinite ammo, and are not affected by radiation. Fortunately, they suffer from the same [[ATeamFiring incredibly bad aim]] you do.


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** ''Conviction'' refined this; enemies now fire and search Sam's last known position, allowing him to sneak around and flank them. Sam himself gains "Sonic Goggles" that let ''him'' see enemies through walls. [[spoiler:In the very level he gets them, he faces foes armed with similar devices. Uh-oh.]]
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* If you blow your cover in ''SplinterCell'', the enemies in the level will all know your position.

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* Notable in {{Hitman}} 2, which being a StealthBasedGame is generally pretty good in this respect, is the snow pass level: the developers apparently forgot that a blizzard, ''at night'' ought to have some effect on the ninjas' ability to spot you; they're also preset to realise your papers are fake and open fire after a five-second animation - even if you walk away and are well out of sight by the time they're done reading them.

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* Notable in {{Hitman}} 2, which being a StealthBasedGame is generally pretty good in this respect, is the snow pass level: the developers apparently forgot that a blizzard, ''at night'' ought to have some effect on the ninjas' ability to spot you; they're also preset to realise realize that your papers are fake and open fire after a five-second animation - even if you walk away and are well out of sight by the time they're done reading them.them. It gets worse with the snipers in watchtowers. Even if you are wearing a ninja uniform that completely covers your face, from hundreds of feet away they will instantly recognize you as an impostor and ''shoot you on sight''.
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* In ''UnrealTournament'', AIs know when and where double damage and other valuable powerups spawn and will go for them immediately. In certain matches, this effectively means that you're forced into a metagame that revolves around continually monitoring those spots unless you enjoy facing enemies with a constant advantage on you.
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* In STALKER: Shadow of Chernobyl, once you blow your stealth, all nearby enemies will know exactly where you are. They can see through walls and bushes, they have infinite ammo, and are not affected by radiation. Fortunately, they suffer from the same [[ATeamFiring incredibly bad aim]] you do.
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* In Fire Emblem games, (6, 7, and 8, maybe the others with FOW), on FOW maps the enimies will know where you are. Always. What makes this even more frustrating is the fact that if the player runs into an enemy (in a space they cannot see) the character that was moving cannot preform any other actions for that turn. Enimies can charge right into your characters and attack anyway.
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** It's similar in ''StarCraft'', with the Terran AI always placing their Comsat Scans at the ''exact'' location of your invisible units. To be fair, though, it doesn't exploit its knowledge until you give it a reason to "notice" the unit, so it's not ''that'' unfair.

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** It's similar in ''StarCraft'', with the Terran AI always placing their Comsat Scans at the ''exact'' location of your invisible units. To be fair, though, it doesn't exploit its knowledge until you give it a reason to "notice" the unit, so it's not ''that'' unfair. In a subversion, the AI is actually doing less than a human could. Stealthed units are visible to players, they blur the area they move through. Many Observers, Ghosts and Wraiths got revealed by a scan of an observant player. In Starcraft 2 burrowed Roaches and Infestors can also be seen when moving underground. Stationary stealthed units are harder to spot, and burrowed ones are truly invisible unless in the presence of a detector.
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Understandably, this doesn't make for a particularly fun playing experience, so most programmers try to make the AI act like it ''doesn't'' actually know everything. Unfortunately, most programmers don't really know all that much about human decision making processes (being programmers instead of psychologists), so what you usually get is a rough approximation of how a human player should be behaving at a certain point in the game. When they forget, or simply don't do a good enough job, you get an [[TheAllSeeingAI all-seeing AI]]. Against the all-seeing AI, all stealth is useless, no surprises are possible and it will never miss any shot. At all.

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Understandably, this doesn't make for a particularly fun playing experience, so most programmers try to make the AI act like it ''doesn't'' actually know everything.everything[[hottip:*:(separating the decision making code from the knowing-where-things-are code and sticking FogOfWar code between them isn't done, because making a computer deal with genuine FogOfWar is '''''hard''''')]]. Unfortunately, most programmers don't really know all that much about human decision making processes (being programmers instead of psychologists), so what you usually get is a rough approximation of how a human player should be behaving at a certain point in the game. When they forget, or simply don't do a good enough job, you get an [[TheAllSeeingAI all-seeing AI]]. Against the all-seeing AI, all stealth is useless, no surprises are possible and it will never miss any shot. At all.
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* Non-Video Game example. During the games on ReBoot Bob is able to use [DoAnythingRobot Glitch]] to scan the game and tell him what they are playing, what level he is on, where the User is, how many lives it has left, where the powerups are, et cetera.

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* Non-Video Game example. During the games on ReBoot A video-yet-not-video game example comes from ''ReBoot''. Whenever put into a game, Bob is able to use [DoAnythingRobot [[DoAnythingRobot Glitch]] to scan the game and tell him what they are playing, what level he is on, where every facet of the User is, how many lives it has left, where the powerups are, et cetera. game he otherwise should not know. In short short, Bob (the computer) is a cheating bastard.
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*** More annoying than this is the ability for the AI to send subterranian APCs full of engineers or other troops right into the middle of your base, * even if the AI has never seen your base* . When you have control over the same APCs, you can't send them anywhere that you haven't already been.

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*** More annoying than this is the ability for the AI to send subterranian APCs full of engineers or other troops right into the middle of your base, * even '''even if the AI has never seen your base* .base''' . When you have control over the same APCs, you can't send them anywhere that you haven't already been.
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* [[BattlefieldSeries Battlefield: Bad Company 2]] has this as a moderate problem in the campaign. Any time there is something obstructing your view, it is basically non-existent to the AI. Dust? They see right through it. Snow? Fat chance that'll slow their snipers down. A SOLID CONCRETE WALL!? Haha, they know exactly where you are at ALL times. This makes certain sections FAR more difficult than they should be.
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* Averted in ''MarioKart Wii'', with the view-obscuring Blooper Ink interface screw. For regular players, it makes it hard to see what's up ahead of you, but certainly not hard to see where the track is. For computer-controlled players, however, expect to see extreme amounts of off-course racing when it happens!

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* Averted Inverted in ''MarioKart Wii'', with the view-obscuring Blooper Ink interface screw. For regular players, it makes it hard to see what's up ahead of you, but certainly not hard to see where the track is. For computer-controlled players, however, expect to see extreme amounts of off-course racing when it happens!



** Also in the recently released ''Sonic & SEGA All-Stars Racing''(With Banjo-Kazooie), the Pocket Rainbow, which works like the Banana Peel of Mario Kart, but instead, acts like a Gooper Blooper. This is also Averted by the Shooting Star, which makes the player's screen upside-down.

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** Also in the recently released ''Sonic & SEGA All-Stars Racing''(With Banjo-Kazooie), the Pocket Rainbow, which works like the Banana Peel of Mario Kart, but instead, acts like a Gooper Blooper. This is also Averted inverted by the Shooting Star, which makes the player's screen upside-down.
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* OperationFlashpoint has enemies that will shoot you. Without any chance to see even one pixel of them even if you look exactly in the direction you see the bullet coming from.
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* ''Advance Wars'' AI is often unaffected by Fog of War.

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* ''Advance Wars'' ''AdvanceWars'' AI is often unaffected by Fog FogOfWar: they still can't target something they "can't see" and don't factor in the health of War.enemy units out of their supposed vision (making it effectively the same as not knowing it), but still know where every unit is.
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*** Actually, the AI [[DangerouslyGenreSavvy simply assumes you are using hotkey groups and bases it's strategy around that]].
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*Non-Video Game example. During the games on ReBoot Bob is able to use [DoAnythingRobot Glitch]] to scan the game and tell him what they are playing, what level he is on, where the User is, how many lives it has left, where the powerups are, et cetera.
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* In [[CompanyOfHeroes]] the Computer AI can see through the fog, this means that AT Guns and Mortars are able to attack your units as long as you are in range.
** It's not as bad as it used to be though, the AI used to fire mortars at cloaked units.
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This, however, has the consequence that computer players get an unfair advantage over human players in situations where the latter's view of the game world is obscured. Since the AI doesn't need to look at a screen, it isn't bothered by darkness. Since it is effectively everywhere at once, it doesn't care about walls. Since it doesn't have to use an interface, it's performance won't be inhibited by {{Interface Screw}}s. And since it is part of the same engine that keeps track of where your units are, it will never be bothered by the FogOfWar. The AI is the narrator of the story and if you win, it's only because it told you so.

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This, however, has the consequence that computer players get an unfair advantage over human players in situations where the latter's view of the game world is obscured. Since the AI doesn't need to look at a screen, it isn't bothered by darkness. Since it is effectively everywhere at once, it doesn't care about walls. Since it doesn't have to use an interface, it's its performance won't be inhibited by {{Interface Screw}}s. And since it is part of the same engine that keeps track of where your units are, it will never be bothered by the FogOfWar. The AI is the narrator of the story and if you win, it's only because it told you so.

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** Judging by [[http://www.shamusyoung.com/twentysidedtale/?p=1597 certain experimental results]], it would appear that the AI also watches for groups that the human player marks with a hotkey for mass attacks.



** Judging by [[http://www.shamusyoung.com/twentysidedtale/?p=1597 certain experimental results]], it would appear that the AI also watches for groups that the human player marks with a hotkey for mass attacks.

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*** On the other hand, playing against a human in StarCraft, you can hide tech buildings in a random corner of the map where no sane player would look until he/she noticed the buildings not in your base (Which in of itself, it easily preventable); on the other hand, there's no point in hiding tech buildings from the computer. You're better off putting your entire tech tree in the back of your main base, behind your army and possible stationary defenses, ironically enough, a tactic that doesn't work against humans. (Humans just simply fly over your army and defenses and go straight for important buildings, the computer attacks the first thing it comes across.)
*** Also, like the Warcraft example below, the computer will always go for your least defended base without seeming to even know where it is before the attack.


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** Also, playing against a human in StarCraft, you can hide tech buildings in a random corner of the map where no sane player would look until he/she noticed the buildings not in your base (Which in of itself, is easily preventable); on the other hand, there's no point in hiding tech buildings from the computer. You're better off putting your entire tech tree in the back of your main base, behind your army and possible stationary defenses; ironically enough, a tactic that doesn't work against humans. (Humans just simply fly over your army and defenses and go straight for important buildings, the computer attacks the first thing it comes across.)
*** Like the Warcraft example above, the computer will always go for your least defended base without seeming to even know where it is before the attack.
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*** Also, like the Warcraft example below, the computer will always go for your least defended base without seeming to even know where it is before the attack.
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*** On the other hand, playing against a human in StarCraft, you can hide tech buildings in a random corner of the map where no sane player would look until he/she noticed the buildings not in your base (Which in of itself, it easily preventable); on the other hand, there's no point in hiding tech buildings from the computer. You're better off putting your entire tech tree in the back of your main base, behind your army and possible stationary defenses, ironically enough, a tactic that doesn't work against humans. (Humans just simply fly over your army and defenses and go straight for important buildings, the computer attacks the first thing it comes across.)
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* A lot of the {{Yu-Gi-Oh}} games before the DS's release have done this. While this was perfectly justified for Pegasus, who actually had this ability in the series, it doesn't excuse the other opponents. Of course, the reason for this before the DS could have been programming restraints.

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* A lot of the {{Yu-Gi-Oh}} ''{{Yu-Gi-Oh}}'' games before the DS's release have done this. While this was perfectly justified for Pegasus, who actually had this ability in the series, it doesn't excuse the other opponents. Of course, the reason for this before the DS could have been programming restraints.
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* FarCry 2 averts this, if the player quickly runs away from a gunfight and slips off in another direction, the AI will presume he's is still in the last known location and maintain suppressing fire.

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* FarCry 2 averts this, if the player quickly runs away from a gunfight and slips off in another direction, the AI will presume he's is still in the last known location and maintain suppressing fire.
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* FarCry 2 averts this, if the player quickly runs away from a gunfight slips off in another direction the AI will presume the he is still in the last known location and maintain suppressing fire.
** Also played straight in that once one bad guy has spotted you, every goon in the area ''instantly'' knows exactly where you are, and can hit you with pinpoint accuracy even when you're crouching in thick grass above your head, despite the fact you can't see them through said grass. Darkness also seems little hindrance.

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* FarCry 2 averts this, if the player quickly runs away from a gunfight and slips off in another direction direction, the AI will presume the he he's is still in the last known location and maintain suppressing fire.
** Also played straight in that once one bad guy has spotted you, the player, every goon in the area ''instantly'' knows exactly where you are, he is and can hit you fire with pinpoint accuracy even when you're crouching the player is crouched in thick head-high grass above your head, despite the fact you can't he himself is unable to see them through said grass.through. Darkness also seems little hindrance.

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Additional info for Far Cry 2


* FarCry 2 Averts this, if the player quickly runs away from a gunfight slips off in another direction the AI will presume the he is still in the last known location and maintain suppressing fire.

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* FarCry 2 Averts averts this, if the player quickly runs away from a gunfight slips off in another direction the AI will presume the he is still in the last known location and maintain suppressing fire. fire.
** Also played straight in that once one bad guy has spotted you, every goon in the area ''instantly'' knows exactly where you are, and can hit you with pinpoint accuracy even when you're crouching in thick grass above your head, despite the fact you can't see them through said grass. Darkness also seems little hindrance.
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* In the original ''{{Descent}}'', the AI most prominently exhibits this asshole behavior on Insane difficulty.
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** Likewise in ''MarioKart DS''.

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