Created By: littleloup on February 26, 2012

Door-impaired NPC

When an NPC in a game cannot use doors or transfer between areas.

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You're being chased by a Viscious band of Mooks, and there seems to be no escape. But wait, is the door to that house unlocked? Although it'll only buy you a few seconds, you dart inside, only for...the enemies to apparently forget you exist. There are really two forms of this trope;one where a new area requires loading and the NPC does not appear in the new place (however easy it should have been for them to follow you), and one where opponents simply can't work the knobs on doors in the same level.

There were a few examples of this in Insurmountable Waist-Height Fence, but i think this should be separate because it only effects NP Cs, and the 'new area' variation doesn't fit there at all.

The example that sparked me to make this was Fallout 3, where human enemies will not follow you through an unlocked gate when they will chase you endlessly through the wastes.

And almost every MMO has this, as stated in Insurmountablewaisthieghtfence. Some get around it by having guards in proper places, that fight off enemies.

I know there are more tropes, i just can't think of them right now. Any input?
Community Feedback Replies: 11
  • February 26, 2012
    The original HalfLife game had npc guards who could assist you in battling enemies; but you had to open doors for them, you would eventually reach boundaries they'd refuse to cross or else you had to negotiate a ladder or crawlspace that they couldn't follow.

  • February 26, 2012
    Not to be confused with NP Cs who block doors: those are Broken Bridge NP Cs.
  • February 26, 2012
    Earlier Versions of the Villagers on Minecraft used to have this problem, however, since version 1.2 they became able to use their doors... and Zombies became able of breaking them
  • February 27, 2012
    Stealth Based Game
    • In the original Castle Wolfenstein and Beyond Castle Wolfenstein games for the Apple II, the ordinary Nazi guards couldn't follow you when you passed through a door to leave the room.
  • February 27, 2012
    • Taken to an extreme in Metroid Prime; not only can most enemies not follow you from one room to another, but the eponymous metroids have a habit of exploding if they charge into a door. This has led to a joke in the fandom about doors being their greatest weakness.
  • February 27, 2012
    In The Elder Scrolls III Morrowind, if you piss off someone in a building, the easiest way to escape them is to run through a door and, if it doesn't take you through an area transition, shut the door behind you. This is averted in newer installments.
  • February 28, 2012
    In The Elder Scrolls IV Oblivion, the enemies can go through doors, but after they did so, their AI is inactive for a second or two. Abusing this loophole was nicknamed the "Door Dragon martial art style" by some.
  • August 6, 2012
    • In Dwarf Fortress, invaders can't pathfind through a door that has been marked as forbidden.
    • In the Tomb Raider 2 tutorial level, you could prevent the butler from annoying you by locking him in the freezer.
  • August 6, 2012
    • This was played straight by the first few Resident Evil games, where going into another room would be enough to get to safety, but it's notably averted in the Resident Evil 3 Nemesis where the monster Nemesis will follow you across rooms, leading to an Oh Crap from many players.
  • August 7, 2012
    • Enemies couldn't open doors in Diablo I and II. However, in part two, some doors become stuck after you open them to prevent you from abusing this.
    • Inverted in the first Modern Warfare: the player character cannot open any door, but the NP Cs apparently all can.
  • August 7, 2012
    The point of the game Sink Or Swim--the "dim-witted passengers" need to be shown the way out because they lack the brains to figure it out for themselves.