Most Videogame protagonists spend most of their time standing tall on two feet. It's faster and more mobile but many videogames allow you to change your stance to fit the circumstances. The most common is a crouch option, closely followed by the ability to go prone. The effects are usually some combination of the following:

* '''Less Visible''': Crouching gives you a smaller profile and potentially drops you down below where most enemies will be aiming. In multiplayer games that use [[BoomHeadshot headshots]] the drop-shot (suddenly crouching on when fired upon) can result in the shots going over your head, at the risk of turning shots aimed at the torso into headshots. Prone makes your front profile as small as possible at the cost of most of that profile [[BoomHeadshot being your head]].
* '''More {{Concealment| Equals Cover}}''': The waist high wall that only protected your legs when standing will cover all but your head when crouching, and even long grass will hide you when prone.
* '''Better Accuracy''': Being able to brace yourself means that you will have better control of recoil and able to shoot more accurately. [[SniperRifle Sniping]] especially will be more accurate when prone, and often SniperScopeSway will be reduced.
* '''Slower and Quieter''': Crouching can often be used as an alternative to the walk button, slowing you down and allowing you to control your movements more accurately, as well as reducing the noise of your footsteps. Prone is even slower, even quieter but usually makes it more difficult to turn, and often has restrictions on where it can be done, since you need enough room to stretch your legs out.
* '''Fit Through Small Spaces''': Finally, crouching allows you to fit into the strangely large {{air vent|Passageway}}s that seem common to most games. A more realistically sized vent or other small tunnel might require going prone.

Most realistic {{First Person Shooter}}s include crouching and prone these days, typically only the more arcade titles keep you standing at all times. Platformers and Third-Person action adventures usually include crouching with its slower movement and ability to fit through tight gaps.

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!!Examples
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[[folder: Tabletop Games ]]

* ''DungeonsAndDragons'' 3rd edition provides a +2 bonus to accuracy on melee attacks against crouching or kneeling characters, while ranged attacks suffer a -2 penalty under the same conditions. Attacks made against prone characters have double the bonus/penalty (+4 to melee, -4 to ranged), in addition to melee attacks made ''by'' prone characters receiving a -4 penalty. (A prone character cannot use bows or slings, but there is no penalty on attacks with ranged weapons which can be used in that position, such as crossbows.)

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[[folder: Video Games ]]

* ''CallOfDuty'' games feature this. In the earlier games when the Stand-crouch-prone trope was new to video games, it even included an icon on your HUD to show you which stance you were currently in. Later games make sniper rifles (and [[ModernWarfare eventually]], all weapons) easier to aim at long distances when crouched or prone.
* ''VideoGame/HalfLife'' games make heavy use of crouching, since Gordon Freeman is constantly using air vents and tunnels, though how low the camera goes seems to indicate he's actually going prone instead. They also introduced the concept of "crouch-jumping", which involves holding the crouch button while jumping in order to tuck your legs in so you can clear slightly higher ledges -- a standard of all of Valve's games.
** By Extension, the offshoot games ''VideoGame/CounterStrike'' also allow crouching and crouch-jumping. ''Day Of Defeat'' added falling prone (that's how you use some weapons' bipods, for one) and crawling.
* Games using the ''GearsOfWar'' style [[TakeCover cover mechanic]] will typically have the characters automatically crouch behind the waist high walls and then stand up to take shots.
* The ''Franchise/MetalGear'' series included these actions in various games. As a StealthBasedGame making use of cover, staying quiet and infiltrating through vents are all aided through crouching and crawling.
** ''VideoGame/MetalgearSolid4'' is one of the few games that allows you to roll sideways when prone, a sensible method of changing position quickly without getting up.
* In the ''Franchise/TombRaider'' games from III onwards its possible to make Lara crouch and crawl and many gamers have used this to appreciate the games [[ThirdPersonSeductress graphics]] from a new angle.
* ''VideoGame/{{Metroid}}'' allows Samus to crouch, but she can't do so while moving. To move through smaller areas you have to pick up the morph ball ability (which allows her to [[ExactlyWhatItSaysOnTheTin morph into a ball]]).
* Old shareware game ''Capture the Flag'': your team members can balance stealth and speed by choosing to crawl, walk slowly or run.
* Stealth game ''DeathToSpies'' allows crouching or crawling along the ground.
* ''CovertAction'' tactical part uses crouching to hide from guards behind medium-height objects (like a desk or chair).
* {{X-COM}} Troopers can crouch to increase their accuracy. This also slightly reduces their chances of getting hit and can be done in mid-air with flying PowerArmour.
** The new ''VideoGame/XCOMEnemyUnknown'', has soldiers crouch if they're next to half-cover, but as the name implies, half-cover is not as good as full cover, in which the soldier stands. They have the option to use their move to "Hunker Down", giving them the benefits of full cover even in half cover while also preventing {{Critical Hit}}s, but also lowering their line of sight.
* Oddly enough - despite being WWII-set tactical First Person Shooters - in ''VideoGame/BrothersInArms'' games you could crouch, but not prone.
** Except for ''Hell's Highway''.
* ''VideoGame/TeamFortress2'' - Crouching slows you down, but it grants you more cover. Besides the aforementioned crouch-jumping, crouching in midair also makes {{Rocket Jump}}ing more efficient. However, unlike most other Source Engine games, it won't improve your accuracy.
* ''{{Minecraft}}'' has a "sneak" function, which prevents the player from falling off the edges of blocks, stops you from sliding back down ladders and vines, and won't trample crops down (so you can get that damn pig off your lawn). In multiplayer it also prevents other players from seeing your name through walls. It used to make your character crouch slightly, but this was purely cosmetic as it has no effect on your hitbox or low-doorway clearance.
* In the first ''SystemShock'' game, you could not only crouch and go prone, but could also lean from side to side to facilitate shooting around corners.
* ''VideoGame/Left4Dead'' makes crouching give you better accuracy and allows teammates to shoot over your head during an intense shootout against a horde of zombies, though you will move slower while crouching.
* [[VideoGame/{{Stalker}} STALKER]] lets the player crouch, but instead of a prone stance it uses a somewhat silly-looking lower crouch. Crouching effectively reduces the recoil of your weapon and allows you to aim more accurately when not using the gun's sights.
* In ''VideoGame/{{Fallout 3}}'', crouching initiates "[[StealthBasedMission stealth mode]]", giving you a visibility notification and making it easier to sneak and pickpocket. Your firing accuracy also improves.
** Bethesda lifted this mechanic wholesale from their previous game, ''[[VideoGame/TheElderScrollsIVOblivion The Elder Scrolls IV: Oblivion]]''. All of the above, plus attacks that break stealth get [[CriticalHit a damage multiplier]]. Throughout the series, simply crouching to activate stealth mode lets the player hide in shadows or even in plain sight with sufficient skill levels, while standing up in the same spot would draw enemy aggro like a beacon.
** ''VideoGame/FalloutNewVegas'' expands on this, greatly reducing how much your gun moves about when crouching, allowing for more accurate shots. In 3, the only gun that did this was the sniper rifle and its variants.
** ''VideoGame/{{Fallout Tactics|BrotherhoodOfSteel}}'' uses the positions in much the same way that ''X-COM'' does. It's quite difficult to see enemies lying prone behind even fairly small obstructions.
* All {{Halo}} [=FPSs=] allow the player to crouch. Apart from decreasing the player's profile it makes one not register on enemy motion trackers. In ''Halo: Reach'' crouching also causes reticle bloom to reset more quickly, not an increase in accuracy but an increase in the rate at which one may fire accurately.
* The first ''Franchise/MassEffect'' game allowed one to crouch, but this was scrapped in the sequel, only allowing [[PlayerCharacter Shepard]] and co. to crouch when behind cover.
* ''PerfectDark'' allows the player to crouch (which improves accuracy when using ranged weapons, as well as crawling through tight spaces) but only enemies can lie prone.
* In ''VideoGame/{{Rage}}'', crouching reduces the noise you make and makes your hitbox smaller while slowing you. Stealth can be useful but only in very choice circumstances, otherwise you'll only be crouching to lower your hitbox, which is very useful in most firefights.
* The ''VideoGame/{{ARMA}}'' series has the standard standing, crouching, and prone; you can also lean to the side while standing or crouching (trying to lean while when you're prone causes you to roll over to the side). ''III'' ups the complexity of this by giving a slightly lower and higher version of each stance: for standing and crouching they're just moved to a slightly difference position and you go back to the standard form whenever you move, but the two stances done from prone position are sitting (which you can move around in, albeit you look like a dog with worms) and laying with the gun against the ground (which prevents any movement).
* In ''[[Videogame/MechWarrior MechWarrior Living Legends]]'', crouching in the [[HumongousMecha battlemechs]] requires one to hold still, but once crouched the mech can aim further up, useful for attacking enemy aircraft.

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