->''"Disperse, loyal Battle Monkeys! Do my bidding and bust a cap!"''
-->-- '''[[TheHero Zetta]]''', ''VideoGame/MakaiKingdom''

This is a Player Mook. A PlayerCharacter that is a character strictly in the game mechanics sense. These characters have no names, unless the player [[HelloInsertNameHere gives them names]]. They have no personality, and they don't act in the plot at all. Essentially, they're {{Mooks}} and {{Red Shirt}}s that you get to control.

'''They can be defined by a few features that differentiate them from the Story Characters:'''
* The Player Mooks use [[YouALLLookFamiliar the same set of appearances.]] Often whatever class the generic character is will dictate how they look.
* If there are mechanics to raise and develop characters, Player Mooks can learn only "generic" abilities. While they'll have access to all the default classes and skills, the Story Characters often have a unique class, plus they can access all the generic classes.
* While Story Characters come and go at the whims of the plot, you can make as many Player Mooks as you want [[ArbitraryHeadcountLimit within limits]] and dismiss them whenever you want if you desire to do so.
* Because their number and makeup is entirely determined by the player, these Generic Characters will never appear in a cutscene or do anything in the plot. The one usual exception is when they are first introduced, the one time in which the game can know who/what and how many they are.

Because they're always present and eminently customizable, quite a few benefit from getting nearly as much experience as the main character, so they are never OverratedAndUnderleveled nor do they require LeakedExperience.

Because of the amount of time and effort many players put into training and equipping these kinds of characters, they often become the target of VideoGameCaringPotential.

Also see LoadsAndLoadsOfCharacters and CastOfSnowflakes. Compare/contrast NonPlayerCompanion who also plays supporting roles to the [=PCs=] but is usually much better developed (if not always more useful) than mooks; a GuestStarPartyMember may skirt the line between these two tropes.


[[folder:Fighting Game]]
* In ''[[SoulSeries Soul Calibur 3]]'''s Chronicles of the Sword mode, the player can create mooks equal to the number of normal custom character slots they have purchased. Given that these will stay with the player even when, post TimeSkip, the previous allies are all BrainwashedAndCrazy or had a FaceHeelTurn, not to mention retaining their levels during NewGamePlus, they tend to form the most effective parties.

[[folder:First-Person Shooter]]
* ''VideoGame/StarWarsBattlefront'' is this trope in spades - you even jump between random {{Mooks}} (somehow keeping your experience and bonuses) if your current character gets wasted.
* ''VideoGame/BioShock2's'' multiplayer has you play as the [[{{Mooks}} Splicers]] to avoid having six [[LightningBruiser Subject Deltas]] running around at once.
* ''VideoGame/HellgateLondon'' [[ThatOneLevel confounded players]] with an UnexpectedGenreChange in which {{Mook}} troopers had to be endlessly expended fighting through creatures that the players could, by that point, have strolled through themselves.

[[folder:Hack and Slash]]
* ''VideoGame/DynastyWarriors'', from the third game on, allow the player to recruit bodyguards and armed them, but they just ended up being kill-stealing player mooks.
** Later ''Dynasty Warriors'' and ''VideoGame/SamuraiWarriors'' games added Create Your Own Officer options and allowed you to play as a Player Mook in campaign. Every created officer had the same storyline.
** Even later games in the Empires sub-series mixed Mook and non-Mook offices into the slush during game play. Based on your "friendship" with the various officers you commanded different ones would appear in cut scenes. If you where close to your Player Mooks, then they showed in the events.

[[folder:Platform Game]]
* In ''VideoGame/MrRobot'', there are four plot-essential robots that join your party (by having their personalities [[PartyInMyPocket copied into your head]]), one for each "class". But you can also get a couple more robot personalities to help you in battle by exploring the world thoroughly, and their existence isn't mentioned at all (even when the main character whines about how crowded it's getting in there).

[[folder:RPG -- Eastern]]
* ''VideoGame/DragonQuestIII'' had this. Other than TheHero, you could go to a tavern at any time and make new characters.
** ''VideoGame/DragonQuestIX'' has this too, as a throwback to that
** ''VideoGame/DragonQuestV'' and ''VideoGame/DragonQuestVI'' feature [[{{Mon}} recruitable monsters]]. Their only personality is that they come with names.
* Similarly to ''Dragon Quest III'' and ''IX'', ''VideoGame/{{Makai Toshi SaGa}}'' lets you choose which kind of character TheHero is, and you can recruit up to three more generic party members at a guild. ''VideoGame/{{SaGa 2}}'' has the Hero take three of his classmates with him.
* ''VideoGame/TheLastRemnant'' has a mixture of unique, more powerful leader-type units, and loads more generic soldiers. The Xbox version only allowed a limited number of leaders, but the PC version removed this restriction.
* In the ''VideoGame/PokemonMysteryDungeon'', any non-required party members will appear in cutscenes (assuming they even let you bring any to a plot-related dungeon in the first place) and will wordlessly react to what happens, but never actually get any dialogue. The main characters don't even acknowledge their existence save for one instance in the first game.
* ''VideoGame/FinalFantasyIVTheAfterYears'' does this over and over again. There's a generic Black Mage (named "Black Mage") and a generic White Mage (named "White Mage") who join you in both Ceodore's and Porom's chapters - between the two chapters, they're actually on your team about as long as Palom and Porom were in the original (and in the same places to boot!), but their generic names, nonexistent personalities, and lack of special abilities make them feel a lot more impersonal. In a similar vein, you get "Monk A", "Monk B", and "Monk C" in Yang's chapter; Edward's, meanwhile, has "Guard A", "Guard B", and "Guard C". Then again, this game has LoadsAndLoadsOfCharacters to begin with, so it seems the game designers were just trying to give you some [[CrutchCharacter Crutch Characters]] without overloading the player.
* ''VideoGame/FinalFantasyVI'' has the ghosts in the Phantom Train. Most ghosts are enemies but a few will offer to join your party. They have no backstory, a unique class, and a stat set randomly chosen from three presets. You can only recruit up to however many to fill your party; if they are KO'd or use their "Possess" skill they leave you party and you can recruit another one, endlessly. However, they always leave at the end of the level.

[[folder:RPG -- Strategy]]
* ''FinalFantasyTactics''
** Strangely, there are actually some specific, non-generic Mooks in the Final Fantasy Tactics games: In the first, the generic characters at the introductory monastery fight (that you keep once you get into chapter 2) all have set names. Also, the plot-relevant Chocobo, Boco, is otherwise just a generic monster (who has dialog when using "help" on his name in the formation screen while real generics just say "..."). The original release had exactly enough space to keep every named character, including these, and no more. In Tactics Advance, there are recruitable 'generic' characters with story ties which come with powerful skills pre-learned.
** Generic units in Tactics Advance and its sequel are ''slightly'' less generic in that they can at least get a fair bit of dialogue if you opt to deploy them as the leader for a sidequest battle. Each race has their own unique pre-battle and post-battle dialogue, and with all of the dozens of sidequest battles, that amounts to a lot overall.
* ''Franchise/{{Disgaea}}''
** In particular, Prinnies are even treated like mooks by the plot, and all [[WeHaveReserves that]] [[WhatMeasureIsAMook entails]]. Parodied by the platform spin-offs where 999 other Prinnies serve as ''lives'' for the main character, whose only distinction is an apparently easily transferable red scarf.
** Though in ''Disgaea'', your non-Mook player characters have a harder time learning magic (except Flonne) and can never change class, as your Mooks can, so the Mooks can actually easily outdo the non-Mooks (except [[OneManParty Laharl]]) unless you abuse the Mentor/Student system to teach your named characters a wider variety of magical spells (and even that is hard for the less magically-inclined among them, especially the monsters-type ones who can't use staffs).
** 3 adds a bit more personality to generic characters, with an introduction scene for each class that plays upon creation, and the ability to talk to them to get some often amusing dialogue from them. 4 lets you individualize them a little by choosing one of three personalities for them during the creation process, which determines their battle quotes and voice, and also allows you to place them in the hub to provide conversation or run the various shops and services.
** In fact, 4 has Valvatorez say that the 60,000 enemies the party is about to face resolve to 10,000 per character - there are six plot party members. When one character who is an unofficial part of the party points out that she's included in this, Valvatorez hastily says that her ten thousand were actually being counted among the Prinnies. Yeah, the humanoid player mooks are, plot-wise, beneath the ''[[MascotMook Prinnies]]'' in importance.
* ''VideoGame/PhantomBrave''. Particularly odd is the theme on how ''alone'' Marona is, only counting Ash as company. The gazillion of other Phantoms she summons do not count at all.
* ''VideoGame/MakaiKingdom'' is easily the biggest example of this trope from NIS -- ''no'' plot characters join you until the post game, all of your playable characters until then are generic nameless mooks. Even {{lampshaded}} by Zeta, who calls them "Battle Monkeys".
* In ''VideoGame/TacticsOgreTheKnightOfLodis'', there is a way to actually ''turn'' a Player Mook into a named character. By following a certain sequence of events, SecretCharacter Deneb can [[GrandTheftMe take over]] a Player Mook's body.
* ''VideoGame/DestinyOfAnEmperor'' seemed like a pretty standard RPG based on the Romance of the Three Kingdoms story, until you realized that that's not HP, but soldiers! Wow, so many dead bodies!


[[folder:RPG -- Western]]
* ''VideoGame/{{Diablo}} 2'' allows you to hire expendable mercenaries in town to aid you.
* Most ''VideoGame/{{Wizardry}}'' let you recruit and customise minions. ''Wizardry 8'' lets you give them their own distinct voices and personalities. They talk as necessary whenever the plot demands, and often they feel like story characters rather than Player Mooks.
* When you storm the Tower of Ishal in ''VideoGame/DragonAgeOrigins'', you are temporarily given nameless PlayerMooks to fill up the party. Depending on your class and Origin, you get either a soldier, a Circle mage, or both. This is because at that point, the only permanent NonPlayerCompanion you have is Alistair and the Tower of Ishal is where you get drilled in the party controls until you really get them. Regardless of what you do, both PlayerMooks perish at the end of the segment, when the tower collapses on itself.

[[folder:Sports Game]]
* ''Mario Superstar Baseball'' and its sequel, ''Mario Super Sluggers'', uses this trope like there's no tomorrow. In fact, the only {{Palette Swap}}s available in those games are for the mooks themselves (complete with individualized stats), with the thin justification that those same mooks had palette swaps in the main games to begin with (except for Magikoopa and Dry Bones, who only had palette swaps in the VideoGame/PaperMario series). Interestingly, while Yoshi gets palette swaps in the sequel, Birdo still doesn't, despite different colored Birdos blatantly appearing elsewhere in the game.

[[folder:Stealth-Based Game]]
* Franchise/MetalGear featured playable mooks in certain installment.
** The now-defunct online multiplayer mode for ''VideoGame/{{Metal Gear Solid 3|SnakeEater}}: [[UpdatedRerelease Subsistence]]'' had players controlling the enemy soldiers (from the KGB, GRU Spetsnaz, and Ocelot units) from ''Snake Eater'' in addition to Snake and other "unique characters".
** ''VideoGame/MetalGearSolidPortableOps'' involves Snake creating his own army by capturing enemy soldiers and persuading them to join his side. The player can then control any of these former enemy soldier and if the player happens to be infiltrating an area patrolled by the same enemy type, the player character can blend in perfectly by not acting conspicuous (read: not shooting anyone randomly).
** ''VideoGame/MetalGearSolidPeaceWalker'' has a similar army-building system, except recruited soldiers (and [=POWs=]) that are added to MSF (Snake's army) are all forced to wear standard MSF uniforms instead of keeping their original wardrobe, leading to a more homogenized army compared to the FOXHOUND precursor in ''Portable Ops''.
* One of ''VideoGame/PerfectDark'''s multiplayer modes had player 1 try to complete a single-player mission while player 2 controls the mooks. The mook usually has only 2 weapons. If the mook gets stuck (or player 2 needs to get to a closer mook) he can use a cyanide pill to effectively BodySurf to another mook.

[[folder:Turn-Based Tactics]]
* ''[[FireEmblem Fire Emblem: Shadow Dragon]]'' gives you these if you get enough normal characters killed. ([[VideoGameCaringPotential Most players STILL Start over on a single death anyways]].)
** ''[[VideoGame/FireEmblemJugdral Fire Emblem Thracia 776]]'' has in one chapter, where Glade joins along with a couple of generic knights under his command, who have names such as [[ExactlyWhatItSaysOnTheTin Lance Knight and Bow Knight.]] Since they're only available for the one chapter, most players just strip them of their weapons and use them as cannon fodder.


[[folder:Wide-Open Sandbox]]
* ''VideoGame/ScarfaceTheWorldIsYours''. No matter how many times your Enforcer, Driver or Assassin gets wasted, you can call up another one. The regular drivers/co-pilots that assist Tony come in differing flavors and talents and skills (this last part may not be intended). It's so cute to hear them scream curses like the boss. Their highly efficent fighting skills definitely invokes the above mentioned Caring Potential when an enemy mook rushes out of the bushes and shoots them point blank in the face.
* ''VideoGame/GrandTheftAutoSanAndreas''. Being awesome enough means one can recruit fellow gang members to assist on missions. They will follow, fire, pursue and then try to get in the car with you to go back home.
* The player's generic gang members in ''VideoGame/SaintsRow2'' and ''VideoGame/SaintsRowTheThird''. ''VideoGame/SaintsRowIV'' follows suit, of course, with one good variation: a late game unlock gives you several super-powered homies to be summoned. They are actually [[LeaningOnTheFourthWall default player character models]] for ''VideoGame/{{Saints Row|1}}'', ''Saints Row 2'', and ''Saints Row 2'' co-op.
* Starships owned by the player of an [[VideoGame/{{X}} X-Universe]] game, but not used for the player ship, don't even have pilots (specifically, the player's name is listed as pilot on the ship's info screen), unless the player gives them one by activating a script that adds a named pilot. Even then, their name is randomly generated based on the species that owns the sector, and you never interact with the pilots in person beyond giving them orders from a command console.
** Averted in ''Videogame/XRebirth'', where your starships are crewed by actual people who you speak with to give orders.