SubpagesMain
|
|
|
|
Artificial Atmospheric Actions
|
NPC 1: I saw a mudcrab the other day. NPC 2: Horrible creatures, I avoid them whenever I can.
NPC 37: I saw a mudcrab the other day. NPC 52: Horrible creatures, I avoid them whenever I can.
— Two other NPCs, Oblivion
In some games, NPCs do various window-dressing activities in order to make the world seem more alive. However, if the actions are used in inappropriate contexts, it just highlights their artificiality. At best it's distracting, it's often funny, but at worst it's scary.
Frequently has to do with inappropriate Enemy Chatter, and occasionally Gang Up on the Human. Occasionally, this can become So Bad, It's Good, although it is more likely to be a Most Annoying Sound. Related to Welcome to Corneria and Going Through the Motions, and a successor of sorts to Hyperactive Sprite. Nothing to do with oddly shaped clouds.
Examples:
open/close all folders
Action
- Assassins Creed has side-missions that require you to save civilians from harassment by guards. The citizens will watch you kill the guards, then thank you. They may then spot the guards' bodies and ask "Who could have done such a thing?"
- Not to mention the horde of beggars, ignoring the rich noblemen to pester the angry-looking swordsman like a cloud of blackflies, buzzing "Just a few coins, that's all I ask..." "No, YOU don't understand, I have NOTHING!"
- It's even funnier when they sound like they're having a conversation with each other. "I'm poor, I'm sick..." "Who did this!"
- The guards themselves can get into this. You can hop out from behind a corner and trigger a "There he is!" and then immediately hop back behind and hear a "Where is he?!".
- In Mirrors Edge, there's one point where you can knock an enemy off a building. If you look down to where his body is lying in the middle of the street, you'll see cars and pedestrians going right past - or even right over - the corpse. It's eerie.
Action Adventure
- The Legend Of Zelda Majoras Mask partially averts this by giving several NPCs schedules to follow, which tie into the side quests you can do with them.
- It helps that the game takes place in a three-day Groundhog Day Loop.
- As such there are 3 kinds of NPCs. NPCs that do the same thing for all 3 days (though they may have a second thing after you do stuff, such as talking to them or clearing a dungon). NPCs that follow a schedule (Again, some may change with player interaction) and monsters that are just there to attack you. No friendly NPC is random.
- In Thief: Deadly Shadows, characters respond appropriately to bodies or bloodstains, either running away if they're non-combatants, or getting angry and looking for the player if they're fighters. This makes less sense (and can cause the player a lot of trouble) if they were the ones to put the corpse there, or saw some other NPC do it.
- In Thief, a guard, when discovering a body, may state, "The thief's killed again!" Sure, buddy, a thief did it, and not a homocidal maniac.
Driving Games
- The pedestrians in Driver 2 would scream and run if you came close. Understandable when you're driving a car at them. Strange in the missions where you're on foot.
- Some players speculate that Tanner's model is holding a gun, which is why carjacking is so easy and why pedestrians scream running. The model is too undetailed for a definite interpretation though.
Literature
- The Thursday Next series mentions this occasionally as a typical glitch in the Bookworld. A normal town-setting usually only contains five different cars, one of them is bound to be a van from Spongg's Footcare.
Film
- This isn't always limited to video games. In The Truman Show, Truman notices "A lady on a red bicycle, a man carrying flowers, and a car with a dented bumper... they've been going in a loop around my house."
- In the same vein as the above, Attack Of The Clones has a scene in Coruscant where background traffic behind a window repeats five times over.
- Glitches in The Matrix can cause that to happen. Notably, in the first film, Neo sees a black cat walking past, turns away, looks back and sees the same black cat walking past, making the same movements. Deja vu in The Matrix usually happens when the Machines change something; therefore, when Neo mentions it, Trinity has an Oh Crap moment.
- In lots of movies and television shows background extras just mill about not doing anything in particular, or doing only one thing in particular. This can get amusing if you pay attention to it.
- Especially amusing for people who can read lips. In an article on soap operas, a deaf friend of the writer said that one extra on Coronation Street was telling another about his time on Eastenders.
Interactive Fiction
- The long—ago text-based game of The Hobbit already incorporated this sort of action, resulting activities ranging from game-ending (the butler who unlocks the door in the elves' prison is already dead when you're caught, trapping you in jail) to fridge brilliant (orcs and elves capture each other and put each other in their prisons, despite not being intended to).
MMORPG
- Quite annoying with the predator mobs in World of Warcraft. If a critter (rabbit, deer, etc.) strays too close to a predator (lion, tiger, etc.), the predator will rush over and kill them in one blow. Or sometimes they'll stalk them for a while before killing them. But then the predator just turns around and continues walking lazily along. This switches the predators from natural hunters who eat what they kill to psychopathic murderers intent on the eradication of all lesser lifeforms. It would be far better if the predator just dropped onto his chest and started chowing down on the body (bloodlessly, of course).
- The game also has instances of random chatter. Some NPCs even talk about a random character nearby them if they meet a specific criteria. And the human starting zone had the worker unit from WarCraft 3 walking around, complete with the original voiceset. So did the orc/troll starting zone, but those were involved in a quest.
- There's a subtle, albeit noticeable improvement in critter interactions in the latest World of Warcraft expansion: for example, you'll see bears fishing in a river and emerging with actual fish in their mouths, rams engaging in head-butting contests, tickbirds riding on rhinos' horns, and most remarkably, drakes in Storm Peaks that kill rhinos and carry them in their talons up to the nests where their hatchlings are.
- The atmospheric actions in Warhammer Online can sometimes come across as phony, with characters crying completely at random or wandering around aimlessly. It's actually a step up from most MMOs, though, which don't bother to have even poorly-done atmospheric actions, and have all NPCs just stand in one place for their entire lives.
- City of Heroes occasionally has office missions with dozens of terrified people running about. They're not headed for anywhere, and can push you around if you get in the way of their path, and can distract you if you have actual hostages to rescue. Gyah.
- Better still, civilian NPCs aren't programmed to jump; thus, anything that's raised even slightly and not an incline is an Insurmountable Waist High Fence. It's pretty hilarious to see an office lady panicking between two boxes and a wall, or in a fountain, or behind a potted plant... you get the idea.
- Unfortunately, this also happens in the Villainous Mayhem Missions, so as you're attempting to fight your way through the cops, you'll be swarmed by NPCs who can't die, offer no rewards, con as hostile, and do nothing but run around flailing and screaming. Meaning that auto-targeting before or during fights is likely to take several minutes as you try to either click on or tab through the massive hordes of red garbage to actually click on the person you're trying to fight. Targeting binds make this less of an issue, but it's still really, really annoying.
- The villain groups get in on this as well. Certain bits of dialogue are triggered by proximity, making it very easy to make two henchmen say their lines out of order just by entering through the wrong door. Due to the limited selection of idle stances, odds are good that said henchmen are threatening a wall/some crates/empty air while having this conversation.
- Also, some enemy groups feature radically different members. The Vahzilok consist of mad scientists and their zombie creations, but that doesn't stop the zombies going on rants, or the scientists shouting "Brains!". Similarly, several varieties of battle drones can be quite eloquent at times when all they're supposed to do is beep.
- The civilian NPCs in the cityscape are much worse off. One of the programmed scripts involves gang members attempting a break-in to one of the generic warehouses. For some reason, the script occasionally triggers on 'trees' raising questions as to the street value of sap.
- Another programmed cityscape event involves a civilian NPC getting mugged. The NPC is random. While it looks unusual when a businessman is struggling over his purse, it is downright embarrassing when it is a SWAT team member.
- EVE Online has NPC haulers entering and exiting stations to give the impression of a busy market hub.
- The Lord of the Rings Online, though mostly populated by NPCs rooted in place, crafting area NPCs will hammer away at bits of metal forever and ever...
- In Guild Wars, sometimes you will see different factions of mobs fighting others. However, if you step by, they will immediately turn around and start attacking you.
- In The Old Republic, enemy mobs are generally programmed to do something in their spare time — mime talking, mess around with their weapons, lounge on the furniture, whatever. These actions are usually individually set, so most of the time they play out pretty appropriately. However, it's possible under certain circumstances (for instance, engage a group of three enemies, kill one, and be killed by the others) to have an NPC holding an argument with a corpse and not even realize it.
Real Time Strategy
- Warcraft III has a standard set of lines a given unit will utter whenever you order it to attack, regardless of circumstances. Thus, we have Arthas, a Paladin, shouting "You are past redemption!" as he charges into battle to slay an ordinary sheep. Must have been an uncommonly sinful barnyard animal. ...on the other hand, let's not think too much about that.
- To be fair about it, the game did have some instances of vicious killer sheep who loved to tear paladins apart. Perhaps he was just being cautious. That doesn't explain why he says that to buildings and empty wooden crates.
- Those wooden crates are vicious, you know. One of them attacked my father. They say it fell off him by coincidence, but I know better.
- Considering what the cows are capable of in Diablo 2, Arthas sounds Genre Savvy about barnyard animals in Blizzard games.
- The crates
themselves in World of Warcraft are dangerous (to critters, at least). Maybe Arthas was just planning ahead...
- Both Warcraft III and Starcraft II feature a "pause" function for cutscenes, allowing the game to effectively ignore everything that wasn't part of the script. Unfortunately, it doesn't always account for what it's pausing — it's possible in some cases to have soldiers on opposite sides of a fight staring at each other while the cutscene plays out, or even have missiles hanging in flight for the duration. One of the most egregious examples is "In Utter Darkness": if the Dark Voice starts his Evil Gloating during a wave, Zeratul's reply will be given while the protoss and zerg troops stand around, idle animations playing, not five feet from each other.
- In Starcraft, your zealots will shout "We cannot hold!" at you when a horde of 20 of them is fired on by a single marine. The marines too, who might say "We're screwed!" when attacked by a zergling.
- might just be panic at the insectoid alien biting their foot
Rhythm Games
- There are only about four models for the crowd in the Guitar Hero series: guys in striped shirts who hop, guys in solid shirts who pump their arms, etc, and they're all perfectly in sync, perfectly identical, staring in exactly the same direction, doing their one move no matter how fast or slow the song. It's fun to go to concerts IRL and impersonate a Guitar Hero NPC.
- This is taken to its logical conclusion in Guitar Hero 2, where in the hipster venue, EVERYONE is wearing a striped shirt.
- Then there's the crowd surfer in Guitar Hero 3 that appears to climb up to the stage, shake his hand a couple times, and jump off. Some might call him a loyal fan, but he's in at least a dozen scripted sequences in the various songs.
Role-Playing Games
Shooters
- In Call of Duty 3, Treyarch implemented the vaunted "Battle Chatter" system, in which your squad mates would shout warnings or advice to you, such as telling you where the enemy was or advising you to get behind something. Most of the time it sounded pretty natural. Occasionally your squad mates would start yelling "Use that cover for cover!"
- The Frigate mission of Golden Eye 1997 features several hostages that must be freed. Generally, they simply run away and disappear offscreen (with the message "Hostage Escaped"). If you follow them, however, they never disappear, and you can see that they simply run aimlessly about the ship at top speed. Of course, it's probably best not to think about these guys, since there's nowhere for them to escape to anyway (the only possible way to leave the ship would be via Bond's tiny one-man motorboat, unless they wanted to try swimming it).
- In fact, quite a few of the noncombatants in that game did odd things, from the scientists in the Facility level who would go sprinting for the bathroom once you left them alone (where, strangely enough, they would simply dematerialize without explanation) to the civilians in the Street level who would simply run around in little circles... through minefields. Apart from that one in the Facility level who stays in the bogs and lets you steal his Uberkeycard.
- A bug like this pops up time to time in hostage escort missions that involve multiple hostages in City of Heroes and City of Villains. If you escorted them to the door, a single hostage will exit through it just fine. But if there is more than one hostage and you try taking them to the door one at a time, you will see them exit but when you go back for the others you might suddenly find that previous hostage following you around still even though the game considers them to have been "rescued".
- And who can forget the numerous lightgun FPS arcade games that penalized you for shooting civilians? Sure, it makes some degree of sense that a world would be populated by people other than terrorists and aliens and whatnot, but why do the civilians intentionally leap out in front of you and startle you? In places like restricted military bases and terrorist encampments?
- Parodied by xkcd.
- In one of these games, a civilian actually pops up and shoots you. So, of course, you shoot back. Then, after he dies and you get a penalty, you realize he was taking a picture of you and his camera flash looks exactly like the muzzle flash of the enemies' guns. It's almost like these people want to die...
- This is justified in games where you are attempting to save people. House of the Dead, for example, has civilians being chased by zombies. You generally earn a bonus if you kill their pursuers.
- The Enemy Chatter of the Splinter Cell games is usually well-done if its pre-scripted. It starts to break down when guards start screaming with entirely different voices when they see you, or when the Informal Eulogy draws the line "Sadono will want to hear about this," after you've been killed right in front of Sadono. In fact, it's even possible for Sadono to be the only person left alive in the room when this happens, and he'll still say the line in a generic guard's voice.
- ARMA 2 has squaddie chatter dynamically generated out of individual words; the words are never the same inflection and oftentimes it sounds like lines are being strung together by more than one voice actor. Operation Flashpoint: Dragon Rising dynamically generates squaddie chatter with phrases instead, and hits a level of artificiality that just makes it sound more like realistic military chatter. There are also three different entire sets of intonations that chatter will switch to depending on context.
- Half-Life is famous for its bizarre, probably batshit insane NPCs that could seemingly only say things that were massively inappopriate for the situation. Half-Life 2 mostly averts this by virtue of simply having them not talk most of the time, but will occasionally still provide some real gems. NPC conversations were generated by having one NPC randomly pick from the list of "generic comments" and then another NPC randomly picking from the list of "generic replies", with no relationship between the two. There were a fair amount of both initial comments and replies, and sometimes it seemed like a pretty natural conversation. Other times, you ended up with "Sometimes... I dream of cheese." "Man, if I had a nickel for every time I've heard that..."
- Not to mention; during scenes in which they are apparently talking to Gordon Freeman, no matter what the player decides to have him do, they continue to talk to him as if he's standing right there. This gets rather weird or amusing when the player decides to have Gordon run around the room, check out the walls, or try to write words in the wall with bulletholes and then they're just talking about what Freeman should do next.
- In Perfect Dark, characters will sometimes randomly hold their crotch and squat like they have to use the bathroom. After this they will go on like nothing happened.
Simulation Games
- In Animal Crossing for GCN, characters would randomly go up and talk to each other and end up being happy, sad, or angry afterwards (annoyingly, if they ended up sad or angry you couldn't talk to them, delaying your progress in a Fetch Quest). In the DS version, you can listen in on the conversations.
- The sims in SimCity 4 often have bizarre driving habits. This normally didn't matter, but on driving missions it became annoying.
- Somewhere in SimCity 4 is a driver's ed class teaching, "when you see an emergency vehicle, speed up and block the intersection."
- It is a known fact that all SimCity 4 auto manufacturers install a bolt that keeps the accelerator at 50 miles an hour, no matter where the car is going.
- In the previous game, Sim City 3000, the freight trains would actually stop and wait for the automobile traffic.
- The merchants in the market booths (let us never speak of them again) in Anno 1503 will loudly advertise their wares.
- Actually done pretty decently in Rune Factory 3- characters will frequently do or carry things related to their occupation, so it's not uncommon to see Carlos and Carmen fishing, one of the witches at their cauldron, Daria painting, or just a group of people chatting with each other. Characters will also sometimes go to the "date spots" in the dungeons, or just randomly go to the beach (with swimsuits) during summer. They even come into your house on occasion if you're friends.
- In The Sims, non-playable sims will try to swim in your pool even if they don't know you. In The Sims 2, townies are notorious for randomly grabbing babies and trying to feed them.
- The Sims 3 has a few odd AI quirks, depending on how far you patch and/or mod your game. One that stands out in particular is the way non-controlled Sims seem to flock to public lots if you're on them. This at least prevents, say, the city park from looking too empty. The problem comes when your nocturnal Sim decides to visit the ghosts in the graveyard, and lickity-split a businessman, a housewife, and a schoolgirl show up — at 2AM on a Tuesday. They have no reason for showing up, and proceed to mill about aimlessly until you leave, or until their schedule finally kicks in, causing them to run top-speed off the lot.
- Even more amusing when the neighbors do something funny like take a BATH in your house or freeload in your pool. In The Sims 1, visiting sims would almost always take a dip in your pool no matter how rude it was to take a dip in the new neighbors' pool.
Space Simulator
- Freelancer plays this with scripted NPC dialog as well as NPC ships that just keep wandering around the systems. Notice, however, that although the NPC dialog sounds painfully artificial and scripted, the NPC ships' radio dialog does actually sounds like they have their own agenda, and also manages to make the systems and bases look like busy places bustling with activity. Sometimes you even have to wait for your turn to dock with something!
- They even chime in with occasional little comments like "Looks like we're not the only ones headed to the [DESTINATION] system" if there are multiple ships waiting at a jumpgate.
- Example that you'll probably hear a lot:
"This is * pause* [STATIONNAME]. Incoming * pause* [FACTION] [CONVOYTYPE] * pause* we have you on our [scope/long range radar/scanner]. Please transmit your [ID/designation]." "This is * pause* [CONVOYNAME] * pause* transmitting the data now."
"Data recieved * pause* [CONVOYNAME] * pause* Where are you headed?" "We hail from the * pause* [ORIGINSYSTEM] * pause* we're transporting * pause* [SUPPLIES] * pause* to the * pause* [DESTINATIONSYSTEM] * pause* ."
- Sometimes, with certain mods, the chatter gets ... kinda scrambled, unintentionally invoking other tropes:
"This is [CORSAIRS] [RED] [TEN] to [CORSAIRS] [RED] [TEN]. I've got your back."
- In Wing Commander Privateer, NPC friendly and neutral ships will just aimlessly wander around a navigation point, regardless of whether or not logic would dictate that they should have a definite destination towards which they're heading.
Turn-Based Strategy
- Sometimes, the AI in the Space Empires games will send you a random message saying a predefined phrase like "We have found many rich deposits in the nearby asteroid fields". Another thing they'll say is "Your growth is astonishing!" even though you haven't grown at all and are still stuck on your home planet.
Western Animation
- Background characters in Avatar The Last Airbender are always doing something. Sometimes they're conversing with poles, but the point is they're not just standing around like lumps.
Wide Open Sandbox
- Avoided in Shenmue where the characters start appearing around morning (with only a few drunks around early morning) they go shopping, then later they may go to bars and then later make their way home. Mind why they didn't react to somebody walking directly behind them all day and asking them questions like "Do you remember the day the snow turned to rain?" is another matter.
- To be more precise, pretty much * every* character actually has a predefined schedule, and it is possible to see them make their daily commute to and from their homes at the appropriate times.
- In Grand Theft Auto IV pedestrians would convincingly walk around with shopping bags, bags of groceries, answer their cellphone when it rang an so on, but if Niko so much as lightly brushed their arm by walking by, or they were distracted by a nearby incident such as a car hitting a ped, they would drop everything they were carrying, observe for a moment then walk on. One can see how the average resident could go through several phones in a day and end up with a grocery bill in the thousands by the end of the week, not counting how many cars they need to replace or fix when Niko steals or rams them off the road.
- In Grand Theft Auto III, the pedestrians would run screaming if someone nearby was shot; once they were a few yards away, they would resume their nonchalant strolling.
- Also in Grand Theft Auto: Vice City, you can acquire goons for your very own gang. They all look identical and stand outside of your base swapping a few lines at random. The frequent, "So I said to myself, Mario..." earned the gang the fandom nickname The Marios.
- "What am I gonna do about her?"
- "Forget about her, Mario!"
- And in all of them? Citizens will jump and dive out of the way to get away from a car. Sometimes, they may jump right in front of you and cause you to run them over.
- Numerous examples with the NPC dialog in the Saints Row series. The best: A civilian in the second game says something along the lines of "Well, the Brotherhood is done for. You going to bring Carlos back next?" while Carlos's zombified corpse beats the guy next to him with a nightstick.
- Spore has a lot of them- in creature stage you'll occasionally see other species fighting each other, but it's most visible in tribal stage- if your tribe members are just hanging out in the village not doing anything they'll often interact with each other, "saying" things (with pictures in speech bubbles), and occasionally even punching each other.
- In Bully, sometimes you can hear citizens talk about rather strange stuff, or see a prep suddenly wander right into the autoshop and then start fighting the Greasers. Sometimes you'll see prefects completely ignore when someone gets knocked out or pushed into a trash can, and it becomes even more hilarious if you stuff a Prefect into a trash can, hide in a locker, and then come back to watch a prefect walk past their fellow prefect struggling to get out of the trash can.
- The "Kick Me" signs have this; although it's one of the more amusing examples. The way they're programmed, just about anyone will run over and kick the student with the sign on their back. Girls and kids who don't normally attack will kick them. Heck, even the prefects and the gym teacher might go over and kick the target!
- Mount & Blade has moments where you're allowed to enter villages and towns. There are villagers wandering around, but none of them ever do anything other than wander, and all you can talk to any of them about is the town you're in, which all of them have the exact same knowledge and opinion on. They never talk to eachother, but it sort of works as long as you're not in the villages for too long. You can also see travelling villagers moving between towns on the world map, and you can even attack them.
- Mods can compound the silliness. For example, there is a star wars mod for the original mount and blade. Said mod adds bounty hunters to towns who will randomly attack you which works pretty well, except that nobody else on the map responds to it on the slightest. Including the guards. Even if you own that planet. It also adds bar fights, which are still very amusing as the bartender cannot jump over the bar to actually join the fight (but will keep trying) and the fact that an unarmed rodian will decide to try to take on a wookie or fully armored bounty hunter.
- Mafia freeride shows that the only concern for the Lost Heaven Police Department is Tommy. He can anger mafia goons and use a police car as a bullet sponge. The cops wont do anything untill Tommy defends himself.
|
|