- You can't switch out characters that are currently unconscious or dead (permanently or otherwise).
- You can only switch characters when not in battle.
- You can only switch characters in certain locations, such as towns or the world map.
Video Game Examples:
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- In Drakengard 2, you only control one character at a time and can switch between your four party members pretty much whenever you want. If your currently-controlled character falls in battle, it's Game Over...even though one of your party members literally cannot die and actually regenerates health while he's on the sidelines.
- Mega Man X7 lets you choose two Maverick Hunters and lets you switch between them on the fly. If one of them runs out of health, though, you lose a life and have to restart the stage. Where did the other Hunter go? Mega Man X8 fixed this by simply switching to the still alive hunter while the defeated one slowly recovers.
- In Guild Wars, a wipe is triggered if all PC members of your party are dead and no NPC members have a resurrection skill they can use. While this is normally alright because those NPCs aren't going to last long on their own anyway, it can be annoying in situations where finishing off the enemies you were fighting (which may not be beyond their capability) would trigger a cutscene and/or recharge their Resurrection Signets.
Role Playing Game
- Chrono Trigger: Given that you can switch party members anytime out-of-battle, why can't you do that after three of them get knocked out in battle? (If this is justified by their having to use the Gate Key, then why can you switch party members anytime out-of-battle anyway?)
- Perhaps using the key requires a certain amount of concentration that can't be afforded when something has proved that it is quite capable of killing you. Or the game is shortcutting your party heading back to base at the End of Time, switching members, then returning to where you were.
- A less justifiable example occurs if Frog challenges Magus for the second time and loses. You'll get a game over even though the other two party members just walked off a short distance.
- Averted in the extra dungeon in the DS version where the main party is trapped and the reserve party comes to free the main party
- Normally in Chrono Cross you can only switch party members at save points, unless the plot calls for a certain character, at which point they just walk on from offscreen. This leads to some strange moments, such as the fight with Bonus Boss Dario. Depending on your party composition, up to two extra party members will walk up right before the fight to explain the plot, but then will just stand there as your party gets slaughtered without doing anything. A very sad example, given both this particular plotline and the fact that he's That One Boss.
- In Golden Sun: The Lost Age, Kraden definitely wouldn't be able to handle combat, but couldn't he at least pull out your healing items to help out when you lose?
- Also averted in that by the end of the game, you'll have eight characters, but only four active in battle at any time. If your first four are knocked out, the game will automatically switch to the other four characters if any of them are still alive. You can also switch individual party members between turns.
- Golden Sun: Dark Dawn also brings in the rear guard if the entire front line falls in battle, and allows you to rearrange the party mid-battle. Rear-line characters will also automatically switch in during the Ancient Devil battle after someone falls prey to Demon Sign, and allies KO'd under Demon Sign will be placed in the rear instead of wasting space on the front line.
- Averted in Atelier Iris 2: The Azoth of Destiny, as soon a party member falls unconscious another will step on to take his place.
- Subverted in the first game Atelier Iris: Eternal Mana, you can either choose to replace a fallen member or keep it thrashed on the field so you can revive it.
- In Cross Edge, there is a potential cast of over 20 characters; but you can only ever have 4 at a time in your party, and if you die, it's game over. Regardless of the large group that is there, watching.
- Averted in the mech battles of Xenosaga 3. If one mech gets knocked out a backup mech will automatically jump in and replace it. Unfortunately there's only one backup mech so any other KOs are down for the rest of the battle.
- Final Fantasy VI: Zig-Zagged. Your extra party members are left behind in Narshe or the airship, and you can't switch unless you go back there; no instant switch zones. Until you get control of the airship, switching inevitably involves a very long march most of the way across a continent. A bit strange in the Final Boss fight, where you place all your party members in a queue. After finishing each tier of the boss, unconscious characters are replaced by the next characters waiting in line — but lose all four members at once, and it's Game Over.
- Final Fantasy X, which has a sort of "tag team" mechanic, in which you can switch party members during battle, but only on that character's turn. If a character is KO'd, then their "slot" is wasted because you can't bring anyone else in until you revive them. Thus, having all three currently active characters KO'd at the same time is a game over, even though you can have as many as four other characters waiting in the wings. Worse still, some enemies will petrify then shatter your teammates, depriving you of their spot for the rest of the fight — when the space could easily be filled by a back-row ally. (Fortunately, they're only mostly shattered, because they come right back once the fight's over.) The same is said for team members who are literally kicked out of a battle, even if that Kick would not have actually KO'd them.
- Averted in Final Fantasy XII: You can only fight with three party members at a time, but you can swap out a front-liner for a reserve PC at any time (if they are not being targeted by the enemy), AND if all three front-liners get KO'd, the game forces you to switch in at least one of the reserve PCs. You can even target your reserve party-members with buffs and heals, so you can have your secondary party revive your primary after a total-party-KO. In fact, the only way to die is to have all six members of your party KO'd. There is a boss that has instant death attacks — the only way to win against him is to constantly raise the characters who are not in the front line.
- The plot of Final Fantasy XIII stresses teamwork and the power of True Companions, but you can only have three guys in your party at once in each battle. Paradigms (in-battle class changes) make up for this discrepancy. In a particularly egregious case of lazy backup, you get a game over if only your party leader is KO'd.
- Dragon Quest IV: Averted. There are sections — caves and things — where the wagon the rest of the party is riding won't fit, and if you die in that section, it's game over. In areas where you do have the wagon — the final boss is mercifully one of them — you can not only switch members, but when all four of your active party members die, the next four will jump out to replace them.
- Dragon Quest V: Averted. The cart the rest of the party is riding fits anywhere, and the alternate characters (including the Mons) automatically switch out — in fact, it's virtually impossible to beat the final boss without using this system. Also, if your main character dies but there's someone else active in the party, he will be automatically revived by the other character, and that includes the panther.
- Dragon Quest VI: Averted; as in the previous two installments, as long as the wagon containing your spare party members is present, they will leap out to provide support if everyone else is beaten. However, as in IV, the wagon where characters not in the party wait doesn't fit everywhere, and so dead party members can't be replaced if it's not present. Mercifully, the final dungeon allows the cart to enter.
- Strangely, even if the wagon can't accompany the active party, the members left in the wagon can still cast healing spells on the away team.
- Hero's Realm: Despite sixteen characters divided into four parties, if one party goes down, the other three won't lift a finger to step in!
- In MS Saga: A New Dawn, you have three front-line fighters at a time but up to six characters in your party total (and, toward the end, you can have seven or eight allies at once!). It's game over if all three of your front-liners die, even if your three in the back are fine (to say nothing of anyone not actually in your party at all).
- Kingdom Hearts II: Averted; with the right abilities equipped, party members will switch out when they are about to be knocked out.
- The entire Tales Series:
- Vesperia even lampshades this by having members that haven't been in the active party in awhile complain about being left out of the action in skits. They seemingly just stand around watching others fight.
- Averted by Tales of Hearts's Link Attack system, which lets you call in non-fighting party members to perform attacks or spells. Linked attacks can be guarded but not interrupted, making it often useful to leave one of the healers in the back row.
- Justified once in Tales of the Abyss, during the last fight with Arietta, a Duel to the Death, the entire party is there, but Arietta sets the terms as herself and her two monsters versus four of the heroes.
- Justified again at the end of the game; a skit before the final battle establishes that the two party members not fighting the boss will be securing an escape route. However, some of the party seems surprised at this plan, suggesting that this isn't standard procedure for them, so this justification only highlights the fact that the entire rest of the game has featured lazy backup.
- Justified even earlier, as Jade comments on marking allies to avoid friendly fire, and only so many people can be marked as allies at any one time. Reserve party members are presumably not marked as allies at the time.
- In Tales of Graces, a fight with Richard is made exceptionally annoying by first depriving you of one party member slot (instead of 4 characters, you fight him with 3) with no good plot explanation for why Malik or Pascal were sitting this one out, and then by giving you a time limit for a trophy. Needless to say, there would be much less restarting of this fight and all the long cutscenes involved if the dev team hadn't placed such artificial constraints on the player.
- Finally defied in Tales of Berseria, where reserves can be tagged in by using one point of the Blast Guage. KO'ed party members will be subbed out automatically if possible, and if their AI is allowed to conscious allies in critical condition will also swap out voluntarily to start regenerating HP on the back line.
- The Mario & Luigi games avert this trope for the most part, as Mario and Luigi themselves are the two characters who are primarily controlled, and battles are not lost unless both brothers are defeated. In fact, if one brother falls, the other will actively protect him as enemies attack, which makes it harder for them to dodge or counter attacks themselves.
- Mario & Luigi: Partners in Time takes this further. When one of the adult party members is KOed, their junior counterpart pulls them out of the fray and takes their place. If both Marios or both Luigis are knocked out, the other brother has to carry them around, making battles much harder since it takes longer for them to jump over attacks.
- Mario & Luigi: Bowser's Inside Story does something similar. Although at a certain point on Mario and Luigi can leave Bowser's body, and both teams can fight pretty well, you have to have at least one character on each screen left alive, otherwise you get a game over. This is made more interesting in one battle, where the boss is fighting Mario and Luigi, but also harms Bowser with some attacks, and you have to keep Bowser alive during the battle as well. A Dummied Out battle item that lets the Bros heal Bowser implies that this was going to be standard procedure.
- Riviera: The Promised Land also has this. The game does comment on why only 3 characters can fight, but there's no comment on the ones who are not fighting tagging out the ones who are down.
- Avoided in the final battle of Sailor Moon: Another Story. Losing with Sailor Moon's team results in Chibi-Usa's party fighting the boss (which is actually made slightly easier). Winning with them produces a slightly different ending.
- The Wild ARMs 1 remake Alter Code F has similar problem with aforementioned Final Fantasy X. You have 6 characters; the three originals and three "secret" characters. Only 3 can fight at once, however. These characters always go everywhere together, as evidenced by the fact that you can switch characters in battle. If one character drops in combat, you can swap them for one of the others. However, if all 3 frontline characters downed, it's game over.
- And the gameplay of Wild ARMs 5 works exactly the same way, unfortunately.
- In Devil Survivor you can deploy a maximum of four characters in a given battle. This isn't particularly bad for most of the game (as it spans 7 'days' and only up to 5 characters can be recruited in the first 6, meaning at most only one unit will sit out at a time). On some of the final routes though (Day 7) specifically the most difficult one, up to ten characters can be recruited. More then double the deployable limit.
- Well, in Shin Megami Tensei I, II, and Strange Journey, there's a reason for the lazy backup. Your COMP doesn't have enough RAM for that. And even if it did, demons have to be physically summoned — if your character is dead, there's nobody around to summon the backup out of your COMP.
- Also, the majority of demons only respect strength, and are essentially hired mercs anyway. If you get beat up, why should they bother saving your weak ass from death at the risk of their own? You simply weren't tough enough, and they aren't getting paid enough for that kind of crap.
- Same problem in Devil Survivor 2. There at least part of the time you don't have more than four party members or the game tries to justify it with a cutscene showing the backup doing something else while you're on the front lines, but by the midpoint of the game you can have far more than four characters available but still only able to deploy four. Then again, it's made clear that the whole group isn't actually together most of the time - implications are that the main character phones up his battle party and tells them to meet him when he sees a fight breaking out.
- Mostly played straight in Persona 4, though you'll occasionally encounter them standing around in the dungeon, implying that they can't back you up because they're busy exploring on their own. The Golden rerelease also adds Cavalry Attacks, allowing party members to charge in on their scooter/bike/skates and use their follow-up attacks even if they aren't in the party.
- Played horribly straight in Persona 3; you are only allowed to have four members in your party, and unlike the exploration implications in Persona 4, whoever you leave behind stays at the base of Tartarus. While Fuuka is communicating from the ground floor and may need protection, only one instance has happened where Shadows have attacked at Tartarus' entrance, and it's for a story-driven boss fight. Also notable is that Fuuka's own Persona surrounds her in an indestructible barrier, whereas Rise, who came after her, is mostly exposed with her own, so, so the idea of staying behind to keep Fuuka safe loses a lot of credibility.
- Also played straight in Persona Q: Shadow of the Labyrinth; you have a five person party, but events and cutscenes that happen in the dungeon make it clear that all of the Persona-users are present in the dungeon whenever you go. Do they come and step in should your party die? Nope.
- In Breath of Fire IV, you can only fight with 3 characters at a time. However, sometimes in battle the camera will pan behind to show your backup characters, who will cheer for you and may recover some of your HP. And yet if all three characters are KO'd, you get a game over. This is particularly aggravating because you know your back up is literally right there, but they won't lift a finger to revive you or take over the fight.
- Those backup characters aren't just for show - you can tag them in at any point in the battle. You still get a big fat Game Over if your frontline threesome bite the dust, though.
- In The Legend of Dragoon, while traveling with a party of 7 characters if your 3 active characters got KO'd it is a game over, despite being able to swap out characters anywhere except in battle, with the exception of Dart.
- Justified in The Reconstruction; Wadassian law restricts your guild to six armed fighters at a time, so other characters aren't allowed to intervene.
- Although, this still begs the question of why they still don't do anything in the final chapter, where Wadassia has been reduced to ruins and you're fighting to save the entire world.
- Lawful Stupid?
- Although, this still begs the question of why they still don't do anything in the final chapter, where Wadassia has been reduced to ruins and you're fighting to save the entire world.
- Averted in Endless Frontier. "Those characters you never use" can unleash a support power at any time during another PC's combo, unless the main player character is using a skill or ultimate attack. Or you haven't got the SP. Or you've used all of your support powers already for that combo chain.
- Averted in Science Girls - only your front row of girls can take actions during combat, but you can swap characters in and out of the front row at any time, and if a front-row girl is knocked out, a back-row girl will automatically step up to take her place. Only if the whole party goes down will you get a game over.
- This is MOSTLY avoided in the Mana Khemia series, as you can switch in your back row even when your whole front row goes down. However, a full party in the first game means seven members, and so one member is delegated to stay out of the battle for no good reason.
- In Lufia: The Legend Returns, you have a total of twelve playable characters (well, actually, 13 PCs, but who's counting), of which number you take nine to make you company during battles. Yep, NINE, which means that every time the enemy uses a multi-target spell, you will have most of your buddies right beside you to suck it up with you. And you can only make three moves during your turn. Don't worry about the healing though. Melphis and Yurick have everything you need to put your party back on track in just one spell.
- In one of the more bizarre examples of this trope, though, if the 3 front line units are defeated, you get a game over despite the fact that the others are not only still up and well, but actively present and fighting.
- In Lufia: The Ruins of Lore, you can have up to eight characters in your party, with four in battle at a time. Characters can be swapped out for other conscious characters; a knocked-out character can't be switched back into battle. If a Mon falls, it is removed from battle and the next character in line joins, but if all active human characters fall, it's Game Over even if you have other human characters on the sidelines.
- Not only are most of your Loads and Loads of Characters in Infinite Undiscovery stuck off-screen during the action, but if the Player Character dies and the party members' Artificial Stupidity doesn't feel like using the resurrect item/spell in just a few seconds (you can't order it) it's Game Over even if all the other on-screen guys were still going strong.
- Etrian Odyssey. You have a guild of 30, but you can only bring five people at one time. If that party dies, it's game over. Even if it's a party of fresh recruits, and the rest of your guild is max level.
- One of the Bobobo-bo Bo-bobo RPG for the GBA averts this, by letting you change party members during battle. It's still Game Over if the 3 front characters die. The previous one plays it straight.
- Less obviously justified in Dragon Age: Origins, where the Warden is likewise a mandatory party member: at least one Gray Warden is required to stop the Blight by the rules of the universe, and Alistair (the only other Warden among the Companions unless you replace him with Loghain) is more comfortable with being the sidekick even though he technically outranks the PC. Origins has another problem, though...
- Lost Odyssey has this. In this case it's probably for the best since some of the characters are immortal and will always automatically revive after a while, so it would be impossible to lose the game otherwise.
- In Enchanted Arms, this trope makes the Golems largely useless after getting all the human party members. Since you can't switch in battle, you might as well fill the party with the humans so they get more Experience Points, instead of wasting it on a golem that will probably get replaced by another one soon.
- In Super Mario RPG, you eventually get a total of five party members, though you can only take three at a time with you. Should your main three die off, the remaining two won't count. There's also the Duel Boss occasions with Jonathon Jones and Dodo. The latter is a bit more understandable, but the former is just egregious because the rest of your party is literally standing at the sides watching you fight. Keep in mind this is one of the RPG's where it normally doesn't matter if Mario dies, either.
- In Sa Ga Frontier, you can have a party of up to fifteen, but you can only ever have one five-person team battling at once. If everyone in that team dies during the battle, it's game over. Therefore, unless you like to have all your characters evenly ranked, you'll probably only level and use one team, and gather other characters only to experience their stories, see their cutscenes, and use their items in the communal inventory.
- Possibly justified — characters in parties you don't use will restore a small amount of WP/JP back if they don't fight. So perhaps the other characters are resting off to the side away from the enemy.
- Averted in the first Arc the Lad game, where all your characters always take part in the fight. played straight in the other episodes: even when you have a dozen human characters and even more mons, they do not take part in the battle: sometimes justified when the characters try to infiltrate enemy facilities, but why would they no go all out when they openly attack the Big Bad stronghold?
- In Mass Effect, We Cannot Go on Without You is in effect, and the trope is fully justified by the fact that you're commanding an Away Team and the rest of your team are on the Normandy, or in the ending to Mass Effect 2, working as a secondary fire team on the other route. Though it still doesn't address the fact of why neither of the teammates who are with you are unable to slap some medi-gel on you before you bleed out.
Garrus: And that's the moment when the universe ran out of ammunition.
- The Citadel DLC in Mass Effect 3 plays with this in one sequence, as the squadmates you didn't take with you will still banter over the radio as they make their way across the field off-camera. This culminates in a final scene where the entire ME3 ground team plus Wrex sweeps the rest of the enemy force in a hail of bullets.
- Star Ocean allows you to have eight characters in your party, but only an active party of four. However, the inactive characters aren't on an airship or in another city or anything - they are very obviously travelling with everyone else, and you can switch them in and out of the active party at any time outside of combat. And yet they do nothing when your active party get creamed by a powerful enemy, and the game ends with the defeat of the active party even though you literally have a replacement party waiting.
- Averted in Star Ocean: The Last Hope, as you only get a game over when the entire team is wiped out. However, you're only allowed to switch characters in combat one at a time and with a time delay between switches. Because of this, getting your active party KO'd generally means anyone you switch in will die alone before you can switch in another.
- In the Baldur's Gate series, the game ends instantly if the main character dies, regardless of how many characters in the party happen to be capable of casting Raise Dead or Resurrection. This may be justified when you actually die because as a Bhaalspawn the divine part of your soul rejoins your father and presumably cannot be retrieved, meaning even if you're revived, you can no longer affect the outcome of the prophecy and thus the game is effectively over, even if revived (which is why setting a contingency to resurrect yourself works just fine, but ends the game anyway) (like what happened to Sarevok), and it would require a Resurrection spell at minimum since your body disintegrates, raise dead requires the body be mostly intact or use another spell to make it so, but the same thing happens when you're petrified or Imprisoned. That it doesn't happen to Imoen is another discrepancy.
- Possibly justified in Touhou Labyrinth, both because (as usual for the setting) nobody is really in mortal danger, and in that your party members are leaving all the time anyway, as they get progressively more bored wandering around the dungeon. ("Motivation to not abandon you" is an individual and trainable attribute.) If you lose your current frontliners, everyone else simply wanders off at once. You can switch out teammates in combat, and it's assumed you'll be doing so.
- Of course, if everyone you have at the front lines is defeated in combat, it's still a game over, even if you have 8 other people ready to fight.
- Eternal Sonata builds your party up to 10 (Xbox 360) or 12 (PS3) characters — provided you brave the Bonus Dungeon, that is — but only allows three active characters in a party at one time. You can switch any time you're neither in a battle nor in a cutscene, but no character will even move to replace fallen characters, and if all three of the ones you chose fall, it's game over. (At least any active character that's not dead can revive any that are, provided they have the right item.)
- In Legaia II: Duel Saga, there will eventually be five playable characters, and you can freely switch the party order between battles. However, only three can participate in battle, and if those three fall, it's game over.
- Averted in the early Wizardry games (I-III and V.) Even if your entire party dies in the dungeon, you can make a new one (composed of people you left at home and / or new recruits) and send them out to retrieve the corpses of your dead heroes for resurrection.
- Averted in Epic Battle Fantasy 4. You have four party members, but only three onscreen and in-battle. If one of your three active combatants falls, the backup will automatically jump in. You can also swap anyone out for the backup at any time.
- Mind=Zero only allows three party members to fight at once and gives you a game over if they all fall. However, the other party members are right behind the battling party and apparently are content to leave their fallen comrades if they die.
- Paper Mario: The Thousand-Year Door only lets you have one party member at a time, and if he or she is downed you can swap them out for another (though it uses up a turn). This is turned against you when you're force to fight an enemy who's accompanied by your party: taking out the party member makes another step up and take their place. Also, if you fall for the poisoned cake in The Glitz Pit, while only your active party member eats the cake ,it leaves you unable to use any of your party members for the following fight.
- 7th Dragon triggers a Game Over if the current party is wiped, even if you have reserve members back at the guild hall. Gets pretty dumb in 7th Dragon III: Code VFD, where even after you gain access to a rear-line team of up to three that can provide battle support and later a second rear team, both of which can follow you at once (in other words, you have twice as many members following you as you have fighting as part of the front team), it's still mission failure if the front line kicks the bucket, even if you die to early enemies and your rear teams are composed of level 99 members who should be able to curb-stomp whatever killed the front line and then revive those fallen comrades.
- In Star Fox Command, it's entirely possible to have several characters attack the same base or enemy on the map, but you have to pick only one for the fight anyway, so the only benefit is being able to choose, and having multiple shots at a tough enemy in the same round.
- Averted in Star Wars: Republic Commando, where your squadmates will revive you if you're down, as long as at least one is left standing. Once all are down, though, it's game over.
- In Contra Force, the player can switch between four characters, each with three lives. However, if your current character dies and loses his final life, the game will instantly end no matter how many lives the other characters still have. This doesn't apply in 2-Player mode, in which another player can switch to another character if his current character loses all of his lives.
- In Firefight mode in Halo 3: ODST and Halo: Reach, even if you have ten lives left, you only have as many humans on the ground as you have players (for obvious reasons). Interestingly, though, there's "reinforcements" which brings an ally back even if you have no reinforcements.
- Early Tom Clancy games averted this - if your team leader in Rainbow Six takes a bullet and dies after rounding a corner, rather than declaring the situation hopeless and making you restart, the next guy behind him simply takes over.
- In Resident Evil: The Umbrella Chronicles, if you have no player two, your so-called "partner" won't lift a finger to stop you from being eaten alive or beaten to death. You can't switch to them either, even though they're supposedly right there and actively conversing with the one you're playing the whole way.
- Averted in The Darkside Chronicles, in which they automatically fire on enemies and avoid getting in your way, although you will occasionally have to help them in 'mini cutscenes' where they get grabbed by a zombie.
- House of the Dead follows this; don't expect much more from your partners than them commenting on the situation if no one's manning the second controller. Washington in OVERKILL is particularly notable, as he drops a Bond One-Liner at most of your kills even though G's the one doing all the work if you're playing solo.
- Sweet Home averts this. Even though you can only have two parties at a time, if one of them is caught in a Random Encounter, you can use the "Call" command to take control of the other party and move them to where the battle is taking place so that all five characters can team up. You only have a limited amount of time to move the backup party before the battle resumes again.
- In Dawn of War 2 you can deploy 4 out of 6-7 available squads in any given mission. Others will not bother going down and helping out even if all your squads are incapacitated, and a dropship is sent after them for emergency extraction. Even worse in the expansion pack Chaos Rising, where for the ultimate battle the entire Chapter drops on the battlefield...except for those you don't select.
- In Star Wars: Empire At War, during the Empire campaign, you are given several Interdictor Star Destroyers, which can generate a gravity well, preventing the enemy's escape into hyperspace. This ability is used during one important and required space battle. However, while the Interdictors are generating their gravity well, they cannot attack enemy ships and cannot stand up to much fire. You can build more Interdictors if you want; however, if the Interdictors given to you for free by the Empire are destroyed, you automatically lose the battle, even if you have other surviving Interdictors. The Empire only gives you two free Interdictors until both are destroyed - two more are given to replace the destroyed ships.
- In Final Fantasy Tactics you don't have to send Ramza into random battles, but if you send in 5 redshirts and they lose, the game is over.
- Final Fantasy Tactics Advance attempts to avoid the trope by only making storyline battles become a Game Over should everyone be wiped out, but it also still makes no sense for the game to end if Marche gets sent to jail during a non-story battle. One would think someone in his clan could post bail for the kid...
- Because only so many units can be deployed on the field in the later chapters of any given Fire Emblem game, one has to wonder what all of the units you haven't chosen are doing. Sometimes, this is Hand Waved by saying that they're being given other duties or you have to be sneaky or some such and too many units would blow your cover, but, a lot of the time, it's never explained.
- Though Chapter 17 of Path of Radiance does more or less avert this trope as you can call in reinforcements of your own (though, since they can do this, it would be pretty cool if they did as more than once as a one level gimmick), but at the same time making the other cases even more egregious since it makes it clear that they aren't doing anything else while you're off fighting.
- Also averted in Genealogy of Holy War. You can bring all available units into every battle, though this is mainly because you control two different generations of smaller-than-average groups. Also, you'll want a few units defending castles instead of fighting on the front lines.
- Averted much more reasonably for the Endgame of Radiant Dawn; your selected team storms the enemy stronghold while the rest of your army stays behind to protect you from the risk of a pincer attack... specifically because the enemies are all enemies you've killed previously and were raised from the dead solely to get in your way, and will continue to return indefinitely until you take down Asherah.
- Present in Fire Emblem Awakening as well. While story chapters are understandable due to the normal "Chrom must be there at all times" requirement, random battles don't force required characters. If everyone you sent out to fight dies anyway (or retreat due to heavy injury in casual mode), it's still game over, even though you probably only sent in a fourth or fifth of your army at most to fight.
- Shining Series:
- Interesting example in Shining the Holy Ark where you can only hold four members in a fight at any time but you can freely switch between them, switching dead members or live ones. Yet you still lose if all three of your characters die in the main battle.
- Shining Force II only allows you to have twelve members, and they can only be switched out when using the Caravan. Justified by Rhode when he explains that the Caravan can only carry miniaturized people and items, and thus, are unable to take over for "exhausted" party members.
- The original Shining Force game A Legacy Of Great Intention has no such handwave. Instead, it has characters on deck wait patiently while you're thrown in jail, while the ship your main 12 is battling on is set fire to, and throughout all the climactic battles. If you talk to them in your headquarters, they'll say they're ready to fight or enjoying the rest period.
- Played with in Shining Force III where is is played straight for most of the game but then in the last battle your remaining force is preforming their own battle at the same time.
- Any TBS where you can choose not to deploy some of your units at the beginning, as there typically is no way to call them in later. If losing the battle does not result in a Game Over, those backup units are lost as well.
- Some Super Robot Wars games avert this by letting you trade deployed party members via sending them to a mothership. This allowed for a Good Bad Bug in Super Robot Wars Judgment where you could deploy Final Dancouga or Tekkaman Blade + Pegas, separate them and switch them for two units (Not that you wouldn't want to use Tekkaman Blade).
- There's also the Support Request mechanic, which allows doing a Support Attack or Support Defense move with any unit not deployed. You could only use it a few times per character, though.
- Like Super Robot Wars, Disgaea lets you switch out current units using the home tile (so long as it wasn't destroyed by a unit you attempted to capture), but every time one is KO'd the party size for the current battle decreases by one.
Non-Video Game Examples:
Anime and Manga
- Dragon Ball Z is guilty of this at times. In any given fight, there will typically be 2-3 characters standing around watching as one person, by himself, goes up against the Big Bad.
- Though this is generally because the guys not fighting don't have a prayer of going up against the Big Bad and are essentially risking their lives just to be moral support. And when the guys doing the fighting can casually destroy planets, you'd want to stay clear of either of them inadvertently hitting you when aiming for somebody else. Jumping in is a very bad idea.
- Parodied (of course) in Dragon Ball Z Abridged. Piccolo is perfectly willing to watch Tenshinhan get beaten savagely by Nappa and shrugs it off to Gohan as a matter of honor not to interfere... while Tenshinhan begs and pleads for his friends to help him.
- Averted in the final battle-of-the-beams between Gohan and Cell; where all the other Z-Fighters (who had done nothing but get beaten badly by the Cell Jrs., specifically intending to piss of Gohan into releasing his full hidden power, Nice Job Fixing It, Villain!) jump in to try to distract Cell and allow Gohan's Father-Son Kamehameha to finish him off. It doesn't really work, but hey, they gave it a try. And let us not forget Yajiobi's (the most useless sidelined backup in all of Z) few moments of bravery during Goku's battle with Vegeta.
- Gantz does this to an annoying degree, as characters will stand around and watch their friends fight and die without lifting a finger to help.
- This happens quite often in InuYasha as well.
- Averted in Bleach surprisingly often, especially after Soul Society. Starting with Hueco Mundo, there'll be lots of times when one of the protagonists jumps in while another's fighting someone. For example, Yoruichi and Urahara double-teaming Aizen.
- Though this is more likely to be played straight the stronger you are. And in some arcs, the combatants won't fight until they can be paired up with an enemy, so that no one has backup. ...Or strategy...
- Kaien Shiba literally died because of this trope, when there was a captain who could've easily defeated his opponent right there.
- In the Fake Town arc, the most powerful of the Soul Reapers barely acts until someone capable of opposing him shows up, even though that 'barely acting' involves one-shotting a foe who almost kills several of his subordinates. Another one of the stronger Captains doesn't get involved... at all.
- Played with in the Fred Perry comic S-Guild. The backstory is that the heroes lost, everyone died, except the back-up. Which was comprised of 'those characters you never use.' So, they were under-leveled, etc...
Films — Live-Action
- In Pirates of the Caribbean: At World's End, the final battle, the Black Pearl faces down the Flying Dutchman, and then Beckett's Endeavour, without any help from the pirate armada assembled behind them. Justified because the maelstrom prevents other ships from intervening. And once again, when the Dutchman does its Heel–Face Turn, Beckett's much-larger armada may be scarpering because the situation has just gotten too weird to cope with, or perhaps they just don't care for the man enough to continue fighting after his death.
- In Death Or Glory, when Cain fights the Ork Warboss, the other orks don't intervene because the former had essentially challenged him to a duel (or rather, attacking Cain would imply their leader couldn't take him on and be a challenge to his authority) while Jurgen doesn't fire because if the orks did attack they were both screwed (a rare recorded instance of Jurgen telling Cain he can't do something).