This trope shows up a lot in video games (particularly RPGs), because it makes things much more interesting. Interestingly, this can also be true when it comes to the players behind the screen in a MMORPG. No matter what everyone does for a living in Real Life, together you still managed to bring down that big dragon.
Played with in Baldur's Gate and its sequel; yes, you can include deranged rangers, badass paladins, angsty or depressed elves, psychotic dwarves, insane necromancers and even a former Big Bad in your party. But they do all have their own goals and agendas, and if you violate their beliefs or make them work with people they detest, they will eventually leave your party or worse.
Neverwinter Nights: Hordes of the Underdark qualifies, as your possible companions include a gentleman tiefling with a frenzied demon side; a reformed drow assassin; an either vengeful or reformed ghost of a fallen paladin; and a kobold bard turned Red Dragon Disciple. And all of you are Epic-level. Even the kobold.
Especially the kobold. The Big Bad tries to persuade your allies to turn on you. Most of them will stay if you're nice to them at various points, or discovered certain things about them. Deekin will stay no matter what.
Planescape: Torment has an iconically bizarre assortment of characters to make up the party. Of course, considering most of the game takes place mostly in Sigil, it would have been weird if the group wasn't a bunch of randomly selected and mismatched people and other creatures. It's that sort of city. Indeed, Nordom and Annah are both perfectly mundane for the setting, Fall-From-Grace is odd mostly for the fact she's both an agnostic cleric (there's an entire faction full of these) and an Ascended Demon (spiced by her being a Succubus who's taken a vow of chastity), as the latter is rare but far from unheard of. Dak'kon is mostly unusual for his zerth blade (and, in fact, the githzerai as a whole were redesigned to be more like Dak'kon). Morte, Ignus, Vhailor and the Nameless One are all on the weird side even for Planescape, though.
Morte: a flying talking skull with the libido and vocabulary of a frisky teenager and a distinct lack of honesty, able to curse so profanely that he can make a millennia-old demon-witch or a Fallen Angel forget about their magic to instead try and smash him to pieces with their bare hands.
Dak'kon: a githzerai (sort of scaly, yellow elves with a serious grudge against slavery) and the last warrior of an ancient order who wield blades attuned to their minds capable of destroying anything, but who was long ago broken in spirit.
Annah-of-the-Shadows: a tiefling (fiendblooded mortal) thief and corpse-collector.
In Mass Effect 1 the fate of the entire galaxy rests in the hands of a war hero/ruthless commander/Shell-Shocked Veteran, who is backed up by a telekinetic tech put through brutal training as a child, a Catholic Marine with an infamous family history she's desperate to redeem, an angry cop with an estranged dad, a Proud Warrior Race Guymercenary with species issues who killed his own father, an alien mechanic desperate for her father's approval, and a blue-skinned Hot Scientist recruited to fight her own evil mother. Big, happy family, right? Even Shepard isn't immune. Depending on which past you choose, s/he either grew up without a family and was raised by gangs and violence (Earthborn) or is the sole survivor of a pirate raid on his/her home planet (Colonist) and either watched his/her whole platoon except for him/her being annihilated by an alien monster (Sole Survivor) or sent the 3/4 of his/her platoon to death to capture a bunker from slavers (Ruthless).
Mass Effect 2 brings this trope to even Darker and Edgier territory. Shepard's suicide mission team appears to consist of nothing but thugs, sociopaths, and ne'er-do-wells. Specifically, the party includes: a quirky scientific genius/ruthless spec ops soldier with deep regrets, a homicidal test subject with psychic powers tortured from babyhood, a vigilante with a pile of Survivor Guilt and an intense need for revenge, a berserk vat-grown alien supersoldier with existential issues, a cynical ex-Marine with daddy issues (and the Only Sane Man, mind you), a human-supremacist test tube baby femme fatale with daddy issues, a quasi-hive-minded robot motivated by religious zeal (with no issues!), an alien warrior driven by a rigid code of honour to hunt down her own family, the same alien mechanic accused of betraying her own race, a deeply spiritual alien assassin estranged from his son, and, in downloadable content, a sociopathic mercenary out for revenge and a galactic-class cat burglar with a dead boyfriend. You can get a total party kill - yes, including Shepard - if you don't do any of these characters' side missions, all ofwhichsolveat leastsomeof their many personal issues. (And yes, thatmany characters have family issues in Mass Effect.)
Both games take some effort to justify such choices in crew. In Mass Effect 1, Shepard is a Spectre, a self-sufficient field agent flying a ship that is technically on loan from the Alliance. The situation with Saren isn't seen as that much of a threat, and Shepard simply picks anyone who offers to tag along; the six party members are the best Shepard could gather on short notice. In Mass Effect 2, the authorities outright ignore the problem and don't provide any help, and Shepard is forced to seek out criminals and social outcasts who are nevertheless insanely talented in their fields.
Basically, this trope is what you'll see just from browsing through the War Assets list of Mass Effect 3. Even by the franchise's previous standard, there are groups that you'd never imagine on the same side before Mass Effect 3 hit shelf.
Dragon Age: Origins. It's a BioWare RPG, so you've got: Two Grey Wardens (they're a whole order of ragtag bunch of misfits. One is a prince and a former Templar apprentice. The other is you (of course). The rest of the bunch consist of a deadpan-snarking shape-shifting witch from the forest, a redheadedfantasy French bard who was a priest but joined you after a vision, a stoicQunari warrior, a female golem with an intense hatred of pigeons, an alcoholic dwarven berserker, an elven assassin with very few sexual inhibitions, an elderly Dead All Along mage, a villainous noble champion. Oh and their pet dog. Said prince was actually a bastard shipped off to a convent to keep him away from the throne, the witch had a rough and isolated childhood and so has No Social Skills, bard in this context means spy and assassin who sings, the qunari you free from prison after he killed eight innocent people, the dwarf joins you after you help him find his wife who abandoned him searching for an Artifact of Doom, and the elven assassin was hired to kill you and makes no secret of it at all.
And the reason saving the world is up to you is because everyone ahead of you and Alistair in the order, including The Mentor and dozens of veteran Grey Wardens, has just been wiped out. And despite being the Senior Warden by default, Alistair refuses to lead due to confidence issues and suffering a brief Heroic BSOD after the death of Duncan, his mentor and surrogate father-figure.
Dragon Age: Origins – Awakening continues this. The alcoholic dwarven berserker returns plus a failed marriage, and the new members are a snarky rogue mage with an obsessive Templar out for his blood, a murderous elven hippie, a bitter rogue whose father is the noble who killed the Human Noble's family in the first game, a member of the Dwarven Legion of the Dead who failed to die when she should have, a Fade spirit of justice trapped in the body of a dead man, and a very nice Grey Warden recruit who dies the second she takes her Joining.
How about Knights of the Old Republic? With one game developed each by Bioware and Obsidian, this series is absolutely overflowing. Common to both games are a Mandalorian Blood Knight, a bloodthirsty assassin droid who suggests murder as the solution to any problem, and an astromech droid that controls the ship and is quite capable of lying by the second game. Each one comes back Darker and Edgier the second time around.
Characters specific to the first game include an ex-pilot with major trust issues due to a past betrayal, a Jedi trying too hard to be perfect and scared to death of failing, an exiled Wookee, a smartmouthed teenaged Twi'lek, a redeemed Jedi with a powerful temper and a sad history, a Jedi who's either verging on senility or pretending to be specifically to annoy you, and leading them all is an amnesiac Sith Lord.
In the second game, you get an old woman whose near-sociopathic dedication to self-reliance has led her to attempt to destroy the Force, a maniacally-depressed and heavily mutilated (mental and physical) former Sith, a former wisecracking Jedi-killer with a lot of blood on his hands, another psychotic droid (but this one has such an intense control complex it's out to rule the galaxy), a Zabarak mechanic trying to make up for all the deaths caused by the superweapon he designed, depending on your choices either an insane evil Wookee bounty hunter or an overconfident and rigidly honorable female human bounty hunter, and depending on your gender either a Badass Bookworm with a few secrets or a soldier whose culture interprets dueling as flirting; and all of these are led by a hole in the Force that feeds off their living spirits.
Just about any group of strangers that meets up in an online game as a team can be considered this to some degree.
Because Destiny Says So, the hero of the various Suikoden games must battle The Empire and optimally gather together a force led by 108 very, very diverse individuals. A minority of them are seasoned troops. Most are crossdressing tea fanciers, elevator operators, cape-wearing squirrels... it just gets weirder after that.
The defenders of Kosigan in the Bastard of Kosigan can consist of a bastard half-orc trying to reclaim his heritage, an elf taking revenge for her abuse at the hands of the heir to the county, a prepubescent boy appointed second-in-command of the Grey Guard for no good reason, and an extremely loyal career soldier in charge of the army, all led by whatever you decide the player character is. You even get to lampshade this if you side with Mordred and Alex at the end of the second module, wondering if "two bastards and a little elf" stand a chance against the might of Burgundy.
Lampshaded early in Final Fantasy VII when, upon hearing the party introduce itself one member at a time, Rufus Shinra shrugs and replies, "What a crew."
Also invoked in Final Fantasy XIII according to Word of God, who wanted to invoke a feeling similar to Final Fantasy VII: Your party consists of a soldier, an airline pilot trying to save his son, a leader of a group of anarchist do-nothings turned freedom-fighters, some kid on vacation, and two girls whose reasons for being in the party are too spoilerific and complicated to post here. In fact, FFXIII can be regarded as a Deconstruction of this trope, seeing how the party members quite naturally spend over a half of the game hating each other's guts and blatantly violating the Never Split the Party principle because of that.
Final Fantasy Tactics: Being branded as a heretic early on in the story results in Team Ramza collecting all sorts of unusual characters, not including the mercenary generics he can pick up at the bar or monsters.
In Super Paper Mario Count Bleck plays this straight by calling your crew this in the opening scene.
Paper Mario 64 has a Mario Fanboy, a wannabe archaeologist, a Valley Girl pink bomb, a bumbling postman, a bratty female ghost, an infant light bulb, an overbearing fish who somehow breathes and walks (okay, flops) on land, and a punk Lakitu with an Embarrassing First Name.
Fire Emblem: Radiant Dawn's Dawn Brigade, justified as they are a group of resistance fighters, rather then a formal military group, but that justification goes straight out the window when they become the core of a full blown rebel army.
Like Fire Emblem, the recruitable casts found in all Shining Force games (and many sidegames) have a large degree of variation in occupation, nationality, class, motive, and even race. It is not uncommon to wound up with an army full of Humans, Halflings, Centaurs, Elves, the token Joke Character, beastmen, and many other fictional races towards the end of the game. Hell, some games even have Ninjas and Samurais joining the force seemingly at random.
Rogue Galaxy could also qualify. By the middle of the game the super-elite pirate ship's crew consists in: a legendary pirate, a Second-in-command cat with a bad attitude, a bad-tempered jungle girl, a clueless young boy mistaken for a skillful hunter, an actual skillful hunter, a cheerful girl, an extremely polite fighting-machine robot with the spirit of a dead child inside, a depressed Ex-soldier, a police-wanted, fired-from-his-job computer genius, and a... something that can fire missiles from his back and speaks with a weird accent, plus a couple of normal human pirates and a talking frog who eats weapons. Insanity ensues.
Delta Squad in Gears of War fit the trope perfectly - though everyone on the team is a soldier, they argue amongst each other constantly, are generally a collection of jerkasses, and the (newly promoted) squad leader is an actual ex-convict freed literally minutes before the mission began.
It is stated by several of the characters however, that Marcus's trial was a sham and before it he was an extremely skilled soldier.
This is pretty much the entire point of Battlefield: Bad Company. B Company is apparently a dumping ground for anyone the Army deems a troublemaker, making them expendable. Plus, the squad featured pretty much qualifies in and of itself: a demolitions man who blew up the wrong latrine and loves to go in depth on his philosophical non-sequiturs, a cowardly comm specialist who looked up porn and wound up giving the Department of Defense network a nasty virus, a chopper pilot whose boredom and subsequent recreational drug use led to an accident that then led to his reassignment, and a weary sergeant who just wants to get out as soon as possible and is willing to take a transfer to the highest mortality rate company in the Army to get it.
Depending on whom you recruit in your pack, Spore has elements of this trope. It's possible to end up with someone with his cilia from the Tidepool, and yet he can last longer than the others.
Nippon Ichi loves this trope. Disgaea certainly qualifies, even if the 'heroes' aren't very heroic. You have the orphaned son of the demon king, his sidekick of debatable loyalty, an assassin angel (don't ask), Captain Gordon, Defender of Earth and his two sidekicks, the gorgeous scientist and the funky robot, various defeated enemies, and the souls sewn into demonic penguin bodies in the Prinny Squad. You can recruit a ton more weird characters via the post-game, as well as create your own squad of wacky generics. The same goes for all of the sequels, in which you can also recruit previous game characters and cameos from other Nippon Ichi cameos, usually in the form of DLC.
Boots and his buddies from Anachronox certainly qualify: a stripper, a toy robot, TWO scientists, an alcoholic ex-superhero, and an entire planet, which you at several points were exploring.
The Wasteland crew in Tony Hawk's American Wasteland. Unofficial leader Iggy van Zandt is explicitly called "the king of the misfits" for a reason. And with friends like the player character (a clueless farmboy who just got off the bus), Boone (a violent screw-up who couldn't even cut it as a gang member), Murphy (every slimy agent ever minus the money), Useless Dave (whose endless knowledge of pointless minutiae never fails to bore)... yeah, that's ragtag.
Every team in City of Heroes (and many other MMORPGs, really) except particularly coordinated ones, given the Fantasy Kitchen Sink nature of the superhero genre, and also the casual-friendly nature of the game where it's not uncommon for the fate of the world to be in the hands of a team that may include one or more of the following: A 13-year-old, a 60-year-old, a drunk, a furry, a hopeless powerlevelled newbie, and maybe a Munchkin if you're lucky.
While Raze's group in Mana-Khemia 2: Fall of Alchemy is more-or-less a well-oiled group, Ulrika's group fits this precisely, consisting of a fairy(?) larger than Ulrika and far more timid, a guy in an animal suit/ball which said suit carries who can switch at will, a young boy with a machine obsession (and an abusive sister, but that's on Raze's side), a girl who believes curses are "incantations", and finally, Ulrika herself. In-battle, Ulrika's side is a bit more powerful than Raze's, due to tactical considerations and better overall abilities.
In Mercenaries 2, a five-person team composed of a revenge-driven merc, a snarky computer geek, a lecherous helicopter pilot, a perpetually drunken jet pilot, and a snarky mechanic, destroys the Venezuelan government, and defeats a superpower-backed army as nothing more than a means to that end.
Team Fortress 2: A drawling More Dakka engineer. A big, somewhat dimwitted-sounding Russian. A psychotic delusional soldier. A mouthy, trash-talking speedster. A German Mad Doctor. A smooth-talking French spy. A laid back Australian professional killer. A drunk, manic-depressive Black Scottish Cycloptic nutcase. A demented pyromaniac of Ambiguous Gender. They Fight Their Other-Coloured Clones (and more recently, robots)!
Invoked in the original Starcraft and its sequel. The original Terran campaign has Jim Raynor shepherding anyone who will follow him across the sector. In the expansion, UED Commander Stukov calls Raynor's forces in the ongoing civil war in the sector a "Rag tag peasant militia," and isn't really wrong (especially with Arcturus Mengsk having taken the title of "Emperor" over the "Terran Dominion.". The sequel plays this aspect up, with Raynor recruiting a nerdy young scientist, an ex-con who's been welded into his Powered Armor, a portly cyborg mechanic, a surprisingly normal First Officer, and the occasional omen from a cold, alien Psychic ascetic.
…But it has been noted that since this party contains a child killer, a child eater and a child molester, they are the perfect team for taking on the Watchers.
Infinite Space starts out rather normally: a boy who seeks to unravel the mystery of the Epitaphs, his little sister, a "launcher", and an ex-thug. As the game progresses, you can hire mercenaries and have some normal citizens on board, which don't seem too bad, but later on, you can also have military officers (who join you for various reasons), ex-pirates, and even princesses.
The Fallout 3 DLC Mothership Zeta plays this trope straight. You have to take over the alien mothership with the help of the somewhat unprincipled mechanic Somah, the pre-War combat medic Lt. Elliot Tercorien, the cowboy Paulson whose family was killed by the aliens and the little girl Sally whose repeated escape attempts net her solitary confinement and fairly good knowledge of the ship's systems. Oh, and Toshiro Kago, a Japanese samurai (in full armor complete with a katana) who can't understand a thing the others say (and vice versa).
Fallout: New Vegas, includes a Cold Sniper with trust issues, a wandering Eyebot, a cyborg dog in need of a brain transplant, a Super Mutant formerly in the employ of The Master from Fallout 1, an Enclave scientist who has left the organization to try and support a medical clinic, a Brotherhood of Steel scavenger, an always-drunk caravan owner being muscled out of her own business, and a 2 centuries old Mexican ghoul mechanic.
The quest "Flags of our Foul-Ups" consists of the player trying to make such a squad (called The Misfits!) actually combat effective. They consist of a small team of NCR troops with a severe attitude and discipline problems; an ambitious young woman who washed out of the Rangers but is still desperate for glory, a bloodthirsty former raider who'll recommend the squad dose up with the in-universe equivalent of PCP, a lazy and immoral snob, and a huge but soft-spoken and pacifistic hick. They can be properly mobilised with the right choices and skills, demonstrated during the final attack by the Legion on the Dam, when your Misfits defeat a Legion assault.
Taken Up to Eleven based on the ending you take. You could easily wind up leading an army consisting of NCR, Khan, BoS, and Enclave forces, while a reclusive group of tribals bombs out the Legion camp.
Fallout 2 demonstrates the ensemble dynamic more clearly by letting the player travel with many of them at once (instead of leaving them on display in a hotel, never to interact with each other). These include a one-eyed old man with a metal plate in his head, the son of a slaughterhouse operator who is your potential husband (regardless of your gender), his sister who is your potential wife (again, regardless of your gender), four dogs (two of which are cyborgs), a super-intelligent deathclaw, a ghoul former doctor, a super mutant, an obnoxious racist sexist teen drug genius, a military AI called SkyNet traveling in a robot body of the "Danger, Will Robinson" variety, a tribal warrior with a Jamaican accent and multiple body piercings who talks to the bone in his nose, and a trader of dubiously valuable goods with a missing daughter and a habit of calling you "Boss".
Raynor actually refers to them as a ragtag bunch of misfits at one point.
Subverted in Pathologic. The first scene in the game shows the three healers meeting up, arguing with each other, then deciding to strike out separately to fight the plague. Throughout the game, they never really team up, and occasionally work against each other.
Really, most of the games are like this. Breath of Fire II has said Hero and winged princess, a dog-man with a crossbow, a giant armadillo-man, a near-naked tiger girl, a flower man and a monkey. Breath of Fire III has The Hero once again, the two orphans he ends up living with (one of whom is a tiger-person with Lightning Magic and is a weretiger, the winged princess once again, an inventor/librarian dog person with a bazooka, a mutated ONION and what essentially looks like some kind of Gargoyle. IV is slightly more organised as we start out with a Princess and her (tiger-man) bodyguard who encounter the Hero, but they are soon joined by a Cloudcuckoolander in a robot suit that turns out to be empty and "possessed" by Deis, a stuttering (or in Japan, alcoholic) dog-samurai and a gun-toting soldier woman.
Air Force Delta Strike: Delta Squadron is where all the EDAF losers are assigned.
Pretty much describes everyone part of S.E.E.S. in Persona 3 or the Investigation Team in Persona 4, but it's what allows them to summon Personas.
Most parties in Arcanum: Of Steamworks & Magick Obscura seem to end up like this. In addition to the hero, a poor schmuck who just happened to survive a blimp crash, you can have a monk who doesn't know the first thing about his religion, an overly proud dwarf with no idea what dwarves are really like, a half-drunk half-ogre, the world's smartest "orc", an elven princess, a necromantic fop, and even the guy you set out to kill in the first place. Oh, and a dog who kicks more ass than the rest of the party combined.
Eien no Filena. The party that saves the world consists of a transvestite, a prostitute, a dog, and a writer.
The main cast of Resident Evil Outbreak consists of eight people at the same diner when the outbreak happened, not highly trained police officers as in the others.
By the end of Freelancer, the Order includes a rogue captain guilty of Grand Theft Cruiser, a former security officer wanted for murder, an odd-jobs pilot wanted for murder and artifact smuggling (you), two archaeologists, and two noblemen disillusioned with their respective governments. Additionally, your alliances include a by-the-book destroyer captain, your character's father figure (an eccentric mechanic), and a gang leader.
Freedom Force, being a typical superhero team, consist of unlikely people brought together by extraordinary circumstances... and Energy X. These include an alien fugitive with Psychic Powers, a nuclear physicist obsessed with patriotic ideas, a hot-headed Latino from the barrio, a playboy atoner forever trapped in a metal suit, a Southern Belle/witch, a "Shcottish" fisherman with scales, two teens, a reprogrammed evil robot from an alternate future, a high-school nerd with an insect obsession, a former Air Force pilot now a Speedster, a rookie cop and a blind witness joined into a single being, a strange plant lady with a bikini made of leaves, a washed-up British boxer, an ex-thief, and one who is either an alien or an experiment.
The sequel adds a half-dead widower, a guy who really loves his Shakespeare, the daughter of a powerful sheikh, an Aztec god in a teenage body, a British inventor with a penchant for poisonous cards, a French fencing champion, and an actor with a jetpack.
With the partial exception of Tales of the Abyss. While still a bit ragtag in that they stem from different parts of the world and came together somewhat randomly, every party member is either a professional soldier or a member of the nobility with a significant degree of political influence, which makes them well-suited to dealing with the situations which arise within the plot.
Many Dragon Quest games are like this - in Dragon Quest V in particular, depending on how you recruit your monsters, can very quickly become this when you have your Hero accompanied by a one-eyed, fanged apple, a shroom wielding a hammer and a long-tongued cat... and that's just when you first learn to recruit monsters, it gets weirder from there.
Dragon Quest VI is also a fairly notable example. the entire team consists of an amnesiac Crown Prince, a carpenter turned Martial Artist, a young girl implied to have previously been a sex slave, the spirit of a teenaged sorceress, a monk, a village hero who can transform into a dragon, the first girl's brother who decided he had to become the greatest fighter in the world after being unable to protect his sister, a dragon and 8 different slimes.
Special mention goes to the third game: The only people fighting to prevent the world's destruction are a cowardly preteenage shepherd boy who can't quite get over his troubled past, his loyal dog, a teen girl raised by freaky cross-dressing fairy things who has been locked away in a castle all her life, and a smelly, ridiculed thief in his 20s with a crippled leg. Yet somehow, we're not doomed.
In Silent Storm, the composition of the Special Operations-SE 2 (Allies) or Abwehr Section 2 (Axis) squad is entirely up to you. You are presented with an array of colorful dossiers on different specialists from various countries. The stand-alone expansion Silent Storm Sentinels has the titular organization composed of former members of both the SE 2 and Abwehr Section 2. This is even more a case in Hammer & Sickle taking place during the Cold War where the Player Character is a Soviet spy infiltrating Western Europe and gathering a team that perfectly fits this trope.
Pokemon community Showderp is built on forming one of these as a party and defeating cookie cutter teams in competitive play.
BlazBlue: The legendary Six Heroes who saved the world from the Black Beast consisted of a cybernetic white knight piloted by the soul of an asshole, a talking bipedal cat samurai, a sophisticated werewolf butler, an evil ghost-like Humanoid Abomination, a sexy pink-haired witch, and a Magical Girl with split personality disorder. The whole playable cast would also count.
Inazuma Eleven series' protagonists are middle-school soccer players who are either overwhiemingly optimistic and determined, angsty pretty boys with Anime Hair, midgets, or giants. Given the game's availability to recruit Loads and Loads of Characters, the list of crew expands toward even more bizzare characters like kids who think they are gods, senior citizens, cavemen, ninjas, samurais, Arthurian knights, Chinese warlords, or even aliens. Again, this is a soccer genre.
In LEGO Minifigures Online, you can assemble a team of a chicken suit guy, a fortune teller, a mermaid, a bumblebee girl, a plumber, an Aztec warrior, and a cyclops—and that's just the beginning.