Artificial Atmospheric Actions: Difference between revisions

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{{trope}}
{{quote|'''NPC 1:''' I saw a mudcrab the other day.<br />
'''NPC 2:''' Horrible creatures, I avoid them whenever I can.|Two [[NPC|NPCs]] in '''''[[The Elder Scrolls IV Oblivion]]'''''}}
|Two [[NPC]]s in '''''[[The Elder Scrolls IV: Oblivion]]'''''}}
 
{{quote|'''NPC 37:''' I saw a mudcrab the other day.<br />
'''NPC 52:''' Horrible creatures, I avoid them whenever I can.|Two other [[NPC|NPCs]], '''''Oblivion'''''}}
|Two other [[NPC]]s, '''''Oblivion'''''}}
 
In some games, [[NPC|NPCs]]s 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 [[Uncanny Valley|scary]].
 
In some games, [[NPC|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 [[Uncanny Valley|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}}
 
== Action ==
* ''[[Assassin's 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?"
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* ''[[The Legend of Zelda: Majora's Mask|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 [[NPC|NPCs]]s. [[NPC|NPCs]]s 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). [[NPC|NPCs]]s 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.
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== 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,. oneOne of them is bound to be a van from [[Continuity Nod|Spongg's]] [[Nursery Crime|Footcare]].
 
 
== Film ==
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== Interactive Fiction ==
* The long--agolong—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).
 
 
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* 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 arenfor the longest time weren't programmed to jump; thus, anything that's was raised even slightly and not an incline iswas an [[Insurmountable Waist High Fence]]. It's was 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 [[Bank Robbery|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 [[NPC|NPCs]]s 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.
*** For some weeks after one later issue, there was a bug where the ''muggers'' failed to appear -- but the victim was still desperately struggling to keep hold of a purse that clearly had an appointment elsewhere.
* ''[[Eve Online]]'' has [[NPC]] haulers entering and exiting stations to give the impression of a busy market hub.
** In the very earliest issues of ''CoH'' the police were simply another skin for the generic citizens -- and as such were just as likely to be found in comedically panicked flight from criminals as any other NPC.
* ''[[EveEVE 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 -- mimetime—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 ==
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*** Considering what the cows are capable of in ''[[Diablo]] 2'', Arthas sounds [[Genre Savvy]] about barnyard animals in Blizzard games.
*** The [http://www.wowhead.com/item=71076 crates] themselves in [[WoW]] 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 -- itpausing—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 ''[[StarcraftStarCraft]]'', 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
 
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*** This is actually supposed to be a (really unsubtle) hint for the player as to where they can find advanced skill trainers.
** Although certain characters are scripted to be jerks, that is to respond to NPC conversation with mean or uncaring responses, other characters will not respond appropriately. The result was dialog along the lines of...
{{quote| '''NPC 1''': I saw a mudcrab the other day.<br />
'''NPC 2''': Get out of my face!<br />
'''NPC 1''': Have a nice day.<br />
'''NPC 2''': You too. }}
** NPCs also fail to realize who they are talking to. Resulting in some... weird exchanges:
{{quote| '''Champion of the Fighters Guild''': I've heard the Fighters Guild is a good place to go to look for work.<br />
'''Grandmaster of the Fighters Guild''': I've thought about joining them once or twice. }}
** After turning in the evidence for the corrupt guard quest in Cheydinhal
{{quote| '''NPC runs up to the count''': I need to speak to the count!}}
** The script also often does not let them know who they are, resulting in them [[Third Person Person|talking about themselves in the third person]].
*** There's one bug where people start talking about how Amantius Allectus was killed in a burglary, even if Amantius is still alive. This becomes absurd when the one saying this ''is'' Amantius Allectus. [[Unexplained Recovery|He got better]], apparently.
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** That's not to say ''Daggerfall'' didn't have some of this too. Attack citizens wandering the streets and the survivors just walk on like nothing happened. Then the guards with the same voice come over shouting "HALT!" and infinitely respawn. It's a given that Tamriel has a [[Weirdness Censor]].
** Animals in ''Oblivion'' seem to [[Everything Trying to Kill You|have it in for you]], very rarely they can be seen going after actual prey, preferring to [[Super-Persistent Predator|attack the guy with a giant sword and the ability to throw fire balls]]. (Of course animals aren't entirely smart, either; they'd do this in real life too)
*** This gets pretty immersion breaking when you get to a high level and just want to walk down the road, but your walking armored death machine has to stop and swat away suicidal and pathetically weak lone wolfs and mountain lions literally every 40-5040–50 feet. Or bandits that demand you give them "100 gold or your life", despite carrying around weapons and armor worth roughly 10,000-30,000 gold.
** In ''[[Skyrim]]'', ''CHICKENS'' used to report you for committing crimes. ''CHICKENS''!
** ''Skyrim'' is actually a much better aversion with this trope, making the citizens seem more alive than the rest of the series. However, you can still do some funny things, such as placing a bucket over peoples' heads and robbing them blind (They won't report you for crimes if they can't actually ''see'' you!) or jumping up on peoples' tables and kicking all their food, plates, and goblets to the floor. Even at a fancy party, people will merely say "Watch what you're doing" when you jump on the table and kick sweet rolls and platters across the room. Just don't actually take them - [[Running Gag|unless you put a bucket over their heads, first]].
** Followers are scripted to marvel at landmarks you walk past, even when you're exiting them. This leads to instances of your companion wondering what mysteries lie inside a cave that the two of you just finished clearing of bandits.
** This can happen with both major and minor NPCs with regards to your status. You deal with a member of the Thieves Guild a couple of times while trying to assassinate the emperor. After you return to him to help you set up your guild quarters he's clearly respectful of you but after business is completed he'll immediately ask you why you haven't finished whatever buglary job he assigned you.
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** Skyrim continues this tradition. Even better a glitch in the Civil War campaign can cause the leaders of their faction to never have their corpses removed. Consequently everyone in the room will continuously walk up to the corpse, despair over the murder then immediately, and go on with their lives.
* Similarly found in ''[[Fallout 3]]'', based off the same engine, but thankfully upgraded (or 'pretend-upgraded') through the simple process of writing extra lines for specific NPC combinations within areas. While the traditional 'schedules' of ''Oblivion'' remain, it's not uncommon for NPCs to actually recognize specifically who they are talking to and therefore for slightly more organic conversations to occur. Due to engine limitations, however, they're still clunky as hell.
{{quote| "I need to talk to you."<br />
"I'm listening."<br />
"Goodbye." }}
** Also in ''Fallout 3'' Charon tends to spout the line "I don't like the look of this place", regardless of whether he's in a run-down school infested with raiders or in the middle of the PC's house.
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** There are two peasants in part 1 of the original ''NWN'' who walk around in circles having the same conversation every time they bump into each other. EVERY TIME.
** Mook Holding A '''Club''': "AH CARVE YOU UP!"
* In ''[[Baldur's Gate]]'' and the other Infinity engine games, certain NPCs are programmed to leave the area after conversing with the PC. This is typically done by having them walk to the nearest area transition and zone out -- evenout—even if this is a locked door or somebody else's house. When there isn't an exit close enough, the NPC will simply ''dematerialize''.
** There was also a problem with Anomen - his battle cry is an impassioned 'For the Order!'... even if in your game, he failed his test, renounced the Order and basically blames them for everything bad that happened in his life.
*** The things people say when you click on them can have this effect too - Solaufein's generic Drow 'Do not question the Matron Mothers' was starting to sound very sarcastic by the end of that storyline.
** ''[[Planescape: Torment]]'' (which uses the same engine) has a quest to retrieve an item from a shop the quest giver has been barred from. Because the door closest to him is said shop, he tends to walk into the shop he can't go in!
* ''[[Final Fantasy VIII]]'' lampshaded this a couple of times. One of the more amusing involved a shopkeeper panicking about how the enemy would take over his store. He gives a moving speech about the fate of his family, and ends with a perky, '...So what will it be?'
* The PC action-RPG ''[[Gothic]]'' had not only [[NPC|NPCs]]s who would engage in such mundane activities as cooking food, eating, sleeping, and urinating, but also an entire ecosystem among the various monsters. For example, if the main character killed a mole rat, left the area, and came back, he might witness a pack of wolves devouring the carcass.
** Plus NPC chatter that was mood-relevant and coherent. Granted, it's not that difficult to script a cryptic conversation about some unnamed NPC being in trouble for some unnamed misdeed, while the two [[NPC|NPCs]]s talking are trying to distance themselves from the whole affair. It's made up from less than a dozen actual lines, repeated in random order to create a thousand possible conversations - but it works.
* This also occurs in ''[[Mass Effect]]''--notably—notably, right outside of the human embassy, there is an asari walking back and forth, forth and back.
** Enemies offer a rather more [[Egregious]] example: they only have three possible lines, all of which they will repeat endlessly in combat. "Hold the line!" and "I will destroy you!" start to sound a little idiotic when they're being yelled by a lone sniper in a room full of crates.
*** "Enemies everywhere!" Uh... No. That's just three people hidden behind one crate. Gets even better if both of your squadmates are dead. Shepard is [[Legion of Super-Heroes (Comic Bookcomics)|Triplicate Girl]] now?
*** Even more insane, they recorded those exact same lines in ''several different voices''. Fortunately, most of the enemies in the main storyline can't speak.
*** Not even Shepard escapes this, due to the random shouts she or he will give out. This leads to... perplexing situations where Shepard will have a lengthy discussion cutscene with an opponent, only to shout out "We've been spotted!" when the actual fight starts.
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** A similar thing happens in ''[[Prince of Persia]]: Warrior Within'' where the Prince will let out a battlecry with every hit, which includes hitting scenery for some extra Sand.
* In [[.hack GU Games|.hack//G.U.]], whenever you run around Root Towns or run into NPCs in areas, they have speech bubbles above their heads with random things about other people they've met, or things they need to do, or something like that. Their bubbles change whenever Haseo walks near them ranging from, "Oh, Haseo!" to, "It's the Emperor!" if you've beaten that volume's tournament, to, "Are you ready yet?" if you meet one of your party memebers.
* ''[[Vampire: The Masquerade Bloodlines|Vampire: The Masquerade - Bloodlines]]'' was pretty good about this, having NPCs not only stroll along, but also go to different locations, answer cell phone calls, and even urinate in the street. Of course, they can't actually enter another room-- aroom—a woman walks down the hall to the bathroom, kicks open the door and stares warily inside for a moment, then turns and walks off again. Furthermore, on first entering Chinatown, you can even stumble upon a hooker "helping out" a policeman.
* The relatively obscure JRPG ''[[Radiata Stories]]'' manages to avert this much the same way ''[[Majoras Mask]]'' did: every NPC in the game has a set schedule and interactions. Also, the majority of them are [[Gotta Catch Em All|recruitable party members]], giving you reason to stalk them.
* ''[[The Last Story]]'' allows you to knock over baskets of onions, which then [[Slippery Skid|knock over the other NPCs when they step on them]]. Two of them border a plot-important cutscene of Zael discovering Lisa hiding in a wagon. As Zael and Lisa gaze fondly into each others's eyes, oblivious to the rest of the world, [[Funny Background Event|the randomly-generated passersby hurtle over with comedy 'thunk' sounds]].
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* ''[[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 ''[[Sim CitySimCity]] 4'' often have [[Drives Like Crazy|bizarre driving habits]]. This normally didn't matter, but on driving missions it became annoying.
** Somewhere in ''[[Sim CitySimCity]] 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 ''[[Sim CitySimCity]] 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 Domini|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 [[Fan Service|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 -- atup—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.
 
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** 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:
{{quote| "This is * pause* [STATIONNAME]. Incoming * pause* [FACTION] [CONVOYTYPE] * pause* we have you on our [scope/long range radar/scanner]. Please transmit your [ID/designation]."<br />
"This is * pause* [CONVOYNAME] * pause* transmitting the data now."<br />
"Data recieved * pause* [CONVOYNAME] * pause* Where are you headed?"<br />
"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 ... [[Good Bad Bugs|kinda scrambled]], unintentionally invoking [[Talkative Loon|other]] [[Space Madness|tropes]]:
{{quote| "This is [CORSAIRS] [RED] [TEN] to [CORSAIRS] [RED] [TEN]. I've got your back."}}
* In ''[[Wing Commander (video game)|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.
 
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*** "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: {{spoiler|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 (video game)|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 and& 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.
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[[Category:Improbable Behavior Tropes]]
[[Category:Video Game Tropes]]
[[Category:ArtificialAlliterative AtmosphericTrope ActionsTitles]]
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