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When annoying [[NPC]]s stand in front of a door or passage and won't move.
This is usually accidental, and was far more common back in the days of tile-based maps, when a door would be one space wide and could be completely blocked if a mindless NPC happened to wander in front of it. Still occasionally shows up in modern games, if the [[Player Character]] can get "caught" on the character models of [[NPC
Either way, you have to wonder -- [[Gameplay and Story Segregation|why can't you just push these people out of the way]]? Note that several 16-bit examples allowed you to; for example, ''[[Breath of Fire|Breath Of Fire 2]]'' and ''[[Secret of Mana]]'' had [[NPC
If it's intentional, placed there by the designers, you've got one of the more obvious forms of the [[Broken Bridge]]. A favorite tactic of the [[City Guards]]. See also [[Insurmountable Waist-Height Fence]].
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* ''[[Judge Dredd]]'' for [[Xbox]] has a variation on this problem. Several tasks require leading innocent people to safe zones. If you don't get them to follow -just- enough, they can stand just inches out of the zone and the next event is not triggered. By the way, some of the zones aren't as safe as they seem...
* ''[[Counter-Strike]]'' can cause player fueled versions of this. [[Hilarity Ensues]] when a griefer [http://www.youtube.com/watch?v=VqB1uoDTdKM enters a server].
* In ''[[Left 4 Dead]]'', Survivors can pass through each other, as can player-controlled Infected. In the [[Word of God|developer's commentary]], it's mentioned that this was done to prevent [[Griefer
* The original ''[[Rainbow Six]]'' often forced you to ''shoot your own team-mates'' when they refused to move out of the way. Particularly egregious since the point of the game was suffering as few casualties as possible.
** The same goes for ''[[Ghost Recon]]'', your fellow teammates tend to block the door way you just entered, or stand on a narrow bridge your trying to pass, although you are free to switch to the other teammate if needed.
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** ''[[Final Fantasy Mystic Quest]]'' got around this by letting you ''leap over them.''
* The ''[[SaGa]]'' games for the Game Boy (aka the ''[[Final Fantasy]] Legend'' series). Partially ameliorating the problem, a player can jump over an interposed NPC if there is a free space on the other side and the NPC is not an intentional obstacle.
* The ''[[Golden Sun]]'' games avert this. Your overworld character will actually stick out his hands and push [[NPC
* ''[[Pokémon]]''. As a bit of a compromise, pressing against an NPC will cause them to hustle out of the way. Usually.
** The notable exception being the cranky Old Man in Viridian City, who won't let you pass until [[Must Have Caffeine|his coffee takes away the grumpiness]]. (In the original he's just drunk and needs to wait until he's sober.)
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* ''[[Jade Empire]]'' mostly fixes this problem for large crowds: Not only do the random extras move out of your way, you can also walk right through them if they don't move quickly enough.
* ''[[Mega Man Star Force]]'' suffers this trope badly.
* Occasionally a serious problem in ''[[Fallout]]''. Avoided in ''Fallout 2'' by a special "Talk to the hand"-looking button used to move friendly [[NPC
** Most notoriously in the series, was the Gun Runner island in ''Fallout''. Their building was on a small island surrounded by toxic waste with a one tile wide plank for a bridge. If a companion followed you on to the bridge, you better hope you have an older save because there is literally no way to get out.
** In ''Fallout 3'', you get to hire several different companions based on Karma, Money etc; One such companion, Fawkes, who can be hired towards the end of the game, takes up almost an entire doorway in-game. If you're stuck in a tight space with Fawkes stuck in the doorway, he is practically unmovable, and although it is possible after several minutes of running into him to free your character, many people choose to re-load their save instead.
** Or you know tell him to go home and wait an hour.
** The Citadel is another likely place to get
** Pleasantly enough, the Companion Wheel in [[Fallout: New Vegas|New Vegas]] brought back the Fallout 2 workaround.
* This was a big problem in some of the older [[BioWare]] games using the Infinity Engine, especially in closed spaces like narrow hallways and, of course, doors, which made it impossible to do anything constructive if a single character was getting overrun by a group of smaller enemies. ''[[Baldur's Gate]] II'' corrected this problem by allowing player characters to automatically "bump" NPCs and other party members to the side for a moment while they passed.
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== Simulation Games ==
* ''[[Animal Crossing]]'' allows you to push townsfolk around by walking or running into
** The best part is in the Nintendo DS version of ''Animal Crossing: Wild World'', the "normal" personality will get upset and may even say a line about how you could have just asked them to move if you wanted them to move, making this something of a Lampshade.
* In the game ''[[Sim Ant]]'', often when trying to enter/exit an anthill, your travel click will instead be interpreted as "bug the hell out of the ant that was just clicked."
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* ''[[The Sims]]'' had this problem when two or more Sims would attempt to leave through the same door, resulting in horribly annoying traffic jams. The problem was fixed in subsequent Sims games, and now the Sims can filter easily in and out of doors, even if there are multiple Sims using it at once.
* NPC freight ships are the bane of entrepreneur-type players in ''[[X (video game)|X3]]'', because they have an annoying tendency to clog up docking ports on player-owned stations (particularly ones that produce Inexplicably Popular Goods like computer parts). It's so annoying that somebody wrote a [[Game Mod|script]] to force them to undock.
* ''Almost'' averted in [[Spore]]. All NPCs can be easily pushed out of the way. . . with the exception of your crew-members in the Galactic Adventures expansion who never walk unless they're following you, which provides a bit of a
== Sports Games ==
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== Tabletop Games ==
* Used in-'verse in ''[[Dungeons and Dragons]]''. Living flesh blocks any [[Planescape|ethereal]] travel. So, all the walls of high-security buildings either have gorgon blood mixed into the mortar or [[Organic Technology|are sort of alive]] and thus impenetrable for self-styled ghosts, but what to do with its door? Simplest solution is a big sentry blocking the doorway.
* The [[Yu-Gi-Oh (Tabletop Game)|Yu-Gi-Oh]] card game has a card called [http://yugioh.wikia.com/wiki/The_Dark_Door The Dark Door], which prohibits your opponent from attacking with more than one monster per turn. Essentially, this forces their monsters to
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