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== Action Game ==
* The ''[[Bakugan]]'' game on the DS. In a battle royal, any time your bakugan is in combat, expect to see two of the following on the opposing side of the power meter: 2P, 3P, 4P. They NEVER aid you, and they do nothing when two computers are battling. you can attempt to return the favor, though, by aiding someone who has fewer captured gate cards to stall for turns.
* ''[[
* In ''[[Star Wars: Bounty Hunter]]'', there is a level in which the player has to escape from a prison during a riot. Theoretically, the guards and prisoners are supposed to be fighting each other, but in reality, they all gang up on the player for some reason.
** Possibly because Jango, the eponymous Bounty Hunter and Player Character, is [[Hoist
== Action RPG ==
* In all of the ''[[
* In ''[[Marvel Ultimate Alliance]] 2'', all the enemies will attack the guy that you're controlling. Combine this with the fact that you can block indefinitely without taking damage, and the [[Good Bad Bugs|game gets a lot easier]].
* For some reason in ''[[
* ''[[
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== Fighting Game ==
* In ''[[
** The final match before Master Hand in ''Brawl'' is a Battle Royal... except for the fact that it's not. CPU characters focus on killing the player, instead of each other. This is even more evident with the Dragoon and Smash Ball: the CPU opponent getting it always focuses on a player.
** In fact, this seems to be the case in a regular free for all match. There will always be at least one guy who will stalk you no matter how much you try to distance yourself and when they do, it attracts attention from the other AI players, thus you get caught in the "brawl." Nor is it limited to major items. If you aren't there to hit the CPU players tend to just jump around and occasionally take a pot shot at each other. Also, if you hide behind a wall in a custom stage, which the AIs have trouble with, in free-for-all, they will ignore each other and attempt to hit you, even though they ''can't'', or they'll just pace back and forth together.
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** The Covenant will always target ''you'' in favor of the various marines. Granted, this does make sense if you're surrounded by infantry, as you're a [[Super Soldier]] and thus are a greater threat than the marines. This gets a bit more ridiculous when the Scarabs target you, instead of the tanks that are shooting it. It's even more ridiculous if you have reasonable cover, and itty bitty you would be much harder to see as opposed to the big ass tank that's not making any effort to hide, and they still go for you.
** When the player runs into the Flood, things get hairy because they ''also'' ignore everything else and try to turn Master Chief into metallic paste. However, not initially entering their vision range gives the player a nice rare opportunity to sit back, grab a snack and watch The Covenant and Flood duke it out for a few minutes.
* ''[[
== Massively Multiplayer Online Game ==
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== Platform Game ==
* In ''[[Shadow the Hedgehog]]'' aliens have invaded and human soldiers are apparently trying to fight them off. And the aliens you would be expecting to be killing off the soldiers. Except they don't; all they do is gang up and fire rapidly at YOU, even when you're on their team. Way to persuade Shadow to save humanity, GUN.
* ''[[
** In Color!War, it can play this trope even more straight. Normally, if you shoot down at least 4 of your allies for whatever reason, your entire party will brand you as a traitor and start opening fire on you on-sight while the opposing party will no longer harm you (this can happen regardless of if you were initially a Squirrel or a Tediz). Because you're still on your side despite being a traitor, however, you can ''still'' take your opponent's flag, in which case now ''both'' sides will be after your ass (yes, even while you're carrying your enemy's flag, your own party will still recognize you as a traitor and try to kill you for attempting to give them a point.)
* Inverted in ''[[
== Racing Game ==
* ''Destruction Derby 2'' for the PC was notorious for this. In the Total Destruction mode, from the moment the game started, every single AI car would immediately smash the player, without even attempting to play against each other.
* ''[[
** This also applies in team VS matches, where your own AI teammates seem to save their items solely to attack ''you'', with no effect. They'll even ram into you when you have shells circling your kart in order to waste them, and will also often try to ram you off the track.
** In [[
** In ''[[
** There have been recorded cases of enemy AI firing Red Shells ''backwards towards you'' in games where they only home in going forward, they're in striking range of the place ahead, and it could mean the difference between 1st and 2nd.
* The AI-controlled opponents in ''[[Twisted Metal|Twisted Metal 2]]'' would rarely, if ever, attack each other, being almost exclusively concerned with attacking the player.
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** In skirmish mode, setting immutable teams beforehand will have the AI partner up with you, if that's what you set. (They're marginally helpful, but the AI really does not understand teamwork AT ALL.) In "Melee" Mode, It's Humans VS Computers, no exceptions. In "Free For All" Mode, it's every man (or AI) for him/her/itself, and the computers will happily frag each other into oblivion.
** In fact, by default the scenario editor doesn't even let you sort yourself into the same team as an AI player if you don't use triggers.
** In ''[[
* ''[[Command and Conquer]]'':
** In every game before ''Red Alert 2'', the AI would gang up on you once you defeated one AI opponent unless you change the "Paranoid" setting in the rules.ini file.
** ''Red Alert 2'' initially followed this trope as by default, only Battle mode was available in skirmish (ie. all [[A Is]] versus the player). A patch added Free for All but it wasn't until the expansion pack that the player could be allied with [[A Is]] (in Battle and Team Fortress mode, the latter incorporated special maps designed for team games).
*** Oddly in [[Command and Conquer Red Alert 3]] enemies are more likely to go after you at medium difficulty than at hard difficulty.
* ''[[
* This is the normal behaviour of the AI in ''[[
* ''[[
* Inverted in ''[[Dungeon Keeper]] 2'' where the computer is perfectly willing to march its entire army through your territory, completing ignoring all your creatures, so that it can attack another computer player.
* The AI's priorities for troop deployments, war declarations, spying, diplomacy and trade can all be edited in [[Hearts of Iron]], at least from the second game onward. This includes parameters for special behaviour toward human players, usually limited to having them deploy more troops on your border because the human player is more of a wildcard as well as better at using his/her army to begin with, but, either with AI files or events, it's entirely possible to invoke this trope [[Up to Eleven|even up to the point where you're at war with the whole world from day 1 no matter which nation you play.]]
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** The setting “Always War” is this trope in its purest form. No, it doesn't mean that everyone is at war with everyone. It just means that everyone is at war with ''you''.
** Civ 5 inverts it on the two easiest difficulties, and plays it straight from Normal upwards. Also, their soldiers will be so advanced over you on the highest difficulties that they'll feel more biased than they really are.
* When customizing A.I.'s in ''[[Sid
* In ''[[Mechwarrior]]: Mercenaries'', the player can enter an arena style fight that includes up to 8 other AI characters. Any of the AI characters who are near you will ignore other AI characters which quickly results in Gang up on the Human.
* Invoked in [[Touhou Project]] fangame, ''Sengoku Gensokyo''. During the story mode, all the other factions attack Reimu, and only Reimu, because {{spoiler|Yukari promised rewards to whoever brought her down first.}} In National Mode, everyone attacks each other, much like factions locked in eternal war ''should''.
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== Western RPG ==
* In ''[[Lord of the Rings]] Conquest'', [[Boss Fight|bosses]] ''will'' track you down, no matter what. Especially annoying is Saruman, who'll just stand around in his tower waiting for you to come up and get trampled, and maybe chase you for two feet.
* A minor version occurs in ''[[
** Also in arena fights, once you start winning the remaining enemies will often cease fighting altogether just to charge you, and ignore any opportunity to hit each other.
* In ''[[Mass Effect]]'', the likelihood of any enemies targeting your squadmates instead of you seems to be inversely related to the difficulty level. On Insanity, enemies will ''never'' target your squad, ''only'' you. Even if they're getting beaten to a pulp by your allies directly in front of them and you're behind cover halfway across the battlefield.
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** Somewhat justified in-story (although it's never explicitly stated) since your character is a well-known gang leader, and defeating you in combat would logically be much better for a fighter's reputation than some other no-name scrapper.
** This also happens in the Demolition Derby. After the initial pileup every single AI car will start coming after you excusively.
* ''[[
* In the game ''[[Prototype (
** In one boss fight, this is explicitly subverted. {{spoiler|After Greene pops up in [[One-Winged Angel]] form in Times Square, the attention indicator will turn red, meaning Alex is an active target of the military. Then the call comes in telling the military to focus ''only'' on Greene, and the indicator turns yellow, meaning that Alex isn't considered an active threat. The military then pays attention only to Greene and ignores Alex.}}
* In ''[[Bully (
|