Vulnerable Civilians: Difference between revisions

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Some video games have [[Invulnerable Civilians]], where not only can the player not harm innocents, but neither can enemies.
 
Others have [[Vulnerable Civilians]]. Some games, like the infamous ''[[Grand Theft Auto]]'' series, though, allow the player to go on a killing spree and cause all the chaos they want, but someand put the NPCs directly in harm's way. These are [[Vulnerable Civilians]], the people whose lives are at risk from the dangers of the game world itself.
 
These are [[Vulnerable Civilians]], the people whose lives are at risk from the dangers of the game world itself.
 
{{examples}}
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* In ''[[Crackdown]]'', jaywalking civilians can repeatedly get up after being struck by a car at high speed, provided that the driver is another civilian. However, they're very vulnerable in other ways - freaks specifically target civilians, for example.
* Mostly played straight in ''[[Deus Ex]]'' -- the New York, Paris and Hong Kong levels are all full of NPCs, and just about all of them can be hurt or killed... except for some plot-dependent characters such as Paul Denton and Walton Simons, who are invulnerable until the game decides otherwise.
* The invulnerabillityinvulnerability of the ''Goldeneye 64'' civilians depends on the difficulty levels. Turning them from meat shields into bullet sponges... which the military doesn't seem to care about either way. Of course, hiding behind them is fine... but rolling them over in a tank is not. Eventually.
* Used in the ''Superman Returns'' games.... in fact, it's rather the entire point. YOU''You'' are pretty much invulnerable (the worst anything can do is stun you), but instead the city has a life bar when it takes damage and/or citizens get hurt. If it gets emptied, then it's game over. Nice touch of realism, but sadly it pretty much turns the entire game into one long [[Escort Mission]].
** Averted with the kittens, which are unharmed by all of Superman's attacks.
* ''[[Fallout 3]]'' uses a system similar to ''[[The Elder Scrolls]] IV: Oblivion'', where the smaller, open-area towns like Big Town, Canterbury Commons, Arefu, or Republic of Dave were occasionally subject to random monster attacks, which can result in the death of quest-related NPCs. In fact, monsters would sometimes spawn ''right inside the town itself''. At higher levels, this would often involve Yao Guai or Deathclaws, resulting in the death of everyone inside the town. Additionally, there are a number of named NPCs (most notably the merchant caravans) that roam the wasteland and are likely to be eventually eaten by monsters.
** Most ''Fallout 3'' NPCs central to morality-type quests cannot be killed, only knocked unconscious. For example, the NPC {{spoiler|Victoria Watts}} will start following your character around when her morality-type quest is activated, meaning she can turn up almost anywhere in an invulnerable state (as I discovered when accidentally {{spoiler|Mini-Nuking}} her {{spoiler|up north near Raven Rock}}, assuming she was an attacker). These same NPCs often lose their invulnerability right after giving you the quest-specific message.
** All of the child NPCs in ''[[Fallout]] 3'' (those who aren't killed by scripted effects) are completely invulnerable.
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* Done in ''[[STALKER]]'', where every character (including major characters) could be killed, and most human settlements were subject to random mutant or bandit attacks. Thus, it was entirely possible for quests to become unobtainable as major characters were killed in random shootouts.
* Used in the ''[[Crusader: No Remorse|Crusader]]'' games. Friendly fire is in fact quite possible if there are enough enemies, and since there are [[No OSHA Compliance|civilians present in many dangerous areas of the game]]...
* In ''[[The Elder Scrolls|Elder Scrolls IV: Oblivion]]'', monsters never ([[Gilbert and Sullivan|well, hardly ever]]) invade towns in order to kill civilians, however bodies of several dead travelers are seen, as are travelers in the process of being attacked.
** While monsters never invade the major walled towns, I have seen them attacking some of the smaller farmsteads and settlements. This usually occurs when a monster is traveling along the main road, and happens to spot an NPC working on their farm. Additionally, some NPCs commute between cities, leaving them open to monster attack while traveling on the main road.
** Additionally, all [[NPC|NPCs]]s in Oblivion (except for patrolling imperial guards) are unique individuals (many of whom give sidequests) rather than randomly spawned characters. Each NPC killed randomly by monsters is one less person in the game world, who will not be replaced, and if they were part of a sidequest, their deaths make that quest unfinishable.
*** Thus sparking the great debate: is it cheating to use the console to set the invincibility flag, protecting NPCs from their own stupidity for the sake of keeping the world a little more lively?
*** The death of a NPC does not always make a sidequest unfinishable. If you accept a sidequest to kill a NPC before the NPC dies, once the NPC dies you will be credited with performing the kill, even if a wolf or bandit killed the NPC instead of you.
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* In ''[[Command & Conquer]]'', civilians are very weak and can get squished if they get in the way of a tank rush or the like.
* There are a few ''[[Guild Wars]]'' missions and quests where different types of civilian NPCs get attacked by monsters. They generally do very little damage and die quickly, with attack animations resembling punches and hits.
* ''[[StarCraft]]'' has a number of "civilian" and "scientist" units in some of the missions that are considered non-neutral units. They cannot attack at all, and have somewhat lower hit points than terranTerran infantry units.
* In ''[[World of Warcraft]]'', some mobs will attack critters (small creatures that won't battle and have very little HP like rabbits, etc). The game keeps most NPCs and mobs seperateseparate by design (apart from the odd [[Escort Mission]]) though.
* ''[[Scarface the World Is Yours]]'' is a mixed bag. Tony Montana won't shoot the innocent. His (playable) employees can murder whomever they wish to. With the exception of some plot relevant characters such as the bank teller.
* ''Goldeneye'' for the N64. To such a point that using them as a meat shields becomes a viable survival tactic.
* The [[Fire Emblem]] series uses this from time to time. Most notably in the [[Fire Emblem Jugdral|Jugdral games]], which prominently featured a demonic cult that hunted down and sacrificed children. Interestingly, saving a civilian resulted in an automatic level-up in ''Genealogy of the Holy War.''
* While the everyday citizens of Paragon City, the Rogue Isles, ''and'' Praetoria in ''[[City of Heroes]]'' and ''[[City of Villains]]'' wereare normally [[Invulnerable Civilians|invulnerable]], there wereare certain missions for villains where they ''lostlose'' that protection, and you couldcan gain a badge for how many of them you tooktake out. However, when they lostlose their protection they gainedgain a very keen danger sense and an impeccable homing instincts for doors that you as the PC could notcan't enter, so unless you useduse AOE attacks, you were're lucky to get one out of any particular grouping.
 
{{reflist}}