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* At one point in the interactive webcomic ''Webcomic/AwfulHospital,'' the players voted that the protagonist (later named Fern Green) should try to [[MakesSenseInContext seduce a transdimensional alien who looks like a rotten hamburger.]] She becomes so incensed that she refuses to comply for the rest of that particular story arc.
* At one point in ''Webcomic/RubyQuest'', Ruby is instructed to greet a character, but instead [[spoiler:pushes him over a railing to his death. This is revealed to be a flashback from the days of the Cure slowly driving everyone AxCrazy]].

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* At one point in the interactive webcomic InteractiveComic ''Webcomic/AwfulHospital,'' the players voted that the protagonist (later named Fern Green) should try to [[MakesSenseInContext seduce a transdimensional alien who looks like a rotten hamburger.]] She becomes so incensed that she refuses to comply for the rest of that particular story arc.
* At one point in the InteractiveComic ''Webcomic/RubyQuest'', Ruby is instructed to greet a character, but instead [[spoiler:pushes him over a railing to his death. This is revealed to be a flashback from the days of the Cure slowly driving everyone AxCrazy]].
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* At one point in ''Webcomic/RubyQuest'', Ruby is instructed to greet a character, but instead [[spoiler:pushes him over a railing to his death. This is revealed to be a flashback from the days of the Cure slowly driving everyone AxCrazy]].
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** [[{{Twinking}} To prevent a beginning player from trading high-level Pokemon in a new game]], Pokemon above a certain level will sometimes refuse to obey the player's commands if they don't have a certain Gym badge, either using the wrong move, goofing off, or even falling asleep. The mechanic's function is somewhat limited, because a sufficiently high-level Pokemon will still OneHitKO the opponent when it does decide to obey, making battles slower but still low-risk. And because it isn't tied to the Friendship mechanic, a Pokemon with very low Friendship values (caused by using ill-tasting items or letting it faint in battle a lot) remains obedient.

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** [[{{Twinking}} To prevent a beginning player from trading high-level Pokemon in a new game]], traded Pokemon above a certain level will sometimes refuse to obey the player's commands if they don't have a certain Gym badge, either using the wrong move, goofing off, or even falling asleep. The mechanic's function is somewhat limited, because a sufficiently high-level Pokemon will still OneHitKO the opponent when it does decide to obey, making battles slower but still low-risk. And because it isn't tied to the Friendship mechanic, a Pokemon with very low Friendship values (caused by using ill-tasting items or letting it faint in battle a lot) remains obedient.
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** Conjour Elemental is a concentration spell that summons a strong elemental, but if you lose concentration on the spell the elemental does not disappear. Instead, it becomes hostile to you and takes whatever actions it chooses.

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** Conjour Conjure Elemental is a concentration spell that summons a strong elemental, but if you lose concentration on the spell the elemental does not disappear. Instead, it becomes hostile to you and takes whatever actions it chooses.
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The City Building Series is the video game line containing the Emperor Rise Of The Middle Kingdom, Pharaoh, and Zeus Master Of Olympus examples indented underneath.


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%%* ''VideoGame/CityBuildingSeries'':* VideoGame/CityBuildingSeries:

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* The ''VideoGame/CompanyOfHeroes'' series has suppressed and pinned as StandardStatusEffects for infantry units. Suppressed units are only slowed to a crawl, have reduced ability range, and fight back with much less effectiveness - but units that are pinned, as in PinnedDown, will do literally nothing (aside from team weapons which still have...''some'' ability to fire) except lying there and providing sight to their player while they still draw breath (which usually won't be for very long since they're probably getting shot up by a machine-gun); so now the only order they will obey is [[TacticalWithdrawal to retreat]]. A bug similarly can cause infantry units to be delayed in their retreat despite commanding it which may cost more losses than expected. Individual soldiers can also TakeCover automatically which is usually useful, [[ArtificialStupidity unless they were formerly ordered to stand just outside of an enemy gun team's firing arc and proceeded to take cover within that arc]].


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* The ''VideoGame/CompanyOfHeroes'' series has suppressed and pinned as StandardStatusEffects for infantry units that are under heavy fire (and so FearIsTheAppropriateResponse). Suppressed isn't actually this trope since suppressed units are only slowed to a crawl, have reduced ability range, and fight back with much less effectiveness instead of entirely disobeying orders - but units that are [[PinnedDown pinned]], will do literally nothing (aside from team weapons which still have...''some'' ability to fire) except lying there and providing sight to their player while they still draw breath (which usually won't be for very long since they're probably getting shot up by a machine-gun); so now the only order they will obey is [[TacticalWithdrawal to retreat]]. A bug similarly can cause infantry units to be delayed in their retreat despite commanding it which may cost more losses than expected. Individual soldiers can also TakeCover automatically which is usually useful, [[ArtificialStupidity unless they were formerly ordered to stand just outside of an enemy gun team's firing arc and proceeded to take cover within that arc]].


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** ''VideoGame/DawnOfWarII'' has similar artificial intelligence as ''VideoGame/CompanyOfHeroes'' and so the previous issue in ''VideoGame/CompanyOfHeroes'' of individual soldiers deciding to TakeCover automatically, even if [[ArtificialStupidity they were ordered to stand just outside of an enemy gun team's firing arc and proceeded to take cover within that arc]] applies again while adding the additional potential wrinkle of a ranged unit individual taking cover at a spot which is closer to a melee unit running toward them than where they were before - and if any individuals in a squad end up in melee, the rest of the squad will have to stop firing and join them or move away from the melee.
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* ''VideoGame/CityBuildingSeries'':

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* %%* ''VideoGame/CityBuildingSeries'':
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* The ''VideoGame/CompanyOfHeroes'' series has suppressed and pinned as StandardStatusEffects for infantry units. Suppressed units are only slowed to a crawl, have reduced ability range, and fight back with much less effectiveness - but units that are pinned, as in PinnedDown, will do literally nothing (aside from team weapons which still have...''some'' ability to fire) except lying there and providing sight to their player while they still draw breath (which usually won't be for very long since they're probably getting shot up by a machine-gun); so now the only order they will obey is [[TacticalWithdrawal to retreat]]. A bug similarly can cause infantry units to be delayed in their retreat despite commanding it which may cost more losses than expected. Individual soldiers can also TakeCover automatically which is usually useful, [[ArtificialStupidity unless they were formerly ordered to stand just outside of an enemy gun team's firing arc and proceeded to take cover within that arc]].
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** In ''VideoGame/MedievalIITotalWar'', many types of mounted knights units types have the "Impetuous" trait, which causes them to charge without orders. This is to replicate the many historical cases of medieval knights doing just that thanks to their GloryHound tendencies. If the player is being attentive, they can easily tell them to stop, however.

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** In ''VideoGame/MedievalIITotalWar'', many types of mounted knights knight units types have the "Impetuous" trait, which causes them to charge without orders. This is to replicate the many historical cases of medieval knights doing just that thanks to their GloryHound tendencies. If the player is being attentive, they can easily tell them to stop, however.
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** In ''VideoGame/MedievalIITotalWar'', many types of mounted knights units types have the "Impetuous" trait, which causes them to charge without orders. This is to replicate the many historical cases of medieval knights doing just that thanks to their GloryHound tendencies. If the player is being attentive, they can easily tell them to stop, however.
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* ''VideoGame/LesterTheUnlikely'': This is likely [[InvokedTrope invoked]] to show just how much of a coward Lester is.

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* ''VideoGame/LesterTheUnlikely'': This is likely [[InvokedTrope invoked]] to ''VideoGame/LesterTheUnlikely'' starts out with a number of mechanics that show just how much of a coward Lester is.is, though [[CharacterDevelopment he gets over it]] after defeating the KillerGorilla boss.
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* In ''VideoGame/MonsterRancher'', monsters with low bonding will sometimes refuse to listen to commands during battles. Additionally, monsters can refuse to eat food or use items that they dislike, and those with low discipline might slack off or cheat during training.

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* In ''VideoGame/MonsterRancher'', monsters with low bonding will sometimes refuse to listen to commands during battles. Additionally, monsters can refuse to eat food or use items that they dislike, and those with low discipline might slack off or cheat during training. Unhappy monsters might even run away from the ranch for a few weeks.
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* In ''VideoGame/DigimonWorld'' and [[VideoGame/DigimonWorldReDigitize its]] [[VideoGame/DigimonWorldNextOrder two]] successors, Digimon might refuse to eat or use items if they have low discipline or dislike the food.


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* In ''VideoGame/MonsterRancher'', monsters with low bonding will sometimes refuse to listen to commands during battles. Additionally, monsters can refuse to eat food or use items that they dislike, and those with low discipline might slack off or cheat during training.
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* ''TabletopGame/ArsMagica'': Characters can be given scores in various Personality Traits, which can sometimes require a roll to determine how they act. Most commonly, a player's minions might [[ScrewThisImOuttaHere flee battle]] on a failed "Brave" test or turn against them on a failed "Loyal" test, but even innocuous Traits can sometimes come into play to override the player's wishes.
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* ''VideoGame/TotalWar'':
** In ''VideoGame/TotalWarWarhammerII'', certain borderline-feral units can suffer the "rampage" status effect if they take too much damage too quickly, driving them into a berserk fury. Rampaging units will ignore all orders and pursue the nearest enemy to the exclusion of all others, which makes them vulnerable to being kited out of formation and isolated. On the flip side, rampaging units [[TurnsRed also gain a few stat bonuses]], making them slightly stronger in melee.
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* During the filming of one episode of ''Series/TimeCommanders'' a bug in the Total War engine caused a unit of troops to not go where the technician was directing them. He reported this to the contestant who was giving him orders as the troops disobeying orders.
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[[AC:Live Action Television]]
* ''Series/TheGoodPlace'': Janet is a robot-like artificial entity that is designed to help humans and celestial residents of the afterlife. Bad Janet however is specifically designed to not be helpful and to be as unpleasant as possible. [[InventionalWisdom No one has ever been able to explain the point of having such a thing]].
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* ''VideoGame/ValkyriaChronicles'' features Suzie Evans, a TechnicalPacifist who was forced to enlist in the Galliann military due to the country's universal conscription. Her "Humanitarian" character trait means she will literally only obey the very first command you give her to attack any enemies. After that she will take no measures to defend herself or her teammates from enemy fire and will outright refuse your orders to make any attacks on the enemy.

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* ''VideoGame/ValkyriaChronicles'' features Suzie Evans, a TechnicalPacifist who was forced to enlist in the Galliann Gallian military due to the country's universal conscription. Her "Humanitarian" character trait means she will literally only obey the very first command you give her to attack any enemies. After that she will take no measures to defend herself or her teammates from enemy fire and will outright refuse your orders to make any attacks on the enemy.
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* ''VideoGame/ValkyriaChronicles'' features Suzie Evans, a TechnicalPacifist who was forced to enlist in the Galliann military due to the country's universal conscription. Her "Humanitarian" character trait means she will literally only obey the very first command you give her to attack any enemies. After that she will take no measures to defend herself or her teammates from enemy fire and will outright refuse your orders to make any attacks on the enemy.

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* In ''TabletopGame/DungeonsAndDragonsFifthEdition'', the spells Conjure Celestial and Conjure Fey summon powerful magical creatures that bow all of your orders to a letter unless those orders violate their InUniverse CharacterAlignment. For example, a good-aligned unicorn will use it's healing touch whenever you tell it to, but it won't burn down an orphanage full of terminally ill puppies, because that'd be evil.

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* In ''TabletopGame/DungeonsAndDragonsFifthEdition'', the ''TabletopGame/DungeonsAndDragonsFifthEdition''
** The
spells Conjure Celestial and Conjure Fey summon powerful magical creatures that bow all of your orders to a letter unless those orders violate their InUniverse CharacterAlignment. For example, a good-aligned unicorn will use it's healing touch whenever you tell it to, but it won't burn down an orphanage full of terminally ill puppies, because that'd be evil.evil.
** Conjour Elemental is a concentration spell that summons a strong elemental, but if you lose concentration on the spell the elemental does not disappear. Instead, it becomes hostile to you and takes whatever actions it chooses.
** Summon Greater Demon and Infernal Calling summon powerful fiends, but you need to make repeated charisma checks versus their insight (Infernal Calling) or the fiend will make charisma saves at the end of each of its turns (Summon Greater Demon). If the fiend succeeds, it no longer has to obey you and can do whatever it wishes for a certain number of rounds before it disappears.
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* ''VideoGame/HalfLife2'': You can order your rebel followers to go to a position and stay there...and then they'll begin to follow you shortly thereafter anyway. It's Played With in that the game's orders for your rebels changes automatically; the rebels themselves are following said orders to the letter. It usually happens when you stray far away from the point where you ordered your followers to go to, to automatically get those rebels involved in case you forgot about them.
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* In ''TabletopGame/DungeonsAndDragonsFifthEdition'', the spells Conjure Celestial and Conjure Fey summon powerful magical creatures that bow all of your orders to a letter unless those orders violate their CharacterAlignment. For example, a good-aligned unicorn will use it's healing touch whenever you tell it to, but it won't burn down an orphanage full of terminally ill puppies, because that'd be evil.

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* In ''TabletopGame/DungeonsAndDragonsFifthEdition'', the spells Conjure Celestial and Conjure Fey summon powerful magical creatures that bow all of your orders to a letter unless those orders violate their InUniverse CharacterAlignment. For example, a good-aligned unicorn will use it's healing touch whenever you tell it to, but it won't burn down an orphanage full of terminally ill puppies, because that'd be evil.
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* In ''TabletopGames/DungeonsAndDragonsFifthEdition'', the spells Conjure Celestial and Conjure Fey summon powerful magical creatures that bow all of your orders to a letter unless those orders violate their CharacterAlignment. For example, a good-aligned unicorn will use it's healing touch whenever you tell it to, but it won't burn down an orphanage full of terminally ill puppies, because that'd be evil.

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* In ''TabletopGames/DungeonsAndDragonsFifthEdition'', ''TabletopGame/DungeonsAndDragonsFifthEdition'', the spells Conjure Celestial and Conjure Fey summon powerful magical creatures that bow all of your orders to a letter unless those orders violate their CharacterAlignment. For example, a good-aligned unicorn will use it's healing touch whenever you tell it to, but it won't burn down an orphanage full of terminally ill puppies, because that'd be evil.
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* In ''TabletopGames/DungeonsAndDragonsFifthEdition'', the spells Conjure Celestial and Conjure Fey summon powerful magical creatures that bow all of your orders to a letter unless those orders violate their CharacterAlignment. For example, a good-aligned unicorn will use it's healing touch whenever you tell it to, but it won't burn down an orphanage full of terminally ill puppies, because that'd be evil.

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!!Examples:
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* ''VideoGame/VampireTheMasqueradeBloodlines'': The vampire PlayerCharacter has a chance, inversely proportional to their [[KarmaMeter Humanity]], of going into a frenzy when hurt in combat. The controls are suspended while they try to eat and/or kill everything around them.



!! Non-video game examples:

* At one point in the interactive webcomic ''WebComic/AwfulHospital,'' the players voted that the protagonist (later named Fern Green) should try to [[MakesSenseInContext seduce a transdimensional alien who looked like a rotten hamburger.]] She becomes so incensed that she refuses to comply for the rest of that particular story arc.
* In ''TabletopGame/BloodBowl,'' some Chaos players (the units themselves, the people playing the game are called "coaches") will ignore orders unless ordered to kill someone. Moreover, the entire team considers killing at least half of the opposing team more important than actually winning the game, and can't (read: refuses to) score until that happens.

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!! Non-video game examples:

* At one point in the interactive webcomic ''WebComic/AwfulHospital,'' the players voted that the protagonist (later named Fern Green) should try to [[MakesSenseInContext seduce a transdimensional alien who looked like a rotten hamburger.]] She becomes so incensed that she refuses to comply for the rest of that particular story arc.
* In ''TabletopGame/BloodBowl,'' some Chaos players (the units themselves, the people playing the game are called "coaches") will ignore orders unless ordered to kill someone. Moreover, the entire team considers killing at least half of the opposing team more important than actually winning the game, and can't (read: refuses to) score until that happens.
[[folder:Non-Video Game Examples]]

[[AC:Literature]]




[[AC:Tabletop Games]]
* In ''TabletopGame/BloodBowl,'' some Chaos players (the units themselves, the people playing the game are called "coaches") will ignore orders unless ordered to kill someone. Moreover, the entire team considers killing at least half of the opposing team more important than actually winning the game, and can't (read: refuses to) score until that happens.



** Simplistic [[HordeOfAlienLocusts Tyranid]] units (man-sized and below, basically, as well as the nearly-brainless Pyrovore) have the "Instinctive Behaviour" special rule, which comes in a variety of flavours. When outside of "Synapse" range, the rule dictates their behaviour, but within it, they take orders as usual. This is to simulate how the Tyranids are a collection of hungry animals under the dominion of the HiveMind. A unit's Instinctive Behaviour may be to immediately burrow into the nearest piece of Difficult Terrain (Nesting), Fall Back (Flight), or Charge the nearest enemy (Fight). It's implied that the Hive Mind chose each creature's Instinctive Behaviour to benefit itself somehow.

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** Simplistic [[HordeOfAlienLocusts Tyranid]] units (man-sized and below, basically, as well as the nearly-brainless Pyrovore) have the "Instinctive Behaviour" special rule, which comes in a variety of flavours. When outside of "Synapse" range, the rule dictates their behaviour, but within it, they take orders as usual. This is to simulate how the Tyranids are a collection of hungry animals under the dominion of the HiveMind. A unit's Instinctive Behaviour may be to immediately burrow into the nearest piece of Difficult Terrain (Nesting), Fall Back (Flight), or Charge the nearest enemy (Fight). It's implied that the Hive Mind chose each creature's Instinctive Behaviour to benefit itself somehow.somehow.

[[AC:Webcomics]]
* At one point in the interactive webcomic ''Webcomic/AwfulHospital,'' the players voted that the protagonist (later named Fern Green) should try to [[MakesSenseInContext seduce a transdimensional alien who looks like a rotten hamburger.]] She becomes so incensed that she refuses to comply for the rest of that particular story arc.
[[/folder]]
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* In ''VideoGame/DargonQuestV'', monster party members with a Wisdom stat lower than 20 will not always follow your commands.

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* In ''VideoGame/DargonQuestV'', ''VideoGame/DragonQuestV'', monster party members with a Wisdom stat lower than 20 will not always follow your commands.
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* In ''VideoGame/DargonQuestV'', monster party members with a Wisdom stat lower than 20 will not always follow your commands.
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** Simplistic [[HordeOfAlienLocusts Tyranid]] units (man-sized and below, basically, as well as the nearly-brainless Pyrovore) have the "Instinctive Behaviour" special rule, which comes in a variety of flavours. When outside of "Synapse" range, the rule dictates their behaviour, but within it, they take orders as usual. This is to simulate how the Tyranids are a collection of hungry animals under the dominion of the HiveMind. A unit's Instinctive Behaviour may be to immediately burrow into the nearest peice of Difficult Terrain (Nesting), Fall Back (Flight), or Charge the nearest enemy (Fight). It's implied that the Hive Mind chose each creature's Instinctive Behaviour to benefit itself somehow.

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** Simplistic [[HordeOfAlienLocusts Tyranid]] units (man-sized and below, basically, as well as the nearly-brainless Pyrovore) have the "Instinctive Behaviour" special rule, which comes in a variety of flavours. When outside of "Synapse" range, the rule dictates their behaviour, but within it, they take orders as usual. This is to simulate how the Tyranids are a collection of hungry animals under the dominion of the HiveMind. A unit's Instinctive Behaviour may be to immediately burrow into the nearest peice piece of Difficult Terrain (Nesting), Fall Back (Flight), or Charge the nearest enemy (Fight). It's implied that the Hive Mind chose each creature's Instinctive Behaviour to benefit itself somehow.
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* In ''VideoGame/FinalFantasyIX'', after [[spoiler:her mother dies]], Garnet/Dagger will occasionally lose her concentration and not cast the spell you told her to. [[spoiler:She eventually gets better.]]
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A NonEntityGeneral or CruelPlayerCharacterGod has a very simple relationship with his units: he clicks, and they do as he says.

Sometimes, this doesn't happen, and the units can ignore or outright disobey those orders. Can sometimes be the result of a RandomNumberGod feeling particularly nasty that day, a MoraleMechanic or a StatusBuff (often with a name like Berserk or Confusion). This can be a form of GameplayAndStoryIntegration, when a PlayerCharacter's [[ButThouMust apparent refusal to obey the player's commands]] indicates CharacterDevelopment or some other piece of characterization.

Usually separate from ArtificialStupidity because the (lack of) response is a deliberate addition by developers rather than an oversight, but they can overlap. On the other hand, see ArtificialBrilliance if the units are smart enough to value their lives over the player's orders.

Compare MilitaryMaverick and MildlyMilitary for a flesh-and-blood character who disobeys his superiors, AIIsACrapshoot for the AI turning outright hostile towards its former masters, and InterfaceScrew when the game not responding properly is intentional.

Do not confuse with TheComputerShallTauntYou.

[[folder:Video Games]]
* ''VideoGame/CommandAndConquer'': Most visible in [[VideoGame/TiberianDawn early]] [[VideoGame/RedAlert games]]:
** Units tend to move towards the location of the unit they're ordered to attack rather than attack it at maximum range. Particularly visible with artillery units, who routinely get shot by the very defenses they're supposed to outrange.
** Vehicle units tend to swerve around infantry they should be running over when ordered to move in a straight line.
* ''VideoGame/CityBuildingSeries'':
** ''VideoGame/EmperorRiseOfTheMiddleKingdom'': Allied and vassal cities can rebel against you and refuse to fulfill your requests, but the reason why is not always apparent, such as the rate on exported goods being too high for their liking or missing too many deadlines on requests from other cities.
** ''{{VideoGame/Pharaoh}}'': The survivors of demoralized companies will flee back to their forts. Giving them an order will result in the company taking a few steps outside the fort and immediately retreating back into it.
** ''VideoGame/ZeusMasterOfOlympus'': Repeatedly requesting aid from other cities (especially military or joint strikes) very quickly causes you to lose favor with them, requiring lots of time and bribery before you can ask again (presumably to avoid the player abusing the mechanic). On the other hand, it leads straight to GameplayAndStorySegregation when the entire point of a colony-founding mission is to set up a strong military outpost to fight back against an oppressive empire... who then refuses to help you.
* ''VideoGame/CrusaderKings'': Characters can sometimes go against the player's orders due to the traits they gain during the game.
-->[[https://www.reddit.com/r/CrusaderKings/comments/4w9al1/can_anyone_explain_why_my_daughter_is_such_a/d658w4u/?utm_source=reddit&utm_medium=web2x&context=3 CK2 makes you really empathize with evil kings and see their point of view.]] Like, who is this ungrateful little shit who wants to pollute their lineage by marrying some commoner? How can they just disregard a thousand years of careful planned inheritance and eugenics for something as selfish as love? They're not even going to be alive in 100 years, their lives are so small and inconsequential compared to the dynasty.
* In ''VideoGame/DarkestDungeon,'' heroes will contract various mental illnesses when their [[MoraleMechanic Stress]] hits 100. They may become Paranoid, and refuse to accept help, or Selfish and refuse to help anyone else. Masochistic heroes sometimes break formation, shoving their way up to the front and demanding that enemies attack them, or even cut themselves. The Flagellant has only one affliction, Rapturous, which acts like the "Confusion" status: he attacks at random. All over-levelled heroes will also refuse to enter dungeons they feel are "beneath" them.
* ''VideoGame/DawnOfWar'':
** Due to units functioning as squads, individual units in a squad will often hold still or move the wrong way as they wait for their squadmates to catch up with them (such as after being blown away by an artillery blast). Unfortunately, this also means they don't attack despite being in range of an enemy until the squad is back together, but the enemy has no problems shooting ''them.'' Defeat-in-detail ensues.
** Units ordered to attack a unit that's fallen down will rush forward to attack it in melee, no matter how suicidal this may be. Only when the target unit is standing up will they shoot at it normally.
* ''VideoGame/{{Deltarune}}'': Until you [[DefeatMeansFriendship defeat her and Lancer in a battle]], Susie will ignore any commands given to her and will blindly attack the enemy closest to her no matter what. Even after she's come around, she'll still refuse to swap her equipment if doing so would result in her stats lowering, saying ''"I'm too good for that"'', and will refuse some armor point-blank because she dislikes how it looks.
* In ''VideoGame/DontWetYourPants'', if you tell your character to "poop", "shit", or "fart", he will say, "I don't need to do a number two", and if you tell him to [[ADateWithRosiePalms fap]], he will say, "Now's not the time for that!".
* ''VideoGame/DragonQuestVI'': The Gadabout class [[https://dragon-quest.org/wiki/Gadabout#Clowning_around has a 1/4 chance of doing something else than what they were told to do on their turn]]. Sometimes they waste their turn, sometimes they cast a random spell on the enemy or the party.
* In ''VideoGame/DungeonKeeper'' and the sequel, on top of the short-term combat MoraleMechanic, [[ADungeonIsYou your]] minions can become unhappy or angry if they dislike their living conditions. Unhappy creatures will sulk and refuse to work, while angry ones try to leave or [[TheDogBitesBack rebel outright]].
* ''VideoGame/EmpireEarth'': You can use a flare to signal allies to send troops at that point. AI players will either obey or respond with various degrees of snark, such as mentioning that all their bombers are busy at the moment (even in the Stone Age).
* ''VideoGame/EpicBattleFantasy'':
** The Berserk buff causes the target to attack without being ordered, also preventing the use of spells or abilities, and can be inflicted by allies or enemies.
** The Hungry status (given by seeing a big tasty animal explode into meat) causes the character to skip their turn by eating a random healing item. Fortunately, the item doesn't come from the player's inventory.
* ''VideoGame/FinalFantasyX'':
** The Magus Sisters [[SummonMagic Aeon]] summons [[SiblingTeam the three sisters to the battlefield]]. Because the sisters have a variety of abilities, including the fact that one of them can heal the others during battle, something no other Aeon can do, they have the potential to be the most versatile and powerful summon you can get. However, if the trust level between the sisters and the summoner is low, they may refuse to do the tasks you order them to do, even at crucial moments of a battle, turning it into a DividedWeFall situation.
** Yojimbo is an Aeon whose moves depend on how much you pay him per turn (among other factors like letting him fall in battle or summoning then dismissing him), with his ultimate move being a OneHitKill against everything and everyone, including the BonusBoss. While he won't outright refuse to attack, he'll use a much weaker attack if he deems your offering insufficient, including sending his dog at the enemy instead of using his blades.
* ''VideoGame/GodOfWarPS4'': There's a section where Atreus and Kratos have a falling-out. Until they reconcile, Atreus won't obey your commands in combat, attacking on his own initiative instead.
* In ''VideoGame/{{Imperator}}'', armies led by disloyal commanders might refuse to disband or otherwise obey the government, instead doing their own thing. Moreover, unpaid mercenaries tend to disobey or even desert and take over territory as payment.
* ''VideoGame/TheLastGuardian'': Trico was programmed to behave like a real animal, so the more you spend time with him and treat him well, the more responsive he is to your commands.
* ''VideoGame/LesterTheUnlikely'': This is likely [[InvokedTrope invoked]] to show just how much of a coward Lester is.
** Early on in the game, the first time [[PlayerCharacter Lester]] is asked to go over a ledge, he shakes his head and says "No!". The second time, he looks to [[LeaningOnTheFourthWall the player]] and shakes his knees. He finally complies on the third attempt.
** Also, whenever he encounters a new enemy, he screams and runs away from it. When the player guides him back over to it, he puts his fists up and slowly approaches it.
* ''WesternAnimation/TheLoudHouse'' licensed games:
** ''Clean-o-Clock'': if you try to make a character do something they're not thinking about, they'll shake their heads and refuse to do it.
** ''Living Loud: Surprise Party'':
*** If you try to make Clyde, Bobby, or even Ronnie Anne climb up the air vent, they will refuse out of fear.
*** If you try to make Lincoln, Clyde, or Ronnie Anne turn the fuse off, they will not do it, due to feeling too young to work with electricity.
*** If you try to make Clyde pick up any of the pets, he will refuse, claiming he's allergic. This is rather odd when he does it with Cliff, since Cliff is a cat, and Clyde is not allergic to cats.
* During the FinalBoss fight of ''VideoGame/MetalGearSolid'', Gray Fox -- an old ally of the PlayerCharacter Solid Snake -- shows up and distracts the boss, giving Snake an opening to blow both of them up with a single rocket launcher shot. However, if the player actually aims at Gray Fox and pulls the trigger, Snake will not fire, obviously refusing to sacrifice his old friend.
* ''VideoGame/MoshiMonsters'':
** Sometimes, if a Moshi Monster was at low happiness, it would refuse to move when you tried to make it until you cheered it up.
** During the "Spooktacular Spectacular" mission, if you hand the tied-up Simon Growl the hot sauce, he will not take it.
--->'''Simon''': "I do love hot sauce, but not right now."
** In one mission, if you try to make your monster carry lava without a bucket, they will refuse.
--->'''Monster''': "I can't just ''carry'' lava!"
* ''Website/{{Neopets}}'':
** If you give a Neopet an object that has the same amount of letters as their name, they will refuse to use it.
** If you try to make your pet read a book they've read before, they won't read it.
** If you try to give your pet medicine when they're not sick, they won't take it, but instead say, "Why are you giving me medicine? I'm not ill!".
* ''{{VideoGame/Pokemon}}'':
** [[{{Twinking}} To prevent a beginning player from trading high-level Pokemon in a new game]], Pokemon above a certain level will sometimes refuse to obey the player's commands if they don't have a certain Gym badge, either using the wrong move, goofing off, or even falling asleep. The mechanic's function is somewhat limited, because a sufficiently high-level Pokemon will still OneHitKO the opponent when it does decide to obey, making battles slower but still low-risk. And because it isn't tied to the Friendship mechanic, a Pokemon with very low Friendship values (caused by using ill-tasting items or letting it faint in battle a lot) remains obedient.
** Slaking has stats on par with various OlympusMons. To make up for this, its Truant ability makes it slack off every other turn and only obeys commands after.
** In ''VideoGame/PokemonRubySapphireAndEmerald'' and ''VideoGame/PokemonFireRedAndLeafGreen'', Mew and Deoyxs are programmed to always disobey the player unless they were obtained in a "fateful encounter" (AKA, given out via a real-life distribution event, which is the only way to legitimately obtain them).
* ''VideoGame/TheSims'':
** If a Sim is hungry or their mood is low, they will refuse to do tasks.
** In the third game, if a [[ThingsThatGoBumpInTheNight child finds monsters under their bed]] and then you try to make them sleep, they will refuse.
* In ''VideoGame/Warhammer40000Gladius,'' Hellbrutes have the "Crazed" special rule (which they used to share with the tabletop unit until "Crazed) was changed in 8th edition) where they have a 1/3 chance to either obey, charge the nearest enemy, or shoot up the nearest unit (friend or foe!) by shooting them twice.
* ''Videogame/WingCommander'' franchise: Certain pilots such as [[LeeroyJenkins Maniac]], [[MilesGloriosus Flash]] and [[SociopathicSoldier Seether]] apply this trope if you choose them as your wingman; they will follow orders to "Break and attack" at the start of combat, but otherwise ignore any instructions you try to give them.
[[/folder]]

!! Non-video game examples:

* At one point in the interactive webcomic ''WebComic/AwfulHospital,'' the players voted that the protagonist (later named Fern Green) should try to [[MakesSenseInContext seduce a transdimensional alien who looked like a rotten hamburger.]] She becomes so incensed that she refuses to comply for the rest of that particular story arc.
* In ''TabletopGame/BloodBowl,'' some Chaos players (the units themselves, the people playing the game are called "coaches") will ignore orders unless ordered to kill someone. Moreover, the entire team considers killing at least half of the opposing team more important than actually winning the game, and can't (read: refuses to) score until that happens.
* ''Literature/CreatureOfHavoc'': The player character is a MonstrousHumanoid who's governed by instinct until the [[PlotCouponThatDoesSomething Vapour of Reason]] grants it control over its own actions. Several times, the player is given the illusion of a choice, only for it to be overridden by chance or by the option that's most appealing to an animalistic intelligence.
-->''But instead of responding to your wishes, your body has ideas of its own.''
* ''Literature/HarryPotter'': Wizard chess plays like regular chess, except the pieces are alive and are very vocal in their criticism of the player, refusing to carry out a move if it would put them in danger, etc.
* ''TabletopGame/TheOneRing'': [[KarmaMeter Shadow corruption]] gives characters permanent Flaws, such as "Brutal" or "Thieving". The GameMaster can invoke a Flaw to increase the chance of a roll failing or aggravate the effects of a failure, representing the character's darker impulses taking over.
* ''TabletopGame/WarhammerFantasy'': The Stupidity rule (usually seen on big ugly monsters) prevents them from moving or taking any action if they fail a Leadership roll. A notable case of the rule used by a non-animalistic unit is the Slaaneshi champion Sigvald the Magnificent, [[TooDumbToLive who can occasionally ignore the battle in favor of admiring himself in his retinue's mirror-polished shields.]]
* ''TabletopGame/Warhammer40000'':
** Chaos Dreadnoughts (which were renamed Hellbrutes in 7th Edition) had the "Crazed" special rule, which works as described above, until the rule was changed to a pure buff in 8th edition.
** {{Commissar}} units in Imperial Guard armies have a special ability to execute a random trooper to [[MoraleMechanic "restore" the squad's morale]]. The ''Franchise/{{Rambo}}''-inspired Catachan Jungle Fighters have a special rule to roll a d6 if a player chooses to do this; on a bad result, the troopers kill the commissar instead.
** Simplistic [[HordeOfAlienLocusts Tyranid]] units (man-sized and below, basically, as well as the nearly-brainless Pyrovore) have the "Instinctive Behaviour" special rule, which comes in a variety of flavours. When outside of "Synapse" range, the rule dictates their behaviour, but within it, they take orders as usual. This is to simulate how the Tyranids are a collection of hungry animals under the dominion of the HiveMind. A unit's Instinctive Behaviour may be to immediately burrow into the nearest peice of Difficult Terrain (Nesting), Fall Back (Flight), or Charge the nearest enemy (Fight). It's implied that the Hive Mind chose each creature's Instinctive Behaviour to benefit itself somehow.

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