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* The AI in ''VideoGame/FinalFantasyTactics'' is designed to ''never'' use "[[FaceHeelTurn Invitation]]" abilities, even if the character has access to them. The player is free to use them on any generic non-boss unit (except a few oddballs like Ultima Demons) that they like.

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Then it's not exclusive.


* ''Franchise/FinalFantasy'':
** ''VideoGame/FinalFantasyXII'' is this throughout most of the game thanks to the gambit system. Since you don't start out with quite a few gambits, the AI-controlled characters will be severely limited to what they can do. It is subverted later since you can buy all the gambits though.
** ''VideoGame/FinalFantasyXIII'' has this problem when it comes to using Full ATB Skills. AI controlled characters will never use full ATB skills and since you can't change characters in-battle, you're stuck with only using 1 character's full ATB skill each fight.

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* ''Franchise/FinalFantasy'':
** ''VideoGame/FinalFantasyXII'' is this throughout most of the game thanks to the gambit system. Since you don't start out with quite a few gambits, the AI-controlled characters will be severely limited to what they can do. It is subverted later since you can buy all the gambits though.
** ''VideoGame/FinalFantasyXIII'' has this problem when it comes to using Full ATB Skills.
''VideoGame/FinalFantasyXIII'': AI controlled characters will never use full ATB skills and since you can't change characters in-battle, you're stuck with only using 1 character's full ATB skill each fight.
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* ''VideoGame/{{Halo 2}}'': A human player flying a Banshee can use a fuel-rod cannon as a secondary attack. The AI can't. This was not available in online multiplayer.

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* ''VideoGame/{{Halo 2}}'': A human player flying a Banshee in campaign can use a fuel-rod cannon as a secondary attack. The AI can't. This was not available rectified in online multiplayer. subsequent ''Franchise/{{Halo}}'' games.
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* The LevelEditor for ''VideoGame/StarCraftI'' has several grades of AI available for map builders. The ones labeled "Campaign Easy" and "Campaign Medium" are restricted on what units and buildings they are allowed to construct (for instance, "Zerg Campaign Easy" will only build basic zerg units such as zerglings and mutalisks). Mind you, these were designed for the early stages of the singleplayer campaigns, where the player is also restricted in what units to build, so in the original context it was more a metter of keeping the playing field level. It only really qualifies for this trope if these AI settings are used in a game without an equivalent restriction on the human player.

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* The LevelEditor for ''VideoGame/StarCraftI'' has several grades of AI available for map builders. The ones labeled "Campaign Easy" and "Campaign Medium" are restricted on what units and buildings they are allowed to construct (for instance, "Zerg Campaign Easy" will only build basic zerg units such as zerglings and mutalisks). Mind you, these were designed for the early stages of the singleplayer campaigns, where the player is also restricted in what units to build, so in the original context it was more a metter matter of keeping the playing field level. It only really qualifies for this trope if these AI settings are used in a game without an equivalent restriction on the human player.
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* ''Franchise/FireEmblem [[VideoGame/FireEmblemAwakening Awakening]]'''s signature Pair Up and Dual Combat mechanics were for player use only. The Risen may love their ZergRush on the map, but individual fights would nearly always end up being two of you versus one of them.

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* ''Franchise/FireEmblem [[VideoGame/FireEmblemAwakening Awakening]]'''s signature Pair Up and Dual Combat mechanics were for player use only. The Risen may love their ZergRush on the map, but individual fights would nearly always end up being two of you versus one of them. Unfortunately for the players, ''VideoGame/FireEmblemFates'' gives the ability to the enemy.
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* Bots in ''VideoGame/TeamFortress2'' cannot use unlockable weapons. Even with just stock, engineer bots cannot haul buildings (instead detonating their old ones when the time comes to move the rear lines forward) and Soldiers/demomen cannot RocketJump.

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* Bots in ''VideoGame/TeamFortress2'' cannot use unlockable weapons. Even with just stock, engineer Engineer bots cannot haul buildings (instead detonating their old ones when the time comes to move the rear lines forward) and Soldiers/demomen Soldiers/Demomen cannot RocketJump.
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Added Example \"Top Gear\"

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*In Top Gear for the SNES, the player (or players) each get three nitros per race. The AI opponents are not allowed any at all. This game also holds an exception to the player exclusive mechanic - the player has fuel, and must pit on the longer races to refuel. The AI opponents naturally don't have this mechanic and don't have to pit at all. However, in one player mode, the screen that would be player 2's is used by an AI literally named "Computer". Computer not only has to pit, but indeed consumes fuel faster than the player even if the player is driving the car with the highest fuel consumption! Computer's immunity does not extend to allowing it to use nitro, however.
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* In "VideoGame/CounterStrike", both the FAMAS and the Glock 17 have a alternate burst fire mode that only human players will be able to use. But if you give a bot a FAMAS or the Glock while they are on burst fire mode, the bots will try to use them, but not to the effect a human player can use the modes for.

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derp, X already exists


* In the ''[[Videogame/{{X}} X-Universe]]'' series, strafing thrusters are exclusive to ships piloted by the player. It makes more sense in ''X2: The Threat'' and previous games where strafing thrusters were an upgrade, but less so in latter games where they are a built-in component on every ship. The player can cause enemy ships to bail out (thus allowing them to claim the ship for usage or resale), but [=NPCs=] cannot cause other [=NPCs=] to bail out, a behavior which is rectified in the ''Xtended'' GameMod for ''X3: Terran Conflict'', though this can cause some {{Disc One Nuke}}s if the player can find high-end starships waiting to be claimed after their pilots bailed out from pirate attacks.



** Non-player-piloted ships never use their WASD strafing thrusters.

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** Non-player-piloted ships never use their WASD strafing thrusters. It makes more sense in ''X2: The Threat'' and previous games where its an optional ship upgrade, but less so in latter games where it's a built-in component on every ship


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** Only the player is capable of causing [=NPCs=] to bail out of their ship. Every NPC-on-NPC battle ends with at least one death. The behavior is rectified in the ''Xtended'' GameMod for ''X3: Terran Conflict'', where [=NPCs=] can cause each other to bail out. However, it can cause some {{Disc One Nuke}}s, such as finding an abandoned military SpaceFighter worth 1,000,000+ credits waiting to be claimed after the pilot bailed out during a pirate attack.
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* In the ''[[Videogame/{{X}} X-Universe]]'' series, strafing thrusters are exclusive to ships piloted by the player. It makes more sense in ''X2: The Threat'' and previous games where strafing thrusters were an upgrade, but less so in latter games where they are a built-in component on every ship. The player can cause enemy ships to bail out (thus allowing them to claim the ship for usage or resale), but [=NPCs=] cannot cause other [=NPCs=] to bail out, a behavior which is rectified in the ''Xtended'' GameMod for ''X3: Terran Conflict'', though this can cause some {{Disc One Nuke}}s if the player can find high-end starships waiting to be claimed after their pilots bailed out from pirate attacks.
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* Only the players have to deal with naval attrition in ''VideoGame/EuropaUniversalis'' since the AI simply cannot handle it.
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* In ''Videogame/ForzaMotorsport 3'' and previous games, NPC opponents would not upgrade their vehicle, leading to most races in your upgraded and tuned vehicle being ludicrously easy. Odd, when the entire game is about sim racing with heavy customization. ''Forza 4'' and onward correct the issue, with NPC opponents in the singleplayer upgrading their vehicle to each race's maximum Performance Index rating.
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* ''Franchise/FireEmblem [[VideoGame/FireEmblemAwakening Awakening]]'''s signature Pair Up and Dual Combat mechanics were for player use only. The Risen may love their ZergRush on the map, but individual fights would nearly always end up being two of you versus one of them.
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* In ''VideoGame/TheElderScrollsIVOblivion'', [=NPCs=] are incapable of scaling uneven ground (be it jumping up or climbing down) and will be forced to switch to either magic or bows to attack the enemy. It's possible to endlessly kite the CityGuard by placing a rock or fence between you and them and just jump over it, while they have to walk all the way around it. Fixed in ''VideoGame/TheElderScrollsVSkyrim'', where [=NPCs=] can scale small walls, albeit often taking [[ArtificialStupidity stupid paths]] to do so.

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* In ''VideoGame/TheElderScrollsIVOblivion'', [=NPCs=] are incapable of scaling uneven ground (be it jumping up or climbing down) and will be forced to switch to either magic or bows to attack the enemy. It's possible to endlessly kite the CityGuard CityGuards by placing a rock or fence between you and them and just jump over it, while they have to walk all the way around it. Fixed in ''VideoGame/TheElderScrollsVSkyrim'', where [=NPCs=] can scale small walls, albeit often taking [[ArtificialStupidity stupid paths]] to do so.
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* In ''VideoGame/TheElderScrollsIVOblivion'', [=NPCs=] are incapable of scaling uneven ground (be it jumping up or climbing down) and will be forced to switch to either magic or bows to attack the enemy. It's possible to endlessly kite the CityGuard by placing a rock or fence between you and them and just jump over it, while they have to walk all the way around it. Fixed in ''VideoGame/TheElderScrollsVSkyrim'', where [=NPCs=] can scale small walls, albeit often taking [[ArtificialStupidity stupid paths]] to do so.
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* In ''DynastyWarriors 7'', players with a characters [[WeaponOfChoice EX Weapon]] equipped, gains access to the [[SignatureMove Ex Attack]]. When a player performs a certain charge attack. Which the computer doesn't use.

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* In ''DynastyWarriors ''VideoGame/DynastyWarriors 7'', players with a characters [[WeaponOfChoice EX Weapon]] equipped, gains access to the [[SignatureMove Ex Attack]]. When a player performs a certain charge attack. Which the computer doesn't use.
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* The LevelEditor for ''VideoGame/StarCraftI'' has several grades of AI available for map builders. The ones labeled "Campaign Easy" and "Campaign Medium" are restricted on what units and buildings they are allowed to construct (for instance, "Zerg Campaign Easy" will only build basic zerg units such as zerglings and mutalisks). Mind you, these were designed for the early stages of the singleplayer campaigns, where the player is also restricted in what units to build, so in the original context it was more a metter of keeping the playing field level. It only really qualifies for this trope if these AI settings are used ina game without an equivalent restriction on the human player.

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* The LevelEditor for ''VideoGame/StarCraftI'' has several grades of AI available for map builders. The ones labeled "Campaign Easy" and "Campaign Medium" are restricted on what units and buildings they are allowed to construct (for instance, "Zerg Campaign Easy" will only build basic zerg units such as zerglings and mutalisks). Mind you, these were designed for the early stages of the singleplayer campaigns, where the player is also restricted in what units to build, so in the original context it was more a metter of keeping the playing field level. It only really qualifies for this trope if these AI settings are used ina in a game without an equivalent restriction on the human player.
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* The LevelEditor for ''VideoGame/StarCraftI'' has several grades of AI available for map builders. The ones labeled "Campaign Easy" and "Campaign Medium" are restricted on what units and buildings they are allowed to construct (for instance, "Zerg Campaign Easy" will only build basic zerg units such as zerglings and mutalisks).

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* The LevelEditor for ''VideoGame/StarCraftI'' has several grades of AI available for map builders. The ones labeled "Campaign Easy" and "Campaign Medium" are restricted on what units and buildings they are allowed to construct (for instance, "Zerg Campaign Easy" will only build basic zerg units such as zerglings and mutalisks). Mind you, these were designed for the early stages of the singleplayer campaigns, where the player is also restricted in what units to build, so in the original context it was more a metter of keeping the playing field level. It only really qualifies for this trope if these AI settings are used ina game without an equivalent restriction on the human player.
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Adding a Payday 2 example to the First Person Shooter section

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* AI Heisters in ''VideoGame/{{Payday2}}'' cannot do most of the actions the players would use the "Use" key for, such as carrying loot bags, picking locks, placing drills, etc. They can still help teammates get back up from being downed, but they do so with unique animations and voice lines that don't show up when a human player helps up another player.
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** ''Franchise/MassEffect'' plays with this trope - the first game usually builds enemies from the same stat and skill templates as the [[ManualLeaderAIParty squad]], with a few [[SecretAIMoves Secret AI Races]] such as batarians, and also exclusive equipment here and there on both sides - the exceptions to this rule are obvious - [[EverythingsDeaderWithZombies Husks, Thorian Creepers]], and the FinalBoss to name but three. But [[PlayerCharacter Shepard]] has almost exclusive access to Unity/First Aid in all three games, which revives and restores the HitPoints of the entire team. VideoGame/MassEffect3 allows [[HeroOfAnotherStory other player characters]] to use the ability with a radius restriction with the Medi-Gel Transmitter [[PowersAsPrograms Gear]], but, being playable, it's still played straight. And they never meet [[TheHero Shepard]], anyway - preventing an aversion of WeCannotGoOnWithoutYou, as the third game adds a new, more shooter-conventional revival mechanic which is still this trope.
*** The [[MirrorBoss final battle]] and Armax Arsenal Arena BonusBoss of the Citadel DLC both use both this and SecretAIMoves in spades. [[spoiler: Shepard's clone]] cannot use some mechanics such as shooter-conventional revives, [[LastChanceHitPoint shield and health gates]], RealTimeWeaponChange (or even [[RealTimeWithPause non-real-time]]) and [[spoiler: Brooks]] doesn't get the unshielded ragdoll and biotic protection that Shepard's AI teammates get, but they get the ability to use First Aid as an AutoRevive for both [[spoiler: him/her and Brooks]], restore DeflectorShields with it, as well as get a full heal under fire [[EasierThanEasy even on Narrative]] (which would logically be [[HarderThanHard Insanity]] for the enemy) up to five times before going down, and [[spoiler: Brooks]] hits hard with her Crusader shotgun on high difficulties, while Shepard's squad would do ScratchDamage on as low as Normal. The Heavy Melee clash would technically count as a [[SecretAIMoves Secret AI Move]], as mechanically, [[spoiler: the clone]] initiates it, and the player breaks free by mashing the melee button. This goes so far as the BonusBoss, consisting of versions of [[spoiler: the clone]] of every CharacterClass, being unable to clash with classes that don't wield the appropriate Omni-Blade or have mastery of their [[spoiler: Lazarus gifted, in this instance]] biotic powers beyond one bonus power.

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** * ''Franchise/MassEffect'' plays with this trope - the first game usually builds enemies from the same stat and skill templates as the [[ManualLeaderAIParty squad]], with a few [[SecretAIMoves Secret AI Races]] such as batarians, and also exclusive equipment here and there on both sides - the exceptions to this rule are obvious - [[EverythingsDeaderWithZombies Husks, Thorian Creepers]], and the FinalBoss to name but three. But [[PlayerCharacter Shepard]] has almost exclusive access to Unity/First Aid in all three games, which revives and restores the HitPoints of the entire team. VideoGame/MassEffect3 allows [[HeroOfAnotherStory other player characters]] to use the ability with a radius restriction with the Medi-Gel Transmitter [[PowersAsPrograms Gear]], but, being playable, it's still played straight. And they never meet [[TheHero Shepard]], anyway - preventing an aversion of WeCannotGoOnWithoutYou, as the third game adds a new, more shooter-conventional revival mechanic which is still this trope.
*** ** The [[MirrorBoss final battle]] and Armax Arsenal Arena BonusBoss of the Citadel DLC both use both this and SecretAIMoves in spades. [[spoiler: Shepard's clone]] cannot use some mechanics such as shooter-conventional revives, [[LastChanceHitPoint shield and health gates]], RealTimeWeaponChange (or even [[RealTimeWithPause non-real-time]]) and [[spoiler: Brooks]] doesn't get the unshielded ragdoll and biotic protection that Shepard's AI teammates get, but they get the ability to use First Aid as an AutoRevive for both [[spoiler: him/her and Brooks]], restore DeflectorShields with it, as well as get a full heal under fire [[EasierThanEasy even on Narrative]] (which would logically be [[HarderThanHard Insanity]] for the enemy) up to five times before going down, and [[spoiler: Brooks]] hits hard with her Crusader shotgun on high difficulties, while Shepard's squad would do ScratchDamage on as low as Normal. The Heavy Melee clash would technically count as a [[SecretAIMoves Secret AI Move]], as mechanically, [[spoiler: the clone]] initiates it, and the player breaks free by mashing the melee button. This goes so far as the BonusBoss, consisting of versions of [[spoiler: the clone]] of every CharacterClass, being unable to clash with classes that don't wield the appropriate Omni-Blade or have mastery of their [[spoiler: Lazarus gifted, in this instance]] biotic powers beyond one bonus power.

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* Quite possibly the most infamous example is ''VideoGame/BigRigsOverTheRoadRacing''. This is the racing [[ObviousBeta "game"]] in which the AI is not given the option to ''win'', stopping just short of the finish line, and that's after a patch.

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* Quite possibly the most infamous example is ''VideoGame/BigRigsOverTheRoadRacing''. This is the In this racing [[ObviousBeta "game"]] "game"]], ''moving'' is a Player Exclusive Mechanic. Corrected in which a patch, where the AI is not given the option to ''win'', stopping just short of [=AI=] can now move, but actually crossing the finish line, and that's after a patch. line is still firmly in the player-only domain.

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* In ''VideoGame/FTLFasterThanLight'', the AI is unable to manually open its doors to vent the atmosphere and attempt to suffocate the player's boarding party (although note that many AI-flown ships lack exterior doors altogether), or funnel them into the Medbay where its own crew is at an advantage.

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* In ''VideoGame/FTLFasterThanLight'', the AI is unable to manually open its doors to vent the atmosphere and attempt to suffocate the player's boarding party (although note that many AI-flown ships lack exterior doors altogether), or funnel them into the Medbay where its own crew is at an advantage. advantage.
**They are also unable to synchronise their weapons into a single deadly AlphaStrike. The already-hair-rippingly difficult game would be HarderThanHard if they could.
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** ''Franchise/MassEffect'' plays with this trope - the first game usually builds enemies from the same stat and skill templates as the [[ManualLeaderAIParty squad]], with a few [[SecretAIMoves Secret AI Races]] such as batarians, and also exclusive equipment here and there on both sides - the exceptions to this rule are obvious [[EverythingsDeaderWithZombies Husks, Thorian Creepers]], and the FinalBoss to name but three. But [[PlayerCharacter Shepard]] has almost exclusive access to Unity/First Aid in all three games, which revives and restores the HitPoints of the entire team. VideoGame/MassEffect3 allows [[HeroOfAnotherStory other player characters]] to use the ability with a radius restriction with the Medi-Gel Transmitter [[PowersAsPrograms Gear]], but, being playable, it's still played straight. And they never meet [[TheHero Shepard]], anyway - preventing an aversion of WeCannotGoOnWithoutYou, as the third game adds a new, more shooter-conventional revival mechanic which is still this trope.
*** The [[MirrorBoss final battle]] and Armax Arsenal Arena BonusBoss of the Citadel DLC both use both this and SecretAIMoves in spades. [[spoiler: Shepard's clone]] cannot use some mechanics such as shooter-conventional revives, [[LastChanceHitPoint shield and health gates]], RealTimeWeaponChange (or even [[RealTimeWithPause non-real-time]]) and [[spoiler: Brooks]] doesn't get ragdoll and biotic protection that Shepard's AI teammates get, but they get the ability to use First Aid as an AutoRevive for both [[spoiler: him/her and Brooks]], restore DeflectorShields with it, as well as get a full heal under fire [[EasierThanEasy even on Narrative]] (which would logically be [[HarderThanHard Insanity]] for the enemy) up to five times before going down, and [[spoiler: Brooks]] hits hard with her Crusader shotgun on high difficulties, while Shepard's squad would do ScratchDamage on as low as Normal. The Heavy Melee clash would technically count as a [[SecretAIMoves Secret AI Move]], as mechanically, [[spoiler: the clone]] initiates it, and the player breaks free by mashing the melee button. This goes so far as the BonusBoss, consisting of versions of [[spoiler: the clone]] of every CharacterClass, being unable to clash with classes that don't wield the appropriate Omni-Blade or have mastery of their [[spoiler: Lazarus gifted, in this instance]] biotic powers beyond one bonus power.

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** ''Franchise/MassEffect'' plays with this trope - the first game usually builds enemies from the same stat and skill templates as the [[ManualLeaderAIParty squad]], with a few [[SecretAIMoves Secret AI Races]] such as batarians, and also exclusive equipment here and there on both sides - the exceptions to this rule are obvious - [[EverythingsDeaderWithZombies Husks, Thorian Creepers]], and the FinalBoss to name but three. But [[PlayerCharacter Shepard]] has almost exclusive access to Unity/First Aid in all three games, which revives and restores the HitPoints of the entire team. VideoGame/MassEffect3 allows [[HeroOfAnotherStory other player characters]] to use the ability with a radius restriction with the Medi-Gel Transmitter [[PowersAsPrograms Gear]], but, being playable, it's still played straight. And they never meet [[TheHero Shepard]], anyway - preventing an aversion of WeCannotGoOnWithoutYou, as the third game adds a new, more shooter-conventional revival mechanic which is still this trope.
*** The [[MirrorBoss final battle]] and Armax Arsenal Arena BonusBoss of the Citadel DLC both use both this and SecretAIMoves in spades. [[spoiler: Shepard's clone]] cannot use some mechanics such as shooter-conventional revives, [[LastChanceHitPoint shield and health gates]], RealTimeWeaponChange (or even [[RealTimeWithPause non-real-time]]) and [[spoiler: Brooks]] doesn't get the unshielded ragdoll and biotic protection that Shepard's AI teammates get, but they get the ability to use First Aid as an AutoRevive for both [[spoiler: him/her and Brooks]], restore DeflectorShields with it, as well as get a full heal under fire [[EasierThanEasy even on Narrative]] (which would logically be [[HarderThanHard Insanity]] for the enemy) up to five times before going down, and [[spoiler: Brooks]] hits hard with her Crusader shotgun on high difficulties, while Shepard's squad would do ScratchDamage on as low as Normal. The Heavy Melee clash would technically count as a [[SecretAIMoves Secret AI Move]], as mechanically, [[spoiler: the clone]] initiates it, and the player breaks free by mashing the melee button. This goes so far as the BonusBoss, consisting of versions of [[spoiler: the clone]] of every CharacterClass, being unable to clash with classes that don't wield the appropriate Omni-Blade or have mastery of their [[spoiler: Lazarus gifted, in this instance]] biotic powers beyond one bonus power.

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** In the main series games, besides having access to a much more extensive inventory the player seems to be the only trainer to be able to foresee the Pokemon his/her opponent will use next and switch the active Pokemon without taking a turn if necessary. This is called the "Shift" battle style and it's enabled by default on the options screen. However it only works in single-player mode against the AI. In multiplayer battles you don't get the opportunity for a free switch-out when your opponent sends in their next Pokemon.
** In ''VideoGame/PokemonColosseum'' and ''VideoGame/PokemonXDGaleOfDarkness'', the player can use the "Call" command on Shadow Pokemon that have entered Hyper/Reverse mode (which occurs during the purification process). In ''XD'', the player can also use the Call command on their own Franchise/{{Pokemon}} to wake it from sleeping or raise its accuracy (without having to use an item for this).

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** In the main series games, besides having access to a much more extensive inventory the player seems to be the only trainer to be able to foresee the Pokemon Pokémon his/her opponent will use next and switch the active Pokemon Pokémon without taking a turn if necessary. This is called the "Shift" battle style and it's enabled by default on the options screen. However it only works in single-player mode Single Battles against the AI. In multiplayer battles battles, or those at [[EndgamePlus post-game battle facilities]] you don't get the opportunity for a free switch-out when your opponent sends in their next Pokemon.
** In ''VideoGame/PokemonColosseum'' and ''VideoGame/PokemonXDGaleOfDarkness'', the player can use the "Call" command on Shadow Pokemon Pokémon that have entered Hyper/Reverse mode (which occurs during the purification process). process) or on their sleeping Pokémon to wake them up. In ''XD'', the player can also use the Call command on to raise their own Franchise/{{Pokemon}} to wake it from sleeping or raise its Pokémon's accuracy (without having to use an item for this).free.



** ''VideoGame/FinalFantasyXIII'' has this problem when it comes to using Full ATB Skills. AI controlled characters will never use full ATB skills and since you can't change characters in-battle, you're stuck with only using 1 character's full ATB skill each fight.

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** ''VideoGame/FinalFantasyXIII'' has this problem when it comes to using Full ATB Skills. AI controlled characters will never use full ATB skills and since you can't change characters in-battle, you're stuck with only using 1 character's full ATB skill each fight. fight.
** ''Franchise/MassEffect'' plays with this trope - the first game usually builds enemies from the same stat and skill templates as the [[ManualLeaderAIParty squad]], with a few [[SecretAIMoves Secret AI Races]] such as batarians, and also exclusive equipment here and there on both sides - the exceptions to this rule are obvious [[EverythingsDeaderWithZombies Husks, Thorian Creepers]], and the FinalBoss to name but three. But [[PlayerCharacter Shepard]] has almost exclusive access to Unity/First Aid in all three games, which revives and restores the HitPoints of the entire team. VideoGame/MassEffect3 allows [[HeroOfAnotherStory other player characters]] to use the ability with a radius restriction with the Medi-Gel Transmitter [[PowersAsPrograms Gear]], but, being playable, it's still played straight. And they never meet [[TheHero Shepard]], anyway - preventing an aversion of WeCannotGoOnWithoutYou, as the third game adds a new, more shooter-conventional revival mechanic which is still this trope.
*** The [[MirrorBoss final battle]] and Armax Arsenal Arena BonusBoss of the Citadel DLC both use both this and SecretAIMoves in spades. [[spoiler: Shepard's clone]] cannot use some mechanics such as shooter-conventional revives, [[LastChanceHitPoint shield and health gates]], RealTimeWeaponChange (or even [[RealTimeWithPause non-real-time]]) and [[spoiler: Brooks]] doesn't get ragdoll and biotic protection that Shepard's AI teammates get, but they get the ability to use First Aid as an AutoRevive for both [[spoiler: him/her and Brooks]], restore DeflectorShields with it, as well as get a full heal under fire [[EasierThanEasy even on Narrative]] (which would logically be [[HarderThanHard Insanity]] for the enemy) up to five times before going down, and [[spoiler: Brooks]] hits hard with her Crusader shotgun on high difficulties, while Shepard's squad would do ScratchDamage on as low as Normal. The Heavy Melee clash would technically count as a [[SecretAIMoves Secret AI Move]], as mechanically, [[spoiler: the clone]] initiates it, and the player breaks free by mashing the melee button. This goes so far as the BonusBoss, consisting of versions of [[spoiler: the clone]] of every CharacterClass, being unable to clash with classes that don't wield the appropriate Omni-Blade or have mastery of their [[spoiler: Lazarus gifted, in this instance]] biotic powers beyond one bonus power.
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** AI players will also never (or almost never) propose defensive pacts or permanent alliances, meaning they won't form alliances with other AI players. This helps prevent the game from being (too much of) an exercise in GangUpOnTheHuman.


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* In the ''VideoGame/EscapeVelocity'' series, AI ships will generally only pursue the player or halt and fire long-ranged weapons, never performing any of the various tricks that relied on momentum (notably the "Monty Python", where the player accelerates away from the enemy and turns around, essentially coasting in reverse while firing all weapons). They also generally would not [[HyperspeedEscape jump out of the system during combat]], except for certain mission bosses.
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* The original ''VideoGame/AssassinsCreedI'' had the player character instantly drown if they attempted to swim, while the AI didn't even attempt to enter the water. In [[Franchise/AssassinsCreed all other installments]], the player character can swim, but enemies still drown instantly, allowing for easy getaways if the player is ever able to swim away. No justification is given for why even characters armored as lightly as the player have SuperDrowningSkills.

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* The original ''VideoGame/AssassinsCreedI'' had the player character instantly drown if they attempted to swim, while the AI didn't even attempt to enter the water. In [[Franchise/AssassinsCreed all other installments]], the player character can swim, but enemies still drown instantly, allowing for easy getaways if the player is ever able to swim away. No justification is given for why even characters armored as lightly as the player have SuperDrowningSkills. SuperDrowningSkills, even though the game lampshades the player's new ability.
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* In the original ''VideoGame/HalfLife1'', Gordon Freeman can climb ladders and duck to fit through crawl spaces; the other NPCs cannot (other than animals small enough to fit in the crawlspaces). This limits, for example, how far Barneys can accompany you as backup.

to:

* In the original ''VideoGame/HalfLife1'', Gordon Freeman can climb ladders and duck to fit through crawl spaces; the other NPCs [=NPCs=] cannot (other than animals small enough to fit in the crawlspaces). This limits, for example, how far Barneys can accompany you as backup.

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* Bots in ''TeamFortress2'' cannot use unlockable weapons. Even with just stock, engineer bots cannot haul buildings (instead detonating their old ones when the time comes to move the rear lines forward) and Soldiers/demomen cannot RocketJump.
[[/folder]]

to:

* Bots in ''TeamFortress2'' ''VideoGame/TeamFortress2'' cannot use unlockable weapons. Even with just stock, engineer bots cannot haul buildings (instead detonating their old ones when the time comes to move the rear lines forward) and Soldiers/demomen cannot RocketJump.
[[/folder]]
[[/folder]]



* In ''SuperMarioKart,'' opponents in a race are unable to use items generated from item boxes. The AI compensates in [[SecretAIMoves several]] [[TheComputerIsACheatingBastard ways]].
[[/folder]]

to:

* In ''SuperMarioKart,'' ''VideoGame/SuperMarioKart,'' opponents in a race are unable to use items generated from item boxes. The AI compensates in [[SecretAIMoves several]] [[TheComputerIsACheatingBastard ways]].
[[/folder]]
[[/folder]]



* The LevelEditor for ''VideoGame/{{StarCraft I}}'' has several grades of AI available for map builders. The ones labeled "Campaign Easy" and "Campaign Medium" are restricted on what units and buildings they are allowed to construct (for instance, "Zerg Campaign Easy" will only build basic zerg units such as zerglings and mutalisks).

to:

* The LevelEditor for ''VideoGame/{{StarCraft I}}'' ''VideoGame/StarCraftI'' has several grades of AI available for map builders. The ones labeled "Campaign Easy" and "Campaign Medium" are restricted on what units and buildings they are allowed to construct (for instance, "Zerg Campaign Easy" will only build basic zerg units such as zerglings and mutalisks).



* In the main series ''Franchise/{{Pokemon}}'' games, besides having access to a much more extensive inventory the player seems to be the only trainer to be able to foresee the Pokemon his/her opponent will use next and switch the active Pokemon without taking a turn if necessary. This is called the "Shift" battle style and it's enabled by default on the options screen. However it only works in single-player mode against the AI. In multiplayer battles you don't get the opportunity for a free switch-out when your opponent sends in their next Pokemon.
** In PokemonColosseum and PokemonXD, the player can use the "Call" command on Shadow Pokemon that have entered Hyper/Reverse mode (which occurs during the purification process). In XD, the player can also use the Call command on their own Pokemon to wake it from sleeping or raise its accuracy (without having to use an item for this).
* FinalFantasy
** FinalFantasyXII is this throughout most of the game thanks to the gambit system. Since you don't start out with quite a few gambits, the AI-controlled characters will be severely limited to what they can do. It is subverted later since you can buy all the gambits though.
** FinalFantasyXIII has this problem when it comes to using Full ATB Skills. AI controlled characters will never use full ATB skills and since you can't change characters in-battle, you're stuck with only using 1 character's full ATB skill each fight.

to:

* ''Franchise/{{Pokemon}}'':
**
In the main series ''Franchise/{{Pokemon}}'' games, besides having access to a much more extensive inventory the player seems to be the only trainer to be able to foresee the Pokemon his/her opponent will use next and switch the active Pokemon without taking a turn if necessary. This is called the "Shift" battle style and it's enabled by default on the options screen. However it only works in single-player mode against the AI. In multiplayer battles you don't get the opportunity for a free switch-out when your opponent sends in their next Pokemon.
** In PokemonColosseum ''VideoGame/PokemonColosseum'' and PokemonXD, ''VideoGame/PokemonXDGaleOfDarkness'', the player can use the "Call" command on Shadow Pokemon that have entered Hyper/Reverse mode (which occurs during the purification process). In XD, ''XD'', the player can also use the Call command on their own Pokemon Franchise/{{Pokemon}} to wake it from sleeping or raise its accuracy (without having to use an item for this).
* FinalFantasy
''Franchise/FinalFantasy'':
** FinalFantasyXII ''VideoGame/FinalFantasyXII'' is this throughout most of the game thanks to the gambit system. Since you don't start out with quite a few gambits, the AI-controlled characters will be severely limited to what they can do. It is subverted later since you can buy all the gambits though.
** FinalFantasyXIII ''VideoGame/FinalFantasyXIII'' has this problem when it comes to using Full ATB Skills. AI controlled characters will never use full ATB skills and since you can't change characters in-battle, you're stuck with only using 1 character's full ATB skill each fight.

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* Zigzagged in the ''VideoGame/DragonQuest'' series, where the non-main character [=PCs=] can be controlled by AI. The allied AI is (thankfully) far more effective than the enemy's, as it knows which enemy is the weakest and will attack it first until it dies, then move to the next, or if it's buffed (if a SquishyWizard starts attacking instead of throwing fireballs, the enemy likely starts with spell reflection, which the player can't see). By contrast, two enemies will for example first buff their group, and the other will then nullify all magic effects on all fighters, wasting their turns.
* Almost all items in ''VideoGame/{{Persona 3}}''. This is exceedingly frustrating, due to the game's ManualLeaderAIParty. Despite a spared item pool, your party cannot use anything but the two weakest healing items. As such, if your character is incapacitated through a status effect and you don't have a member that knows the counterspell, you're left as a passive observer until it wears off.

to:

* Zigzagged in the ''VideoGame/DragonQuest'' series, where the non-main character [=PCs=] can be controlled by AI. The allied AI is (thankfully) far more effective than the enemy's, as it knows which enemy is the weakest and will attack it first until it dies, then move to the next, or if it's buffed (if a SquishyWizard starts attacking instead of throwing fireballs, the enemy likely starts with spell reflection, which the player can't see). By contrast, two enemies will for example first buff their group, and the other will then nullify all magic effects on all fighters, wasting their turns.
* Almost all items in ''VideoGame/{{Persona 3}}''. This is exceedingly frustrating, due to the game's ManualLeaderAIParty. Despite a spared shared item pool, your party cannot use anything but the two weakest healing items. As such, if your character is incapacitated through a status effect and you don't have a member that knows the counterspell, you're left as a passive observer until it wears off.



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Added DiffLines:

Designing game AI is hard. Some are so competent as to render the game NintendoHard, while others are [[ArtificialStupidity blatantly stupid]]. But in general, you expect computer-controlled characters in multiplayer games to be capable of doing everything the player can. This trope is for when they can't.

This is not about the player exploiting {{Good Bad Bug}}s, but rather when the item or ability in question is explicitly designed to be capable of something that both the AI and the player can do (sometimes depending on context), but the AI for some reason does not. This can be particularly infuriating (or alternatively, worthy of relief) if the action is an interface command. In some cases this may be an AntiFrustrationFeature, or a case of DynamicDifficulty where the computer only starts using them when you get good. Sometimes general difficulty setting choice (the "Easy", "Hard", etc. settings) may also regulate what they can and cannot do.

Common forms include:
* Many non-{{Fighting Game}}s featuring a block/counter mechanic only have the PlayerCharacter able to do it.
* Computer characters frequently can't crouch or jump.

Do note that this trope is clearer to see in multiplayer and/or competitive games (such as fighting, racing, rhythm, etc), since we can gauge out what the computer characters can, and should, do in any given situation. In single-player/non-competitive games (mainly action, platformers, etc.) the players are supposed to do things that the enemies cannot (and vice versa) and thus it's universal -- the exception of this is the MirrorBoss or SuperPoweredMooks, in which those characters look and act the same as the PC, except for some technical differences (whether they have an access to the things that the PC normally doesn't -- SecretAIMoves -- or conversely, they cannot do some things the PC can -- this trope).

Another case is when a player character in the non-competitive games suddenly becomes a boss (especially when there's a selection of playable characters), or when a boss is PromotedToPlayable; this follows the same convention as above. Just as bosses with SecretAIMoves are liable to have a RedemptionDemotion when they're playable, bosses with this trope will have a RedemptionPromotion.

Yet another case (in line with the above) is when you have someone who's normally playable as a NonPlayerCompanion, or vice versa. When it happens, said someone may not be able to use their full potential and abilities as opposed to when they're controlled directly by the player.

Also note that, in some cases, both this trope and SecretAIMoves can appear together.

The supertrope to some forms of TacticalDoorUse. Compare ArtificialStupidity (aka "Player Exclusive Tactics") and AIRoulette (the latter when the AI chooses not to use the action randomly). Contrast ArtificialBrilliance, MyRulesAreNotYourRules, and SecretAIMoves. This can potentially result in a GameBreaker.
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!!Examples:

[[foldercontrol]]

[[folder:[=4X Games=]]]
* In ''VideoGame/MasterOfOrion'' the computer can't direct more than one attack per turn. That means when you and the AI are busily blowing up the helpless civilians on each other's planets you can get several times as much damage in with a smaller fleet.
* The AI in ''VideoGame/{{Civilization}}'' has a mixed history for nukes. Some versions never let the AI use them. [[TheComputerIsACheatingBastard Others have the AI spawn them out of thin air.]] Later versions tend to play fair.
[[/folder]]

[[folder:Action Adventure]]
* The original ''VideoGame/AssassinsCreedI'' had the player character instantly drown if they attempted to swim, while the AI didn't even attempt to enter the water. In [[Franchise/AssassinsCreed all other installments]], the player character can swim, but enemies still drown instantly, allowing for easy getaways if the player is ever able to swim away. No justification is given for why even characters armored as lightly as the player have SuperDrowningSkills.
[[/folder]]

[[folder:BeatEmUp]]
* In ''DynastyWarriors 7'', players with a characters [[WeaponOfChoice EX Weapon]] equipped, gains access to the [[SignatureMove Ex Attack]]. When a player performs a certain charge attack. Which the computer doesn't use.
** Also the player can change weapons[[note]]from a sword to a spear [[/note]] for better range, attack power or just because. The AI on the other hand are stuck with the same weapon.
[[/folder]]

[[folder:Card Games]]
* At lower difficulty levels, the AI in the ''TabletopGame/MagicTheGathering: Duels of the Planeswalkers'' games will never activate the "pumping" (paying mana to temporarily increase power and toughness) abilities of certain creatures.
[[/folder]]

[[folder:Fighting Games]]
* In the arcade version of ''VideoGame/StreetFighterII: Champion Edition'', the AI-controlled Sagat would never use the Tiger Knee special. Meanwhile, the player character had no problem doing this. Apparently it was an unfinished special move that lacked new sprites, sounds and needed a unique button combination. It was later fixed for ''Street Fighter II: Turbo'' and every incarnation since.
[[/folder]]

[[folder:First-Person Shooters]]
* In the original ''VideoGame/HalfLife1'', Gordon Freeman can climb ladders and duck to fit through crawl spaces; the other NPCs cannot (other than animals small enough to fit in the crawlspaces). This limits, for example, how far Barneys can accompany you as backup.
* AI players in ''VideoGame/Left4Dead'' and ''VideoGame/Left4Dead2'' can do nearly everything the player can, except for inflicting Friendly Fire damage and wield thrown weapons like pipe bombs or Molotov cocktails.
* ''VideoGame/{{Halo 2}}'': A human player flying a Banshee can use a fuel-rod cannon as a secondary attack. The AI can't. This was not available in online multiplayer.
* In the ''VideoGame/{{Borderlands}}'' series the AI will never intentionally target ExplodingBarrels (though they may still hit them when they were aiming at the player).
* Bots in ''TeamFortress2'' cannot use unlockable weapons. Even with just stock, engineer bots cannot haul buildings (instead detonating their old ones when the time comes to move the rear lines forward) and Soldiers/demomen cannot RocketJump.
[[/folder]]

[[folder:Platformers]]
* Some secret characters in the ''Franchise/{{Castlevania}}'' series are bosses that you eventually fight in their respective games; some of them have moves that they don't use by the boss versions (meanwhile the majority of them have SecretAIMoves).
* In ''VideoGame/MegaManZX Advent'', where [[DittoFighter you can copy the forms of the bosses themselves]] instead of merely PowerCopying like in previous games; Atlas (in Ashe's story) as a boss couldn't fire her fire bombs forwards like Ashe could with her form.
* In ''VideoGame/MegaManX'', whenever Zero becomes a boss, he never uses any move he can acquire from the bosses (not even his standard 3 slash combo); he uses [[SecretAIMoves moves the player can never use instead.]]
* In ''VideoGame/KirbysDreamLand3'', a computer-controlled Gooey cannot use PowerCopying like he can when the second player controls him.
[[/folder]]

[[folder:Racing Games]]
* ''VideoGame/CrashTeamRacing'':
** The computer-generated racers will never use shortcuts (when there is any), not using certain weapons normally available for players (turbo boosts, warp balls, bubble barriers, etc) nor will they leave trap weapons when they're offscreen.
** The beakers (normally a trap weapon) is able to be thrown forward, and the roller bombs (normally a forward-fire weapon) can be rolled backward. None of the computer characters do this.
** The boss racers in the Adventure Mode works differently; they still leave trap weapons ([[TheComputerIsACheatingBastard constantly]]) even when they're far behind or in front of you (and in Pinstripe's case, he also rolls the bombs backwards) but the other limitations above apply.
** It truly becomes a challenge in the TimeTrial mode against Oxide's ghost when he's able to use shortcuts in the track.
* In ''VideoGame/LEGORacers'' the AI opponents never achieve the level two turbo start, never power-slide when turning, and with one exception never use track shortcuts. The exception is [[ThatOneBoss Veronica Voltage]], opponent in the TimeTrial mode, who is also [[MyRulesAreNotYourRules immune to track edge friction]] (rendering beating her NintendoHard).
* Quite possibly the most infamous example is ''VideoGame/BigRigsOverTheRoadRacing''. This is the racing [[ObviousBeta "game"]] in which the AI is not given the option to ''win'', stopping just short of the finish line, and that's after a patch.
* In ''SuperMarioKart,'' opponents in a race are unable to use items generated from item boxes. The AI compensates in [[SecretAIMoves several]] [[TheComputerIsACheatingBastard ways]].
[[/folder]]

[[folder:Real-Time Strategy]]
* ''VideoGame/{{Warcraft}} III'': While the standard AI will hire zeppelins (and occasionally use them, but only if there is no other way to reach an enemy base), they will never buy ships, mercenaries, or neutral shop items, or use instant-reviving taverns.
* The LevelEditor for ''VideoGame/{{StarCraft I}}'' has several grades of AI available for map builders. The ones labeled "Campaign Easy" and "Campaign Medium" are restricted on what units and buildings they are allowed to construct (for instance, "Zerg Campaign Easy" will only build basic zerg units such as zerglings and mutalisks).
* ''VideoGame/DawnOfWar'': Several moves/upgrades are never used by the AI, such as ork Burna Bombs, various morale-reducing abilities, or Tau commander weapons. That last one is particularly stupid, as it deprives them of both a short-range anti-infantry and long-range anti-armor.
* In ''VideoGame/CommandAndConquerTiberianSun'' and ''VideoGame/CommandAndConquerRedAlert2'', the rules.ini files had a special flag called [="AIBuildThis = no"=] on some of the units/structures that the player could build.
[[/folder]]

[[folder:Role-Playing Games]]
* ''VideoGame/{{Solatorobo}}'': During the racing portions of the game, enemies never drift into turns, collect but don't use the speed-boosting crystals, and use items infrequently.
* Zigzagged in the ''VideoGame/DragonQuest'' series, where the non-main character [=PCs=] can be controlled by AI. The allied AI is (thankfully) far more effective than the enemy's, as it knows which enemy is the weakest and will attack it first until it dies, then move to the next, or if it's buffed (if a SquishyWizard starts attacking instead of throwing fireballs, the enemy likely starts with spell reflection, which the player can't see). By contrast, two enemies will for example first buff their group, and the other will then nullify all magic effects on all fighters, wasting their turns.
* Almost all items in ''VideoGame/{{Persona 3}}''. This is exceedingly frustrating, due to the game's ManualLeaderAIParty. Despite a spared item pool, your party cannot use anything but the two weakest healing items. As such, if your character is incapacitated through a status effect and you don't have a member that knows the counterspell, you're left as a passive observer until it wears off.
* In the main series ''Franchise/{{Pokemon}}'' games, besides having access to a much more extensive inventory the player seems to be the only trainer to be able to foresee the Pokemon his/her opponent will use next and switch the active Pokemon without taking a turn if necessary. This is called the "Shift" battle style and it's enabled by default on the options screen. However it only works in single-player mode against the AI. In multiplayer battles you don't get the opportunity for a free switch-out when your opponent sends in their next Pokemon.
** In PokemonColosseum and PokemonXD, the player can use the "Call" command on Shadow Pokemon that have entered Hyper/Reverse mode (which occurs during the purification process). In XD, the player can also use the Call command on their own Pokemon to wake it from sleeping or raise its accuracy (without having to use an item for this).
* FinalFantasy
** FinalFantasyXII is this throughout most of the game thanks to the gambit system. Since you don't start out with quite a few gambits, the AI-controlled characters will be severely limited to what they can do. It is subverted later since you can buy all the gambits though.
** FinalFantasyXIII has this problem when it comes to using Full ATB Skills. AI controlled characters will never use full ATB skills and since you can't change characters in-battle, you're stuck with only using 1 character's full ATB skill each fight.

[[/folder]]

[[folder:Simulation Games]]
* ''VideoGame/{{X}}-Universe'' series:
** Non-player-piloted ships never use their WASD strafing thrusters.
** ''X3: Terran Conflict'' introduced [=M7M=] missile frigates and M8 bombers to the ''X'' series, both of which are designed to fight by [[MacrossMissileMassacre pouring enormous salvos of missiles into the target]] from well beyond gun range. The player can remotely command their [=M7Ms=] and [=M8s=] to do so using the Barrage command, but AI ones use the same AI as every other ship class, meaning they will fire missiles rarely and singly. This goes for both {{NPC}}s and PlayerMooks, and is fixed in the ExpansionPack ''Albion Prelude''.
* The Yellow Squadron in ''VideoGame/AceCombat04ShatteredSkies'' cannot fire QAAM missiles, even though they fly one of the few plane models in the game that can carry these missiles. That's because [=QAAMs=] are ridiculously overpowered in ''[=AC04=]'' (one shot kill plus nearly impossible to shake off), and if the Yellows were allowed to use them, [[TheComputerIsACheatingBastard in addition to their other advantages]], the game would become literally unwinnable.
* ''VideoGame/OperationFlashpoint'': With good aim and a lot of luck, you can shoot down enemy helicopters with pretty much any weapon by shooting the crew through the windshield when they line up for a pass, or simply filling the vehicle with holes until its engine quits. Of course, you'll never last long enough to do so if you stand out in the open, but if some good cover is at hand and you have the nerve to try, it's possible. The AI never try to shoot at helicopters with anything but guided anti-aircraft missiles.
* In ''VideoGame/FTLFasterThanLight'', the AI is unable to manually open its doors to vent the atmosphere and attempt to suffocate the player's boarding party (although note that many AI-flown ships lack exterior doors altogether), or funnel them into the Medbay where its own crew is at an advantage.
[[/folder]]

[[folder:Turn-Based Strategy]]
* In ''VideoGame/TenMinuteSpaceStrategy'', building space stations is something only players' colonizers can do. AI colonizers are limited to founding colonies on planets.
[[/folder]]
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