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** ''VideoGame/PokemonGO'':
*** There are some moves that can induce status changes such as buffs or debuffs; and those are only limited to [=PvP=] use. During Raids or Gyms, the moves are completely different -- and are more often than not, horrid. This is because if a Raid Boss is capable of spamming something like, Leaf Tornado to constantly lower your attack or Ancient Power to buff itself, it quickly becomes annoying and sometimes, makes shortmans virtually impossible.
*** AI opponents in Raids or Rocket battles cannot use exclusive moves from events such as Psystrike for Mewtwo, Blast Burn for Charizard or Meteor Mash for Metagross. Instead, they will only have their regular movepool.
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* In ''VideoGame/NetHack'' pretty much anything the player can do [=NPCs=] can as well, including not only using any available items, but using them in creative ways. However, there are a few exceptions, some to make the game fair and some because the developers felt it wasn't worth the programming effort:
** Items [=NPCs=] won't use:
*** Scrolls of genocide, which would be an instant game over. [=NPCs=] won't even genocide the player's pet.
*** Rings of conflict or taming items, which could turn the player's pet and neutral [=NPCs=] against the player.
*** Wishing items, which could be used to gain powerful items.
** The player can periodically pray to their god for healing, regardless of their class. Even NPC clerics can't do this; they can only cast cleric spells.
** There are several methods of scaring monsters so that they won't attack you, or won't even step onto a particular square. None of these work on the player.
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*** Which was fixed in ''VideoGame/DynastyWarriors 8'', at least partially. The AI is still stuck with the same weapon, but they can switch it to another alignment [[note]](Man, Heaven or Earth) [[/note]in order to either get an advantage on the player, or at least cover their weakness to the player's weapons alignment. So no extra reach or attack power for the AI, but they can now cover against Storm Rush.

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*** Which was fixed in ''VideoGame/DynastyWarriors 8'', at least partially. The AI is still stuck with the same weapon, but they can switch it to another alignment [[note]](Man, Heaven or Earth) [[/note]in [[/note]]in order to either get an advantage on the player, or at least cover their weakness to the player's weapons alignment. So no extra reach or attack power for the AI, but they can now cover against Storm Rush.
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* In ''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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* In ''VideoGame/DynastyWarriors 7'', players with a characters character's [[WeaponOfChoice EX Weapon]] equipped, equipped gains access to the [[SignatureMove Ex Attack]]. When Attack]] when a player performs a certain charge attack. Which the computer doesn't use.
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** And more broadly, the player is able to swtich out their Pokemon any time, but AI opponents almost never do; while they've been capable of it since the first generation, [[http://wiki.pokemonspeedruns.com/index.php/Pok%C3%A9mon_Red/Blue/Yellow_Trainer_AI#Special_AI it's limited to only certain trainer types and driven by probability]] meaning most players will likely not see it. In later generations it's more likely to happen when the opponent has no usable attacking moves (e.g., the player's Pokemon is immune to all attack types the opponent has), but it's still quite rare, leading many players to not realise it's even possible for years.

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** And more broadly, the player is able to swtich switch out their Pokemon any time, but AI opponents almost never do; while they've been capable of it since the first generation, [[http://wiki.pokemonspeedruns.com/index.php/Pok%C3%A9mon_Red/Blue/Yellow_Trainer_AI#Special_AI it's limited to only certain trainer types and driven by probability]] meaning most players will likely not see it. In later generations it's more likely to happen when the opponent has no usable attacking moves (e.g., the player's Pokemon is immune to all attack types the opponent has), but it's still quite rare, leading many players to not realise it's even possible for years.
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** In ''VideoGame/FireEmblemPathOfRadiance'', ''VideoGame/FireEmblemRadiantDawn'', ''VideoGame/FireEmblemFates'', and ''[[VideoGame/FireEmblemGaiden Fire Emblem Echoes: Shadows of Valentia]]'', only the player can make use of ItemCrafting to forge powerful custom weapons. In ''[[VideoGame/FireEmblemShadowDragonAndTheBladeOfLight Fire Emblem: Shadow Dragon]]'', ''[[VideoGame/FireEmblemMysteryOfTheEmblem Fire Emblem: New Mystery of the Emblem]]'', ''VideoGame/FireEmblemAwakening'', and ''VideoGame/FireEmblemHeroes'', you aren't so lucky.

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** In ''VideoGame/FireEmblemPathOfRadiance'', ''VideoGame/FireEmblemRadiantDawn'', ''VideoGame/FireEmblemFates'', and ''[[VideoGame/FireEmblemGaiden Fire Emblem Echoes: Shadows of Valentia]]'', and ''VideoGame/FireEmblemThreeHouses'', only the player can make use of ItemCrafting to forge powerful custom weapons. In ''[[VideoGame/FireEmblemShadowDragonAndTheBladeOfLight Fire Emblem: Shadow Dragon]]'', ''[[VideoGame/FireEmblemMysteryOfTheEmblem Fire Emblem: New Mystery of the Emblem]]'', ''VideoGame/FireEmblemAwakening'', and ''VideoGame/FireEmblemHeroes'', you aren't so lucky.
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*** Which was fixed in ''VideoGame/DynastyWarriors 8'', at least partially. The AI is still stuck with the same weapon, but they can switch it to another alignment [[note]](Man, Heaven or Earth) [[/note]in order to either get an advantage on the player, or at least cover their weakness to the player's weapons alignment. So no extra reach or attack power for the AI, but they can now cover against Storm Rush.
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* In ''VideoGame/EnterTheGungeon'', players have Blanks, which clear the screen of enemy bullets and stop them firing for a moment, like a shmup SmartBomb without the damage. [[AvertedTrope Bosses will also use Blanks]] when their health reaches certain thresholds, clearing out player attacks and setting themselves up for their next phase.

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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 Pokémon his/her opponent will use next and switch the active 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, 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.

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** In the main series games, besides having the player has access to an increasingly wide range of items that can be used in battle at will, while the vast majority of opponents use no items at all, and those who do only do have very specific items used at regular times. (Most commonly are gym leaders and Elite Four members with a much more extensive inventory pre-determined number of full restores, and occasionally another 'strong trainer' will use a stat-raising item such as an X Attack.)
** Also in the main series,
the player seems to be the only trainer to be able to foresee the Pokémon his/her opponent will use next and switch the active 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, 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.
** And more broadly, the player is able to swtich out their Pokemon any time, but AI opponents almost never do; while they've been capable of it since the first generation, [[http://wiki.pokemonspeedruns.com/index.php/Pok%C3%A9mon_Red/Blue/Yellow_Trainer_AI#Special_AI it's limited to only certain trainer types and driven by probability]] meaning most players will likely not see it. In later generations it's more likely to happen when the opponent has no usable attacking moves (e.g., the player's Pokemon is immune to all attack types the opponent has), but it's still quite rare, leading many players to not realise it's even possible for years.
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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.

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Designing game AI VideoGameAI 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.
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* ''VideoGame/PacManWorldRally'' has two examples:
** The Guardian item, only obtained via powersliding. Consider that opponents ''never'' powerslide (aside from the "buggy"-looking instance in Toc-Man's Factory). As a result, outside of Battle mode, only the player can get an item that grants full protection against all hazards except for bottomless pits without the need of Pac-Mobile.
** For some reason, only human players can activate Pac-Dot or Fruit switches, as AI opponents will just drive right over them with nothing happening.
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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, and even if the unit is confused. 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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* The AI in ''VideoGame/FinalFantasyTactics'' is designed to ''never'' use "[[FaceHeelTurn Invitation]]" abilities, even if the character has access to them, and even if the unit is confused. The player is free to use them on any generic non-boss unit (except a few oddballs like Ultima Demons) that they like. If one digs in the game code a little, it's revealed that the player's party is actually inherently immune to the Invitation status in the first place, which makes it odd that there's one piece of headgear that grants immunity to it...
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** Enemy crew are programmed to take specific actions depending on context. If an enemy crew member has started attacking an upgraded door, they will continue to do so until they breach it, even if another door in the same room is opened up, ''even if'' that door goes to the same place they're trying to go to; meanwhile you can always simply have your crew stop attacking and do something else. Furthermore, enemy crew will avoid oxygen-deprived rooms at all costs even if it is essential to do so (like repairing the ship's shield system), while you can just freely move your crew across an airless room to get to where they need to go.
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[[folder:Roguelike Games]]
* In ''VideoGame/FTLFasterThanLight'', the player is capable of doing a number of things that enemy ships and crew should be capable of doing, but don't for some reason:
** You can manually fire your weapons or have them fire as soon as they're ready. Enemy ships can only fire weapons as soon as possible, missing out on the opportunity to perform a coordinated AlphaStrike against you.
** You deploy your cloak manually. Enemy ships always use it as soon as it's fully recharged, tactics be damned.
[[/folder]]
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** In ''VideoGame/FireEmblemPathOfRadiance'', ''VideoGame/FireEmblemRadiantDawn'', ''VideoGame/FireEmblemFates'', and ''[[VideoGame/FireEmblemGaiden Fire Emblem Echoes: Shadows of Valentia]]'', only the player can make use of ItemCrafting to forge powerful custom weapons. In ''[[VideoGame/FireEmblemShadowDragonAndTheBladeOfLight Fire Emblem: Shadow Dragon]], ''[[VideoGame/FireEmblemMysteryOfTheEmblem Fire Emblem: New Mystery of the Emblem]], ''VideoGame/FireEmblemAwakening'', and ''VideoGame/FireEmblemHeroes'', you aren't so lucky.

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** In ''VideoGame/FireEmblemPathOfRadiance'', ''VideoGame/FireEmblemRadiantDawn'', ''VideoGame/FireEmblemFates'', and ''[[VideoGame/FireEmblemGaiden Fire Emblem Echoes: Shadows of Valentia]]'', only the player can make use of ItemCrafting to forge powerful custom weapons. In ''[[VideoGame/FireEmblemShadowDragonAndTheBladeOfLight Fire Emblem: Shadow Dragon]], Dragon]]'', ''[[VideoGame/FireEmblemMysteryOfTheEmblem Fire Emblem: New Mystery of the Emblem]], Emblem]]'', ''VideoGame/FireEmblemAwakening'', and ''VideoGame/FireEmblemHeroes'', you aren't so lucky.

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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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* ''Franchise/FireEmblem [[VideoGame/FireEmblemAwakening Awakening]]'''s In the ''Franchise/FireEmblem'' series:
** In ''VideoGame/FireEmblemPathOfRadiance'', ''VideoGame/FireEmblemRadiantDawn'', ''VideoGame/FireEmblemFates'', and ''[[VideoGame/FireEmblemGaiden Fire Emblem Echoes: Shadows of Valentia]]'', only the player can make use of ItemCrafting to forge powerful custom weapons. In ''[[VideoGame/FireEmblemShadowDragonAndTheBladeOfLight Fire Emblem: Shadow Dragon]], ''[[VideoGame/FireEmblemMysteryOfTheEmblem Fire Emblem: New Mystery of the Emblem]], ''VideoGame/FireEmblemAwakening'', and ''VideoGame/FireEmblemHeroes'', you aren't so lucky.
** ''VideoGame/FireEmblemAwakening'''s
signature Pair Up and Dual Combat mechanics were are 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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* AI racers in ''VideoGame/JakXCombatRacing'' never get the Supernova weapon. This is very justified, given that the Supernova instantly destroys every vehicle in front of the user and races would consist of a constant chain of deaths if the AI had access to it.
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* ''VideoGame/GranblueFantasy'': If you use a Light character against a Dark enemy and vice-versa, your team will always receive 75% from the opposition's damage while enemies receive 150% from your party. In other words, you will always deal more damage, and the enemies will deal lesser damage to you in a Light versus Dark matchup. This can be used for the players' advantage when [[NeverMessWithGranny fighting Granny]] in unlocking Tier 4 classes.
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** In the ''VideoGame/PokemonMysteryDungeon'' spinoff series, holding and using items is not player-exclusive. However, having an ''inventory'' is -- enemy mons only have access to the "held item" slot, and can't store anything more than that. [[AntiFrustrationFeatures This is probably because it would be really annoying.]]

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** In the ''VideoGame/PokemonMysteryDungeon'' spinoff series, holding and using items is not player-exclusive. However, having an ''inventory'' is -- enemy mons only have access to the "held item" slot, and can't store anything more than that. [[AntiFrustrationFeatures This is probably because it would be really annoying.]]]] It's also justified in-game by the fact that you have a bag to hold those items in. Enemies obviously don't have such a convenience.
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* The developers of ''VideoGame/{{Killzone}} 3'' were unable to program the AI to use the jetpacks with any level of competence. This lead them to disabling three of the game's jetpack-centered maps in the game's Botzone mode.
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This isn't true. A few player units (Ramza and guests) are immune, but most aren't.


* 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. Bizarrely the player only faces one single enemy Mediator (the class that learns this ability) in the entire main story, and digging in the game code reveals that the playable characters are all immune to the Traitor status effect this inflicts anyway, so it's more like the AI is coded to not waste turns on actions that won't have any effect.

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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.them, and even if the unit is confused. The player is free to use them on any generic non-boss unit (except a few oddballs like Ultima Demons) that they like. Bizarrely the player only faces one single enemy Mediator (the class that learns this ability) in the entire main story, and digging in the game code reveals that the playable characters are all immune to the Traitor status effect this inflicts anyway, so it's more like the AI is coded to not waste turns on actions that won't have any effect.
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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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* In "VideoGame/CounterStrike", ''VideoGame/CounterStrike'', both the FAMAS and the Glock 17 have a [[SecondaryFire alternate fire]] burst fire mode that only human players will be are 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.can.

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* 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.
** 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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* ''VideoGame/{{Civilization}}'':
**
The AI in ''VideoGame/{{Civilization}}'' has a mixed history for nukes. Some versions never let the AI use them. [[TheComputerIsACheatingBastard [[NotPlayingFairWithResources Others have the AI spawn them out of thin air.]] Later versions tend to play fair.
** 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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* 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.

to:

* 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. Bizarrely the player only faces one single enemy Mediator (the class that learns this ability) in the entire main story, and digging in the game code reveals that the playable characters are all immune to the Traitor status effect this inflicts anyway, so it's more like the AI is coded to not waste turns on actions that won't have any effect.
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None

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** In the ''VideoGame/PokemonMysteryDungeon'' spinoff series, holding and using items is not player-exclusive. However, having an ''inventory'' is -- enemy mons only have access to the "held item" slot, and can't store anything more than that. [[AntiFrustrationFeatures This is probably because it would be really annoying.]]
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None

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[[folder:Tabletop Games]]
* ''TabletopGame/DungeonsAndDragons 3rd Edition'': The Action Points mechanic (most prominently featured in the ''TabletopGame/{{Eberron}}'' campaign setting) gives player characters a pool of points at each level which serve as a LuckManipulationMechanic. {{NPC}}s normally do not receive action points, [[DownplayedTrope but can gain a limited stock by selecting abilities which increase the size of the user's action point pool]]. It's recommended that the GameMaster do this only rarely, for [=NPCs=] who are particularly larger-than-life.
[[/folder]]
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* Setting Trap Cards in ''VideoGame/YuGiOhDarkDuelStories''. No AI duelist in the game, even the bonus bosses, possesses a Trap Card in their decks. Therefore the mechanic is solely usable by the player.
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* ''VideoGame/EmpireEarth'': In skirmish matches, the AI never builds wonders (which give map-wide bonuses) or heroes (which give local bonuses to units). The idea of clearing out defensive towers before landing transports also eludes them from the Stone Age to the Space Age.
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* AI Heisters in ''[[VideoGame/{{Payday2}} Payday 2]]'' 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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* AI Heisters in ''[[VideoGame/{{Payday2}} Payday PAYDAY 2]]'' 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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* 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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* AI Heisters in ''VideoGame/{{Payday2}}'' ''[[VideoGame/{{Payday2}} Payday 2]]'' 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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