This is discussion archived from a time before the current discussion method was installed.
Working Title: Guilt Based Gaming: From YKTTW
Prfnoff: Cut the "Other" section due to a large overlap with It's a Wonderful Failure which I don't want to sort out right now:
The Harvest Moon games lay the guilt on thick whenever an animal dies on your farm - whether it was your fault or not. Especially unfair in HM DS, where Takakura will scold you for not making your buildings strong enough in the event of a shed collapse/mass death... even if you made it out of Golden Lumber (The strongest building material in the game - has a 1% chance of collapse, as opposed to the 10% chance for Stone or 33% chance for regular Wood)
Pokémon Stadium 2 had trainers that said a few lines to you if you win or lose. They also say different things if you give up in the middle of battle.
In Final Fantasy Tactics and Final Fantasy Tactics Advance, kicking NP Cs out of your party (or refusing to let them join) can be a heart-wrenching experience. A level 10 or more party member will be polite, but a low level guy will be miserable. A top-level MVP will just be mad.
The Final Fantasy Tactics remake for the PSP makes it even more guilt-based for kicking out a monster, who obviously can't talk, but it still "looks at you pleadingly, as if asking to stay" or "doesn't seem to understand that you want it to leave". Come on!
It seems confused at you telling it to go home, possibly because it has no home to go to.
The worst has to be, "It looks excited. It probably thinks you're going to give it a treat."
That's bad enough when you're trying to kick out a garden-variety chocobo. Now imagine your cuddly, lovable Behemoth or Tiamat acting like a cute excited puppy when you're only coming by to kick him out.
The trope is properly lampshaded in Quest for Glory 4. An obstacle is present in the form of a hexapod, which will eat your head if you attempt to move past it. You can give it the appropriate item to placate it, or you can throw rocks (or other objects) at it until it dies, which doesn't take much. The game then berates you for killing the defenseless head-eating monster by saying "You bad, bad, bad, bad, bad, bad, bad, bad, bad, bad, bad, bad, bad hero." And in the CD version, it's John Rhys-Davies doing the berating.
Everything and anything programmed by Living Books, narrated with proper emphasis.
If all of the Pikmin in Pikmin die, you're subjected to a heart-wrenching cutscene where Olimar berates himself for his failure and laments their loss. Then the game gives you one new one per Onion, content that you've been properly chastised.
And of course, there's the heart-rending squeal the Pikmin make as they die.
And on top of that, if you reach the end of the day when there are Pikmin away from the onions and not following Olimar (especially if you end it yourself from the pause menu), your reward is watching the scragglers hopelessly race back to the onions only to be chomped by nocturnal wildlife. And the game keeps track of how many pikmin you lose this way, too, so it becomes a Mark of Shame on your part for the rest of the game.
Not to mention the first time you let a/some Pikmin get blown up by a bomb rock it/one might have been carrying. At the end of the day, Olimar posts this sad journal entry about what happened, driving into the ground what you've done (be it accidental or not).
Dead Space punishes the player for letting the main character die with death scenes that range from merely incredibly gory dismemberment to the outright traumatising asphyxiation.
Supposedly, the developers designed these death animations so they would make the player feel guilty for failing, rather than the more obvious goal of grossing you out.
Metal Gear Solid 3 guilts you in a cosmic sense- if you die and quit, you get a message telling you that you've caused a "Time Paradox". All the Metal Gear games have your support team screaming after you if you die- "Snake? SNAKE? SNAAAAAAAAAAAKE!!".
MGS4 does the by-now standard scream, and then dissolves to static. It's actually disturbing the first time.
Or every time. Not to mention that it flashes very brief glimpses of what was on the line as Snake is dying before the static.
May not be the first thing to give rise to Epileptic Trees about it all being a VR simulation, but it does encourage them.
Some support team members go farther than just yelling your name. If Raiden dies in MGS2, sometimes Rose will call after him: "Jack? Jack? No! This can't be happening! Jack!"
And in MGS4, it gets worse; Otacon does a standard "Snake? What's going on? Snake? Snake? SNAAAAAAAAAKE!" a few times but more often than not the message before the scream is "Answer me, please!" or the even more depressing, "No! You can't die!"
More of a reference really, but in Super Smash Bros. Brawl if playing as Snake on the Shadow Moses Island Stage you can call up Mei Ling, Otacon, Colonel Campbell or.... Slippy? and the two will chat about one of the other fighters on the field (Who you call depends on the the fighter the conversation is about). If Snake gets K Oed while the conversation is going it'll break off and the person on the other end will shout "Snake? SNAKE? SNAAAAAAAAAAAKE!!" as per the games.
Fallout 3 doesn't guilt trip frequently, but any time you try to disband a follower, they give you a mopey confirmation dialog. Dogmeat lets out a forlorn, inquisitive whine. The bad-boy ex-raider acts incredulously abused. Your snarky slave wipes the smirk off her face and gives you 'But..but...what did I do?' puppy-dog eyes. Even the damn robot acts like you're throwing him to the wolves!
Once things start getting really bad in Eversion, the "Get ready" screen inverts this, guilting you to stop in an attempt to scare you shitless.
Both Max Payne games have this trope, but with Max making noir-style comments about how his cases aren't over.
In Princess Maker 2, if you overwork your daughter to the point where she dies, her patron deity will criticize you for not taking care of her health. Also, if your daughter has an extremely high Sin level and gets into one of the less savory professions at the end of the game, her final letter to you and her patron deity's comments will accentuate your failures as a parent. (Your daughter was a gift to you from the heavens, and you caused her to grow up to be sinful and wretched!)
Stand up or turn down a Social Link's offer to get together in Persona 3, and that person will be sorely disappointed. Neglect them for too long, and the Link will reverse and you have to make up with them to gain back their friendship. Actively damage it (such as going out with one girl while you're dating another) and the Link will even break, and berate you for it.
Yet another reason why Fire Emblem fans obsess over individual characters. Some pairs of characters will have conversations revealing their backstories and interpersonal relationships. Some will have have paired endings (usually getting married.) Anyway if they die, you lose those conversations, lose the bonuses from relationships, and their ending is replaced with "Character died on Chapter 17."
Fire Emblem Shadow Dragon (11) is even more cruel. If you've been playing a sloppy\aggressive campaign, prepare for 5 minutes of "X fell in battle in chapter Y and vanished from the pages of history".
Dragon Quest V gives you a "choice" to marry two brides (and three in the DS remake). The word "choice" is used generously because the game really wants you to marry your childhood friend. The game hits you over the head with hints that you really should marry Bianca so expect the mother of all guilt trips in the original if you picked Nera over her. In the original, the game would punish you by offing Bianca's father, having her live unhappily ever after as a mistreated barmaid, having another person be miserable due to the Unrequited Love you created with an "unnecessary" Love Triangle and, to top it all off, sticking you with a character who is literally useless in battles. All of this wouldn't happen if you married Bianca. The DS remake changes a few things so that you have more of an actual choice, but the game still expects you to marry Bianca.
In Grand Theft Auto IV, the characters will call and demand that you play minigames with them, and they'll get huffy if you turn them down. It is possible to avoid this friendship decline if you accept their offer and *then* cancel, but this makes no sense and isn't listed in the manual.
This technique isn't listed in the manual, but the game's tutorial boxes do mention it the first few times you decide to hang out with friends/go out on a a date.
It also gets a bit funny when you think about it. Most of your friends are hardened killers who make a living by taking their fortunes from others, often through physical violence, and they get incredibly heartbroken if you don't want to go out to eat with them.
Tales of the Abyss has a timed mission in a very slow-loading and low-frame rate Scrappy Level. If you don't complete the mission in time, the game still progresses as normal... But a very friendly and harmless NPC will die, and it will be All. Your. Fault.
Not sure if this counts, but whenever Ion is traveling with the party, you can extend Luke's first mystic arte and have Ion rush in and perform a very flashy magic attack. However, after he does, he collapses from exhaustion. If Anise is in the party, she'll yell out his name, and he'll shakily answer "I'm... fine..." The guy is a Waif Prophet and a James Bondage to begin with, so it really makes you not want to use to use the extension...
I can't believe no one's mentioned the Tomb Raider games yet. They practically thrive on this trope. Between the spike traps, the T-Rex chomps, the shark attacks... All of this is now shown in increasingly squicky detail with the graphical improvements, and the addition of "Quick Time Events." The series creator specifically wanted a female lead because, in his words, "players would care more and want to protect her." Of course, that also means milking every last drop of player guilt when a mistake or an utterly incompetent "challenging" level design leads Lara to some brutal death scene.
Police Quest SWAT (the first one that was a live-action FMV game) does this extensively.
You can hit escape to skip the initial briefing from your superiors prior to the start of the game. If you do so, you have to sit through them chewing you out for being insubordinate.
If you try to leave a weapons-range training session early, you get a cutscene of your instructor implying that you're slacking off, to which your character automatically responds by blowing him off, justifying the instructor's concerns. For the record, this troper doesn't even know if training sequences properly end, or if you HAVE to do this—they may well be endless, they're so long.
During the optional sniper training segments, your instructor will YELL at you if you take too long to follow his directions, get things out of your inventory, or basically do anything other than practice shooting.
Last but not least, if you let your character get killed, you have to sit through shots of his funeral, complete with bagpipes.
The game is supposed to be a puzzle game cum simulator, so most of these are probably justified... however it's still a lot of guilt to put a poor young troper through.
A non-game example (which refers to a game): A comment from Bear in .hack SIGN goes as:
Bear: It's only a virtual world, I realize, but thoughts turn into reality, so the world I abandoned by resetting might have remained engulfed by evil.
Wii Fit guilts you by making your Mii fat based on your actual weight.
While Suikoden V gave more characters plot-based immunity than normal, it also made up for this by having characters that could and did die send shockwaves through your base. Upon certain deaths, the player could find little notes in the Suggestion Box from that ally's friends, companions and loved ones reflecting on the death; sometimes this even included goodbye notices as they left your base for personal reasons... like ensuring their fallen friend got buried on their home soil, or not being able to bear sticking around after thier beloved perished on the battlefield. Ouch...
In BlazBlue, Bang Shishigami's storyline, when you lost against Hakumen, you can hear how Litchi Faye-Ling, after no longer seeing Bang as a disgusting Stalker with a Crush, frantically screaming his name (In the same tone of Metal Gear as well. "Bang? Bang! BAAAAANGGG!!!"). Surely you wouldn't want Bang's honest efforts to win her heart go in vain and the poor Boobie Lady left in agony of seeing her new 'friend' die protecting her, right? Go on, continue. Maybe a happy ending awaits Bang and Litchi after that... Or not (at least for Bang).
In Area51, the game over scene incurs nightmare fuel as you watch one of your fellow comrades turn into a kron warrior and finishing you off. This troper still can't get over that moment.