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History Main / AllianceMeter

11th Apr '16 9:15:28 AM superkeijikun
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* ''VideoGame/{{Mercenaries}}'' keeps track of every faction present in North Korea (except for the North Koreans; [[AlwaysChaoticEvil they'll attack you on sight]]), with missions for one faction possibly decreasing another's opinion of you. Skillfully playing them against one another is key to progressing through the game.
22nd Mar '16 7:25:17 PM Vios
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* In ''VideoGame/{{Tyranny}}'', factions have a significant role; two which have been mentioned so far are the Scarlet Chorus (allies of the EvilOverlord in the war which brought him to power) and the Beastmen. Faction reputation is defined in terms of Favor and Wrath (with the former being positive and the latter negative, naturally), and players gain abilities for either one (so even if it's possible to keep friendly with every faction, you might not want to).
17th Mar '16 12:08:43 PM MrControll
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* The indie game ''[[VideoGame/Democracy]]'' pretty much runs on this trope. The entire society of the country you are in charge of is divided into overlapping groups like "parents", "smokers", "middle income", "commuters" etc. Every single one of the 20+ groups gets its own satisfaction meter, influenced by the policies you introduce. The meters take up the entire center of the screen for most of the game.

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* The indie game ''[[VideoGame/Democracy]]'' ''{{VideoGame/Democracy}}'' pretty much runs on this trope. The entire society of the country you are in charge of is divided into overlapping groups like "parents", "smokers", "middle income", "commuters" etc. Every single one of the 20+ groups gets its own satisfaction meter, influenced by the policies you introduce. The meters take up the entire center of the screen for most of the game.
17th Mar '16 12:06:50 PM MrControll
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* The indie game ''VideoGame/Democracy'' pretty much runs on this trope. The entire society of the country you are in charge of is divided into overlapping groups like "parents", "smokers", "middle income", "commuters" etc. Every single one of the 20+ groups gets its own satisfaction meter, influenced by the policies you introduce. The meters take up the entire center of the screen for most of the game.

to:

* The indie game ''VideoGame/Democracy'' ''[[VideoGame/Democracy]]'' pretty much runs on this trope. The entire society of the country you are in charge of is divided into overlapping groups like "parents", "smokers", "middle income", "commuters" etc. Every single one of the 20+ groups gets its own satisfaction meter, influenced by the policies you introduce. The meters take up the entire center of the screen for most of the game.
17th Mar '16 12:04:11 PM MrControll
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* The indie game ''{{Democracy}}'' pretty much runs on this trope. The entire society of the country you are in charge of is divided into overlapping groups like "parents", "smokers", "middle income", "commuters" etc. Every single one of the 20+ groups gets its own satisfaction meter, influenced by the policies you introduce. The meters take up the entire center of the screen for most of the game.

to:

* The indie game ''{{Democracy}}'' ''VideoGame/Democracy'' pretty much runs on this trope. The entire society of the country you are in charge of is divided into overlapping groups like "parents", "smokers", "middle income", "commuters" etc. Every single one of the 20+ groups gets its own satisfaction meter, influenced by the policies you introduce. The meters take up the entire center of the screen for most of the game.
26th Nov '15 12:29:02 PM ecuvulle6267
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* ''VideoGame/UnderworldAscendant'': Each of the three main factions has a global disposition towards the Avatar, shared by all members of said faction.
23rd Nov '15 9:13:07 PM jormis29
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* ''SplinterCell: Double Agent''. Your actions affect how much you're trusted by the John Brown's Army (JBA) terrorist group you're trying to infiltrate and the National Security Agency (NSA), your real employer. The amount of trust for each organization is shown on a trust meter. Oddly, since it's zero-sum, a faction will lose trust in you if you help their enemies in a way they don't even know about.

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* ''SplinterCell: Double Agent''.''VideoGame/SplinterCellDoubleAgent''. Your actions affect how much you're trusted by the John Brown's Army (JBA) terrorist group you're trying to infiltrate and the National Security Agency (NSA), your real employer. The amount of trust for each organization is shown on a trust meter. Oddly, since it's zero-sum, a faction will lose trust in you if you help their enemies in a way they don't even know about.
21st Oct '15 10:12:09 PM TSBasilisk
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* ''VideoGame/WorldOfWarcraft'' features a reputation system, representing your character's current standing with various factions found in Azeroth and Outland. Each faction has eight different rankings, ranging from "hated" to "exalted", and {{NPC}}s react differently depending on your current rank. The higher your rank, the friendlier a faction becomes. Most capital cities of your own faction start as Friendly, while most other factions start as neutral or hostile. High reputation with a faction generally allows you to purchase goods only available from them.

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* ''VideoGame/WorldOfWarcraft'' features a reputation system, representing your character's current standing with various factions found in Azeroth and Outland. Each faction has eight different rankings, ranging from "hated" to "exalted", and {{NPC}}s react differently depending on your current rank. The higher your rank, Reputation is earned in a number of ways, usually via quests or killing specific enemies of the friendlier a faction becomes. faction. Most capital cities of your own faction start as Friendly, while most other factions start as neutral or hostile. High reputation with a faction generally allows you to purchase goods only available from them.them.
** There exist a few reputations which are mutually exclusive as earning reputation with one will impose a loss on the other. The most well-known example is the goblin city of Booty Bay and the Bloodsail Pirates who are at war with one another.
8th Aug '15 5:42:54 PM Quanyails
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* ''[[VideoGame/GrandTheftAutoII Grand Theft Auto 2]]'' has three meters, one for each gang in the city. Zaibatsu always has one, while other two change according to city. Higher the respect, more dangerous(and better paying) missions player can take.

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* ''[[VideoGame/GrandTheftAutoII Grand Theft Auto 2]]'' has three meters, one for each gang in the city. Zaibatsu always has one, while other two change according to city. Higher the respect, more dangerous(and dangerous (and better paying) missions player can take.
7th Aug '15 11:17:16 PM StarSword
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* ''VideoGame/TheElderScrollsIIDaggerfall'' has a primitive system where your initial character build allowed you to adjust how friendly various segments of society from peasants to nobles would react to your player. In actuality, the effect was minimal. What had slightly more effect was the hidden in-play alliance meter that the character build modified, as the relation to a faction was one of the factors that decided when promotion in that faction could occur.
** ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' has a similar system, with three main differences: the effect on an indidual NPC is greater, the number of factions are heavily reduced (no peasant faction, for instance), and very few of the quests impacting faction-relation could be done without joining a faction.

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* ''Franchise/TheElderScrolls'':
**
''VideoGame/TheElderScrollsIIDaggerfall'' has a primitive system where your initial character build allowed you to adjust how friendly various segments of society from peasants to nobles would react to your player. In actuality, the effect was minimal. What had slightly more effect was the hidden in-play alliance meter that the character build modified, as the relation to a faction was one of the factors that decided when promotion in that faction could occur.
** ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' ''VideoGame/TheElderScrollsIIIMorrowind'' has a similar system, with three main differences: the effect on an indidual NPC is greater, the number of factions are heavily reduced (no peasant faction, for instance), and very few of the quests impacting faction-relation could be done without joining a faction.faction.
* Nearly every sidequest in ''VideoGame/PillarsOfEternity'' has MultipleEndings, and different endings will positively or negatively affect your Reputation stat for that region, which changes how {{NPC}}s address you and may open further quests. A good example is the early quest "Lord of a Barren Land", in which you are requested to StormTheCastle of Lord Raedric and assassinate him so that [[spoiler:his brother]] Kolsc can take over. Doing it as requested will give you [[spoiler:positive]] Reputation in Gilded Vale, while changing sides will give you [[spoiler:negative]] Reputation.
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