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SubTrope of StatusLine (a display element showing the current disposition of the player, e.g. score, health, ammo, etc).

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* Present in ''VideoGame/SidMeiersPirates'': The game tracks your relationship with each of the four major colonial powers. Attacking one power's ships will earn you favor from its enemies and scorn from its allies. However, the political situation is constantly in flux, with wars breaking out, truces being signed, and alliances being made or broken seemingly at the drop of a hat, so if you're trying to butter up with one faction in particular, you have to pay attention to current events.
** Its not difficult to cheese it, though: every country hates pirates and Indian war natives, and pirates and Indians will always trust you. So you can sail to a pirate or Indian village, tell them to attack a port, and destroy them as soon as they leave. The other nations will be happy with you (all of them!), and the pirates and Indians won’t care. Continue until you’re at the highest possible rank.

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* Present in ''VideoGame/SidMeiersPirates'': The game tracks your relationship with each of the four major colonial powers. Attacking one power's ships will earn you favor from its enemies and scorn from its allies. However, the political situation is constantly in flux, with wars breaking out, truces being signed, and alliances being made or broken seemingly at the drop of a hat, so if hat. If you're trying to butter up with one faction in particular, you have to pay attention to current events.
** Its not difficult
events, and it's often easier to just pick an enemy and get support and rewards from whoever their enemy is at the time. Or you can cheese it, though: every country hates it by exclusively fighting pirates and Indian war natives, canoes, since neither faction has an AllianceMeter and pirates and Indians will always trust you. So all four powers hate both of them, allowing you can sail to a pirate or Indian village, tell them to attack a port, and destroy them as soon as they leave. The other nations will be happy build rep with you (all of them!), and the pirates and Indians won’t care. Continue until you’re at the highest possible rank.everyone without angering anyone else.
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Update to some of the entries


** Similarly, ''VideoGame/FalloutNewVegas'' has one for major towns such as Freeside, and most factions. The way it's handled is quite unusual for most Alliance Meters, though: fame and infamy do not subtract from one another, they're each a dimension in a two dimensional grid. If you do something that helps a faction, then do something that hurts it, you get a "mixed" reaction from its members and they'll comment they have no idea what you're up to; you're confusing. Your relationship with Mr. House is binary, however; he'll consider you a valued employee right up until the moment you oppose him.

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** Similarly, Like a lot of things that it brings back to the franchise from the first two games, ''VideoGame/FalloutNewVegas'' has a similar meter, referred to Reputation, and has one for almost every major towns such as Freeside, town and/or settlement like Freeside and most factions. the New Vegas Strip, as well as for both major factions, NCR and Caesar's Legion, and several minor factions like the Great Khans and the Boomers. The way it's handled is quite unusual for most Alliance Meters, examples, though: fame Fame and infamy Infamy do not subtract from one another, they're each a dimension in a two dimensional two-dimensional grid. If For example, if you do something a lot of good things that helps improves Reputation with a faction, then suddenly pivot and do something that hurts it, you get bad things like killing some of their members, instead of immediately dropping the previous positive Fame, you'll have a "mixed" reaction from its reputation where faction members and they'll comment are confused on what to do about you; they have no idea what you're up to; you're confusing. Your won't attack, but they won't be clamoring to help you out in any way either. That said, even though he rules over the Strip, regardless of your Reputation there, your relationship with Mr. House is binary, however; strictly binary; he'll consider you a valued employee right up until the moment you oppose him.
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* ''VideoGame/{{Warframe}}'' has the Syndicates: six independent factions that oppose both the Grineer and the Corpus, each with a unique ideology and theme. The Tenno can wear [[SigilSpam sigils]] representing each group to gain reputation with that group and half as much with the group's ally, but at the cost of losing reputation with the group's two enemies. Work long enough for a Syndicate, and you'll get access to powerful mods and special weapons. Get them angry at you instead, and they'll start sending [[EliteMook Eximus]] squads to hunt you down. While Cephalon Simaris and the Conclave are technically part of the Syndicate system as well, they remain separate from the politics of the main six, and players can only make positive progress with them.

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* ''VideoGame/{{Warframe}}'' has the Syndicates: six independent factions that oppose both the Grineer and the Corpus, each with a unique ideology and theme. The Tenno can wear [[SigilSpam sigils]] representing each group select a Syndicate to represent in order to gain reputation with that group them and half as much with the group's ally, ally by doing missions, but at the cost of losing reputation with the group's two enemies. Work long enough for a Syndicate, and you'll get access to powerful mods and special weapons. Get them angry at you instead, and they'll start sending [[EliteMook Eximus]] squads to hunt you down. While Cephalon Simaris and the Conclave are technically part of the Syndicate system as well, they remain separate from the politics of the main six, and players can only make positive progress with them.
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* The ''VideoGame/EscapeVelocity'' games keep track of the player's status in relation to the various governments in the universe.

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* The ''VideoGame/EscapeVelocity'' games keep track of the player's status in relation to the various governments in the universe. However, governments marked as "Xenophobic" will always attack anything that isn't them.
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** Returns in the sequel, similar to the ''Fallout New Vegas'' version (since both games are made by Obsidian). The player has a reputation meter for each of the four major factions, along with several minor ones. These reputations will influence the RelationshipMeter with the player's party members, particularly those who belong to one of said faction (five of them do, and while Éder isn't a member of the Children of the Dawnstars, his previous affiliation with the Éothasian church will cause him to react to how you treat them).

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** Returns in the sequel, similar to the ''Fallout New Vegas'' version (since both games are made by Obsidian). The player has a reputation meter for each of the four major factions, along with several minor ones. These reputations will influence the RelationshipMeter RelationshipValues with the player's party members, particularly those who belong to one of said faction (five of them do, and while Éder isn't a member of the Children of the Dawnstars, his previous affiliation with the Éothasian church will cause him to react to how you treat them).
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** Returns in the sequel, similar to the ''Fallout New Vegas'' version (since both games are made by Obsidian). The player has a reputation meter for each of the four major factions, along with several minor ones. These reputations will influence the RelationshipMeter with the player's party members, particularly those who belong to one of said faction (five of them do, and while Éder isn't a member of the Children of the Dawnstars, his previous affiliation with the Éothasian church will cause him to react to how you treat them).
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** The original PC game had a similar system, where since you were a mercenary, doing jobs for one House's military would make them more likely to hire you in the future, but would make it harder to find work with the Houses that were their enemies.

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* ''VideoGame/GrandTheftAuto2'' is the only game in ''VideoGame/GrandTheftAuto'' series that has "respect meters" for three gangs that are against each other, the Zaibatsu and two other gangs depending on which part of the city you're currently in. Killing the gang that is the target of a particular gang reduces the respect of the target gang while raising the respect of the requesting gang. The respect meter is required to advance to the next available mission, which is harder and pays more. There are two ways to escape the city: accumulate enough money until you are shown the exit and thus unlocking the next district (or beating the game after the third), or complete all available missions, at which point the three gangs will all come after you for your ChronicBackstabbingDisorder, and you KillEmAll.

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* ''VideoGame/GrandTheftAuto2'' is the only game in ''VideoGame/GrandTheftAuto'' series that has "respect meters" for three gangs that are against each other, the Zaibatsu and two other gangs depending on which part of the city you're currently in. Killing the gang that is the target of a particular gang reduces the respect of the target gang while raising the respect of the requesting gang. The respect meter is required to advance to the next available mission, which is harder and pays more. There are two ways to escape the city: accumulate enough money until you are shown the exit and thus unlocking the next district (or beating the game after the third), or complete all available missions, at which point the three gangs will all come after you for your ChronicBackstabbingDisorder, and you KillEmAll.LeaveNoSurvivors.
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* ''VideoGame/NoMansSky'': One exists that measures your standing with the Galaxy's three races. It's affected by things such as destroying the ships of one faction's enemy (like, say, {{Space Pirate}}s), helping a faction's vessel when it needs assistance, assisting the locals, and other such acts. Initially it was not visible nor had any tangible effect, but after the March 2017 Pathfinder update, the meter is seen in the Journey tab of the pause menu, and alliance ranks are required for better upgrades from space station vendors.

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* ''VideoGame/NoMansSky'': One exists that measures your standing with the Galaxy's three races. It's affected by things such as destroying the ships of one faction's enemy (like, say, {{Space Pirate}}s), SpacePirates), helping a faction's vessel when it needs assistance, assisting the locals, and other such acts. Initially it was not visible nor had any tangible effect, but after the March 2017 Pathfinder update, the meter is seen in the Journey tab of the pause menu, and alliance ranks are required for better upgrades from space station vendors.
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* VideoGame/{{GreedFall}}: Each major group on Teer Fradee has one representing [[{{Ambadassador}} De Sardet's]] relationship with that faction, which changes based on their actions throughout the game. Having a low diplomacy could result in negative consequences for De Sardet or the narrative, while positive relations will often grant legendary level equipment.
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* In ''VideoGame/EveOnline'', helping a faction or their affiliates gives you access to more profitable missions and discounts on various fees. Unfortunately, bowing to one direction usually means that you'll also moon the opposite faction. This standings system is also a crucial tool in diplomacy between players, corporations and alliances. In addition to being highlighted in the UI by everyone belonging to the organization in question, organizations with high standings can be allowed to access various structures like space stations.

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* In ''VideoGame/EveOnline'', helping a faction or their affiliates gives you access to more profitable missions and [[DiscountCard discounts on various fees.fees]]. Unfortunately, bowing to one direction usually means that you'll also moon the opposite faction. This standings system is also a crucial tool in diplomacy between players, corporations and alliances. In addition to being highlighted in the UI by everyone belonging to the organization in question, organizations with high standings can be allowed to access various structures like space stations.
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* ''VideoGame/EverQuest'' features a complex "faction standing" system; your standing with a faction is modified by your past actions, but also your race, your class, your religion, ... There are many (200+) factions some of them are allied against others, and it is impossible to be on good terms with all factions. When you kill a monster or NPC, or when you complete a quest, it raises your standing with some factions but lowers your standing with some other factions. There are 9 different rankings, the two lowest ones meaning {{NPC}}s of that faction will try to kill you, and higher rankings are requires to do quests or simply trade with NPC. Note that all {{NPC}}s (including animals and monsters) belong to a faction and that some spells (such as illusion spells) give you a temporary bonus or malus to your standing, meaning you can travel safely deep into a high-end dungeon if you manage to be on good terms with its inhabitants.

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* ''VideoGame/EverQuest'' features a complex "faction standing" system; your standing with a faction is modified by your past actions, but also your race, your class, your religion, ... There are many (200+) factions some of them are allied against others, and it is impossible to be on good terms with all factions. When you kill a monster or NPC, or when you complete a quest, it raises your standing with some factions but lowers your standing with some other factions. There are 9 different rankings, the two lowest ones meaning {{NPC}}s of that faction will try to kill you, and higher rankings are requires required to do quests or simply trade with NPC. Note that all {{NPC}}s (including animals and monsters) belong to a faction and that some spells (such as illusion spells) give you a temporary bonus or malus to your standing, meaning you can travel safely deep into a high-end dungeon if you manage to be on good terms with its inhabitants. In 2017, they finally added a screen that shows all your faction standings (sorted by ExpansionPack).
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* PlayedForLaughs with the allegiance menu in ''Webcomic/ProblemSleuth'', which Problem Sleuth is able to change at will in order to become best friends with [[HeelFaceRevolvingDoor whichever faction he happens to be dealing with at the moment]].
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* ''{{VideoGame/Humankind}}'' has the normal diplomatic attitudes (distrustful, friendly, etc.), plus "war score". War Score increases with success in war, how much the other civilization pisses yours off, and other similar measures, functioning as a mix of alliance meter and MoraleMechanic. lower war score means war is less likely (or forces peace if the civilization is at war), higher war score makes war easier and more likely.

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* ''VideoGame/StarWarsTheOldRepublic'' has many groups you can gain reputation with by completing repeatable missions for them. It's a very simple system, though; there's no way to lose reputation, the factions aren't in conflict with each other, and the only benefit for higher rep is earning character titles and a few extra items available from certain vendors.



* ''Videogame/{{Rimworld}}'': Neighbouring settlements all have their own reputation stat, not just with your faction but with each other. If your reputation with a particular faction drops below zero they'll begin sending raiding parties against you, whereas if it goes over 75 they might send reinforcements if you put out a DistressCall. The Royalty DLC expanded on this significantly with the overhauled quest system.

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* ''Videogame/{{Rimworld}}'': Neighbouring settlements all have their own reputation stat, not just with your faction but with each other. If your reputation with a particular faction drops below zero they'll begin sending raiding parties against you, whereas if it goes over 75 they might send reinforcements if you put out a DistressCall. The Royalty DLC expanded on this significantly with the overhauled quest system. Also, relations with each faction drift toward a pre-set baseline over time. So if you piss off a generally-friendly faction they'll eventually get over it, and if you ally with a generally-unfriendly faction you'll have to work hard to maintain it.
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* The [=iOS=] game ''GalaxyOnFire II'' has two meters, which make it clear that it's an "either them or us" relationship. The first scale is between the [[PlanetTerra Terrans]] and the [[LizardFolk Vossk]]. This actually makes sense in-universe, as the Terrans and the Vossk have recently fought a war. Then there is the Midorian-Nivelian scale, shown the increased tensions between the Nivelian Republic and the breakaway Mido Confederation of Planets (there is no Midorian race; the Mido systems are populated by Nivelians and Terrans). Other races are present in the game (such the [[{{Cthulhumanoid}} Octopods]] and TheGreys), but you only meet a few individuals from them.

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* The [=iOS=] game ''GalaxyOnFire ''VideoGame/GalaxyOnFire II'' has two meters, which make it clear that it's an "either them or us" relationship. The first scale is between the [[PlanetTerra Terrans]] and the [[LizardFolk Vossk]]. This actually makes sense in-universe, as the Terrans and the Vossk have recently fought a war. Then there is the Midorian-Nivelian scale, shown the increased tensions between the Nivelian Republic and the breakaway Mido Confederation of Planets (there is no Midorian race; the Mido systems are populated by Nivelians and Terrans). Other races are present in the game (such the [[{{Cthulhumanoid}} Octopods]] and TheGreys), but you only meet a few individuals from them.
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* ''Videogame/{{Rimworld}}'': Neighbouring settlements all have their own reputation stat, not just with your faction but with each other. If your reputation with a particular faction drops below zero they'll begin sending raiding parties against you, whereas if it goes over 75 they might send reinforcements if you put out a DistressCall. The Royalty DLC expanded on this significantly with the overhauled quest system.
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* ''VideoGame/PhoenixPoint'' has the three major factions in the game - New Jericho, Synedrion, and the Disciples of Anu - and how you relate to them will determine a lot. Having good relationships with a faction will make them more likely to trade with you, as well as giving you access to better recruits, and, as relations improve, their technology[[note]]allowing you free access to any tech they've researched[[/note]] and ultimately their entire technology tree[[note]]allowing you to advance your research based on their tech, instead of just getting any tech they've researched[[/note]]. As Phoenix Project gear is generalist at best and inadequate otherwise, and all the factions have the "interesting" technology, allying with factions is the best way to combat the Pandoravirus, but it takes a long time. You ''can'' raid the factions for resources and technology, but you can't choose what you steal, and it will anger the faction. Random events also allow you to increase your alignment with a faction, usually at the expense of alignment with the other two. If a faction gets angry enough with the Phoenix Project, they ''will'' attack your bases and units. Each faction also has a relationship to the other factions, usually poor due to their radically different philosophies. If a faction is negative enough with another, and two Havens are close enough together, it's possible for one faction to attack another, at which point you can choose to intervene to help one side or the other: staying neutral is not an option.
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* ''VideoGame/XComApocalypse'' has a lot of organizations most of whom you want to be as friendly as possible, for various reasons. Which isn't easy, because alien infiltration and collateral damage to their property make them upset. And because some organizations are hostile towards each other, trying to make one like you more can cause someone else to dislike you. On the other hand, this also means that if you happen to blow up someone's property, this will make their enemies like you better!

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* ''VideoGame/XComApocalypse'' has a lot of organizations most of whom you want to be as friendly as possible, for various reasons. Which isn't easy, because alien infiltration possible: the Senate pays your weekly income, Transtellar sells you spaceships, [=MarSec=] sells weapons and collateral damage to their property make armor, and so on. Pissing off a group means they stop helping you, and making them upset. And because some organizations are actively hostile towards each other, trying means they'll attack you when they encounter you, either on the cityscape, or in tactical missions. Blowing up their property, whether on purpose or by accident, or attacking their units will anger a faction. The aliens are also attempting to make one infiltrate the city, which means if you don't root out infestation quickly, the aliens will "convince"[[note]]Read: MindRape[[/note]] an organization into hating you. The only remedy for a hostile faction is to continue fighting them (bad idea) or [[ScrewTheRulesIHaveMoney give them a big "donation"]] (good idea). Different factions have different relationships to other factions as well: the Senate likes the police, but doesn't like you more can cause someone else to dislike you. [=MarSec=] as much; Transtellar likes [=MarSec=] but dislikes SELF, the android liberation group. On the other hand, this ''everyone'' hates the Cult of Sirius, who worship the aliens and actively try to assist them, making them a free target for your raids, bullets and what-have-you. You ''can'' bribe the Cult of Sirius into liking you, but since they ''hate'' when you kill alien units, it won't last (they also means that if you happen to blow up someone's property, this will make their enemies like you better!don't provide any tangible benefit, unlike the other groups).
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** TruthInTelevision: The idea of "soccer moms" in the 90's was the first step in trying to define a complicated, nuanced electorate into easily targetable "market segments", such as "college-educated whites", "evangelicals", "Mexican immigrants" and so on. The granularity of the market is ''far worse'' in real life.
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** Its not difficult to cheese it, though: every country hates pirates and Indian war natives, and pirates and Indians will always trust you. So you can sail to a pirate or Indian village, tell them to attack a port, and destroy them as soon as they leave. The other nations will be happy with you (all of them!), and the pirates and Indians won’t care. Continue until you’re at the highest possible rank.
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* ''TabletopGame/TheOneRing'': Heroes have a Standing score that represents their status in their culture, which grants both numerical bonuses and the ability to declare how they've affected events in their homeland offscreen. They can also gain Titles, which apply their Standing score to another culture than their own.

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Rearranged folders in alphabetical order.


[[folder:Stealth Based Shooters]]
* ''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, it's a zero-sum game for almost the entire game, acting more like a KarmaMeter that's arbitrarily split into two parts, where gaining or losing trust with one faction will almost ''always'' result in an equivalent opposing hit or boost to the other faction's trust, even if you're helping the JBA in a way neither side could know about. The only time the JBA's trust can be gained or lost without affecting the NSA's trust is when you go to their headquarters between big missions, where you can gain trust by performing what they ask you to do or other optional objectives (assembling mines, testing your lockpicking skills, going to the firing range, etc.) and will lose trust if you're caught sneaking around a restricted area.
* In ''VideoGame/ThiefDeadlyShadows'', there were two values representing Garrett's popularity with the Hammerites and the Pagans. They were pretty useless, however, since the only ways to manipulate them were three minor sidequests and the only effect they had on the gameplay was that Garrett's allies acted as meatshields for him during the final mission.
[[/folder]]



[[folder:Stealth Based Shooters]]
* ''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, it's a zero-sum game for almost the entire game, acting more like a KarmaMeter that's arbitrarily split into two parts, where gaining or losing trust with one faction will almost ''always'' result in an equivalent opposing hit or boost to the other faction's trust, even if you're helping the JBA in a way neither side could know about. The only time the JBA's trust can be gained or lost without affecting the NSA's trust is when you go to their headquarters between big missions, where you can gain trust by performing what they ask you to do or other optional objectives (assembling mines, testing your lockpicking skills, going to the firing range, etc.) and will lose trust if you're caught sneaking around a restricted area.
* In ''VideoGame/ThiefDeadlyShadows'', there were two values representing Garrett's popularity with the Hammerites and the Pagans. They were pretty useless, however, since the only ways to manipulate them were three minor sidequests and the only effect they had on the gameplay was that Garrett's allies acted as meatshields for him during the final mission.

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[[folder:Stealth Based Shooters]]
[[folder:Tabletop Games]]
* ''VideoGame/SplinterCellDoubleAgent''. Your actions affect how much ''TabletopGame/EclipsePhase'' has social networks with "Rep Scores" that quantify your reputation with the group, such as Autonomists, the hyper-elite, scientists, criminals, [[BenevolentConspiracy Firewall]], the network corresponds to. If your rep is high enough you can pull in favors from people on that network, a lot of Autonomist habitats don't even use money anymore just rep.
* In ''TabletopGame/HcSvntDracones'' characters have loyalty scores with the big seven {{Mega Corp}}s that range from -5 to 5. Corps that have rivalries with another corp (ASR and Pulse, Spyglass and IRPF, Progenitus and TTI) won't allow you to have more than five points between them and their rival. At three loyalty
you're trusted by considered an employee and are entitled to discounts on their products and a retainer.
* ''TabletopGame/BladesInTheDark'' Your crew has ratings indicating their relationship with every other noteworthy faction in Duskwall, from fellow petty gangs to
the John Brown's Army (JBA) terrorist group you're trying to infiltrate and Imperial Military stationed in the National Security Agency (NSA), your real employer. The amount of trust for each organization is shown on a trust meter. Oddly, it's a zero-sum game for city. Doing scores almost the entire game, acting more like a KarmaMeter that's arbitrarily split into two parts, where gaining or losing trust inevitably sours your relationship with one faction will almost ''always'' result in an equivalent opposing hit or boost to the other faction's trust, even more of them, but if you're helping the JBA in a way neither side could know about. The only time the JBA's trust can be gained or lost without affecting the NSA's trust is when you go to their headquarters between big missions, where you can gain trust by performing what they ask you to do or other optional objectives (assembling mines, testing smart about it, it may also improve your lockpicking skills, going to the firing range, etc.) and will lose trust if you're caught sneaking around a restricted area.
* In ''VideoGame/ThiefDeadlyShadows'', there were two values representing Garrett's popularity
standing with the Hammerites and the Pagans. They were pretty useless, however, since the only ways to manipulate them were three minor sidequests and the only effect they had on the gameplay was that Garrett's allies acted as meatshields for him during the final mission.others.



[[folder:Third-Person Shooters]]
* ''VideoGame/{{Warframe}}'' has the Syndicates: six independent factions that oppose both the Grineer and the Corpus, each with a unique ideology and theme. The Tenno can wear [[SigilSpam sigils]] representing each group to gain reputation with that group and half as much with the group's ally, but at the cost of losing reputation with the group's two enemies. Work long enough for a Syndicate, and you'll get access to powerful mods and special weapons. Get them angry at you instead, and they'll start sending [[EliteMook Eximus]] squads to hunt you down. While Cephalon Simaris and the Conclave are technically part of the Syndicate system as well, they remain separate from the politics of the main six, and players can only make positive progress with them.
[[/folder]]



[[folder:Tabletop Games]]
* ''TabletopGame/EclipsePhase'' has social networks with "Rep Scores" that quantify your reputation with the group, such as Autonomists, the hyper-elite, scientists, criminals, [[BenevolentConspiracy Firewall]], the network corresponds to. If your rep is high enough you can pull in favors from people on that network, a lot of Autonomist habitats don't even use money anymore just rep.
* In ''TabletopGame/HcSvntDracones'' characters have loyalty scores with the big seven {{Mega Corp}}s that range from -5 to 5. Corps that have rivalries with another corp (ASR and Pulse, Spyglass and IRPF, Progenitus and TTI) won't allow you to have more than five points between them and their rival. At three loyalty you're considered an employee and are entitled to discounts on their products and a retainer.
* ''TabletopGame/BladesInTheDark'' Your crew has ratings indicating their relationship with every other noteworthy faction in Duskwall, from fellow petty gangs to the Imperial Military stationed in the city. Doing scores almost inevitably sours your relationship with one or more of them, but if you're smart about it, it may also improve your standing with others.

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[[folder:Tabletop Games]]
[[folder:Non-Video Game Examples]]
* ''TabletopGame/EclipsePhase'' has social networks with "Rep Scores" Throughout the ''Roleplay/DestroyTheGodmodder'' series, various entities have appeared that quantify your reputation with are strictly neutral, eventually joining a side depending on the group, such as Autonomists, actions of the hyper-elite, scientists, criminals, [[BenevolentConspiracy Firewall]], players and the network corresponds to. If your rep is high enough you can pull in favors Godmodder. Notable examples from people on that network, a lot of Autonomist habitats don't even use money anymore just rep.
* In ''TabletopGame/HcSvntDracones'' characters have loyalty scores with
the big seven {{Mega Corp}}s that range from -5 to 5. Corps that have rivalries with another corp (ASR first game include [[TheGrimReaper Death]], [[VideoGame/{{Portal}} [=GLaDOS=]]], and Pulse, Spyglass and IRPF, Progenitus and TTI) won't allow you to have more than five points between them and their rival. At three loyalty you're considered an employee and are entitled to discounts on their products and a retainer.
* ''TabletopGame/BladesInTheDark'' Your crew has ratings indicating their relationship with every other noteworthy faction in Duskwall, from fellow petty gangs to the Imperial Military stationed in the city. Doing scores almost inevitably sours your relationship with one or more of them, but if you're smart about it, it may also improve your standing with others.
[=Minor107's=] [[VideoGame/{{Infamous}} Infamy Bar]].



[[folder:Third-Person Shooters]]
* ''VideoGame/{{Warframe}}'' has the Syndicates: six independent factions that oppose both the Grineer and the Corpus, each with a unique ideology and theme. The Tenno can wear [[SigilSpam sigils]] representing each group to gain reputation with that group and half as much with the group's ally, but at the cost of losing reputation with the group's two enemies. Work long enough for a Syndicate, and you'll get access to powerful mods and special weapons. Get them angry at you instead, and they'll start sending [[EliteMook Eximus]] squads to hunt you down. While Cephalon Simaris and the Conclave are technically part of the Syndicate system as well, they remain separate from the politics of the main six, and players can only make positive progress with them.
[[/folder]]

[[folder:Non-Video Game Examples]]
* Throughout the ''Roleplay/DestroyTheGodmodder'' series, various entities have appeared that are strictly neutral, eventually joining a side depending on the actions of the players and the Godmodder. Notable examples from the first game include [[TheGrimReaper Death]], [[VideoGame/{{Portal}} [=GLaDOS=]]], and [=Minor107's=] [[VideoGame/{{Infamous}} Infamy Bar]].
[[/folder]]

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Mercenaries example already existed in the Action folder.


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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.



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[[folder: Tabletop [[folder:Tabletop Games]]



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* ''VideoGame/GrandTheftAuto2'' has three meters, one for each gang in that area of the city. Each of the three areas of the city has the Zaibatsu, while other two change according to which part of the city you're in. The higher the respect, the more dangerous (and better paying) missions the player can take.



* ''VideoGame/GrandTheftAuto2'' is the only game in ''VideoGame/GrandTheftAuto'' series that has "respect meters" for three gangs that are against each other. Killing the gang that is the target of a particular gang reduces the respect of the target gang while raising the respect of the requesting gang. The respect meter is required to advance to the next available mission, which is harder and paying more. There are two ways to escape the town. One is to accumulate enough money until you are shown the exit and thus unlocking the next district (or beat the game after the third) and the other is to complete all available missions, in which the three gangs will come after you for your ChronicBackstabbingDisorder, and you KillEmAll.

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* ''VideoGame/GrandTheftAuto2'' is the only game in ''VideoGame/GrandTheftAuto'' series that has "respect meters" for three gangs that are against each other.other, the Zaibatsu and two other gangs depending on which part of the city you're currently in. Killing the gang that is the target of a particular gang reduces the respect of the target gang while raising the respect of the requesting gang. The respect meter is required to advance to the next available mission, which is harder and paying pays more. There are two ways to escape the town. One is to city: accumulate enough money until you are shown the exit and thus unlocking the next district (or beat beating the game after the third) and the other is to third), or complete all available missions, in at which point the three gangs will all come after you for your ChronicBackstabbingDisorder, and you KillEmAll.
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* ''VideoGame/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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* ''VideoGame/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 zero-sum game for almost the entire game, acting more like a KarmaMeter that's arbitrarily split into two parts, where gaining or losing trust with one faction will almost ''always'' result in an equivalent opposing hit or boost to the other faction's trust, even if you're helping the JBA in a way neither side could know about. The only time the JBA's trust can be gained or lost without affecting the NSA's trust is when you go to their headquarters between big missions, where you can gain trust by performing what they ask you to do or other optional objectives (assembling mines, testing your lockpicking skills, going to the firing range, etc.) and will lose trust in you if you help their enemies in you're caught sneaking around a way they don't even know about.restricted area.



* ''VideoGame/GrandTheftAuto2'' is the only game in ''VideoGame/GrandTheftAuto'' series that has "respect meter" where there are three gangs that are against each other. Killing the gang that is the target of a particular gang reduces the respect of the target gang while raising the respect of the requesting gang. The respect meter is required to advance to the next available mission, which is harder and paying more. There is two ways to escape the town. One is to accumulate enough money until you are shown the exit and thus unlocking the next district (or beat the game after the third) and the other is to complete all available mission, in which the three gangs will after you for your ChronicBackstabbingDisorder, and you KillEmAll.

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* ''VideoGame/GrandTheftAuto2'' is the only game in ''VideoGame/GrandTheftAuto'' series that has "respect meter" where there are meters" for three gangs that are against each other. Killing the gang that is the target of a particular gang reduces the respect of the target gang while raising the respect of the requesting gang. The respect meter is required to advance to the next available mission, which is harder and paying more. There is are two ways to escape the town. One is to accumulate enough money until you are shown the exit and thus unlocking the next district (or beat the game after the third) and the other is to complete all available mission, missions, in which the three gangs will come after you for your ChronicBackstabbingDisorder, and you KillEmAll. KillEmAll.
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* In ''Franchise/TotalWar'' games, relationships with every country are tracked. Most of the factors are ordinary: wars, trade, gifts, demands, diplomatic events, relative military strength, and preset factors (some factions are historical rivals, like [[VideoGame/MedievalTotalWar Byzantines and the Seljuk Turks]], [[VideoGame/EmpireTotalWar England and France]] or [[VideoGame/TotalWarWarhammer Dwarfs and Greenskin]]). A few, however, are more unusual in order to reflect the attitudes of different groups. For instance Lizardmen in ''VideoGame/TotalWarWarhammerII'' ignore all gifts.

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* In ''Franchise/TotalWar'' ''VideoGame/TotalWar'' games, relationships with every country are tracked. Most of the factors are ordinary: wars, trade, gifts, demands, diplomatic events, relative military strength, and preset factors (some factions are historical rivals, like [[VideoGame/MedievalTotalWar Byzantines and the Seljuk Turks]], [[VideoGame/EmpireTotalWar England and France]] or [[VideoGame/TotalWarWarhammer Dwarfs and Greenskin]]). A few, however, are more unusual in order to reflect the attitudes of different groups. For instance Lizardmen in ''VideoGame/TotalWarWarhammerII'' ignore all gifts.

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* In ''VideoGame/TotalWarWarhammer'' relationships with every country are tracked. Most of the factors are ordinary: wars, trade, gifts, demands, diplomatic events, relative military strength, and preset factors (Vampires hate Dwarves, for instance, and Chaos hates everyone). A few, however, are more unusual in order to reflect the attitudes of different groups. For instance going to war with Orcs improves your relationship with them. When the apocalypse starts people are suddenly a lot more open to working together.

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* In ''VideoGame/TotalWarWarhammer'' ''Franchise/TotalWar'' games, relationships with every country are tracked. Most of the factors are ordinary: wars, trade, gifts, demands, diplomatic events, relative military strength, and preset factors (Vampires hate Dwarves, for instance, (some factions are historical rivals, like [[VideoGame/MedievalTotalWar Byzantines and Chaos hates everyone).the Seljuk Turks]], [[VideoGame/EmpireTotalWar England and France]] or [[VideoGame/TotalWarWarhammer Dwarfs and Greenskin]]). A few, however, are more unusual in order to reflect the attitudes of different groups. For instance going to war Lizardmen in ''VideoGame/TotalWarWarhammerII'' ignore all gifts.
* In Harebrained Schemes' ''VideoGame/{{Battletech}}'', doing jobs for any faction except local governments gains you alliance points
with Orcs improves that faction and subtracts points from the opposing faction (on a scale of -100 (hated) to +100 (regarded)). As you gain or lose alliance points, you are offered or denied access to more well-paying and difficult contracts, and your relationship payment and store prices in that faction's stores go up or down. At the highest level of 100 you can enter into a formal alliance, opening up two faction stores in the map that sell exclusive equipment and giving you access to a faction-exclusive Flashpoint (if you have the expansion pack). All factions that are the enemy of the faction you ally with them. When the apocalypse starts people are suddenly subsequently becomes ''your'' enemy and your regard with them can never go above 0. Working with factions that have a lot more open of enemies (like the Capellan Confederation or the Taurian Concordat) quickly finds you unable to working together.find much work outside their borders.

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