History Main / NoPointsForNeutrality

10th Jul '16 11:29:46 AM nombretomado
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* Also see ''KnightsOfTheOldRepublic'' in the BioWare section.

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* Also see ''KnightsOfTheOldRepublic'' in the BioWare Creator/BioWare section.
4th Jul '16 11:40:24 PM Nerrin
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* In any given level of ''VideoGame/{{Majesty}}'', you have to choose whether you build temples to the Order gods or the Chaos gods, and also choose between either one of the Sun or Moon gods separately. Or just eschew them all for the TrueNeutral barbarian god Krolm, which means you lose out on a lot of useful spells and some of the best heroes of the game. Then again, Krolm does offer up one [[UnstoppableRage really useful spell in particular]], ''if'' you can afford to use it regularly...
29th Jun '16 9:32:10 PM Octorok103
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* In ''VideoGame/{{Warframe}}'''s Gravidus Dilemma event, you have to pick a side to support more. If you try to support both Corpus and Grineer equally, the points will cancel each other out and you'll get no reward at all.

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* In ''VideoGame/{{Warframe}}'''s Gravidus Dilemma event, ''VideoGame/{{Warframe}}'' features the Invasion mechanic, where mission nodes will periodically [[ExactlyWhatItSaysOnTheTin get invaded]] by an enemy faction different from the norm; whenever this happens, the Grineer and Corpus will offer the Tenno rewards for their assistance. As you might have guessed, there's no PlayingBothSides allowed to pick get both rewards from a given Invasion; each run for the Grineer negates a run for the Corpus, and vice versa, and you need to complete multiple runs for your chosen side to support more. If you try to support both Corpus and qualify for the reward. The Invasion mechanic has been utilized in two different events so far, each centered around a larger conflict: the Gradivus Dilemma, a dispute between the Grineer equally, and Corpus over the eponymous territory which introduced Invasions to the game in the first place, and Tubemen of Regor, in which Alad V and Nef Anyo both sought the research of Grineer geneticist Tyl Regor for opposing ends. In both events, not only did the individual missions function as Invasions, but so did each player's progress towards the event as a whole; earning battle pay for a mission would also give the player a point for the relevant side towards the event's rewards, with points will cancel each other out and you'll get no reward at all.for opposing sides cancelling out.
12th May '16 8:29:54 AM spiritsunami
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** Also played with in ''VideoGame/ShinMegamiTenseiIV''. As is the norm for the series, the neutral ending is the best possible ending, but the decision tree that immediately precedes the alignment lock has such a massive effect on the karma meter that a character with a perfectly balanced meter entering the choice is actually locked out of Neutrality and would wind up on whichever path corresponds to their last choice. Only by leaning ''slightly'' to one side and then picking the opposite side at the last moment can one reach the Neutral path.
16th Mar '16 7:33:35 AM dotchan
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* Yahtzee regularly discusses this in ''WebAnimation/ZeroPunctuation'', even providing this page's quote. His main gripes are that it feels like he's being forced to play the game twice, and that the two sides are often mutually exclusive. He even calls out games he otherwise likes on this, such as ''inFAMOUS'' and its sequel.

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* Yahtzee regularly discusses this in ''WebAnimation/ZeroPunctuation'', even providing this page's quote.''WebAnimation/ZeroPunctuation''. His main gripes are that it feels like he's being forced to play the game twice, and that the two sides are often mutually exclusive. He even calls out games he otherwise likes on this, such as ''inFAMOUS'' and its sequel.
18th Jan '16 10:51:45 AM thatother1dude
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* Averted in the ''Franchise/ShinMegamiTensei'' series, where the Neutral path is usually the only way to avoid humanity's annihilation or enslavement. Of course, [[HumansAreBastards depending on your viewpoint]], this may not qualify as the ''best'' ending...

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* Averted in the ''Franchise/ShinMegamiTensei'' series, where the Neutral path is usually the hardest to obtain but [[EarnYourHappyEnding the only way to avoid humanity's annihilation or enslavement.enslavement]]. Of course, [[HumansAreBastards depending on your viewpoint]], this may not qualify as the ''best'' ending...
6th Jan '16 3:50:47 PM WanderingBrowser
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* In ''BaldursGate'', you can play a neutral alignment, but most quest rewards are based on a good/evil option, and rewards are biased towards good, [[EvilPaysBetter subverting the normal temptation for players.]] Neutral-aligned party members will stay with a group with saintly reputation despite occasionally complaining, and even evil companions will only leave at the highest (19-20) reputation levels.

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* In ''BaldursGate'', ''Franchise/BaldursGate'', you can play a neutral alignment, but most quest rewards are based on a good/evil option, and rewards are biased towards good, [[EvilPaysBetter subverting the normal temptation for players.]] Neutral-aligned party members will stay with a group with saintly reputation despite occasionally complaining, and even evil companions will only leave at the highest (19-20) reputation levels.


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** This is sort of justified, however, in that the game's storyline is that you are a child of a resident GodOfEvil; either you're actively fighting against the impulse to take his place, or actively embracing it. There's not a whole lot of room for middle ground there.
19th Dec '15 4:00:02 PM nombretomado
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** ''Fable'' is a notable aversion of this. While there are times where you have to make a flat Good or Evil decision, most of these are pretty clear-cut cases (will you spare the bandit or kill him?) and you don't recieve any penalties for staying neutral. The townsfolk will even comment on this, discussing your characters unpredictability. The ending of the Lost Chapters is pretty neutral, coming down to a straight fight between you and the villain.
** ''Fable 2'' likewise doesn't really penalise you for staying neutral, other than affecting prices, and even then you don't have to be a paragon of virtue or the scariest person alive to talk the townsfolk into giving you a better deal. There are also more neutral choices. At the start of the game, you have a chance to free some townsfolk or let them become slaves for a bribe. One of the options is to walk clean away from the situation altogether after the bandit attacks you anyway, leaving them in their cages for someone else to either let out or enslave. You've cleared the roadblock to Bowerstone, from your perspective it's [[BystanderSyndrome someone else's problem]]. And there is an explicitly neutral ending option.
* Averted in ''ShadowTheHedgehog''. Going down the "neutral" path means not helping either the heroes or Black Doom, but instead going after Dr. Eggman. The main conflict still goes on, but Shadow isn't much of a factor in it. Though, individual levels, especially those on the extreme ends of the map, can sometimes play this straight if there's no neutral option. And the game ''does'' take this trope's title literally- the good and evil goals add and subtract points based on your morality, while the neutral goals ignore morality and only judge your score by speed and rings collected.

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** ''Fable'' ''{{VideoGame/Fable|I}}'' is a notable aversion of this. While there are times where you have to make a flat Good or Evil decision, most of these are pretty clear-cut cases (will you spare the bandit or kill him?) and you don't recieve any penalties for staying neutral. The townsfolk will even comment on this, discussing your characters unpredictability. The ending of the Lost Chapters is pretty neutral, coming down to a straight fight between you and the villain.
** ''Fable 2'' ''VideoGame/FableII'' likewise doesn't really penalise you for staying neutral, other than affecting prices, and even then you don't have to be a paragon of virtue or the scariest person alive to talk the townsfolk into giving you a better deal. There are also more neutral choices. At the start of the game, you have a chance to free some townsfolk or let them become slaves for a bribe. One of the options is to walk clean away from the situation altogether after the bandit attacks you anyway, leaving them in their cages for someone else to either let out or enslave. You've cleared the roadblock to Bowerstone, from your perspective it's [[BystanderSyndrome someone else's problem]]. And there is an explicitly neutral ending option.
* Averted in ''ShadowTheHedgehog''.''VideoGame/ShadowTheHedgehog''. Going down the "neutral" path means not helping either the heroes or Black Doom, but instead going after Dr. Eggman. The main conflict still goes on, but Shadow isn't much of a factor in it. Though, individual levels, especially those on the extreme ends of the map, can sometimes play this straight if there's no neutral option. And the game ''does'' take this trope's title literally- the good and evil goals add and subtract points based on your morality, while the neutral goals ignore morality and only judge your score by speed and rings collected.
4th Dec '15 2:18:29 AM Ninjat126
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** In story, good!Cole comes across as a bit of an AntiHero or EverymanHero. In gameplay, you're locked into the one path except near the end of both games: a PoweredByAForsakenChild upgrade in 1, or the SadisticChoice in 2.
15th Nov '15 11:50:04 AM LentilSandEater
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* Averted in ''[[VideoGame/GalacticCivilizations Galactic Civilizations II]]'': When your civilization chooses an alignment, all three alignments (good, neutral and evil) have bonuses. Some players even argue that the Neutral choice gives the ''best'' bonuses.
** Keyword here is ''choose''. The permanent alignment selection is a ScrewTheRulesIHaveMoney event that allows you to totally ignore your KarmaMeter and set your alignment to whatever you want as long as you can pay for it. But up till then, the game plays this straight. The best bonuses from KarmaMeter actions almost exclusively favor Evil choices while having Good alignment helps you diplomatically. Neutral gets neither.
*** Not entirely true... some of the evil choices also come with a drawback, frequently killing some amount of your [[strike:slaves]] citizens, while the neutral ones tend to give you a small benefit for no downside.

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* Averted in * ''[[VideoGame/GalacticCivilizations Galactic Civilizations II]]'': When II]]'':
** Averted when
your civilization chooses an alignment, all three alignments (good, neutral and evil) have bonuses. Some players even argue that the Neutral choice gives the ''best'' bonuses.
** Keyword here is ''choose''. The permanent alignment selection is a ScrewTheRulesIHaveMoney event that allows you to totally ignore your KarmaMeter and set your alignment to whatever you want as long as you can pay for it. But up till then, the game plays this straight. The best bonuses from KarmaMeter actions almost exclusively favor Evil choices while having Good alignment helps you diplomatically. Neutral gets neither.
*** Not entirely true... some of the evil choices also come with a drawback, frequently killing some amount of your [[strike:slaves]] citizens, while the neutral
ones tend to give you a small benefit for no downside.
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