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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/video_games_and_fate.JPG]]

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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/video_games_and_fate.JPG]] JPG VideoGame/MaxPayne2TheFallOfMaxPayne]]
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[[VideoGame/MaxPayne2TheFallofMaxPayne quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/video_games_and_fate.JPG]]

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[[VideoGame/MaxPayne2TheFallofMaxPayne quoteright:350:https://static.[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/video_games_and_fate.JPG]]
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[[VideoGame/MaxPayne2TheFallofMaxPayne quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/video_games_and_fate.JPG]]
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This can be done in various ways: by having characters discuss the concept of free will in dialogue; using tropes such as NoSidepathsNoExplorationNoFreedom to visually represent the player's lack of choice both in-game and in-story; or having characters actively announce their lack of free will. In terms of plot devices, this trope can encompass supernatural examples such as YouCantFightFate; or more mundane MoreThanMindControl plot devices, in which the character's actions are controlled by another party in much the same way that the player's actions are "controlled" by the game itself [[note]]Or how the player character's actions are controlled by the player, who is in turn controlled by the game, but the player character is part of the game so [[MindScrew oh no I've gone cross-eyed.]][[/note]]. It can often overlap with PlayingThePlayer, in which the player is actively deceived by the game and their expectations about it betrayed, but this trope need not involve deception.

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This can be done in various ways: by having characters discuss the concept of free will in dialogue; using tropes such as NoSidepathsNoExplorationNoFreedom to visually represent the player's lack of choice both in-game and in-story; or having characters actively announce their lack of free will. In terms of plot devices, this trope can encompass supernatural examples such as YouCantFightFate; or more mundane MoreThanMindControl plot devices, in which the character's actions are controlled by another party in much the same way that the player's actions are "controlled" by the game itself itself. [[note]]Or how the player character's actions are controlled by the player, who is in turn controlled by the game, but the player character is part of the game so [[MindScrew oh no I've gone cross-eyed.]][[/note]]. ]][[/note]] It can often overlap with PlayingThePlayer, in which the player is actively deceived by the game and their expectations about it betrayed, but this trope need not involve deception.
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** Further embedded in the series in the concept of a "[[http://en.uesp.net/wiki/Lore:Dragon_Break Dragon Break]]", a localized phenomena where time itself becomes so convoluted that otherwise impossible things happen (such as both sides winning a battle, or a man being his own grandfather). This is mainly used to justify the lack of need to support the multiple possible endings in a few of the previous Elder Scrolls games.

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** Further embedded in the series in the concept of a "[[http://en.[[http://en.uesp.net/wiki/Lore:Dragon_Break Dragon Break]]", "Dragon Break,"]] a localized phenomena where time itself becomes so convoluted that otherwise impossible things happen (such as both sides winning a battle, or a man being his own grandfather). This is mainly used to justify the lack of need to support the multiple possible endings in a few of the previous Elder Scrolls games.
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* The ''Franchise/MetalGear'' series has this as an ongoing theme. Creator Creator/HideoKojima referred to the dominant themes of ''VideoGame/MetalGearSolid'', ''[[VideoGame/MetalGearSolid2SonsOfLiberty 2]]'' and ''[[VideoGame/MetalGearSolid3SnakeEater 3]]'' as "gene, meme and scene" respectively, referring to the extent to which these three concepts could influence an individual's destiny:

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* The ''Franchise/MetalGear'' ''VideoGame/MetalGear'' series has this as an ongoing theme. Creator Creator/HideoKojima referred to the dominant themes of ''VideoGame/MetalGearSolid'', ''[[VideoGame/MetalGearSolid2SonsOfLiberty 2]]'' and ''[[VideoGame/MetalGearSolid3SnakeEater 3]]'' as "gene, meme and scene" respectively, referring to the extent to which these three concepts could influence an individual's destiny:

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* ''VideoGame/{{Deltarune}}'', in [[InternalDeconstruction marked contrast to]] [[VideoGame/{{Undertale}} its predecessor]] (which is all about making choices in how one plays games), repeatedly invokes this ''on the player''. You're presented with a CharacterCustomization menu at the start--only for it to be rejected in favor of the predetermined protagonist. Even though minor variations in the linear plot are possible, the outcome is still essentially the same. And at the end of the demo, the protagonist forcibly ejects the player (in the form of their SOUL) and acts on their own free will.



* ''VideoGame/{{Deltarune}}'', in [[InternalDeconstruction marked contrast to]] [[VideoGame/{{Undertale}} its predecessor]] (which is all about making choices in how one plays games), repeatedly invokes this ''on the player''. You're presented with a CharacterCustomization menu at the start--only for it to be rejected in favor of the predetermined protagonist. Even though minor variations in the linear plot are possible, the outcome is still essentially the same. And at the end of the demo, the protagonist forcibly ejects the player (in the form of their SOUL) and acts on their own free will.
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* ''VideoGame/{{Deltarune}}'', in [[InternalDeconstruction marked contrast to]] [[VideoGame/{{Undertale}} its predecessor]] (which is all about making choices in how one plays games), repeatedly invokes this ''on the player''. You're presented with a CharacterCustomization menu at the start--only for it to be rejected in favor of the predetermined protagonist. Even though minor variations in the linear plot are possible, the outcome is still essentially the same. And at the end of the demo, the protagonist forcibly ejects the player (in the form of their SOUL) and acts on their own free will.
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* The ''VideoGame/{{Marathon}}'' Trilogy's Security Officer, in contrast to the other FPS protganists at the time like [[VideoGame/{{Doom}} Doomguy]] and [[VideoGame/DukeNukem Duke Nukem]], is for all intents and purposes a pawn on the [=AIs'=] figurative chessboard, particularly Durandal, who enjoys rubbing it in about the protagonist's lack of freedom while bragging about gaining his. In the second game, ''Durandal'', the Security Officer is hinted to be an EternalHero destined to battle evil for all eternity, whatever he likes it or not. And then in the final game, ''Infinity'', the CosmicHorror screws everything up, and the Security Officer has to take matters into his hands, while going slightly insane in the process somewhat similar to the AI Rampancy, in the end managing to break free from the AIs control. In the epilogue, moments before the heat death of the Universe, Durandal muses about the Security Officer, and concludes that he is Destiny itself.

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* The ''VideoGame/{{Marathon}}'' Trilogy's Security Officer, in contrast to the other FPS protganists at the time like [[VideoGame/{{Doom}} Doomguy]] and [[VideoGame/DukeNukem Duke Nukem]], is for all intents and purposes a pawn (If a pawn could [[OneManArmy kill the entire board]]) on the [=AIs'=] figurative chessboard, particularly Durandal, who enjoys rubbing it in about the protagonist's lack of freedom while bragging about gaining his. In the second game, ''Durandal'', the Security Officer is hinted to be an EternalHero destined to battle evil for all eternity, whatever he likes it or not. And then in the final game, ''Infinity'', the CosmicHorror screws everything up, and the Security Officer has to take matters into his hands, while going slightly insane in the process somewhat similar to the AI Rampancy, in the end managing to break free from the AIs control. In the epilogue, moments before the heat death of the Universe, Durandal muses about the Security Officer, and concludes that he is Destiny itself.
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Dragon Break added

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** Further embedded in the series in the concept of a "[[http://en.uesp.net/wiki/Lore:Dragon_Break Dragon Break]]", a localized phenomena where time itself becomes so convoluted that otherwise impossible things happen (such as both sides winning a battle, or a man being his own grandfather). This is mainly used to justify the lack of need to support the multiple possible endings in a few of the previous Elder Scrolls games.

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* ''VideoGame/TheElderScrolls'' plays with this idea often. Though destiny and fate almost certainly exist, how much they effect the player (if at all) is left unclear. The third game, ''VideoGame/TheElderScrollsIIIMorrowind'', notably plays with this with its heroic prophecies and vague divine intervention.
** Also comes up in ''VideoGame/TheElderScrollsVSkyrim'', where several characters (most prominently TheMentor Paarthurnax) will talk about how it's the player's fate to fight [[BigBad Alduin]]. You can either agree with him, or argue that preventing TheEndOfTheWorldAsWeKnowIt is simply the right thing to do and that the next world will just have to take care of itself.

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* ''VideoGame/TheElderScrolls'' plays ''Franchise/TheElderScrolls''
** The setting has the idea of mythical "heroes", mortals
with this idea often. Though destiny and a special fate almost certainly exist, how much they effect and the player (if at all) is left unclear. The third game, ''VideoGame/TheElderScrollsIIIMorrowind'', ability to rule their own destiny. Heroes are closely related to the prophecies revealed in the [[TomeOfEldritchLore Elder Scrolls]] themselves, but are not bound by them, and have a tendency to grow far more powerful than other mortals. Naturally, the {{Player Character}}s in each of the series' games tend to be these "heroes".
** ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]''
notably plays with this with its heroic prophecies this. The details of the [[WhenItAllBegan plot instigating event]] and PlotTriggeringDeath long ago in the backstory have largely been lost to history, and those who do know offer [[TheRashomon highly conflicting versions of those events]]. The PC is supposedly TheChosenOne mentioned in the relevant prophecy, but may also be TheUnchosenOne, or one of the MultipleChoiceChosen, or simply an UnwittingPawn of the Empire and a [[OurGodsAreDifferent Daedric Prince]]. It is left deliberately vague divine intervention.
even after the end of the main quest, so you must draw your own conclusion.
** In ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'''s ''Shivering Isles'' expansion, Jyggalag is the Daedric Prince of [[ControlFreak Order]] who has (had) a library containing a record of every action ever taken by any being in any realm, along with predictions of possible future actions those beings will take. He (and Dyus, his former librarian) state that the fate of the PC is "blurred and uncertain", as the he/she defies all their logical formulae.
** Also comes up in ''VideoGame/TheElderScrollsVSkyrim'', ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'', where several characters (most prominently TheMentor Paarthurnax) [[TheMentor Paarthurnax]]) will talk about how it's the player's PC's fate to fight [[BigBad Alduin]]. You can either agree with him, or argue that preventing TheEndOfTheWorldAsWeKnowIt is simply the right thing to do and that the next world will just have to take care of itself.
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This trope doesn't require fate to relate to the structure of the game - simply having fate as a thematic element is sufficient. Plenty of other examples on the page meet that description.



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* The protagonist of the ''VideoGame/{{Hitman}}'' series, No. 47, is a clone who has been genetically engineered and conditioned for his entire life to be the perfect assassin. Although he is a relatively sympathetic HitmanWithAHeart who desperately ''wants'' not to be an assassin and often feels guilty about the crimes he has committed (even attempting to retire at the beginning of ''[[VideoGame/Hitman2SilentAssassin Silent Assassin]]''), he finds it impossible to go against his genetics & conditioning, and continues to carry out assassinations.
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Removed an entry that doesn't seem to belong - made no mention of the structure of the game.


* The protagonist of the ''VideoGame/{{Hitman}}'' series, No. 47, is a clone who has been genetically engineered and conditioned for his entire life to be the perfect assassin. Although he is a relatively sympathetic HitmanWithAHeart who desperately ''wants'' not to be an assassin and often feels guilty about the crimes he has committed (even attempting to retire at the beginning of ''[[VideoGame/Hitman2SilentAssassin Silent Assassin]]''), he finds it impossible to go against his genetics & conditioning, and continues to carry out assassinations.
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I finally pinpointed why that statement always bothered me, and decided to also expand on the idea.


** Its interesting to note that simply not buying the game in the first place would also be an effective ending using the "don't play it" viewpoint, but that was not an option brought up by the developers.

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** Its interesting to note that simply not buying the game in the first place would also be an effective ending (or at least "lack of a beginning") using the "don't play it" viewpoint, but that was not an option brought up by the developers.developers. This would presumably correspond to Walker never starting his interference in the first place.
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[[folder: Roguelikes ]]

* After completing ''VideoGame/DarkestDungeon'', the game acknowledges that there is nothing much more than to start anew. The ending narration shows that [[spoiler:the Heart of Darkness is [[ViciousCycle manipulating your lineage again and again to feed itself your fallen heroes, so that one day it may destroy the planet]]]] The Heir doesn't take kindly to this, [[spoiler:[[DrivenToSuicide to say the least]]]].

[[/folder]]
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** Also comes up in ''Skyrim'', where several characters (most prominently TheMentor Paarthurnax) will talk about how it's the player's fate to fight [[BigBad Alduin]]. You can either agree with him, or argue that preventing TheEndOfTheWorldAsWeKnowIt is simply the right thing to do and that the next world will just have to take care of itself.

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** Also comes up in ''Skyrim'', ''VideoGame/TheElderScrollsVSkyrim'', where several characters (most prominently TheMentor Paarthurnax) will talk about how it's the player's fate to fight [[BigBad Alduin]]. You can either agree with him, or argue that preventing TheEndOfTheWorldAsWeKnowIt is simply the right thing to do and that the next world will just have to take care of itself.
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* ''VideoGame/TheElderScrolls'' plays with this idea often. Though destiny and fate almost certainly exist, how much they effect the player (if at all) is left unclear. The third game, ''VideoGame/TheElderScrolls3Morrowind'', notably plays with this with its heroic prophecies and vague divine intervention.

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* ''VideoGame/TheElderScrolls'' plays with this idea often. Though destiny and fate almost certainly exist, how much they effect the player (if at all) is left unclear. The third game, ''VideoGame/TheElderScrolls3Morrowind'', ''VideoGame/TheElderScrollsIIIMorrowind'', notably plays with this with its heroic prophecies and vague divine intervention.
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* ''VideoGame/TheElderScrolls'' plays with this idea often. Though destiny and fate almost certainly exist, how much they effect the player (if at all) is left unclear. The third game, Morrowind, notably plays with this with its heroic prophecies and vague divine intervention.

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* ''VideoGame/TheElderScrolls'' plays with this idea often. Though destiny and fate almost certainly exist, how much they effect the player (if at all) is left unclear. The third game, Morrowind, ''VideoGame/TheElderScrolls3Morrowind'', notably plays with this with its heroic prophecies and vague divine intervention.

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PlayerCharacter typically being significantly disconnected from the player; see PlayerAndProtagonistIntegration). Some developers have picked up on the parallels between presenting the player with the illusion of free

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PlayerCharacter typically being significantly disconnected from the player; see PlayerAndProtagonistIntegration).

Some game developers have picked up on the parallels between presenting the player with the illusion of free
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** Also comes up in ''Skyrim'', where several characters (most prominently TheMentor Paarthurnax) will talk about how it's the player's fate to fight [[BigBad Alduin]]. You can either agree with him, or argue that preventing TheEndOfTheWorldAsWeKnowIt is simply the right thing to do and that the next world will just have to take care of itself.
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--->'''Ocelot''': Given the right situation, the right story, anyone can be shaped into Snake. Even rookies can fight like men of experience.
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** ''Metal Gear Solid 3'' drops the anvil that the UsefulNotes/ColdWar was this ''in RealLife.'' Snake's mentor explains, at length, ''during the tutorial'', that "enemies" and "allies" are never chosen by the people who are called thus; in UsefulNotes/WorldWarII, America and Russia were allies against the Nazis, and immediately became enemies once they were defeated, fighting over the resources they created to fight them.[[note]]Better yet, in Kojima's original proposal, said resources included ''the spoils of the war'' - the wealth and scientific discoveries the Nazis acquired through ruthless conquest, human experimentation and mass murder.[[/note]]. She herself had a Russian lover - ''the father of her child'' - whom she was later forced to kill on a Cold War mission on orders from her superiors. The events of the game itself only occurred because those same superiors ordered it - and she only obeyed because she couldn't think of anything better. This is the start of the ProtagonistJourneyToVillain - his transformation from loyal soldier to fanatical anarchist guerilla leader - because he refuses to die the way his mentor did, let alone sacrifice his allies and subordinates for the sake of his superiors.

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** ''Metal Gear Solid 3'' drops the anvil that the UsefulNotes/ColdWar was this ''in RealLife.'' Snake's mentor explains, at length, ''during the tutorial'', that "enemies" and "allies" are never chosen by the people who are called thus; in UsefulNotes/WorldWarII, America and Russia were allies against the Nazis, and immediately became enemies once they were defeated, fighting over the resources they created to fight them.[[note]]Better yet, in Kojima's original proposal, said resources included ''the spoils of the war'' - the wealth and scientific discoveries the Nazis acquired through ruthless conquest, human experimentation and mass murder.[[/note]]. [[/note]] She herself had a Russian lover - ''the father of her child'' - whom she was later forced to kill on a Cold War mission on orders from her superiors. The events of the game itself only occurred because those same superiors ordered it - and she only obeyed because she couldn't think of anything better. This is the start of the ProtagonistJourneyToVillain - his transformation from loyal soldier to fanatical anarchist guerilla leader - because he refuses to die the way his mentor did, let alone sacrifice his allies and subordinates for the sake of his superiors.

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** ''Metal Gear Solid 3'' drops the anvil that the UsefulNotes/ColdWar was this ''in RealLife.'' Snake's mentor explains, at length, ''during the tutorial'', that "enemies" and "allies" are never chosen by the people who are called thus; in UsefulNotes/WorldWarII, America and Russia were allies against the Nazis, and immediately became enemies once they were defeated, fighting over the resources they created to fight them.[[note]]Better yet, in Kojima's original proposal, said resources included ''the spoils of the war'' - the wealth and scientific discoveries the Nazis acquired through ruthless conquest, human experimentation and mass murder.[[/note]]. She herself had a Russian lover - ''the father of her child'' - whom she was later forced to kill on a Cold War mission on orders from her superiors. The events of the game itself only occurred because those same superiors ordered it - and she only obeyed because she couldn't think of anything better. This is the start of the ProtagonistJourneyToVillain - his transformation from loyal soldier to fanatical anarchist guerilla leader - because he refuses to die the way his mentor did, let alone sacrifice his allies and subordinates for the sake of his superiors.
--->'''The Boss''': People's values change over time. And so do the leaders of a country. So there's no such thing as an enemy in absolute terms. The enemies we fight are only in relative terms, constantly changing with the times.\\
The foibles of politics and the march of time can turn friends into enemies just as easily as the wind changes. Ridiculous, isn't it? Yesterday's ally becomes today's opposition. And this Cold War? Think back... When I was leading the Cobras, America and Russia were fighting together.
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* ''VideoGame/TheStanleyParable'' is a lengthy rumination upon and critique of this concept, which pokes fun at the concept of choice and free will in video games.

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* ''VideoGame/TheStanleyParable'' is a lengthy rumination upon and critique of this concept, which and pokes fun at the concept of choice and free will in video games.
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* The ''Franchise/BaldursGate'' series has this as a theme: since the PlayerCharacter is the son/daughter of [[spoiler:a dead murder god]], s/he is fated to bring death to everyone in his or her wake, directly or indirectly, no matter how peaceful s/he may try to be. In ''Throne of Bhaal'', a prophecy is more directly used as a plot device to justify ButThouMust.

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* In ''Videogame/{{Hand of Fate}}'', the Dealer will sometimes {{lean|ing on the fourth wall}} on the {{fourth wall}}.
--> Think about the way we play this game. You continue to die, yet we reset the board each time. One has to wonder how it is possible to truly lose.
:: He also indicates that the player may have free will, but he himself does not.
--> All the world is a game, and us men and women merely players. I alone do not play - I maintain the rules. You have choices, and I have predestination. Your choices, though, are merely a rediscovery of that which you already know.
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* ''VideoGame/MaxPayne 2'' is entirely linear, with NoSidepathsNoExplorationNoFreedom (although there are two MultipleEndings depending on difficulty level). It also features numerous ruminations upon the nature of free will and destiny, with several of the characters debating whether they truly have agency of their own or if their actions are simply pre-determined (see the page quote).

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* ''VideoGame/MaxPayne 2'' ''VideoGame/MaxPayne2TheFallOfMaxPayne'' is entirely linear, with NoSidepathsNoExplorationNoFreedom (although there are two MultipleEndings depending on difficulty level). It also features numerous ruminations upon the nature of free will and destiny, with several of the characters debating whether they truly have agency of their own or if their actions are simply pre-determined (see the page quote).
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->''There are no choices. Nothing but a straight line. The illusion comes afterwards, when you ask "why me?" and "what if?". When you look back and see the branches, like a pruned bonsai tree, or forked lightning.''
-->- '''Max Payne''', very heavily LeaningOnTheFourthWall, in ''VideoGame/MaxPayne2TheFallOfMaxPayne''

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->''There ->''"There are no choices. Nothing but a straight line. The illusion comes afterwards, when you ask "why me?" 'why me?' and "what if?".'what if?'. When you look back and see the branches, like a pruned bonsai tree, or forked lightning.''
-->-
"''
-->--
'''Max Payne''', very heavily LeaningOnTheFourthWall, in ''VideoGame/MaxPayne2TheFallOfMaxPayne''
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No potholes in page quotes.


->''[[YouCantFightFate There are no choices]]. Nothing but a straight line. The illusion comes afterwards, when you ask "why me?" and "what if?". When you look back and [[StoryBranching see the branches]], like a pruned bonsai tree, or forked lightning.''

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->''[[YouCantFightFate There ->''There are no choices]].choices. Nothing but a straight line. The illusion comes afterwards, when you ask "why me?" and "what if?". When you look back and [[StoryBranching see the branches]], branches, like a pruned bonsai tree, or forked lightning.''
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This is hence about video games in which the strict linearity of the storyline and the lack of agency afforded to the player is not employed solely as a gameplay contrivance but also as a storytelling device or thematic element. This can be used as a means of PaintingTheMedium or LeaningOnTheFourthWall, a device to express the themes of the game through its formal structure, or simply an amusing way to [[LampshadeHanging lampshade]] the inherent artificiality of the medium. It can also act as a convenient way to avert GameplayAndStorySegregation (as many of the examples on that page illustrate).

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This trope is hence about video games in which the strict linearity of the storyline and the lack of agency afforded to the player is not employed solely as a gameplay contrivance but also as a storytelling device or thematic element. This can be used as a means of PaintingTheMedium or LeaningOnTheFourthWall, a device to express the themes of the game through its formal structure, or simply an amusing way to [[LampshadeHanging lampshade]] the inherent artificiality of the medium. It can also act as a convenient way to avert GameplayAndStorySegregation (as many of the examples on that page illustrate).

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