Each major faction gets an ending where it wins, plus, optionally, one where they all lose.
A subtrope of Multiple Endings where each ending shows one of the factions in the game triumph over others, either because the Player Character chooses to ally with them (popular in Role Playing Games) or because the player controls them from the start (popular in strategy games). In the former case, there can also be a Lone Wolf Ending, where the player refuses to take sides and just beats up everyone. Rule of thumb to tell if an instance of Multiple Endings falls under this subtrope is to check whether they are mainly referred to as "Faction A's ending", "Faction B's ending", etc. May involve an Alliance Meter and a Last-Second Ending Choice. Compare Alignment-Based Endings and Segmented Endings.
Will go under Videogame Tropes and Ending Tropes.
- Fahrenheit has the Orange Clan ending, the Purple Clan ending, and the Invisibles ending (which feels a lot like a Lone Wolf one). Notably, the first two endings are cleared not by allying yourself with the respective faction but by losing to their representative in the Final Battle.
- Ace Combat 3: Electrosphere has three faction endings (UPEO, General Resource, and Neucom) plus two Ouroboros endings, which are both a mix of faction ending and Lone Wolf ending.
- Dynasty Warriors 7 had this for every kingdom... with the added twist that each is canon. Every faction's ending simply ended at a high point in their personal history.
- Vampire: The Masquerade – Bloodlines has four faction endings (Camarilla, the Anarchs, LaCroix, and Kuei-Jin) plus the Lone Wolf ending. Although you only have to chose your final alliance in the endgame, several choices across the entire game limit your options.
- The Witcher has the Order of the Flaming Rose ending, the Scoia'tael ending, and the neutral/lone wolf ending.
- Dragon Age II has the Templar ending and the Mage ending. The absence of a neutral path is very much a plot point.
- The Elder Scrolls II: Daggerfall has seven endings: one for each of the four rival kingdoms of the region (Sentinel, Wayrest, Orsinium, Daggerfall), one for the Tamriel Empire (represented by the Blades), and two for supernatural forces (the King of Worms and the Underking).
- Fallout: New Vegas has several endings depending on which faction you side with, as well as your morality and certain other choices (including individual "where are they now" segments for each recruitable character) as well as a "Wildcard" ending where the player hijacks Benny's plan to take over the region which leaves all the factions sent packing.
- Brigandine features an ending for each of the nations which can unite the continent of Forsena.
- Dune II has three possible end victory sequences, one for each of the houses that the player can be a part of (Atreides, Harkonnen, Ordos).
- The ending cutscene of Shogun: Total War changes slightly depending on what clan you played as.
- Almost every game in the Command & Conquer: Red Alert Series features endings for each of the playable factions, via separate campaigns that often share early plot points. Each Expansion Pack or sequel that advances the plot Cuts Off The Branches that result in a non-Allied victory, leaving the Allies as the victors. No Canon for the Wicked, indeed.
- The Allied and Soviet campaigns for Command & Conquer: Red Alert both end with their faction winning the Time Travel-caused alternate timeline version of World War II and setting up the rise of the Brotherhood of Nod in the Command & Conquer: Tiberian Series.
- In the Alternate Continuity where the Allies won and the Nod never recovered from that setback, Command & Conquer: Red Alert 2 continues the pattern of both Allies and Soviets having campaigns, but only the Allies getting a canonical victory. The Yuri's Revenge Expansion Pack adds the villainous Yuri faction as a greater evil that doesn't even get a campaign. The winning faction not only beats Yuri but retroactively wins the war from Red Alert 2 due to Time Travel. According to Red Alert 3, the Allies win again.
- Command & Conquer: Red Alert 3 has one ending each for the Allies, the USSR, and the Empire of the Rising Sun, which feature that power as the dominant force in the world. The Uprising expansion declared the Allied victory canon, but doesn't have mutually exclusive campaign endings.
- The expansions to Dawn of War have this in various combinations:
- In Winter Assault both the Order (Imperial Guard and Eldar) and Disorder (Orks and Chaos) campaigns have a Last-Second Ending Choice at the end of the fourth mission: whichever of your two factions first enters the shield around the war machine MacGuffin gets a final mission and ending. Dark Crusade implies that the Eldar ending is canon, albeit with several elements from the Ork ending.
- Dark Crusade and Soulstorm have seven and nine different campaigns, respectively: one for each faction. Defeating a faction gets you an After-Action Report and a cinematic once every faction is beaten. It may be possible for a faction to be defeated by another computer-controlled faction, but the end cinematic still assumes you were the one to defeat the six/eight others.
- In WarCraft: Orcs and Humans, the Orcish Horde and the kingdom of Azeroth both have an ending where they defeat the other one. Same thing in Warcraft II: Tides of Darkness and its expansion Beyond the Dark Portal for the Alliance of Lordaeron and the Horde.
Will go under Videogame Tropes and Ending Tropes.
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