Created By: Koveras on February 18, 2013 Last Edited By: Koveras on March 14, 2013
Troped

Faction-Specific Endings

Each major faction gets an ending where it wins, plus, optionally, one where they all lose.

Name Space:
Main
Page Type:
Trope
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.

Examples:

Adventure Game
  • 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.

Flight Sim
  • 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.

Hack-and-Slash
  • 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.

Role-Playing Games
  • 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.

Strategy Games
  • 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 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.
Community Feedback Replies: 31
  • February 18, 2013
    Arivne
    • Dune II. The game has three possible end victory sequences, one for each of the houses that the player can be a part of (Atreides, Harkonnen, Ordos).
  • February 18, 2013
    TrueShadow1
  • February 18, 2013
    Koveras
    ^ I am not sure I should include games with alignment-based endings, since they are usually based on the Karma Meter rather than Alliance Meter. I don't have much time to upkeep more YKTT Ws, you should make a new one (One Alignment One Ending?) about cases like that--I would have a couple of examples for you.
  • February 18, 2013
    Mauri
    Well you could say it is a bit of a specific but one that happens.

    RTS example:
    • Red Alert 3 This is the case of the ending. However in the expansion we get shown that the Allies win the war but some of the events of the other campaigns did take place.
  • February 18, 2013
    m8e
    So is this limited to games where all faction gets one ending?

    I was thinking that there is games where all except one(like the Impartial Purpose-Driven Faction) get a ending and sometimes some factions get multiple endings.
  • February 18, 2013
    Koveras
    ^ Can you name a few?
  • February 18, 2013
    StarSword
    @Mauri: Actually, I think all the Command And Conquer games use this (at least, all the ones that allow you to play as every faction). Tiberium Wars is an interesting example in that all the endings are canon, being as how they're all following the same story from different angles.

    RTS:
    • The expansions to Dawn Of War have this in various combinations. Winter Assault has an (Imperial Guard and Eldar win) Order ending and Disorder ending (Orks and Chaos win). Dark Crusade and Soulstorm have seven and nine different campaigns, respectively.
  • February 18, 2013
    m8e
    ^^The only one that come to mind right now is Escape Velocity Nova.

    There is six mayor story lines, Vell-os, Polaris, Auroran, Rebellion, Federation and Pirate(=Association of Free Traders) some minor and side lines, Wild Geese(mercenaries), Bounty Hunter, Sigma Shipyards etc.

    Some "goverments" like the houseless(Auroran pirates), Wraith(aliens that attacks Polaris), Associated Guild of Free Traders don't have a story line or ending. Some "goverments" like the Wild Geese have two endings and some have a shared ending.

    Basically it's complicated but the ends/story lines is split up by factions.

    So this might not fit at all. :P
  • February 18, 2013
    Koveras
    ^ I cannot really make out anything from that write-up except that there are multiple storylines and endings in the game... Could you perhaps rewrite it in a more structured form?
  • February 18, 2013
    Mauri
    Maybe we could say "each faction has its own ending". The reason I did not mention Red Alert 2 in the expansion was because you can't take the Yuri Faction on the campaign mode and therefore not being the trope itself unless you count the freedom of trope flexibility.

    Also while on the flash side the Toge productions games: Necronator, Relic of War, etc. Fall into this idea but perhaps I've to double check if they aren't just standalone areas or something but still it is just an observation.
  • February 19, 2013
    Koveras
    But the trope is already defined as "each faction gets an ending". :-/
  • February 19, 2013
    Nithael
    • 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.
  • February 20, 2013
    Chabal2
    Dawn Of War: From Winter Assault onwards, every faction gets its own ending. In Dark Crusade and Soulstorm, defeeating 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, but the end cinematic still assumes you were the one to defeat the six/eight others.
  • February 20, 2013
    Larkmarn
    • 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.
  • February 20, 2013
    Stratadrake
    Not fond of the current name, doesn't imply Multiple Endings. How about Faction Specific Endings (plural) ?
  • February 20, 2013
    Koveras
    ^ That works.
  • February 21, 2013
    Stratadrake
    It almost mirrors Alignment Based Endings in its structure.
  • February 21, 2013
    Bisected8
    • 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.
  • February 21, 2013
    Desertopa
    • Brigandine features an ending for each of the nations which can unite the continent of Forsena.

    Edit: Brigandine is a strategy RPG, but it seems it's namespaced under Main.
  • February 21, 2013
    autotrope
    Team Fortress 2. In any given match, either RED wins or BLU wins, or there's a stalemate ("You're all losers")
  • February 21, 2013
    Koveras
    ^ I do not think it is appropriate to talk of narrative endings in the context of competitive online games... It's like talking about the epilogue in a football or a Distant Finale to a chess game. ^^
  • February 23, 2013
    Koveras
    @Ironeye: I would appreciate it if you suggested example rewrites in the comments for me to review and put into the write-up. I would like to avoid bloated examples like your Winter Assault one, especially in case of WH 40 K, which has enough bloated example write-ups on this wiki already.
  • February 23, 2013
    Ironeye
    We're trying to break the ownership issues in YKTTW that allow one person to be the "gatekeeper" of what does and does not go into the draft. That being said, I was rambling on about irrelevant details, so I cut the example down to relevant parts.
  • February 25, 2013
    Koveras
    ^ Yeah, I already got educated about that.
  • February 26, 2013
    Koveras
    Bumping for examples and hats.
  • February 26, 2013
    Ironeye
    Looks good to me. I'll add any more examples if I think of them.
  • March 6, 2013
    CapFox
  • March 6, 2013
    Koveras
    ^ Already on the list. Check out the RPG section...
  • March 13, 2013
    DracMonster
    Ignore, you had the example already.
  • March 13, 2013
    Koveras
    ^ Will you give me a hat, then? ^^
  • March 14, 2013
    Koveras
    Last hat, anyone?
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