A video game trope where decisions the player makes can change the course of the game. Being kind to someone early in the game might result in them helping you later on, while if you ignored them, you might need to find a solution without them. Killing a character might end up with a loved one swearing revenge, when he might have become your ally otherwsie. These decisions and their consequences can range from world-changing to insignificant. There are three requirements to be this trope:
- As the name implies, there have to be multiple possible outcomes the player can choose from.
- It must have a lasting effect on the game. If all it does is change the next line of dialogue, it's not this trope. If what you say gets brought up later on, it does. Stat increases or other changes limited to game mechanics don't count, either.
- The consequences must be a logical result (by whatever passes for "logic" in the game) of your decision.
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- Telltale Games became very fond of this trope, starting with The Walking Dead, where the player's choices affect other characters' behavior towards the player character, and even who lives and dies.
- Life is Strange is built around this. Decisions you make can range from saving someone's life to overwatering your plant. In particular, small acts of kindness can win over characters initially hostile to Max, although this often takes multiple chapters before you see results. Protecting Alyssa from minor harms will quickly get her to christen you her guardian angel.
- The 2015 King's Quest introduces this as well. At the end of the episode, a screen shows you the decisions you've made. These decisions have a notable effect in how Gwendolyn (who is listening to Graham tell the story) behaves in her own segments.
- Dreamfall Chapters has a choice-and-consequence system, which the Word of God admits to have been inspired by Telltale Games' approach. Some choices are pretty meaningless (e.g. regardless what you do with the dying prisoner in Friar's Keep, his wife will hate Kian for it), while others have massive consequences (Zoe's last off-handed remark before leaving Storytime basically defines her future career in Europolis).
RPG — Eastern
- Chrono Trigger:
- During the fair there are numerous, seemingly meaningless actions you can take, such as stealing a man's lunch or returning a little girl's cat to her. When Crono is put on trial, your behavior at the fair is all taken into account. Somewhat subverted as the trial is rigged.
- Giving jerky to a family in the past turns their present-day descendant from a rich jackass who gives you 10 gil if you cluck like a chicken into a man who's generous to a fault, giving you a family heirloom that's been in his family's care for centuries.
- Golden Sun: In the first game, leaving any Djinn unfound leaves you unable to get into the Bonus Dungeon of the second game.
- If you don't get the Force Gem before entering Mogall Forest, the gameplay differs slightly (with the Force Gem, you can tell which is the right way to go), and a later cutscene plays out much differently (causing a boulder to crash down and open a new path, without Force your teammate kicks the boulder). Not getting it by the time the game ends also prevents you from getting in the Bonus Dungeon as well.
- In the second game, answering "no" to every question your character is asked for the first third of the entire game triggers an extra cutscene.
RPG — MMO
- Star Wars: The Old Republic is a minor case. Occasionally choices you make early in the game, such as whether the Jedi Knight arrests, executes, or releases a fallen Jedi, will come up later on, although with limited impact on the story as a whole.
RPG — Western
- The original Mass Effect trilogy employs the Old Save Bonus to carry over player decisions and accomplishments from installment to installment. For instance, consistently treating a dirt-digging reporter with patience in the first two games wins her over as a valuable ally in part three, while failing to prevent the deaths of the quarian or the geth squadmate in Mass Effect 2 bars you from facilitating peace between their species in Mass Effect 3.
- The Dragon Age series' choice-and-consequence map is so convoluted (with the biggest Continuity Snarl surrounding the first game's companion Alistair), that its Old Save Bonus subsystem actually started glitching like crazy, forcing the devs to develop a new system, "Dragon Age Keep", that preserves each player's personal canon online and automatically patches any plot inconsistencies that might occur.
- In The Witcher games, Geralt often has to make decisions whose consequences don't become apparent until much later. For example, in the first game, if he saves soothsayer Abigail's life in Act I, she will appear again in Act IV as a village healer and help him out during a sidequest to put a vengeful ghost to rest.
- This is a major feature of Until Dawn: not only do the player's decisions have immediate consequences on whether the characters are saved or pulled into greater danger or even killed, but decisions about how the characters interrelate affects their relationships, causing scenes to play out differently (though the main storyline always plays out the same way). The clearest and most dramatic example occurs when the player has a choice between having Chris shoot Ashley or himself - if they choose the former, later in the game she will refuse to open the door for him at a critical time, and he will die.
- The main Hayarigami trilogy (Hayarigami, Hayarigami 2 and Hayarigami 3) does this when Assistant Inspector Junya Kazami enters a Self-Question phase of a case. He is given options to determine if the evidence collected leads to a case being caused by the supernatural or by a criminal/criminals using the supernatural to hide their deeds, which will lead to a supernatural or non-supernatural conclusion of the said case. There are certain parts of a case where you need to decide a choice, sometimes being used with a Courage Point. If you waste them, then the choice with the CP cannot be used, forcing you to use another choice. Sometimes, the choice with the CP may not necessarily be the best answer.
- For Shin Hayarigami, Saki Hojo's choices made with CPs and from Liar's Art do determine the direction of how a case will proceed. Not only does it determine how Saki looks at the case from a supernatural or logical explanation, but aspects of the case, such as the suspects and witnesses involved, can change over time. Making a choice will also sometimes get a certain character killed, which may hinder your progress in solving a case.
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