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Phoenix Wright discovers that 'No' isn't an option.
The RPG version of You Cant Fight Fate. In RPGs, the main character has two jobs: in the plot, he is The Hero of his motley crew of rebellious aristocracy, mysterious girls, and many others. He's the leader, the point-man, calling the shots. He's also, however, the player's avatar in the game world. Therefore, it's becoming increasingly common for the other characters to turn to you and ask (in the form of a multiple-choice question and Dialogue Tree) what they should do in any given situation.

The problem, however, is this: The writer already has the script plotted out, and your decision, whatever it is, is going to affect all of jack squat. Either the other characters will just ignore the answer and get on with what you're supposed to be doing, or they'll ask the question over and over until you make the "correct" choice. You might see some altered dialogue or a slightly different scene, but the plot itself will remain largely unchanged.

Occasionally a game utilizing this trope will, instead, avert it and toss in a question where an incorrect answer results in a Nonstandard Game Over. (God knows why.) Such questions are usually pretty obvious (The Big Bad asking you to become his disciple, for example), though, so it's easy to avoid falling into that trap. Another way to make these questions relevant is to tie them into Relationship Values — your decisions might not change the plot, but they will change how other characters perceive you.

This trope obviously doesn't apply for games that make heavy use of a Karma Meter, such as the Ogre Battle series, or most western RP Gs. In those games, your decisions can and will direct the plot, albeit usually on a pre-programmed branch.

Summed up eloquently in this webcomic, as well as this one and numerous others.

Named after one of the first instances of the trope, from the original Dragon Quest (Dragon Warrior in America). Compare Stupidity Is The Only Option.
Examples:

  • The aforementioned usage in Dragon Warrior — the princess asks you to let her accompany you on your travels, which inevitably leads to her marrying you, and if you answer no, she simply says "But thou must!" and gives you the choices again. You can keep hitting "No" until the cows come home, but she just won't take it for an answer. (Telling the Dragon Lord "Yes" when he asks you to join him, however, is a Nonstandard Game Over.)
    • It is just possible to avoid this fate, by never rescuing the princess in the first place, in which case the silent hero marches off on his own in the end for a much less dramatic ending. Technically you're supposed to rescue her so that you can get directions to a Plot Coupon, but you can find it by yourself if you're willing to search blindly around a swamp for half an hour. Essentially, this dooms the princess to rot starving to death in the bowels of a pitch black dungeon. But nobody liked Gwaelin anyhow.
    • It's worth mentioning that the Game Boy Color remake does not have this quote (or any other examples of Ye Olde Butcherede Englishe, for that matter). Apparently Enix didn't see the need to keep memorable quotes, as opposed to, for example, "You spoony bard!" being in every single version of Final Fantasy IV. Perhaps this wouldn't have been the case if the remake had come out after Square and Enix merged.
      • Actually, given that the Square-Enix DS translation of Dragon Quest IV changes the similarly iconic line "No response. Looks like a corpse." that appears in nearly every Dragon Quest game at some point, it's unlikely they'd have retained it then, either.
  • The Golden Sun series is the king of this trope. The main character gets asked for his opinion every ten seconds, and his answers are completely irrelevant...
    • ...Except for one of the first times in the game, where you are asked to embark on the quest or not. You can refuse, but the game then immediately ends. (The CRPG The Magic Candle does this too.)
    • ...and after finishing one of the sidequests, at which point the main character is offered a lift back to the city from which the plothook originated. It takes five or six tries, but the well-meaning NPCs can be convinced to let the party walk back.
    • Also, when the first Djinni Flint comes to add his powers to yours, he asks if you will take him with you. You can of course say no, which makes the But Thou Must start. But after answering no sufficent times, he'll suddenly say "But I'll come with you anyway" and join.
    • The second game parodies this with an additional scene if you answer "no" to every such question at least once up until you reach Lemuria, the resident ancient civilization, in form of The Philosopher Kraden going into a longwinded rant about you not taking your quest seriously and entering Lemuria on his own if he has to regardless of what you think about it.
  • Skies of Arcadia is one of the few games that utilizes both this trope and the Karma Meter. While picking the most heroic answer will raise your "Swashbuckling Rating", which is relevant for a few sidequests, the plot itself is never changed.
  • The Paper Mario series plays this trope for laughs — knowing full well that whatever choices you make are irrelevant, the games are packed with outrageous answers and willfully ignorant NPCs (and ones that aren't ignorant at all and actually respond to said outrageous comments, notably your party members), such as an elderly town mayor who pretends to be hard of hearing so that he can browbeat you into solving his town's Fetch Quest.
    • Not to mention it actually asks you if you want to take partners. You can choose the option to not take the partner, but, of course, you'll be But Thou Must'd into choosing the option to take them anyway. Which is a good thing, because, y'know. If they let you go without, you could end up making it Unwinnable.
    • Super Paper Mario subverts this. If you say "no" to Merlon enough times at the beginning, when he offers you the first Pure Heart, you'll eventually get a Non Standard Game Over. The same happens if you repeatedly refuse an offer for a mission from Queen Jaydes. And also if you refuse to put on a helmet in outer space.
      • It plays with it in a different fashion when Peach encounters the uber-nerd Francis. Francis treats the encounter as a Dating Sim and attempts to woo Peach in a variety of ways. After each attempt, the player is given three potential responses for Peach, ranging from calm acceptance to outright yelling at Francis. Regardless of the response chosen, Francis only finds her more attractive by the minute. Finally he mentions the possibility of marriage. The player's three responses now range from accepting the proposal to merely considering the proposal. After starting to say the chosen response, however, Peach demands to know who's choosing the answers, insists she'll never marry someone like Francis, and declares the whole thing a waste of her time.
      • It also plays with it near the end of the game. At one point, the shapeshifting villainess Mimi disguises herself as Merlon and tells you to hit a box, in a way that's an obvious trap. If you try to avoid it by talking to her, instead of just repeating a single response, she has a variety of responses — including direct Lampshade Hanging in the form of mention of hypothetical flags that can prevent you from doing what you want unless you trigger them.
  • Annoyingly used in Persona 3. Though you may be itching to spend time with a social link, your allies will occasionally pop up to ask you to do something with them or for them that will use up your "after school" hours. No matter how much you say "No" you'll be forced into the problem anyways.
    • Also used during the full moon event at a love hotel where you are "tempted" by the Boss. To many players' amusement and/or frustration, as much as the game gives you choices to give into temptation, you cannot move on in the game unless you resist in all three choices presented to you.
      • Another blatant example is when you do not join one of the athletic clubs when they are first available. On 5/27, your composition teacher will confront the protagonist and But Thou Must him into joining the club. This was implemented most likely so you would not miss your chance to open the Star social link, but most get pretty pissed when you have to waste an entire week for sports training, for a tournament you can't even win.
    • Really, the whole game is one big But Thou Must, thanks to the contract the game makes you sign at the beginning. "I chooseth this fate of mine own free will" my foot.
      • Actually, on the New Year you can choose to kill Ryoji and receive a Nonstandard Game Over, but that's really cold comfort.
  • An early funny moment in Shadow Hearts: Covenant is when you arrive at Le Havre for the first time. On the way to the mayor's house, a character claiming to be a Lottery Member stops Yuri and But Thou Must's him into participating in the Lottery game. All three choices Yuri can make all equal "Yes."
  • Tales Of Symphonia uses a form of this trope — your selections affect your relationship with party members, but (with one exception) do not affect the plot.
  • The Baten Kaitos series is similar — your answers do not affect the plot (with one exception), but picking the correct ones will give you bonuses in battle.
  • Most of the Legend Of Zelda games use it, such as the Great Deku Tree asking for Link's help at the beginning of Ocarina of Time but ignoring him if he refuses.
    • Princess Zelda does it as well, among others. In her case, she actually reacts to your refusal, but then the conversation loops right back to the same question.
    • But in the color version of Link's Awakening, if you say "no" enough times to the photographer, you get an alternate photo on which you're knocked out.
    • In A Link To The Past, when sage Sahasrahla asks Link if he really wants to find the Master Sword, the player's choices for a response are "Yeah!" and "Of Course!"
    • Phantom Hourglass does this a lot. There's some things Link can't say no to. Even if it's a Creepy Child on a ghost ship asking you to "rescue" her equally creepy sisters.
  • In Custom Robo for the Gamecube, right before the final mission, you are given the choice of either joining your friends in the mission or staying behind. Eventually, if you keep saying no enough times, you get a Non-Standard Game Over where they let you stay behind and the game goes black and a text box says that all your friends died trying to fight and one of your friends says "See, I told you to join us!"
  • Final Fantasy games, all of them.
    • In Final Fantasy VI, Terra is asked to help the Returners defeat the Empire. If she says yes, she is given an item, but if she says no first and talks to someone else, she receives a more powerful item. If she says no three times, the story continues exactly as if you had said yes, but skipping a cutscene.
    • In the Timber section of Final Fantasy VIII, incorrectly giving the password to the resistance only has a tiny impact on the game (no promotion). Likewise, when coordinating Garden's defense at the beginning of the Battle Between the Gardens, your decisions don't change the way the battle goes, just your SeeD rating.
    • Lampshaded at the beginning of Final Fantasy IX where you get an extra scene scolding you for stubbornness if you keep choosing the 'wrong' answer.
  • In The Matrix: Path of Neo, the player is presented with the choice Morpheus gave to Neo in the first film: the choice between the red and blue pill. If the player takes the blue pill, the game is over.
  • Suikoden loves these, forcing you to pick the answer it wants again and again. Early on in one game, for example, you're asked if you want to carve a symbol on a rock, and if you answer that you don't, the other character just says "Sure you do! C'mon!" and you do it anyway.
    • It's subverted in the sequel, Suikoden II, however — two of the One Hundred And Eight warriors can only be recruited by saying 'No' to the same question three times in a row...
      • Suikoden II features another subversion — at one point, your sister suggests that you give up on the war and run away with her. If you agree, you actually do it, for a while, and brief optional plot arc in which you abandon your responsibilities follows; this ends with the hero confronted by his followers and forced to choose again. Insisting on abandoning them at this point causes a Nonstandard Game Over, and it's implied that you've lost their respect in any case.
      • There's also yet example near the start of the game that mostly plays the trope straight, but also contains a slight subversion. After finding out that the local army wants you and your best friend dead, said friend suggests jumping down a waterfall to escape. Saying "No" four times will result in a battle against a group of soldiers, then you'll be given the exact same choices again. You can repeat the process infinitely, but the game won't continue until you agree to jump. HOWEVER, fighting 108 battles in this style will result in the flashback that follows your suicide jump changing from black-and-white to full color.
  • The not-so-well-known SNES game EVO: Search for Eden features several of these that lead to Non-Standard Game Overs. Probably the best-known is during the Dinosaur Era, near the ending, when "Tyrasaurus", the Big Bad of that chapter, asks you to join him in world domination; answering yes leads to being killed by a meteor shower. However, after viewing the outcome, you are returned to the World Map, and forced to fight.
  • Shortly before Earth Bound's first real boss fight (against a local gang leader), the protagonist is asked if he wants to join the gang. Answering "Yes" results in being told to come back after finishing the game.
    • Kumatora But Thou Must s you into taking a shower in Mother3.
    • Similar to the above, if you leave one of the towns in Super Mario RPG through the north exit, the entire party But Thou Must s you into leaving through the south exit for no good reason.
    • Also in Mother 3, at the end of the game, when Flint asks if you want to pull the last needle, if you choose no, he essentially tells you to suck it up and then gives the same speech he'd give if you'd said yes. After that, when the game asks you if you want to pull the needle, Yes and No do the exact same thing.
  • In Shining Force II, the player is, at the end of the game, asked if would kiss and marry the princess who is trapped in eternal sleep... even though they've exchanged about ten words total before she fell into that sleep. The game almost plays off of this by having the lead female character storm off in anger, but your only options remain "Yes" and "I will walk around town for a while, then come back and be given these two choices once more".
  • Okami does this a lot, played for some jokes as Issun, your sidekick, expects you to say "no" almost every time.
  • In Fallout, you can compromise the location of the Doomed Hometown and/or agree to join the Big Bad, in which case cutscenes play showing your people being mercilessly butchered and you (bound, gagged, straightjacketed and hung from a meathook) being dropped into a vat of green slime. At which point, the game ends with a sober scolding from the narrator. Earlier on, the Overseer demands that you hand over the initial Mac Guffin in order for the plot to progress, to the repeated uttering of "Please, the chip!" until the player either caves in or quits the game, should s/he persist in refusing.
    • It should be noted, however, that Fallout generally does not follow the trope, most of the choices you make actually do influence the situation, and cannot be easily reverted. Including one instance, where with Science high enough, you can't back out once you start hacking the terminals in the Vat area, leaving you no choice but to trigger self-destruction of the complex. This way this editor didn't know about the Lieutenant for a long time, because he always played science-y characters.
      • You can just press 0.
    • Fallout 3, however, forces a choice on the player at the conclusion of the main quest that ends the game either way - see its entry under Stupidity Is The Only Option.
  • In Metal Gear Solid, the player has the chance to destroy the Big Bad with a missile, but the blast will kill the Cyborg Ninja (who was revealed to be Snake's old war buddy) too. Although said Ninja exists solely so he can die heroically, if you try to take the shot Snake just says "It's no good, I can't do it".
    • It played with it in Metal Gear Solid 2. If you do something depraved or senselessly violent (such as looking at pornography in a toilet stall, shooting seagulls or knocking out a young hostage to look up her skirt) it will understandably upset Raiden's girlfriend, who's also responsible for allowing saving. If you then try to save, she replaces the SAVE|DO NOT SAVE menu with one saying I WON'T MAKE YOU SAVE|DO NOT SAVE, until Raiden apologises to her.
  • Spoofed in Phoenix Wright Ace Attorney: Justice For All. In case 3, when the painfully cute Regina Berry asks Phoenix for a favor, all the responses are basically "yes", and regardless of which one you choose, Phoenix will say to himself that he just can't say no to a girl like Regina.
    • Done incredibly emotionally painfully in Apollo Justice, in the fourth case. The player knows during a flashback that presenting a certain piece of evidence will result in incredibly bad things happening to Phoenix. However, it's the only piece of evidence the game will accept, all others giving a loop back to the question. It won't even penalize you for getting it wrong, leaving the player's idea of suiciding on that portion of the trial, leaving Phoenix alone. (Of course, this would probably result in a Time Paradox.)
  • In Grandia II, when Ryudo is inside his own soul, he is forced to answer three questions about whether he desires power. However, if he says that he desires it, he is told that that is not his real opinion, and must answer again.
  • Spoofed beautifully in the Homestar Runner game "Thy Dungeonman 2", in which you can actually be But-Thou-Musted to death. You'll reach a point in the game where you're dying of the plague and are given the choice between talking to a doctor or a faith healer. The doctor is the correct choice, as he will saw off your plague, but if you talk to the healer, she'll just keep asking you questions until you drop dead from the plague.
  • Subverted in the obscure NES RPG Destiny of an Emperor (based on the Romance Of The Three Kingdoms story). In one scene, a defeated enemy declares "I am the Emperor. Let me go!" and you are given the standard YES/NO choice. If you choose NO, he says it again and again. If you give up and choose YES, you fight him again as part of a later boss encounter, but if you choose NO enough times, the loop breaks, the enemy is executed, and the later fight becomes easier.
  • In Psychonauts, Ford Cruller asks you if you want to be an agent for him. If you select the No option, he just smacks you and says "How 'bout now?".
  • Star Control II: The Ur-Quan Masters mostly averted this, with its vastly open-ended gameplay, but for one vital decision that ensures its ultimately linear storyline, it actually justifies the lack of free will you experience. That is, through in-story mind control. Your only dialogue choices then range from failed struggling to fawning agreement.
  • Subverted in Chrono Cross. At no point in the game is any decision foregone, leading to what was a rather aimless game, according to some people.
    • In the earliest case where Kid (the female protagonist and hero's love interest - First Girl Wins be (jarringly) damned even though the first girl is the childhood friend and girlfriend of the hero) tries to join up with you in what seems to be a But Thou Must sequence, repeated refusal will cause her to not join up with you and you will get a different party member instead. Because Kid will then join your party shortly after anyway, unless you pointlessly refuse this time (In fact, it's possible to play the entire game without Kid, the heroine, joining the party.) and because that extra character who would join your party. (Amusingly, she is the parallel world version of the main character's childhood friend and girlfriend.) is otherwise Lost Forever, you're actually better off for refusing the first time it looks like thou must.
    • In another scene, Kid is injured and the player either charges off to her rescue or expresses doubt he can save her. Although it looks like a But Thou Must situation, being pessimistic turns out just as well and sets you on the path to pick up Glenn, one of the most powerful characters in the game.
  • Averted in Planescape Torment where you can actually talk the Big Bad to death if you're clever enough/have the right stuff. In fact, you get a better ending for Talking The Monster To Death than you do from fighting him.
  • Fahrenheit / Indigo Prophecy does this:
    • The most annoying one happens while you're controlling Tyler who is on his couch with his girlfriend celebrating their anniversary. Then the phone rings and you must get up, answer it, grab your coat and walk out the door without much more than a quick "sorry" to your girlfriend. If you do not do this the telephone just keeps ringing for five minutes (and your partner does not consider this odd when you finally answer).
    • Later you have to bust into hotel room 366, but the first room they try is actually room 369 (it is a pretty crappy hotel with the final number dangling upside down). If you spot this (you have to walk past rooms 371 and 370 to get to room "366") and try to walk over to the actual room 366 the game won't let you.
  • In Vampire the Masquerade: Bloodlines, this is justified as the Prince using his vampiric mind control powers (the Dominate discipline) on you when you try to refuse his orders. Prince: "You - will - destroy - the Sabbat", and you get three identical dialogue choices of "I will destroy the sabbat".
    • Which by VtM standards is the Prince actually being polite. In the tabletop RPG, gross insubordination to the Prince is generally punishable by being nailed to a wall facing east and left to wait for the sunrise.
    • This makes it much more enjoyable when, in the good Camarilla ending, he orders you to give him the key to the Sarcophagus, and you resist it—causing him to fall to his knees and sob. (Of course, if he knew what was in it, he wouldn't want the key.)
  • In Harvest Moon DS, the mayor gets attacked by your dog at the beginning of the game. You can choose to help or not to help, and choosing not to help causes the credits to roll, implying that the dog killed the mayor... somehow.
    • In Harvest Moon: More Friends of Mineral Town, you can tell the mayor at the beginning that you don't want the farm, and get the Game Over. As far as this troper knows, this is actually the only way to end the game.
  • Played with in The Curse of Monkey Island a couple of times: Guybrush gets prompted to give a false name to a smuggler, but no matter which alias the player chooses, the smuggler will refer to Guybrush with his real name, explaining that he has his sources. Later, the smuggler asks Guybrush if he trusts him, and all the choices offered are a variation of "absolutely not". No matter which alternative is selected, Guybrush, apparently hesitant to speak his mind, will reply "Of course I trust you!"
    • Played with elsewhere in the Monkey Island series as well, generally speaking as a short gag (but considering the linear path of these games, which don't even let you die no matter how bad you screw up, you might say the whole game is nothing but a series of "But thou must!" moments). For example, the first game has a moment where your ship's crew has decided to skip out on their duties and instead sunbathe on the deck of your ship. When you try to get them working again, they'll ask, "Guybrush, do you know what the word 'keelhaul' means?" No matter your response, including the choice to recite a dictionary entry for the term, Guybrush backs down with, "I see your point, thanks."
    • In Curse of Monkey Island, Guybrush is asked if he has a girlfriend. Selecting the three "yes" answers results in a normal voiceover read: selecting "no" results in a cheerful "You bet!"
    • And parodied in the second Monkey Island, where, upon being told he is not allowed to pick up a certain bucket, the player gets to ask about repetitive questions while the NPC keeps responding "no". The player eventually comes across the correct answer, though it takes about a hundred tries.
  • Rambo for the NES console hangs a lampshade on this trope at the beginning of the game, where Colonel Trautman offers Rambo a mission in exchange for getting out of jail. You are prompted to either accept the mission or reply that you prefer staying in prison. If you choose the second answer, the Colonel flat-out tells you that the game can't begin until you select the first answer.
  • In Animal Crossing, whenever you pay off your expensive home loan to Tom Nook, he offers to give your house an expensive upgrade, increasing the amount of room available and putting you further in debt. You are given the options "Bigger is better!" which results in him upgrading your house, or "Smaller is cozier!" which results in him upgrading your house without your consent and still charging you for it.
  • In the Neverwinter Nights premium module Kingmaker, you're offered a chance to run for rulership of the town you end up in. You can try to refuse, but your intelligent weapon that revived you after you died in the beginning tells you that you were brought back for this specific purpose. If you lose the election, your weapon kills you.
  • Dragon Quest is still keeping this trope alive and well, and may still be reigning champion. Dragon Quest VIII rarely even bothers to offer you any options of what to say. On the rare occasion where you're given a "Yes" or "No" option to choose, it not only doesn't affect the game plot... the maximum difference you might get is a tiny, TINY difference in the other character's response to you, which immediately thereafter is treated as if you'd made the "right" choice all along.
    • The best such scene is during the standard ending. The princess clearly doesn't want to marry Prince Charmles, instead hoping to run off with the main character. When she asks if you'll elope with her, choosing "no" results in her weeping over the decision, her father getting comically irate, and the question posed once again to the player.
  • Puzzle Quest gives you 2 options for many quests (for instance, returning the item the NPC asked for or keeping it), but most of them don't really make much of a difference... except for a early quest that sets the path for the evil ending that initially seems to have little consequences. There is also somewhat of a subversion present, a story-related mission to escort a unwilling princess to her arranged marriage. If you refuse to do so and instead get her to safety, you get her as a companion as well as a nice sum of money, and the main storyline remains unaffected.
    • Actually, freeing Princess Seraphine comes pretty damned close, considering how much effort goes into not taking her to her arranged marriage. Not to mention, given the often crappy nature of the quest items you can choose not to return (you can't even see what they do until you've decided to keep them), choosing the "wrong" path is less "But Thou Must" and more "Take That for not being a hero!"
  • This DM of the Rings comic inverts this trope, as Eowyn offers to join Aragorn in battle, but no matter what he says she won't come.
  • Silent Hill:Origins insists that you remain in a hospital you could easily leave to find a little girl even though the hospital appears to be deserted, is crawling with homicidal mutant nurses and has numerous portals opening into a hellish nightmare world. Any reasonable person would have been out of that building long ago.
  • When you start monster breeding game Dragon Seed, you're asked by a veteran trainer to engage in a friendly match. If you refuse, he will keep insisting until he eventually tells you that you have no choice and "No" option will be disabled.
  • Subverted numerous times in Metal Saga, a couple of which result in a Nonstandard Game Over. This is particularly disagreeable when the very first question asked of your character, "Do you want to be a mechanic?", can actually end the game about two minutes after it started.
  • College Saga, a live-action spoof of Final Fantasy tropes that you can find here on You Tube, uses this when the main character sits down for a class and is immediately asked "Sleep? Yes/No". He selects "No" a couple times, but it keeps popping back up....
  • Wing Commander IV had a similar setup. You're given two chances to defect to the Border Worlds. If you don't take the second chance, infinite Border World bombers spawn until your home base is destroyed, thus ending the game for the player. Given the moral issues the game was trying to raise, that didn't exactly help with making the player believe there was really any morality concerns. (To be fair, though, the $12M production costs for the game were some of the highest costs in games, at the time, a lot of which was due to the full motion video cutscenes, which were filmed on real sets instead of using CGI like its predecessor, Wing Commander III. More choices means more filming, and even with EA's pockets funding a company, there is a practical limit.)
  • Bioshock deconstructs this by revealing that you've been brainwashed so that whenever you are told "would you kindly" by your guide or other characters, you literally must. The deconstruction lies in the subtle commentary on how the player has been following these same orders simply because the game tells them to and that's the only way you can beat the game.
  • Subverted in Cave Story; early in the game, a Recurring Boss, Balrog (no relation), asks if you really want to fight with him. It looks like a But Thou Must situation, but if you choose no, he accepts your answer and leaves. However, doing this prevents you from getting a powerful rocket launcher unless you try the Bonus Level Of Hell.
  • In the fourth part of the The Elder Scrolls game series, Oblivion, the Dark Brotherhood quest line always offers three options in dialogue when talking with an involved NPC, yet all three options mysteriously give the same result, except for one point where you can taunt your target into attacking you. Quite useful, as an Imperial Legion guardsman is stationed inside that very room, and will actually help you out if he attacks first.
    • In the episodic content download "Knights of the Nine," several people try to join a knightly order you are building. You can technically tell them "no," but if you do they just stand around in your lodge waiting for you to change your mind.
    • This is actually the case for most everything in Oblivion, and to a lesser degree Morrowind. You can't actually say no to a quest offer—instead you respond that you'll do it later. The Elder Scrolls series is remarkably open-ended, but the individual quests are pretty linear and inflexible.
  • Pokemon. Oh god, Pokemon...
    • This troper feels the epitome of Pokemon's But Thou Must attitude occurs in the first generation, on Nugget Bridge. After beating down five trainers, you're asked by a Team Rocket member if you want to join Team Rocket. You're not even given a Yes or No choice here — he just goes on talking as if you're automatically saying "no" each time he asks, before you wind up in a battle.
    • Spoofed in D/P, if the player refuses enough when offered the Pokedex, Professer Rowan will tell the player that he "can stand here all day without talking if I have to."
    • In Pokémon Mystery Dungeon: Explorers of Time/Darkness, when returning to the pit leading to the lair of the "grand master of all things bad", after having already fallen in and escaped/lost once, the partner suggests walking AROUND the pit this time, when Wigglytuff runs up and pushes them into the pit, effectively But Thou Musting the team into fighting the grand master.
  • Granny's Garden, an educational game for the BBC Micro, didn't even try to disguise this. At any point where you gave a response that the game didn't expect it simply ignored you, often sounding genuinely rather condescending. For example, shortly after starting, the player is presented with an image of a snowy mountainside with an obvious cave entrance, and this exercise in interactivity follows:
    Can you see a cave?
    > No
    Yes you can.
    Do you want to go in?
    > No
    Yes you do.
  • Kind of lampshaded in Half Life 2, where the G-Man tells the player: "Rather than offer you the illusion of free choice, I will take the liberty of choosing for you..."
    • This was also a nod towards the But Thou Must ending of the original Half-Life, where G-Man gives you a choice between working for him, or a certain death. Perhaps he is in fact aware of all the assorted Freemans (Freemen, hah) that did prefer to go up against an army of vortigaunts armed with nothing more than harsh language.
  • In Mass Effect, you direct the conversation by selecting some generic type conversation "seeds". In many cases, Shepard will say the exact same thing with several different seeds.
    • Also, even when Shepard does say something different, it doesn't really matter, especially when choosing to take new party members, specifically Tali and Liara. For Tali, you can choose to tell her she can't come, but Ambassador Udina will pull rank and force you too. For Liara, you can also tell her no, to which Garrus will force you to keep her, even though you outrank him, there is no further options to challenge him and you are forced to take her into your group. Though Liara does end up helping you find where the Big Bad is headed, there was no real reason to force you to take Tali, not even within the story, given the anti-alien philosophy Udina believes.
  • In WWE Day of Reckoning 2's story mode, at one point, you are given the choice of either continuing to team with Rob Van Dam in the tag-team division, or ending the team and going for the United States championship. No matter which way you choose, RVD comes up to you the next week and dissolves the team so that he can go after the US belt; you end up having to fight him and two other wrestlers for the #1 contender spot.
  • Blue Dragon: When you encounter Nene's army of War Mecha-Robos in the Wire Highlands, Jiro repairs the red barrier device and raises a red barrier, which destroys any Mecha-Robo that tries to cross it. Nene then switches tactics and sends the Servant Mecha-Robos that you befriended in Baroy Town against the barrier. Kluke gets upset and demands that the barrier be lowered; you're given a choice, but answering no simply results in you being asked again after a few seconds.
  • Bioware's games have their own version of this (sometimes called "Bioware dialog"), the player is given up to 5 conversation options... but each is the same statement, phrased slightly differently, all of these choices lead to the same exact response. Sometimes a chaotic stupid option is given, but that is generally it.
  • In Spycraft The Great Game, at one point you're called into a darkened van and asked through a slot to join with the Villain. This almost seems like an aversion, since if you join the villain you continue the game, being given a mission to kill the President; however, after the mission, the villain's second-in-command comes into the room and shoots you, making this a non-standard game over.
  • This, just this.
  • At the beginning of Legend Of Legaia, Meta asks Vahn to join with him. If you say no, he apologises for forcing you but explains that you have no choice but to agree, and presents you with the choice again.
  • A party member in Star Ocean 2 demands to accompany the player character on a quest. If you tell her 'no', she claims not to have heard what you said. Justified in that it fits the character perfectly.
  • Secret Of Mana played with this trope at one point. The leader of the mushroom people ask you if you like the name he chose for your dragon. Both of your choices are of displeasure. However, before you get a chance to respond, he interrupts your bubble, realizing that no matter what you really think you'd say you like it because he's the king. So he decides to keep the name. The rest of the game mostly avoids this trope, by the revolutionary and edgy means of giving your character a voice and a personality.
  • The PC FPS Operation Flashpoint's expansion campaign, Resistance, offers the player a choice to either help the invading troops' army by revealing the location of a member of the titular resistance, or be summarily executed in the second mission. Obviously, given the title of the game, you are expected to escape and join said resistance in fighting off the invading force, but you can actually accept the invitation to help the invasion force. You're even given a unique mission to find the location of the resistance's base of operations, upon which you are again given the choice to join the resistance or carry out the mission. Of course, since the leader of the invading army is not a very rewarding leader, he'll execute you if you carry out your mission anyway, so it's pretty much in your best interests to join the resistance.
  • Upon completing the final mission of Uncharted Waters, the king of Portugal asks you which reward you would like for having rescued his daughter from pirates. Although you are given four choices (wealth, power, restoration of your family honor or his daughter's hand in marriage), all four choices lead to your engagement to the princess and the king naming you his successor to the throne of Portugal.
  • In The Darkness, a variation of this occurs: After finishing the "boss fight" with Uncle Paulie, despite The Darkness repeatedly saying that if Jackie kills Paulie, he'll lose his mind and soul to The Darkness forever, you absolutely have to finish him off. The door is suddenly locked for no obvious reason, and if you delay to try to let him get away, he instead grabs a hidden gun and starts shooting, forcing the issue.
  • Soul Blazer does this to you at the end; when the Love Interest asks if you'll come back to see her, you can literally only say yes.
  • .hack brings us the big hulking green freak Piros. The people who designed the first four games must like this guy. He drags you on two quests per game. Half of which are caused by his ineptitude and gullibility. This guy is seriously annoying but the story will NOT progress until you clean up his messes. Because Kite has nothing better to do....... besides saving coma victims.
    • Piros makes FAR more sense when you realize that he's the Author Avatar of Hiroshi Matsuyama, the president of CyberConnect2 and the director of the .hack series. Not only is Piros literally Hiroshi in the game universe (ie, the "graphics designer" who plays Piros' character is Hiroshi Matsuyama), but the real Hiroshi even sings his theme song in the GU games.
  • Shin Megami Tensei II has Beth force you to let Daleth live so he can flee. It still impacts your Karma Meter, though.
  • An interesting example turns up in the MMORPG Phantasy Star Universe's Story Mode. Up until 'Episode 3', the plot has given, occasionally, a chance for a player character to express an opinion which is then summarily ignored. However, as of Episode 3's fourth mission, the developers have begun to go back through the story mode missions and edit things so that many of the responses, and player's actions during missions, can lead into entirely new branches of the story, as well as adding these conditional branches to newly released missions as well.
  • While obviously a videogame trope, it is used in the the first episode of Yu-Gi-Oh The Abridged Series spin-off, Cr@psule Monsters, in which Alexander Brisbane (of Most Definitely Not A Villain fame) reveals a magical map and insists that the heroes step on it. Yugi continues to refuse, leading to back and forth, until Brisbane says that there is candy in the map, and Tristan and Tea eagerly jump on, dragging Yugi along.
  • Browser-based MMORPG Travians lives on these, but one particular instance was at least more amusing than most:
    You attempt to give Lorena a letter from the main villain of the game.
    Lorena: Should I read it? You decide for me!
    Choice #1: I'll rather keep the letter with me for a while.
    Choice #2: Goodbye! (Standard conversation-ending choice)
    And if you choose the only choice available:
    Lorena: I trust your common sense.
  • Parodied in Space Quest III: Would you like fries with that?. Somewhat of a comment on real life fast food clerks.
  • A real-life example: "License agreement - do you accept? [Yes/No]".
  • Episode 2 of the Penny Arcade games does this, with the main character having the option of refusing Gabe and Tycho's original request to join the party. Every time the character refuses the two spend a day looking around the remains of your house before coming back and asking you again, with Tycho getting more and more agitated with each asking. There is even an achievement for refusing to join the party five consecutive times, after which the requests start looping and it becomes obvious you have to accept.
  • Comically subverted in the otherwise appalling Hentai game Gloria, which starts with the main character receiving a letter inviting him to work as a tutor at the titular Gloria mansion. You have the option of telling your friend you don't intend to take the job- and the game ends. The Something Awful review fround this to be the best part of the game:
    This is roughly one minute into the game and makes for a pretty cool ending that needs to be featured in more Hentai games if you ask me. It’s basically you taking the option of “no, I don’t want to play this game” and the game apologizes for being so shitty and you’re free to leave.
  • The Fate Stay Night visual novel contains plenty of decisions that lead to almost immediate bad ends (as well as some that delay the consequences for some time), but the most amusing example comes in the third route, which doesn't even try to disguise how you have no choice: you are given three options as to what to do... and they are all exactly the same.
  • In Legaia 2: Duel Saga, Lang is given the choice of joining the Dark Side early on by a pair of villains. Your possible answers change depending on Lang's personality (which is molded by your dialogue choices throughout the game, between brash or cowardly). You can rudely refuse, respectfully refuse, or agree. They kick your ass and drag you back to the castle regardless, even if you agree...
  • Similar to the above example for Persona 3, a humorous scene from Star Ocean 3 has a female NPC start flirting with the main character, only for his Clingy Jealous Not!Cousin to show up. When the NPC asks if she's your sister, your choices of response are basically "She's my girlfriend," "Yeah, something like that," and "Her? Never seen her before." Regardless of choice, she'll end up leaving by herself, with no way to go with her. (Note: the second option, which sounds like the neutral one, actually causes a shouting match that has to be censored. So...yeah)