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 Modular Epilogue.
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- 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.
- Dynasty Warriors 8 keeps this system, but adds in optional objectives in certain battles that unlock a second, hypothetical latter half of the story mode in which certain key figures did not die and prevent a historic loss for their faction which gives them to momentum to "win". 8XL ups this by giving Ensemble Darkhorse Lu Bu his own mini faction.
- Kingdom of Loathing's Level 12 quest lets you fight in a war for the frat boys, the hippies, or both at once. If you kill the frat boy army, you can fight their leader, and then blow up their frat house, which will make the house a different zone until you ascend. If you kill the hippie army, you can do the same thing to their hippie camp. There's even a secret solution to the quest, where you can fight both armies until they get down to one frat boy and hippie each, then use a flare gun in the following battle to summon the pirates, who will kill both armies and bases at once and unlock a better medal than fighting either army individually.
- 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 choose 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:
- While the endings of Dragon Age: Origins are not faction-specific, the resolutions of the story quests leading up to them frequently are: in the Circle Tower, you can side either with the mages or with the Templars (with a caveat that only the Templar ending is available if Irving dies); in the Brecilian Forest, you must side either with the Dalish or with the werewolves (or with the Lady of the Forest, saving everyone); and, in Orzammar, you must support either Prince Bhelen or Lord Harrowmont's bid for the throne, as well as choose between Paragon Caridin and Paragon Branka's support at the Anvil of the Void. These choices mainly determine the composition of your supporting army during the Final Battle.
- 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). In an interesting twist, Daggerfall's endings are all canonical. Simultaneously. Despite many being mutually exclusive.
- 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.
- Similarly the case in Fallout 4. The four factions this time are the Brotherhood of Steel, the Institute, the Railroad and the Commonwealth Minutemen. If you can't make up your mind (trust us, you will struggle), you can Take a Third Option and pull a We Can Rule Together in some cases.
- Brigandine features an ending for each of the nations which can unite the continent of Forsena.
- Hyperdimension Neptunia Mk II features endings for each country, Planeptune, Lastation, Lowee, and Leanbox. These are in addition to the Normal Ending, True Ending, and Conquest Ending.
- Growlanser Wayfarer of Time has two primary ending routes, one where you stay with the Marquelay/Ordinale Alliance, one if you abandon them and return to Dulkheim.
- Each game in the Geneforge series has an ending for each of the factions that it's possible for the player to join. The first two games also have a Lone Wolf/Omnicidal Neutral ending. The rest of the series, not so much.
- Deus Ex: Human Revolution ends with Jensen having to make a choice between supporting David Sarif and thus the pro-transhumanism movement, Hugh Darrow and his anti-transhumanist compatriots, Taggard and The Illuminati, or not to support anyone and give humanity a free reign over its fate.
- Dune II has three possible end victory sequences once the Emperor's manipulation and backstabbing are made known to your chosen faction: House Atreides has him removed from power and arrested, House Ordos blackmails him and usurps his power, and House Harkonnen just blows him to smithereens and calls it a day.
- 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 War Craft 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. Going by the second and then the third game, Orcs and Humans canonically ended with the Orc victory and the destruction of the kingdom of Stormwind, while Tides of Darkness concluded with an Alliance victory, spelling the defeat of the Horde and closing of the Dark Portal.
- In Civilization: Beyond Earth, each of the Affinities has their own victory condition in addition to the neutral "kill everyone else" and First Contact endings. Purity's "Promised Land" victory opens a portal back to the destitute Earth and begins a Homeworld Evacuation, shipping in as many colonists as possible - this is often followed by with a Declaration of War on all neighboring civilizations, because those colonists need space to set up. Supremacy's "Emancipation" victory opens a portal back to Earth to conquer it, sending military forces to stabilize it and potentially force refugees to undergo Unwilling Roboticization. Harmony's "Transcendence" causes them to Ascend to a Higher Plane of Existence by merging with the planetary conciousness after building a number of Mind Stems in their cities.