Story Branch Favoritism

In a story that allows for some degree of Story Branching, a character is presented with a clear number of choices each with their own viable outcomes. However, one of these options sometimes appears to be substantially more developed than the others or appears to coincide better with the plot as a whole, as if the author wanted the players to follow this path and added all others as mere diversions. This is an example of Story Branch Favoritism on the developer's part, where a particular branch of the story features more content or is better developed than others—but does not render any of the other branches as non-canon.

One common variation is the Golden Ending, which is considered the best overall ending a player can achieve from the creators' perspective. Alternatively, some games employ Relationship Values to let the Player Character pair off with any of the cast member they choose, but one particular Love Interest seems unfairly promoted over others.

Cutting Off the Branches is a Sister Trope, which can be an ultimate expression of Story Branch Favoritism, wherein the author outright removes the unfavored branches from later continuity. Related tropes also include Railroading and Follow the Plotted Line, where the writer forces a character to follow a specific path regardless to what other options are available. A Golden Path can be one of the most noticeable consequences of this trope. When this trope is applied to a Romance Sidequest, that's one way of getting a Designated Love Interest.

Not to be confused with But Thou Must! scenario, where only one option is viable. Does not apply to Fan Work for obvious reasons.

Video game examples:

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    RPG — Eastern 
  • In Persona 3 and, to a much lesser degree, Persona 4 certain characters will show romantic interest in the protagonist during the story, contrary to the rest of the cast, who only will only show a romantic interest in the PC during their Social Links and in specific in-game events.
  • Drakengard plays with this concept a bit. On the one hand, Ending A is the least "bad" of the endings, and is what the players gets after a single playthrough. It's also the canonical ending that led into Drakengard 2. On the other hand, Ending B answers more questions, ties up more loose ends, and generally fits better with the overall tragic and dark nature of the game. This leads some to speculate that Ending B was the original Ending A before Square Enix forced the change to something safer. On still another hand, the game's lead designer Taro Yoko had nothing to do with Drakengard 2's development; when he finally returned to the series with NieR, it followed after the events of Ending E, the ending most out of left field, and the one the fewest players would ever see.
    • And then Drakengard 3 throws in another doozy: Every ending of every game, including the weird ones, are considered canonical, as possible outcomes of a varying timeline. Drakengard 3 is the first chronologically, and the goal of its narrator is to oversee events being pushed onto the only timeline that conclusively prevents the horrifying events of the rest of the series.
  • Where themes of Law vs Chaos are concerned, the Neutral endings in Shin Megami Tensei where humanity takes a stand and does not commit to a specific faction, are considered to be the best endings from the creator perspective. To say the least the alternative endings are not that desirable...
  • Fire Emblem Fates: While there are 3 main paths with their own narratives, Revelation is the only one that actually involves stopping the real villain, Anankos, and uniting the kingdoms of Hoshido and Nohr with minimal bloodshed. It also lacks a Bittersweet Ending with lots of scripted Character Deaths in favor of having the Golden Ending with a very small casualty count, along with it being the only branch where Azura lives, and the real Fire Emblem appears.
    • Revelation aside, the English localization team actually took steps to downplay any favoritism between Birthright and Conquest, primarily with Corrin's depiction in both. If they stay with Hoshido, they join an aggressive Roaring Rampage of Revenge, and their naivety directly lands the party in trouble several times. If they return to the instigator Nohr, it's because they want nothing but peace and decide to remove the corruption from within, with their jaded-but-savvy siblings stopping their idealism getting them killed.
  • In Tales of Symphonia, the ending where your party ends up with Kratos is noticeably less developed than the ending with Zelos. Several sidequests are dependent on Zelos' presence in order to be completed, but there are almost none that are exclusive to Kratos. Kratos also has only a single alternate costume while Zelos has several. Additionally, picking Kratos will also automatically set Lloyd's soulmate as Colette regardless of what his Relationship Values are at, basically forcing you to pick Zelos if you want Lloyd to end up with anyone else. The sequel, Tales of Symphonia: Dawn of the New World, outright made the ending with Kratos non-canon by revealing that Zelos is still alive.
    • Also of note is that if you pick the Zelos route, then Kratos still ends up siding with the heroes and playing the same role he does in his own ending, he just doesn't become a playable character. But if you pick the Kratos route, then Zelos turns out to have been sincere in his Face–Heel Turn and is killed by the party. So the Zelos route is more of a Golden Ending in comparison, despite the supposed choice.
  • Chrono Cross's story branches at two points — you can pick one of three options for a guide to Viper Manor, and you can declare that of course you'll save Kid from Lynx's poison or else confess that you don't know how.
    • In the first case, Nikki's route through the Shadow Forest is the longest and most developed, including an entire dungeon (including a boss battle with Zoah, who you won't meet until later otherwise). Guile's route has a brief climb up Viper Manor's seaside cliffs (but matches up the best with what happens at the end of the dungeon), while Pierre's route consists entirely of a boss battle and nothing else.
    • The second case is more complicated. Announcing that you'll handle the problem leads to a dungeon that you don't get to play otherwise, but saying you're not sure allows you to recruit a highly plot-relevant character.
  • Halfway through Dragon Quest V, you have to choose one of two girls to marry: Nera or Bianca. Bianca is the favored bride, having known you the longest and being depicted as such in most of the promotional art, along with her children.
  • In Pokémon games you can choose to play as either a boy or a girl and choose one of 3 different starters, but promotional material (gameplay trailers, promotional artwork...) often implies that the canon path is the boy choosing the Fire starter in odd-numbered generations note  and the Water one in even-numbered generations note .
    • Subverted by the Generation 3 remakes: Judging from both the anime trailer and Pokémon Generations, Treecko is the canon choice for the remakes.
  • Rune Factory 3 basically picks Shara as the canon heroine, but Raven is a close second via Guilt-Based Gaming.
  • Star Ocean: The Second Story or the The Second Evolution as it was called in later versions, features two characters to play as: Claude and Rena. While both are of equal importance to the story, Claude has more plot-relevant scenes that are exclusive to him, as well as a familial connection to Ronyx from the first game. Also, both characters can recruit a party member that's exclusive to them, but Dias, who will only permanently join the party if Rena is the protagonist, has no private actions, which gives him no further development and makes it excessively hard to see any alternate endings for him.
  • In Final Fantasy VII, Aeris's date sequence is the longest, makes the most sense with the previous plot (she'd previously offered to go on a date with Cloud in her opening scene; she'd previously been responsible for choosing Marlene's hiding place), the aesthetic themes of her character (she and Cloud played in a children's park earlier in the game, so it fits that she wants to take him to an amusement park), and with the plot structure (the date is a Breather Episode before two Wham Episodes that focus heavily on Aeris). It also contains a significant bit of Foreshadowing concerning Zack, and is the easiest date to get. Tifa's date is a little shorter, a little harder to get, and only foreshadows the fact that Tifa's keeping something bottled up around Cloud, which is not new information. Yuffie's date is slightly shorter again and has the least plot importance, as Yuffie doesn't know anything about Cloud's past and doesn't know who Marlene is, meaning Cloud gets to talk to Marlene (when his date will do that on all other routes). Barret's date is by far the shortest, skipping the play sequence, going straight to the gondola ride, and having fewer lines even there, none of which foreshadow anything. He doesn't even get a more fleshed-out version of the scene with Marlene, even though he's the closest to her in the cast.
  • In the H-game Legend of Queen Opala, the good route is the main one, giving you more areas to travel through, chances to fight Sir Edward, and learn more about why Osira is doing what she's doing. The evil route was sort of an afterthought; you get different sex scenes, capture the Queens, and then do the final quest of the Good side in reverse (requiring a lot of grinding just to get out of Osira's palace, which is normally the endgame dungeon), before battling the final boss of Osira's route. However, the player can only become Pharaoh on the evil route, through a Guide Dang It method that allows him to betray Osira and claim all three royals as his concubines and party members. The Good route is also canon for the second game.

    RPG — Western 
  • Deus Ex: The "Kill Bob Page/Join Illuminati" ending is the only one to Bookend the opening scene. However, the sequel subverts that, making it clear that JC chose the "Merge with Helios" ending (with things not going quite as planned).
  • Mass Effect:
    • Shepard is often portrayed in the default Soldier class, which by the game's own lore makes the most sense in explaining their prowess in combat. This is particularly true in the first game where it is hard to justify how Shepard can match an asari in biotic power or a quarian engineer in tech skills.
    • Liara T'Soni is the only Love Interest who can be romanced in all three games (though 2 requires DLC for this), by both genders, and cannot die under any circumstances except for low-EMS ending of the final installment.
    • It makes much more sense story-wise to complete Noveria last since Virmire is added as an emergency mission after completing two storyline missions, also the piece of intel gathered in Noveria ( the location of the Mu relay) would narrow down tremendously the location of the Conduit (this can be handwaved by saying that the Mu relay transports to many systems, but it is clear that with a little extra research they would have been able to deduce the location eventually.)
    • The angry, accusatory attitude of the Virmire Survivor towards Shepard on Horizon in Mass Effect 2 makes much more sense coming from Ashley (the pessimist who doubts first before she even gives anything a chance) than it does Kaidan (the optimist who trusts first and doubts later).
    • However, this situation is muddled in the third game. Saving Kaidan will result to much more conversation between him and Shepard after the Citadel coup about how he was wrong and ready to make amend, wondering if Cerberus still has some good people, many interaction and jokes between him and fellow Normandy squadmates as well as a potential Relationship Upgrade with him as a Gay Option for a male Shepard. Saving Ashley would just result with many insult and doubt from her before the Citadel coup and she only interacted with two squadmates in the Normandy including Shepard. The change in the head writer and effort to promote Kaidan as a legitimately gay male love interest (something which the fanbase complained about the games's reliance on Discount Lesbians) probably explained this.
    • In Mass Effect 2, during Samara's loyalty mission, you can choose to kill Samara and recruit her target Morinth if you want to and Morinth will be a loyal squad mate for the rest of the game. The favoritism doesn't show up until Mass Effect 3. If Samara survives her loyalty mission and the suicide mission, then in ME3 she will show up when you do the Ardat-Yakshi Monastery mission and will make it a much more meaningful experience. If Morinth survives said events in ME2, all you get is an email from her at the beginning of ME3, and then during the final mission, you fight her as a Banshee, kill her, and move on.
    • The early Freedom's Progress mission in Mass Effect 2 has the player choose between turning Veetor over to either Cerberus or Tali. If you choose Tali, Veetor shows up at Tali's loyalty mission later to help the two of you out. If you choose Cerberus, the Veetor subplot basically ends right there; Shepard loses much rapport with his/her longtime partner Tali, and over nothing, since Veetor's interrogation at the hands of Cerberus fails to turn up any useful information.
    • One of the selling points of the second game was that, in the ending suicide mission, anyone in your squad was able to die, ranging all over the spectrum from almost everyone dying to everyone surviving. However, keeping squad members alive near-universally results in better outcomes in the third game. Living squad members enhance the story a bit, keep minor characters in sidequests alive, and sometimes open up otherwise-impossible third options. In particular, it's impossible to make peace between the geth and the quarians if either Tali or Legion dies in the suicide mission.
    • The Renegade path in general can be seen as the non-favorite. Though it contains some decidedly great moments and choices, it's overall a path where Shepard is not just a jerk, but a pretty racist jerk that cuts ties with alien races and runs over everyone in their path - which isn't good for a game series that emphasizes unity and cooperation. Though pragmatism is arguably one of the things that the Renegade path advocates, taking a more thorough path and going the Paragon route requires very little extra work or effort, meaning that being pragmatic simply lacks much of an advantage. The readiness of the galaxy in the third game is very different for a Paragon Shepard and a Renegade Shepard - namely, the Renegade Shepard is lacking far more in terms of allies and resources.
  • The Witcher splits into three distinct paths mid-game, one for the Order and the Scoia'tael and a neutral one. The latter features more content and is actually harder to unlock. This is justified by the eponymous Witchers' code, which forbids them from taking sides in conflicts—so the neutral path makes the most sense in-story.
  • The Witcher 2: Assassins of Kings splits into two paths that depend on who Geralt allies with for the rest of the game: Vernon Roche and the Blue Stripes, or Iorveth and the Scoia'tael. While both have the same amount of content, the latter goes into greater detail on things that tie into the Kingslayer plot, including the dragon, the Lodge of Sorceresses, and Philippa Eilhart. Roche's path leaves the player in the dark on these matters.
  • Fallout:
    • The Tenpenny Tower quest in Fallout 3, which concerns a conflict between the sadistic Ghoul Roy Philips and the Ghoul-hating residents of the eponymous Tenpenny Tower. While all the player's possible options are equally developed, the game still has a fairly obvious preference for one in particular and even violates its own rules to encourage it. Convincing the humans to let Philips move in nets the player positive karma and the privilege of watching all the humans get slaughtered by Philips a few days later over a "misunderstanding", something that shouldn't have been too surprising in light of what kind of a character Philips is. But even if the player sees this unfortunate result coming, you still get screwed since killing Philips, unlike with every other evil character in the game, gives you negative karma, sort of a not-so-subtle way to nudge the player towards the diplomatic option in order to enforce an Aesop.
    • Fallout: New Vegas allows for four Faction-Specific Endings: either Caesar's Legion, Mr. House, the NRC or the Courier him/herself will dominate the Mojave in the aftermath of the game. Unfortunately for a player interested in being openly anti-NCR and/or pro-Legion, however, there are a ton of NCR quests and locations and only a small handful of Legion equivalents. You can play as someone explicitly opposed to the NCR, but the cost is that a very large portion of the game's content will be closed to you.
  • The Elder Scrolls III: Morrowind shows preference towards the Dark Elf race. It delves deep into their culture, allows the player to join factions that typically only make sense for a Dunmer to be a part of (such as the Tribunal Temple), and even includes more faces than the other racial options. The story also has the player effectively assuming the role as the reincarnation of an ancient Chimer hero, and while it's deliberately left ambiguous how true that is, it would certainly make the most sense for it to be a Dark Elf. Justified considering the game takes place in the Dunmer homeland.
  • The Elder Scrolls V: Skyrim lets you play as one of ten different races. However, because it explores Nordic culture, gives the Player Character the power of the Thu'um, which lorewise has always been associated with the Nords, and depicted the Dragonborn as a burly Nord warrior on all the promotional material, there's no mistake as to which race the game is kind of expecting you to play as. Furthermore, some races, like the Argonians and Khajiit, are subjected to Fantastic Racism and not allowed into some cities, but the player is inexplicably free of such restrictions.
  • Vampire: The Masquerade – Bloodlines has multiple endings: you can side with the Anarchs, the Camarilla, Lacroix, Ming Xiao, or go independent and blow all of them off. Siding with either Lacroix or Ming Xiao nets you little more than two different Non-Standard Game Overs . Siding with the Camarilla is available, but since your main contacts with the Camarilla consist of Lacroix (who is actively trying to get you killed) and Strauss (who is pleasant enough, but doesn't do very much in the game and comes across as a bit condescending), the justifications for doing so aren't particularly strong. The Anarchs, by contrast, save your life repeatedly and allow you an abundance of opportunities for helpful interaction, beginning with Smiling Jack guiding you through the tutorial. Finally, only the Anarch and Independent endings allow you to properly savor Lacroix's Laser-Guided Karma when he opens the sacrophagus. It isn't difficult to decipher which faction the developers were expecting most people to side with.
  • Dragon Age:
    • Dragon Age: Origins attempts to avert this trope by connecting each of the origin stories to the main quest in some fashion, but some are still more preferred than others. Of note is the Human Noble, who loses their entire family to The Dragon, is the only protagonist who can possibly become king or queen of Ferelden, and is also the only character that's given any kind of portrayal in the game's promotional material. In a possible effort to make up for the Dalish Elf's lackluster treatment, Dragon Age II includes a pre-made world state where they are the Warden (alongside a state with the Dwarf Noble and one with, you guessed it, the Human Noble), brings back their specific clan, and even makes an Ascended Extra out of its Guest Star Party Member. Dragon Age: Inquisition, in turn, comes with just one default world state starring the Dalish Elf Warden.
    • Played straight with the Landsmeet. While Alistair's fate is determined by player choices there, post-Origins he's portrayed as the sole ruler of Ferelden in supplemental materials, and King Alistair gets more content in his Dragon Age II cameo than either Warden Alistair or Drunk!Alistair. By contrast, if Anora remained queen at the Landsmeet (either on her own or married to him), she was Put on a Bus in the sequel (along with Loghain if he survived Origins), and wasn't seen again until a very small cameo in Inquisition. That game zig zags it though: King Alistair only makes the same very small cameo (though he's also referenced more in codex entries and incidental NPC chatter than Anora), while Warden Alistair has a substantial role in one of the main plot lines. It comes at the cost of the player having to choose between saving him and their Dragon Age II PC in the Fade.
    • Dragon Age II: clearly favors choosing Mages over Templars. Meredith is antagonistic for the entire game, committing acts it can be hard to find reasons for, while her ostensible counterpart Orsino just has his possible bad deeds almost tacked-on at the end he knew the mage who killed Hawke's mother, how much he was involved varies by ending. Meanwhile, the ending cinematic outright calls you a tyrant for siding with the Templars and supplementary material almost always assumes you sided with the mages. Your siblings reflect this as well. If mage Bethany is alive, she is happy if she joins the Circle. If warrior Carver is alive, he is not happy if he joins the Templars.
    • Interestingly in light of the above, there are fans who came into Dragon Age II as pro-mage and anti-Templar who reversed their positions after the main story was over. They point out how evil 90% of the named mages in the game are, most of them using Blood Magic even, in comparison to the handful of evil Templars that didn't make up the majority of the Order in Kirkwall. As far as story branching content goes, one of the early promage options during "Act of Mercy" is turned on the player horribly near the end of the game. Grace will kidnap either Hawke's sibling or love interest as ransom, and then turn to kill Hawke when they arrive. Even Meredith, despite her antagonism, is given a backstory that explains why she's the kind of person she is if you're on the Templar path. Orsino gives you nothing of the sort on the mage path.
    • The Trespasser DLC in Dragon Age: Inquisition favors saving the Bull's Chargers by sacrificing the Qunari dreadnought, rather than the other way round. If the Chargers are alive, you get extra scenes with them and Iron Bull. If they're dead, Iron Bull sides with the invading Qunari and you kill him, and that's it.
    • There's also a slight inclination in the main game to side with the rebel mages over the Templars in the first act. Each path includes the early introduction of a potential companion, but Dorian appears in the lead-up to the mage path and is more deeply invested in the story, even becoming a required member of the Inquisitor's party. If you learn of the mage's situation and side with the Templars anyway then Dorian can eventually be recruited...but he'll start off with negative approval. Cole on the other hand only makes himself known after you've committed to recruiting the Templars, acts as an Guest Star Party Member rather than a full companion, and his approval takes no hit if you side with the mages instead. Plus, the mobs found throughout the game later will always be full of Red Templars no matter what you do, and the game's later events carry considerably more weight when the knowledge of the Big Bad's next move comes from a trip to the Bad Future showing you the full impact of his plans as opposed to the demon ramblings found in the Templar stronghold. It also decides the fate of Grand Enchanter Fiona, a returning character from the novels (and secretly Allistair's mother), either having her join you in the Mage path or killing her as a minor boss with almost no dialog in the Templar path.
      • On the other hand, choosing "In Hushed Whispered" can easily get you massive approval penalties for Cassandra, Iron Bull, Vivienne and Sera depending on their choices. While this isn't so bad with Cassandra and Vivienne, as the former will still have plenty of approval depending on your actions up to this point, and Vivienne will at worst be neutral depending on earlier dialogue choices, Bull and Sera have very little ways to increase approval in the time between their recruitment and the completion of In Hushed Whispers, meaning that unless you try fighting a High Dragon with Bull in your party and grind Red Jenny Caches with Seras, it is very possible to have them both quit on the spot if you choose to fully pardon Fiona.
    • Also in Inquisition, there is significantly more special content for a Dalish Inquisitor than there is for any other background. Which isn't surprising given how much of the plot explores elvish history. Solas especially is much more open and straightforward with an Elf, and his romance is the only one that only one race can pursue. Plus an elf gets to yell a lot when they meet two of their gods and find out that their entire Religion Is Wrong, which is nice.
  • In the Hong Kong campaign for Shadowrun Returns, you can play any sort of character you like and resolve your missions through either violence or diplomacy. However, dialogue with Duncan, your character's stepbrother, indicates that he or she was always the calmer and more intelligent of the two in the past, implying that the game is expecting you to play as a Guile Hero.
  • Undertale:
    • A Pacifist Run doesn't only have the Golden Ending, but is significantly longer, has an entire area otherwise inaccessible, and is the only source of major revelations about Flowey's origin, Alphys's backstory, and the nature of Determination. By comparison, a neutral run simply has a Modular Epilogue and two bosses, the latter of which you'll fight anyway if you start with a Pacifist Run (because you'll need to get at least one Neutral ending first, but don't have to restart the game). After completing a Neutral playthrough, Flowey will outright recommend resetting if you've locked the True Pacifist content off and doing all the sidequests if you haven't. This is just a trick on his part, but works out for you anyway.
    • Zig-zagged by the No Mercy route: it's abridged in terms of writing (because most of the people you could talk to have run away), deliberately tedious in terms of gameplay, finishing it will turn the Golden Ending into a Sudden Downer Ending, and the game makes a point that it's not worth murdering everyone for the sake of 100% Completion. However, there is quite a lot of unique story content, and it's the only place where Sans's character is fully fleshed out.

    Other Genres 
  • King's Quest VI: Heir Today, Gone Tomorrow has a "short path" and a "long path", in which more people are helped and will show up at the wedding. This is the path chosen by the official Novelization. See the entry at Golden Ending. Regardless of the path chosen, you have a secret conversation with Princess Cassima, locked in her room. In the "short path," the conversation is held from outside her door. In the "long path," it's held from within the walls themselves.
  • Shadow the Hedgehog plays this trope straight, where although the game features up to 11 different endings ranging from Evil to Neutral to Good; only the hidden Neutral ending against the obvious Big Bad is considered to be the games Golden Ending from the creator standpoint.
  • Happened in Wing Commander 4 via over-promising in the advertising. Supposedly players would be allowed to choose whether to stay loyal to the Terran Confederation or jump ship and ally themselves with the Border Worlds. In practice, attempting to stick with Confed past a certain point would spawn a never-ending supply of Border World bombers, and a insultingly short ending sequence once they inevitably killed you.
  • Life Is Strange features this with one of then endings. If you sacrifice Chloe, they (maybe) get a Big Damn Kiss, and the player is presented to a touching, mournful, and emotional slideshow and funeral scene showing the aftermath of Chloe's death and ending on a very slightly hopeful note. If you choose to Sacrifice Arcadia Bay, Max and Chloe watch as the tornado destroys the town, they drive through it and exit to parts unknown, and that's it - it's much shorter in content, and it doesn't tell players anything about who survived the storm. Word of God says that the ambiguity about who survived and where Max and Chloe go next is intentional, and it's up to the players to decide those things for themselves. They have also said that the finale episode was made on a more limited budget and so they had to choose an ending to focus the majority of their time and money on.

Non-video game examples

    Comic Books 
  • Played with in Marvel Comics' What If? series, where writers were able to print several stories based on Alternate Histories of the established canon. Although most of these were standalone stories, popular entries such as Spider-Girl gained their own series in time. Also, the majority of What If? stories seem to end tragically, even (or indeed, especially) if the point of divergence from established canon seems like an obviously beneficial one, in a rather Anvilicious declaration that even the most unpopular story developments of the main universe were for the best.


  • To Be or Not To Be: That Is the Adventure is a choose-your-own-adventure adaptation of Hamlet which allows you to choose between playing as Hamlet, Ophelia, or Hamlet Sr. King Hamlet the elder has an exceptionally short storyline, which can be read in full on all branches in less than an hour.

     Visual Novels 
  • CLANNAD favors Tomoya's and Nagisa's route, which is carried over into the anime series, as evidenced with what they adapt, a story that takes place after they graduate high school which many have considered to be a massive tearjerker. A couple of pairings with Tomoyo and Kyou did make it into OVA episodes.
    • The same can be said for Air with how much focus is put into Misuzu's route and the background story that builds it up.
  • In White Album 2, while Maruto (the scenario writer) and Leaf are quiet at what the "canon" plot is supposed to be, players of the games seem to favor the timeline that leads from Setsuna's route in Concluding Chapter, to Kazusa's True End in Coda. Not only due to the incredibly cathartic nature of the latter, but because it's counterpart was just too perfect and involved Haruki being reduced to a supporting role.
  • Fate/stay night plays this interestingly in that the game has three completely distinct routes (Fate, Unlimited Blade Works, Heaven's Feel), each with its own heroine (Saber, Rin, Sakura). However, Unlimited Blade Works is inaccessible until you've completed Fate first (the Event Flag that branches between them simply doesn't happen on your first play-through) and Heaven's Feel is similarly inaccessible until you've completed Unlimited Blade Works, meaning you have to play through them in a fixed order, causing the overall story to evolve and get deeper as you play through and learn more and more. As a result, while Saber is only the main heroine of Fate (and is killed off shockingly early in the story in Heaven's Feel), she's usually considered the "main heroine" of the game, if not the entire Fate franchise (indeed, the 2006 Studio DEEN Fate/stay night anime adaptation was primarily based on the Fate route).
    • Another factor is that the novel takes advantage of this setup, with UBW and Heaven's Feel assuming the player already has knowledge and context from previous routes - in fact, many of the biggest twists come from subverting what they player has come to expect. This makes Fate and its heroine Saber by far the easiest route to adapt to another medium, as the other two stories require additional exposition to be retrofitted into the narrative just to give an uninitiated viewer the faintest chance of following the plot.