Endeavor has three endings based on how you choose to get back to your hometown. Pawn, which is where you've collected all the gems for the evil deity Malor and he grants you the power to fly back up to your hometown, Savage, where you get the power to go back to your mountain village by murdering 10 creatures, and Hero, where you gather a large amount of endurance and climb back up the mountain to your town.
All the Princess Maker games, depending on what your daughter grows up to be, and who she marries.
The 1997 Blade Runner video game has thirteen different possible endings, some of which are not accessible in a given playthrough, as some of the variables determining the plot points are calculated upon beginning a new game.
There are several endings that amount to Nonstandard Game Overs, all of which occur if Ray is killed, or if Ray kills a human.
Ray and Lucy drive off together; she is a replicant. Ray has found enough DNA information to save her.
Ray and Lucy drive off together; she is a replicant. Ray does not have enough DNA information to save her. The voiceover is slightly different; Ray adds, "I didn't know how much time we'd have together" during his voice over.
Ray and Lucy drive off together; she is human.
Ray and Dektora drive off together; she is a replicant. Ray has found enough DNA information to save her. Similar to the Lucy ending, but Dektora is featured instead.
Ray and Dektora drive off together; she is a replicant. Ray does not have enough DNA information to save her.
Ray drives off alone.
Ray retires Clovis, he and Crystal walk off into the Kipple.
Ray retires Clovis; Crystal has been killed by a booby trap. Ray explains to Gaff how the replicants got her. Ray picks up Gaff's origami dog.
Ray retires Clovis, with Crystal being dead, Ray explains to Gaff how she was a replicant sympathizer, and that he had to dispatch her. Ray picks up Gaff's origami dog.
All of the replicants fly off into the blackness. Gaff leaves an origami tiger.
All of the replicants fly off into the blackness. Lucy says, "And this time the memories we make will be our own." Gaff leaves an origami tiger.
All of the replicants fly off into the blackness. Dektora says, "And this time the memories we make will be our own." Gaff leaves an origami tiger.
The Myst universe. Note that only the good ending is canon for any of them. Riven and Exile carry this the furthest. Most notably, both have a "somewhat bad" ending that's actually better than the worst possible endings but still far from good (and equally non-canon).
In the first game, you can free either Sirrus or Achenar from his book, resulting in you getting trapped in it, or open the Green Book that both claim to be another trap, which gives you two more possible endings: either you don't have the white page and are stuck with Atrus in D'ni, or you have it and free him back to Myst. Interestingly enough, this game doesn't actually end, but when you exit the game after freeing Atrus, the music that plays is different (and noticably mellower and more cheerful), a subtle indication that you were successful.
In Riven, you can 1. trap yourself before reaching Gehn, which gets you killed 2. free Gehn after trapping him, which leaves you imprisoned for life, 3. destroy Riven without trapping Gehn, which gets you killed, 4. destroy Riven after trapping Gehn but without saving Catherine, whereupon you survive but she and everyone left on Riven all die (the somewhat bad ending), or 5. destroy Riven after capturing Gehn and freeing Catherine; she evacuates everyone, she and Atrus escape to a new, more stable world, and you return home safe and sound (the good and canon ending, obviously).
In Myst III: Exile, the possibilities, in a nutshell, are: Saavedro destroys the Releeshan book, Saavedro kills you, Saavedro destroys the Releeshan book and then kills you, you save the Releeshan book but callously leave Saavedro trapped forever (somewhat bad), and you save Releeshan and free Saavedro to his homeland (good/canon).
Myst IV: Revelation's finale confronts the player with Achenar and the abducted Yeesha, with only seconds to decide who to trust though even a casually-attentive player will have learned by this point that Sirrus was planning to possess Yeesha and that Achenar has undergone a thorough and complete Heel–Face Turn; choosing incorrectly results in the player's immediate death, while choosing correctly sets off one final puzzle where the player must put Yeesha's memories in their proper order to exorcise Sirrus from her. Taking too long to choose also results in death.
Finally, throughout the course of Myst V: End of Ages, the player encounters the adult Yeesha and an old man named Esher, each of whom seek a mysterious tablet that only the player can obtain. Once the player does so, he can choose who to give it to; however, Yeesha has already tried and failed to obtain the tablet, meaning she can never touch it again, and Esher is actually a deranged maniac who will leave the player stranded on Myst Island while he goes off to conquer the universe. The right thing to do is to Take a Third Option by dropping the tablet, returning it to its rightful owners.
Sierra On-Line, in its middle years, frequently offered different endings based on the final decision the player made in the game. Some examples:
Gabriel Knight: The Sins of the Fathers allowed the player to choose whether to kill or save the villain, a woman Gabriel loved but who had been irreversibly possessed by an evil spirit. Interestingly, whatever the player chooses, the villain dies and Gabe receives a scar on his arm that is visible in the live-action sequel. If he chooses to kill the villain, however, she takes him with her to her death.
Shivers 2 gives the player the choice of giving a powerful artifact to the villain, its rightful owner, or a kind ghost. The first choice allows the villain to avenge his wife's death, but kills you; the second kills everyone in the world.
Technically, even the third is a sub-optimal ending, as the kind ghost has to solve the plot for you. The best ending is achieved by using the artifact yourself (which requires the player to solve one last Solve the Soup Cans puzzle).
Phantasmagoria 2 lets the player choose whether to remain on Earth, or go off with aliens. In a move rare for Sierra, neither ending is explicitly "right", though the first choice does lead to a longer cutscene.
Conquest of the Longbow ended with the player, controlling Robin Hood, being arrested and tried for being an outlaw as well as all the crimes the player may or may not have committed during the game. Depending on your actions, Robin might be pardoned, marry Maid Marian, or be found guilty and executed.
Both Laura Bow games have two different endings. In The Colonel's Bequest, the ending depends on whether you shoot Henri or Rudy. In The Dagger of Amon Ra, you must use clues obtained throughout the game to answer the coroner's questions correctly — get too many wrong and you'll receive the bad ending, in which pretty much every surviving character comes off much worse off, from losing their job to being brutally murdered. Answering correctly results in a happier ending for all (except the murderer, of course).
A third minor ending can also be found if you correctly answer all the questions, but lack the evidence needed to prove your points. The ending leads to a mix of the good and bad endings where everyone is either so-so (with alternative dialogue or fates from the good or bad ends) or still mad at Laura (as they would be in the bad ending). She still ends up killed, however, but the dagger is returned (as opposed to missing in the bad ending).
Quest for Glory I gives two endings, which is decided at the Brigand Leader's office. If you don't take the mirror, you will immediately go to the castle to be proclaimed Hero of Spielburg by the Baron, and leave for Shapeir. However, since Baba Yaga remains, the valley remains cursed, and "terror will continue to rule the land". If you do take the mirror, you'll leave through the secret passage and can choose to return to the castle for the bad ending, or deal with Baba Yaga, driving her out of the valley and freeing it of its curse.
King's Quest VI has several slight variations on the same ending depending on whether you complete all of the optional tasks, like befriending Jollo and bringing Cassima's parents Back from the Dead. None of the endings are exactly bad, but some are a little bittersweet. The ending will also say something about the path you didn't take, even the best ending.
In King's Quest IV, Graham will either die or be healed depending on whether or not you brought back the fruit of life.
In King's Quest VII, you can either save Edgar with the extra life or leave him to die. The ending will have either Rosella courting Edgar, or have their families mourning his death.
SOS, for the Super NES, had multiple endings, depending on your score from rescuing survivors and whether you saved passengers related to your chosen character. For the most part, anything short of the character's Golden Ending (achieved by rescuing a specific passenger and scoring at least 25 points) is a Downer Ending.
Saved Amy, score of 25+: Capris and the others seem to reach a dead end. Amy slips and grabs a ledge. When Capris goes to save her, she refuses his help, accusing him of abandoning her. When one of the other passengers spots a rescue party coming, though, the two reconcile and escape.
Saved Amy, score of -25: Capris and the others seem to reach a dead end. Amy collapses in exhaustion. When it becomes apparent that no help is coming, Capris tells his sister to try and get some sleep before the ship sinks...
Amy dies, but saved at least one person: Capris tries to assuage his guilt for letting his sister die with the fact that he didn't abandon her.
Didn't find Amy, but saved at least one passenger: Against warnings that he might not make it, Capris goes back into the ship to find Amy. The two reunite one last time as the ship sinks.
Escaped alone: Capris reaches the top of the capsized ship. A rescue party asks if there are any survivors, then take Capris off the ship, since there's no time to rescue anyone else.
Escape with Harry, Stella, and Jack; score of 25+: The passengers reach the top of the capsized ship, except for Harry, who went back into the ship to save his mom against the protests of the others. Redwin manages to convince Harry to come with him, and the group is rescued.
Escape with the above three, score of -25: The passengers reach the top of the capsized ship, except for Harry, who went back for his mother. Redwin goes back to retrieve Harry, but the other passengers are rescued before they can return. They don't make it.
Any of the above three die, but at least one passenger makes it: The passengers reach a dead end. Redwin tries to reassure the others that rescue will soon come, but one by one, each of them die from the oxygen in the ship running out.
Escaped alone: Redwin reaches a dead end. He bangs a metal pipe against the ship's siding to try and signal for help, but to no avail: he sinks with the ship.
Saved the Captain, score of 25+: Luke and the others reach the top of the capsized ship. The Captain, faced with living with the disgrace of heading the ship involved in the worst maritime accident in history, takes out a gun and prepares to end his life. Luke, however, stops the Captain, convincing him to live on and tell others of what happened so the tragedy would not repeat itself.
Saved the Captain, score of -25: Luke and the others reach the top of the capsized ship. Luke prepares to make another attempt to rescue more passengers, but the Captain, facing disgrace and refusing to let Luke "take any more glory" for himself, shoots Luke.
Didn't save the Captain, score of 25+: Luke and the others reach a dead end. Luke, determined to escape with the others, bangs on the metal siding with a pipe while the others call out for help. In the end, they are found and rescued.
Let the Captain die, but save at least one passenger: Luke and the others reach a dead end. Luke, determined to escape with the others, bangs on the metal siding with a pipe while the others call for help, but to no avail: they die when the boat sinks.
Escaped alone: Luke reaches the top of the capsized ship and is found by a rescue party, but is admonished for having left the rest of the crew to die.
Saved Adela, score of 25+: Jeffery and the others reach the top of the capsized ship. The two sit down, Jeffery complaining of back problems, but reassuring his wife that there is no need to continue climbing. As the two share a moment, another passenger advises them that they have to continue moving on. Jeffery gets back on his feet, to Adela's surprise, and the two escape to safety with the others.
Saved Adela, score of -25: Jeffery and Adela reach the top of the capsized ship. Jeffery, on his Hippocratic oath and against his wife's protests, goes back into the ship to try and save others. He doesn't make it back out.
Adela dies, saved at least one passenger: Jeffery and the others reach a dead end. Jeffery falls into despair from failing to save his wife. However, he hears Adela's voice encouraging him to go on for the others' sake. With renewed vigor, Jeffery starts banging on the metal siding with a pipe, and he and the other passengers are found and rescued.
Didn't save Adela, saved at least one passenger: Jeffery and the others reach the top of the capsized ship and are greeted by a rescue party. Jeffery, determined to go back and save his wife, against the protests of the rescue party, rushes back into the ship. Neither he nor his wife survive.
Escaped alone: Jeffery reaches the top of the capsized ship, but despairs over his failure to save his wife. He collapses and dies of exhaustion, promising to dance with Adela in the quiet sky.
I Have No Mouth and I Must Scream offers no "winning" ending for the five characters' scenarios, only temporary escape from AM's torture or a reasonably dignified death. If you get the "good" ending for each scenario, in the endgame it's possible for one of the survivors (and only one) to defeat AM, by sacrificing themselves in the process. However, this also awakens a group of hibernating people who have survived the nuclear war by being in stasis on the moon, and starts a 300-years-long terraforming process of the Earth, rendering it inhabitable in the future, and it is implied that the survivor's mind has been uploaded to AM's hard disc. Otherwise, the sole survivor gets turned into a Great Soft Jelly Thing and left to brood on their miserable existence until the end of time. Harlan Ellison, the author of the story it's based on, initially objected to the inclusion of a "good" ending. (Then again, Harlan was a curmudgeon before he was out of his 20s.)
The fourth case in Phoenix Wright: Ace Attorney: Justice For All treads the line between a Bad Ending and a Nonstandard Game Over. Your client is actually guilty, but your assistant is being held hostage by an assassin who demands a "not guilty" verdict. Losing the case is a Game Over, but winning it means the murderer goes free and an innocent woman is subsequently convicted of the murder. "The miracle never happen." Only by escaping the dilemma entirely, by getting the assassin to revise his opinion, can the player reach the good ending.
The fourth game in the series also has a Bad Ending possibility at the end of its last case, but it's so blatantly obvious (You, temporarily playing the part of a juror, choose to vote on whether the defendant is guilty or not; it's not exactly hard to figure out which will give you the bad ending and which will give you the true ending) that the only way to actually get the Bad Ending is by deliberately trying to get it.
The fifth game has a few bad endings as well. Most notably in the final case, where if Phoenix fails to prove Bobby Fulbright is the Phantom, then Bobby escapes and vanishes without a trace and the "dark age of the law" will continue.
In Rise Of The Dragon, there are two possible endings after you kill the Big Bad, depending on whether you saved your girlfriend or not earlier. (Obviously, the Best End comes when you do save her, and both live Happily Ever After.)
It's arguable that the "worst" ending (fail to change history at all) is actually the second best possible result. In real history, the old aristocracies were destroyed, the Nazis were defeated, and the USSR eventually collapsed. Every other possibility except the best one has Europe in the grip of Naziism or Communism; one of them even has the Nazis nuking London.
The Adventure GameBlackout is unusual, not only because it is performed almost entirely with puppets, but also by the way that the Multiple Endings are handled. There are several ways to get to the end of the game, some involving significantly more bloodshed than others, but the final result is always the same — you face the various facets of your shattered, schizophrenic mind, each offering their own suggestion as to how to proceed, and depending on which of them you choose, you get a different ending. Your earlier actions, thus, have no effect on the ending. Oh, and you've got 'bout a round dozen personalities, depending on whether you count the one you actually play as. The endings run the gamut from "Eloping with your psychiatrist and living happily ever after" to "BURN!!!"
While the Indiana Jones and the Fate of Atlantis adventure game had several slightly different endings (You get turned into a wraith and die, you beat the baddies and the girl dies, you beat the baddies AND get the girl), and each miscellaneous death in the course of the game "rewarded" you with a pithy block of text (usually describing the happy fate of whoever killed you), the game was mostly notable for having three totally unique games (or "paths") that take up everything between departing from the university and entering Atlantis. Entitled fists (more fights and action), wits (more puzzles), and team (Sophia accompanies you, and you work with her to solve puzzles), the subtle nature of the path-choosing scene meant that many players never knew they missed two thirds of the game.
Though you really only have two different endings. The you dying ending just means you screwed up. Plus, the path you choose doesn't make you necessarily get a different ending; even if you go without Sophia, she will turn up later on, so you must still make the choice of saving or not saving her.
Penguin Adventure had two endings — a sad ending where the penguin retrieved the MacGuffin needed to heal the princess's disease, only to find her already dead, and a happy ending where she survives. There's no Karma Meter — the choice between the two endings is made by how many times you pause the game. Pause the game once, and exactly once, and the princess lives.
Some of you may wonder why a kid's game about a cute penguin contains such a bizarre Mind Screw. This was the very first game a certain Mr. Hideo Kojima worked on as an assistant designer.
The Tex Murphy game Pandora Directive features eight endings, all based on how dickish the main character's behavior is throughout the game. (That is, obviously, at the complete discretion of the player). Those endings range from "Tex betrays the world but is blown up before he can do too much damage" to "Tex has kinky sex with the girl of his dreams."
The Neverhood let you choose the ending: You can either accept Klogg's offer to become ruler of the Neverhood (and become hideously mutated in the process) or take Klogg's crown and give it back to Hoborg, its original owner, which gets rid of Klogg and allows Hoborg to repopulate the Neverhood with more clay people.
The Dig had two separate endings: Over the course of the game, the player has to use a 'life crystal' to revive one of his fallen teammates, who then becomes increasingly demented and addicted to said crystals, which eventually leads to his doom. Another of the player's cohorts dies near the endgame, and specifically begs not to be resurrected with a life crystal, so as to avoid the same fate as her former teammate. If the player breaks his promise and resurrects her, she commits suicide in horror by jumping off a nearby cliff. When the two teammates are brought back to life again in the ending, the latter of these teammates will either hug you or slap your face, depending on whether or not you resurrected her before.
A Tale of Two Kingdoms has five endings. The normal good end where you defeat the evil sorcerer, and the best end where you also save the princess and know the identity of the assassin. Then there's two bad endings (one where you get permanently stuck in faerie land, and one where you give up and go home), and one really bad (should you choose to team up with the evil guys).
Fahrenheit a.k.a. Indigo Prophecy features three real finales and countless bad endings, since every single story point where you can get yourself killed/arrested/driven insane has its own ending narration ("And this is how my story ends..."). The real finales are determined by your performance in the final stand-offs against the Oracle and the AI: the good ending sees Lucas defeating both Clans, receiving the ultimate knowledge from Jade, and literally becoming a god, yet choosing to live with Carla; in the bad ending, Lucas kills the Oracle but loses to the AI, who proceeds to learn Jade's secret and attempt to continue the freezing of the world, even if there's a small ray of hope in Carla's pregnancy; in the last ending, Lucas loses to the Oracle, the AI goes into hiding instead of joining the fight, and the Orange Clan continues running the world (like they always did), carefully avoiding Lucas, who now lives with Carla. Many players consider the latter ending the "true" end of Fahrenheit.
There is also an additional 'ending' (which winds up being a variation on the good ending); losing to the Oracle sets off a scene where you take control of Carla, sneak up on a guard, knock him out, steal his gun, and shoot the Oracle in the back. The rest of the game proceeds as normal.
Super Voice World, an interactive (and weird) film about becoming a seiyuu, has a few possible endings hidden in the midst of Nonstandard Game Overs. They all are accessible from the last scene, where the player is supposed to meet Genda Tesshou in a bar in Ginza. The best ending, where you get the role you auditioned for and go on a date with your crush Tanaka Rie, can only be achieved by entering Club Masako and choosing the first option when leaving. Too bad the bar is unlocked only by entering one of the other bars first, which has the tendency to lead into a Nonstandard Game Over...
Starship Titanic featured this, though in a minor way. The regular ending is the ship gliding off into the distance. If you armed the bomb and didn't disarm it, however, the parrot would then scream and the ship would explode.
Another Code uses the "segmented endings" variant, where you can find out what really happened to D if you get every piece of information. Some of it is a real Guide Dang It, and if you don't get the true ending on your first try, it can border on Only Idiots May Get The True Ending — and in the area that can't be returned to after you've finished Chapter 1, no less. It's the sign that gives you the name of the house, and nothing else. You have to look at it in order to get the true ending.
Maniac Mansion had several endings, the worst if the entire team was killed or the house exploded. The good endings involves the space police, a record deal, or shooting the meteor into space, all of which results in the rescue of Dave's girlfriend, Sandy.
Heavy Rain can end in twenty two different ways, fitting for a game whose main selling point is "every action you take has a consequence." That doesn't mean that they actually scripted twenty two endings; instead they scripted two or three different endings for every character, which then combine in unique ways.
Sam & Max: Freelance Police Season 3 (The Devil's Playhouse), Episode 5 (The City That Dares Not Sleep) features two slightly different endings, depending on what you think Sam's favorite part of Freelance Policing with Max is — the adventuring or the crimefighting.
Normal Ending: You collect at least one flower over the course of the game and find the girl normally. She kisses you and the two of you presumably escape the island.
Cautiously Optimistic (if somewhat bittersweet) Ending: You don't collect any flowers over the course of the game. When you find the girl, she asks you if you're tired of playing this game, reveals that she gave you Laser-Guided Amnesia and set up this "save the girl and collect flowers for her" game to keep you happy and unaware of the terrible events that you unwittingly caused, and gives you a choice between taking a raft and leaving the island or staying with her to continue the "game". Taking the raft causes you to leave the island and her behind, but also express optimism about being able to start a new life somewhere else.
Definitely Bittersweet (and a bit of a downer) Ending: Available only on Expert difficulty. When you find the girl, don't talk to her just yet. Keep on going into purple-doored caves until you find a black-haired girl who gives you the power to kill one spirit. Go back and touch the blond girl, take the raft, and leave the island. You've escaped, but you've done something terrible in the process, and you suspect that it's not the only terrible thing you've done in your life...
In The First Degree has four endings as follows: First-Degree, Second-Degree, Manslaughter, and Not Guilty. The ending you are trying to achieve (because you are the prosecutor) is the First-Degree ending. Achieving this ending requires you to look at all the evidence, interview 3 witnesses before the trial (asking the right questions and the order of the questions will make a difference), and then going to trial, which will have you question the 3 witnesses again, as well as questioning the defendant himself (and possibly a medical doctor the defense calls up). There is apparently more than one way to go through the questioning and achieve the First-Degree ending.
The Walking Dead has these for every episode, never telling you which one will be better for the protagonists....except for Clementine.
The ending of Season 2 has five different endings dependent on various decision in the end, most importantly whether Kenny and/or Jane survives the ending or whether Clementine ends up taking A.J. to strike it out on their own.
In the Megazeux module Funky Chunky Monkey, you're at one point instructed to go see a shady informant known as Joe on Fourth Street to find out more about who kidnapped the main character's sidekick. There's a small chance that Joe will be squashed by an alien spaceship landing out of nowhere, sending the game on an entirely different path than normal.
Ripper. Curiously enough, the identity of the Ripper is actually randomized at some point of the game, with some elements changing accordingly. Disappointingly, however, the endings are mostly the same regardless of the culprit. It can be inferred that only one of them is the "true" ending, due to the way it's differently handled than the rest (and that that one person was the only one with a specific grudge against all the victims), but, again, unlocking that ending is randomized. It's likely the others were just thrown in at the last moment.
Primordia has several possible endings, some even with additional sub-variations on their own: the best of them have to be gradually unlocked throughout the game by obtaining information and making the correct choices. Ultimately, you can: join Metromind; get killed by Scraper; commit suicide; destroy Metropol along with yourself by ruining the power core; destroy Metropol using the Thanatos virus; force Metromind to let you leave with the power core, with or without shutting down Scraper and/or retrieving the remains of one or both of your fallen friends in order to rebuild them.
Frustratingly, however, it lacks what would possibly be the most logical choice in case you did manage to meet the requirements for the best ending: using the Thanatos virus to shut down Metromind herself, thus freeing Metropol from her control. However, it is strongly implied that Metromind's existence is essential for Metropol as long as she controls the robots in it, and shutting her down in any way would've effectively wiped out the robot population. Mark Yohalem actually admitted that this was an intended option, but one that turned out to be tricky to implement for technical reasons.
Shadow Of Destiny has five endings, which depend on your action in the final part, as well as wether Eike reveals to Margarete that she is his ancestor or not. Plus, two "EX" endings are available after every other ending is reached.
A: Eike discovers the truth about Homunculus (it was created by Wagner and switched Dana and Margarete) and the fortune-teller (she's the lingering spirit of Helena, Wagner's wife and Hugo's mother). "Wagner" dissuades Hugo from trying to use the Stone, and they all return to their time.
B: this ending has two variations, which depends on what truth Eike discovers, the fortune-teller's or Homunculus'. In the former, she sacrifices herself to stop Hugo; in the latter, Eckart manages to dissuade him from killing his daughter. In both cases, Eike doesn't know the whole story.
D: Eike creates a paradox by burning Wagner's notes, preventing the story from happening in the first place. A flashback reveals that Eike is Wagner, cursed with eternal youth and regularly scheduled amnesia by Homunculus.
E: Eike brings Margarete in his time; she then convinces Hugo to drop his plans and return home. Dana stays in the present.
EX 1: Eike gives Wagner the Stone, so that he could save his wife. The story never happened.
The Yawhg has a wide variety of outcomes, though the key points remain the same: Do your efforts help reverse the disaster brought by the Yawhg, and what happens to each of your characters? It's possible for one to obtain a happy ending while surrounded by disaster, or for the village to thrive once more only for its heroes to still meet bittersweet or outright tragic ends... among many other possibilities.
Dark Parables 7: Ballad of Rapunzel has two endings, depending on whether you use the Jewel of Repose or the Mirror of Inversion to free Rapunzel from her sister Belladonna's mind control.
Beyond: Two Souls has a total of six endings, five of them being based on the choices Jodie can make when faced with the possiblity of her own death.
Choosing death results in Jodie entering the Infraworld with Aiden and being reunited with Shimasani and anyone else who may have died throughout the game, while still maintaining a spiritual connection to the mortal world that she uses to assist a young girl with similar abilities to herself.
Choosing life results in Jodie surviving the Black Sun incident, but at the cost of being separated from Aiden. From there, the player can choose to live with Ryan (if he's alive), Jay, the friends she made in the "Homeless" chapter, or no one at all; in all those endings except the third, Aiden returns.
In the fan game Space Quest: Incinerations, there are three endings:
The Neutral Ending: Roger saves the day, receives a modicum of recognition, and flies off into the sunset. However, his life is more or less reset at this point, with as his relationship with Beatrice is over and he doesn't really have anything on the horizon.
The Good Ending (earned by getting all the points): Roger gets all of Bruce Havoc's money after he just won the lottery due to a bank error, but he's a good sport about it. Bruce is then assigned traffic duty over an ice planet, but it's his favorite ice planet, so he's happy. Beatrice and Stellar find out they like each other and Roger, so they can enter into a happy three-way relationship. Roger is made captain of every starship ever, it turns out the villain of the game wasn't your son, but rather his evil clone, and he has discovered something to prevent Xenon's destruction in the future. Then Roger proceeds to rock out.
The Bad Ending (earned by getting the lowest possible score): Enraged by your poor performance, the gaming gods decide to punish Roger and all his friends with ignominious fates. Only one is spared their wrath. Stellar loses on The Price Is Right by one buckazoid, and ends up alone in a tiny bungalow with seven cats. Beatrice ends up in an unhappy marriage with Larry Laffer. Bruce was knocked out by Gordon Freeman and thrown in the back of a truck. Doomtron received a botched upgrade and ended up a port-o-potty. Roger lived happily ever after... which consisted of a day before he choked on a corndog. Indeed, the only one spared from the wrath of the gaming gods was Gregory, as him getting sued and having to abandon his Roberta Williams-themed theme park was going to happen anyways.