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-->-- '''Andrew Vanden Bossche''', author of ''[[http://tinysubversions.com/videogamemoralityplay/ Video Game Morality Play]]''

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-->-- '''Andrew Vanden Bossche''', author of ''[[http://tinysubversions.com/videogamemoralityplay/ Video Game Morality Play]]''
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* ''VideoGame/TheLastOfUsPartII'' has the [[BrokenAesop aesop]] that violence isn't the answer and revenge just becomes a [[CycleOfRevenge cycle of violence]] that destroys everyone you love, with an attempt to call players out on this by making the death animations very brutal and giving every character a name. However, the game gives you no choice but to kill and will continue to call you out even if you [[PacifistRun avoid violence when possible]], and much of your killing/violence is done in self-defense against those who have actively done much worse things than you (like the Wolves who kill anyone who happens upon them, danger or not).
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* ''VideoGame/{{Undertale}}'' is a game that features several branching story paths and blurs the line between the player and their character, so it takes pains to avert this trope. Going for the worst ending requires the player to kill every single encounter including ones who won't fight back, but the option to spare any enemy and go back to the neutral path remains until one too many lines have been crossed. The game does, however, try to manipulate the player into accidentally killing the first boss as a way to get them to reset and replay the fight the right way -- revealing that resetting is actually an in-universe ability as the main antagonist taunts you for what you did anyway. This twist wouldn't work nearly as well if the game railroaded you, so it doesn't, but it can and will bury you in {{Red Herring}}s and hope for the best.

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* ''VideoGame/{{Undertale}}'' is a game that features several branching story paths and blurs the line between the player and their character, so it takes pains to avert this trope. Going for the worst ending requires the player Guilt-tripping mostly happens when it's clear you're going out of your way to be evil, like killing [[NiceGuy Papyrus]] (who will never kill every single encounter including ones who won't fight back, but the option you, and if you've gone Genocide up to his boss fight, will explicitly spare any enemy you), and you can always go back to the neutral path remains Neutral run right up until one too many lines have been crossed. The game does, the very end. If you just kill some monsters, you'll get a pass on the basis that they ''were'' trying to kill you and you were defending yourself. There is, however, try one instance where the game attempts to manipulate nudge the player into accidentally killing a path that will get them guilt-tripped: the first boss as a way fight & its aftermath. The boss, Toriel, will not respond to get them normal attempts at mercy ([[spoiler: you need to reset SPARE her repeatedly until she finally breaks down]]) and replay will die when she's at 1/3 health, so it's very likely that first-time players will accidentally kill her and [[SaveScumming Save Scum]] until they figure out how to end the fight non-lethally. This will get them taunted by Flowey, though the right way -- revealing that resetting is purpose of the lecture isn't so much to actually make the player guilty (Flowey isn't the best guide on morality) as to reveal that SaveScumming is an in-universe InUniverse ability as the main antagonist taunts you for what you did anyway. This twist wouldn't work nearly as well if the and some characters have RippleEffectProofMemory. The game railroaded you, so it doesn't, but it can also does give prior hints towards sparing Toriel and will bury you in {{Red Herring}}s and hope for the best.it's totally possible to figure it out first try, so it's not so much a railroad as a bunch of [[RedHerring red herrings]] being thrown around.
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* Creator/TelltaleGames' output loves to do this by giving the player a no-win SadisticChoice where, no matter what they choose, it will cause things to go to hell in a half-minute, people to suffer, or even the death of someone, and then have characters chew you out for making that choice. Typically it's done quite well, as it adds real gravity and consequences to your choices and keeps decisions from just being a meta "choose the [[BlackAndWhiteMorality obvious right or wrong option]] for the sake of being good or evil" kind of thing.

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* Creator/TelltaleGames' output loves to do this by giving the player a no-win SadisticChoice where, no matter what they choose, it will cause things to go to hell in a half-minute, people to suffer, or even the death of someone, and then have characters chew you out for making that choice. Typically it's done quite well, as it adds real gravity and consequences to your choices and keeps decisions from just being a meta "choose the [[BlackAndWhiteMorality obvious right or wrong option]] for the sake of being good or evil" kind of thing.thing, though some players who've experienced enough of their games see through this deception and just choose the "evil" option to see how it plays out because you're ultimately going to the same place anyway.
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* ''VideoGame/MassEffect2'' does this in a big way. Most of the characters who knew Shepard in the previous game greet him or her with a vehement "WhatTheHellHero" upon learning that he or she has joined Cerberus, a notoriously xenophobic human organization with no qualms about atrocious human rights violations and unethical experiments, even on humans. However, most of those characters ''eventually'' come around. Not so with the human squadmate (Ashley or Kaiden), who remains adamantly against the idea and refuses to have a civil conversation with Shepard for the entire game. Never mind the fact that the player is forced to work for Cerberus for the entirety of the game, no matter what choices are made in this game or the previous one. You're also not given the option to say that you're just using Cerberus to accomplish a task (stopping the Collectors) and intend to drop them like a hot potato once it's accomplished, an option you ''are'' given with other returning characters and which Shepard in fact does between games.

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* ''VideoGame/MassEffect2'' does this in a big way. Most of the characters who knew Shepard in the previous game greet him or her with a vehement "WhatTheHellHero" upon learning that he or she has joined Cerberus, a notoriously xenophobic human organization with no qualms about atrocious human rights violations and unethical experiments, even on humans. However, most of those characters ''eventually'' come around. Not so with the human squadmate (Ashley or Kaiden), who remains adamantly against the idea and refuses to have a civil conversation with Shepard for the entire game. Never mind the fact that the player is forced to work for Cerberus for the entirety of the game, no matter what choices are made in this game or the previous one. You're also not given the option to say that you're just using Cerberus to accomplish a task (stopping the Collectors) and intend to drop them like a hot potato once it's accomplished, an option you ''are'' given with other returning characters and which Shepard in fact does between games. It gets even worse if you'd romanced them in the first game, at which point they'll criticize you for not contacting them for two years but the game doesn't let you point out that you'd spent most of those two years on an operating table being reassembled at nearly a cellular level and once you were awake and free again, nobody, not even Captain Anderson, was willing to tell you where the Survivor was or would let you send a message to them. Players mostly reacted by choosing to form a relationship with one of the newly available options.
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* ''VideoGame/MetalGearSolid'' has Liquid Snake trying to guilt trip Snake near the end for killing his men and saying he enjoys violence. This would hold a lot more weight if it hadn't previously been revealed that [[spoiler:Liquid's plan to Activate Metal Gear REX relied upon Snake making it through his men(including his top liutenents) with the PAL key]]. Which much of the game can be played by avoiding killing and direct combat, you're locked into both boss battles and a few ambushes with no option other then to kill to survive. Liquid knows this and so his rant about Snake being kill happy comes across as being a bit hypocritical at least.

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* ''VideoGame/MetalGearSolid'' has Liquid Snake trying to guilt trip Snake near the end for killing his men and saying he enjoys violence. This would hold a lot more weight if it hadn't previously been revealed that [[spoiler:Liquid's plan to Activate Metal Gear REX relied upon Snake making it through his men(including men (including his top liutenents) with the PAL key]]. Which While much of the game can be played by avoiding killing and direct combat, you're locked into both boss battles and a few ambushes with no option other then to kill to survive. Liquid knows this and so his rant about Snake being kill happy comes across as being a bit hypocritical at least.
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** Played unfortunately straight in ''Song of the Elves'', which has the player character take a more mercenary, detached approach with the conflict. After defeating the [[spoiler:Fragment of Seren]] immediately upon waking her, you're told off by the (elf) villain for not even ''attempting'' to solve the problem non-violently, despite this not being possible. While the heroic characters don't blame you for this, the circumstances surrounding the boss and her in-battle dialogue implies that it may have been possible.
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Not that trope.


* In the ''WesternAnimation/ToyStory Interactive Story Book'', the player (as Woody) has to use the other toys to "dispose of" Buzz. As per the movie, they give Woody shit for this ''despite being just as responsible as he/the player is.''
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* ''VideoGame/DragonQuestXI'':
** The town of Sniflheim has been cursed, causing everyone but its queen to be frozen solid. The queen tells you that the only way to end the curse is to defeat a witch protected by a huge monster. When you reach said monster, you're forced to fight it to save [[spoiler:Sir Hendrik]]. Much later, you find out that [[spoiler:the "queen" was the witch, the monster protector was the [[SealedEvilInACan "can"]] her power was sealed away in, and you killed it and released that power.]] Never mind that nobody, including the NPC berating you, knew any of that at the time; the only evidence of it is inside a book sealed at the center of a gigantic puzzle-lock serving as the questline's dungeon.
** It's not even another half hour before this happens a second time. The same NPC who berated you manages to [[spoiler:bungle the spell to trap the witch, allowing her to BodySwap with the real queen.]] The only indication this happened is a tiny quirk of a smile from [[spoiler: the fake queen]]. Whether you notice it or not, the next logical course of action is to head to the throne room, to speak with or confront the queen. Naturally, [[spoiler:the trapped queen gives you holy hell for being so stupid regardless of what your intentions were]].
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* Mocked in ''[[http://tinysubversions.com/videogamemoralityplay/ Video Game Morality Play]]'', which was largely a response to ''Spec Ops'' and video games that [[http://mammon-machine.tumblr.com/post/56239255623/systemic-violence indulge in this trope]]. Eventually, the "game" forces you to kill innocents, and you have to go through with it to proceed. After the deed, the game calls you a monster and asks if you enjoy this. If you respond that you don't enjoy shooting civilians in real life, [[RailRoading the game forces you]] to either say you're a soulless person for trying to escape your droll, boring, worthless life (as declared by the game makers) by wasting your time via saccharine "fun" that just forced you to shoot civilians in the face (which is completely your fault, the game tries to convince you so), [[DirtyCommunists or say you're an evil materialistic shit for buying corporate entertainment that lines the pockets of evil fat cats.]] You have to "admit" you are an evil bastard, and you're awarded with [[FauxlosophicNarration "We deserve every bullet we make"]]. Picking [[SarcasmMode FUCK YEAH OBVIOUSLY]] has you go on about your life after rating the game a 6 or 7 out of 10 (it's an okay shooter), and you go do some volunteer work, where you decidedly don't appreciate killing civilians.

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* Mocked in ''[[http://tinysubversions.com/videogamemoralityplay/ Video Game Morality Play]]'', which was largely a response to ''Spec Ops'' and video games that [[http://mammon-machine.tumblr.com/post/56239255623/systemic-violence indulge in this trope]]. Eventually, the "game" forces you to kill innocents, and you have to go through with it to proceed. After the deed, the game calls you a monster and asks if you enjoy this. If you respond that you don't enjoy shooting civilians in real life, [[RailRoading the game forces you]] to either say you're a soulless person for trying to escape your droll, boring, worthless life (as declared by the game makers) by wasting your time via saccharine "fun" that just forced you to shoot civilians in the face (which is completely your fault, the game tries to convince you so), [[DirtyCommunists [[CapitalismIsBad or say you're an evil materialistic shit for buying corporate entertainment that lines the pockets of evil fat cats.]] You have to "admit" you are an evil bastard, and you're awarded with [[FauxlosophicNarration "We deserve every bullet we make"]]. Picking [[SarcasmMode FUCK YEAH OBVIOUSLY]] has you go on about your life after rating the game a 6 or 7 out of 10 (it's an okay shooter), and you go do some volunteer work, where you decidedly don't appreciate killing civilians.
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* The first mission of ''VideoGame/AssassinsCreedI'' begins with you breaking the assassins' three tenets. You have your rank and cool weapons stripped, and spend the rest of the game re-earning them. Justified by the FramingStory: you're reliving your ancestor's memories, so you ''can't'' act differently.
* In ''VideoGame/BatmanArkhamKnight'', at one point, Tim Drake (the current Robin) discovers Batman is infected with an incurable toxin that will transform him into a clone of the Joker and urges him to voluntarily be incarcerated while he deals with the situation. Choosing this causes a flashback to Jason Todd being tortured and murdered by the Joker, followed by being presented with the choice again. You have to lock Tim in the cell and be cursed out by him to continue -- there's no option to take him with you, like Alfred has repeatedly urged you to do. Barbara reams you out for it later.

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* The first mission of ''VideoGame/AssassinsCreedI'' begins with you breaking the assassins' Assassins' three tenets. core tenets, and failing the mission along with causing the death of one of your brothers. You have your rank and cool weapons stripped, and spend the rest of the game re-earning them. them, along with every character criticizing what you did in the tutorial. Justified by the FramingStory: you're reliving the memories of your ancestor's memories, ancestor Altair, so you literally ''can't'' act differently.
differently because that's how Altair acted in the first place.
* In ''VideoGame/BatmanArkhamKnight'', at one point, Tim Drake (the current Robin) discovers Batman is infected with an incurable toxin that will transform him into a clone of the Joker and urges him to voluntarily be incarcerated while he deals with the situation. Choosing this option causes a flashback to Jason Todd being tortured and murdered by the Joker, followed by being presented with the choice again.again, turning it into a ButThouMust kind of choice. You have to lock Tim in the cell and be cursed out by him to continue -- there's no option to take him with you, like Alfred has repeatedly urged you to do. Barbara reams you out for it later.
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* Done very well in VideoGame/FinalFantasyIV. If you speak to the NPCs being held captive at the beginning of the game, they will call you out for being an evil jerk and stealing their crystal. Granted, that's all done in a cutscene. A straighter example would be a little deeper into the game when Cecil is ordered/tricked by his king to deliver a package that destroys an entire village and kills nearly everyone in it, save for a little girl whose mother you just inadvertently murdered after slaying the monster that blocks your way ''into'' said village. The player character and the game both do a good job of making you feel like a complete bastard even though the only way to progress is to deliver the package and destroy the village. Fortunately this is also when Cecil realizes he's on the wrong side and kicks off the events of the game proper. Sadly, the surviving villagers still call you a bastard and treat you like crap when you return to the rebuilt village later on in the game after reforming.

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* Done very well in VideoGame/FinalFantasyIV. If you speak to the NPCs [[NonPlayerCharacter NPCs]] being held captive at the beginning of the game, they will call you out for being an evil jerk and stealing their crystal. Granted, that's all done in a cutscene. A straighter example would be a little deeper into the game when Cecil is ordered/tricked by his king to deliver a package that destroys an entire village and kills nearly everyone in it, save for a little girl whose mother you just inadvertently murdered after slaying the monster that blocks your way ''into'' said village. The player character and the game both do a good job of making you feel like a complete bastard even though the only way to progress is to deliver the package and destroy the village. Fortunately this is also when Cecil realizes he's on the wrong side and kicks off the events of the game proper. Sadly, the surviving villagers still call you a bastard and treat you like crap when you return to the rebuilt village later on in the game after reforming.
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* ''VideoGame/MetalGearSolid'' has Liquid Snake trying to guilt trip Snake near the end for killing his men and saying he enjoys violence. This would hold a lot more weight if it hadn't previously been revealed that [[spoiler:Liquid's plan to Activate Metal Gear REX relied upon Snake making it through his men(including his top liutenents) with the PAL key]]. Which much of the game can be played by avoiding killing and direct combat, you're locked into both boss battles and a few ambushes with no option other then to kill to survive. Liquid knows this and so his rant about Snake being kill happy comes across as being a bit hypocritical at least.
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Not An Example: It's not railroaded, and the characters who are mad are mad at the logical consquence of choosing the branch you chose


* Happens in ''VideoGame/{{Wasteland 2}}'' - early in the game, two locations are being attacked simultaneously and you have to choose which one of them to assist (and no, you can't save both no matter what you do). The other location is overrun and the few survivors berate you when you go there after saving the first.
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* Done very well in VideoGame/FinalFantasyIV. If you speak to the NPCs being held captive at the beginning of the game, they will call you out for being an evil jerk and stealing their crystal. Granted, that's all done in a cutscene. A straighter example would be a little deeper into the game when Cecil is ordered/tricked by his king to deliver a package that destroys an entire village and kills nearly everyone in it, save for a little girl whose mother you just inadvertently murdered after slaying the monster that blocks your way ''into'' said village. The player character and the game both do a good job of making you feel like a complete bastard even though the only way to progress is to deliver the package and destroy the village. Fortunately this is also when Cecil realizes he's on the wrong side and kicks off the events of the game proper. Sadly, the surviving villagers still call you a bastard and treat you like crap when you return to the rebuilt village later on in the game after reforming.
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* In ''VideoGame/AceCombat7SkiesUnknown'', Mission 4 ends with [[spoiler: former President Harling's Osprey helicopter getting shot down and exploding in midair. The squadron blames player character Trigger for firing the missile that destroyed the chopper, and Trigger is convicted of assassination and sent to a penal squadron. It is revealed much later in the game the deadly missile was fired by an Erusean spoofing an IFF signal.]] And this ''still'' happens even if you do not fire missiles at all[[note]]The game is very tricky about it, though: if you pay attention during the gameplay immediately before the cutscene, an [=F/A-18=] pulls up behind you while you're shooting at the drones that are trying to shoot down Harling. If you don't shoot the drones, Harling will die and you'll fail. If you shoot a missile, the cutscene happens. But if you only use guns, it's much easier to see that the [=F/A-18=] actually fires a missile relatively close to your firing axis, and the cutscene that immediately follows makes it clear (once you know what to look for) that the plane is a drone plane controlled by Erusea. And the pilots all say the same thing: "Trigger was closest", which is ''technically correct'': the [=F/A-18=], thanks to spoofing the IFF system, doesn't register as an actual combatant and flies away before anyone else gets close to you. In other words, the game goes out of its way to justify the entire sequence, but it's only if you ''don't'' fire missiles that you ''know'' you didn't hit him[[/note]].

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* In ''VideoGame/AceCombat7SkiesUnknown'', Mission 4 ends with [[spoiler: former President Harling's Osprey helicopter getting shot down and exploding in midair. The squadron blames player character Trigger for firing the missile that destroyed the chopper, and Trigger is convicted of assassination and sent to a penal squadron. It is revealed much later in the game the deadly missile was fired by an Erusean spoofing an IFF signal.]] And this ''still'' happens even if you do not fire missiles at all[[note]]The all.[[note]]The game is very tricky about it, though: if you pay attention during the gameplay immediately before the cutscene, an [=F/A-18=] pulls up behind you while you're shooting at the drones that are trying to shoot down Harling. If you don't shoot the drones, Harling will die and you'll fail. If you shoot a missile, the cutscene happens. But if you only use guns, it's much easier to see that the [=F/A-18=] actually fires a missile relatively close to your firing axis, and the cutscene that immediately follows makes it clear (once you know what to look for) that the plane is a drone plane controlled by Erusea. And the pilots all say the same thing: "Trigger was closest", which is ''technically correct'': the [=F/A-18=], thanks to spoofing the IFF system, doesn't register as an actual combatant and flies away before anyone else gets close to you. In other words, the game goes out of its way to justify the entire sequence, but it's only if you ''don't'' fire missiles that you ''know'' you didn't hit him[[/note]].him.[[/note]]
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* ''VideoGame/Fallout3'' contains an infamous inversion of this trope: Blaming the Player Who ''Refuses'' to be Railroaded. At the end of the game the player is expected to activate Project Purity, a machine that will provide clean drinking water to the Capital Wasteland, but the control room is flooded with lethal levels of radiation. The game fully expects the player to sacrifice their life for the Greater Good, and if you ask a human companion to activate the machine instead, you get an ending where Creator/RonPerlman calls you a coward for refusing to accept your "destiny". What makes this infuriating is that the game contains three companions who are completely immune to radiation (a robot, a Super Mutant, and a Ghoul), but all three of them will refuse to activate the machine in your place, with the former two insisting that it's your destiny and the latter simply saying that he's saved your ass more than enough and this time it's all on you[[note]]Making this more infuriating, the Ghoul has been brainwashed to be absolutely obedient to whomever holds his contract...except for this one time, apparently[[/note]].

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* ''VideoGame/Fallout3'' contains an infamous inversion of this trope: Blaming the Player Who ''Refuses'' to be Railroaded. At the end of the game the player is expected to activate Project Purity, a machine that will provide clean drinking water to the Capital Wasteland, but the control room is flooded with lethal levels of radiation. The game fully expects the player to sacrifice their life for the Greater Good, and if you ask a human companion to activate the machine instead, you get an ending where Creator/RonPerlman calls you a coward for refusing to accept your "destiny". What makes this infuriating is that the game contains three companions who are completely immune to radiation (a robot, a Super Mutant, and a Ghoul), but all three of them will refuse to activate the machine in your place, with the former two insisting that it's your destiny and the latter simply saying that he's saved your ass more than enough and this time it's all on you[[note]]Making you.[[note]]Making this more infuriating, the Ghoul has been brainwashed to be absolutely obedient to whomever holds his contract...except for this one time, apparently[[/note]].apparently.[[/note]]
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* In ''VideoGame/LordOfTheRingsOnline'', you have taken an Orc Chieftain captive, and are given the option to kill him or use him for a hostage exchange. If you say that he must die, the Dwarf at the scene overrules you and says he's too valuable to kill. Later on, in a conversation with the elf Celeborn, you are chewed out for making such a poor decision to allow him to live given his history, despite having no real choice in the matter. To make matters worse, the events are shown out of order (making a decision on the orc's fate is done in a later flashback), meaning that you are chewed out first, and then given no option to make a different choice later, as if the developers were trolling you.
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* In ''Spider And Web'', when you turn away from the sealed lab entrance, the Interrogator will point out that you could have used your explosive "blast tab" to break through the door. If you actually use the blast tab, though, it's considered a failure as the Interrogator forces a replay of the scene because you made too much noise.
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Sometimes, however, this can lead to a certain problem: let's say that the linear storyline assumes that you do some kind of action that the game's [=NPCs=] consider heinous. What usually follows is them [[WhatTheHellHero not letting you hear the end of it]], constantly nagging you about it and chewing you out over it. The issue here is that you couldn't change the course of actions even if you wanted to - the game specifically assumes that this is what you're going to do and there's no going around it. You can be looking over the entire location, trying various different items, attempting to talk to various different people, but in the end, [[FailureIsTheOnlyOption the only thing the game allows you to do is playing out that one horrible action]], and everyone ''will'' hate you for it. What usually follows is the player exclaiming in frustration, "Don't blame ''me''; the developers made me do it!" Of course, there may be an alternative option in the form of quitting the game and never coming back, but if the player character is on a quest to SaveTheWorld or otherwise do something good that outweighs the negative impact of their actions, that wouldn't be the best thing to do.

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Sometimes, however, this can lead to a certain problem: let's say that the linear storyline assumes that you do some kind of action that the game's [=NPCs=] consider heinous. What usually follows is them [[WhatTheHellHero not letting you hear the end of it]], constantly nagging you about it and chewing you out over it. The issue here is that you couldn't change the course of actions even if you wanted to - the game specifically assumes that this is what you're going to do and there's no going around it. You can be looking over the entire location, trying various different items, attempting to talk to various different people, but in the end, [[FailureIsTheOnlyOption the only thing the game allows you to do is playing out that one horrible action]], and everyone ''will'' hate you for it. What usually follows is the player exclaiming in frustration, "Don't blame ''me''; the developers made me do it!" Of course, there may be an alternative option in the form of quitting the game and never coming back, but if the player character is on a quest to SaveTheWorld or otherwise do something good that outweighs the negative impact of their actions, that wouldn't be the best thing to do.
do. For that matter, don't you want a full game for the money you paid?
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* In the ''Franchise/ToyStory Interactive Story Book'', the player (as Woody) has to use the other toys to "dispose of" Buzz. As per the movie, they give Woody shit for this ''despite being just as responsible as he/the player is.''

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* In the ''Franchise/ToyStory ''WesternAnimation/ToyStory Interactive Story Book'', the player (as Woody) has to use the other toys to "dispose of" Buzz. As per the movie, they give Woody shit for this ''despite being just as responsible as he/the player is.''
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** [[PlayerCharacter Walker]] encounters a heavily defended chokepoint that he and his squad need to get past. Luckily, they gain access to white phosphorous artillery and proceed to bomb their way through. They soon discover, to their horror, that in doing so ''they murdered innocent civilians'', and this is a [[MurderMakesYouCrazy critical turning point]] for the character. But in fact there is no alternative for the player; if you attempt to fight the defenders normally, the game will respawn them forever until you are killed. If you use the phosphorous but deliberately aim the bombs to avoid hitting the civilians, the game will place a military vehicle in the trench with them, which must be destroyed for the sequence to end. This was quite a point of contention among the press since the game [[WhatTheHellPlayer calls you out]] for completing the only objective available to you in the only available way. The game, using both characters ''and the loading screens'', mocks the player for not ''stopping playing''. WordOfGod later stated in an interview that he knew that players would consider this unfair, because they're right to do so. Earlier builds actually did give players the option of fighting their way through (among other options, such as reportedly being able to [[ScrewThisImOuttaHere simply leave when ordered to do so early on]]), but because a majority of playtesters chose to do it that way, it was removed, otherwise it'd ruin the narrative.

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** [[PlayerCharacter Walker]] encounters a heavily defended chokepoint that he and his squad need to get past. Luckily, they gain access to white phosphorous artillery and proceed to bomb their way through. They soon discover, to their horror, that in doing so ''they murdered innocent civilians'', and this is a [[MurderMakesYouCrazy critical turning point]] for the character. But in fact there is no alternative for the player; if you attempt to fight the defenders normally, the game will respawn them forever until either they overwhelm you are killed.or you give in and use the white phosphorous. If you use the phosphorous but deliberately aim the bombs to avoid hitting the civilians, the game will place a military vehicle in the trench with them, which must be destroyed for the sequence to end. This was quite a point of contention among the press since the game [[WhatTheHellPlayer calls you out]] for completing the only objective available to you in the only available way. The game, using both characters ''and the loading screens'', mocks the player for not ''stopping playing''. WordOfGod later stated in an interview that he knew that players would consider this unfair, because they're right to do so. Earlier builds actually did give players the option of fighting their way through (among other options, such as reportedly being able to [[ScrewThisImOuttaHere simply leave when ordered to do so early on]]), but because a majority of playtesters chose to do it that way, it was removed, otherwise it'd ruin the narrative.



* The original ''VideoGame/SaintsRow1'' ends with the player character being supposedly killed by a bomb planted on a boat. A hidden mission in ''VideoGame/SaintsRow2'' allows the player to reunite with Julius, the former leader of the Saints, who claims that he did it because the Saints were becoming just another gang terrorizing the city rather than helping clean up the city and protect the Row as he'd intended. Yet Julius did not attack any of the other Saints - not even Johnny Gat, who is by far [[BloodKnight the most bloodthirsty]] of the Saints, and only ends up out of the picture between the games because [[spoiler:he gets arrested from trying to kill [[TheMole Troy]]]] - and for most of the original game, you had no particular influence over the direction of the gang as a whole, except in the loosest sense of propelling the Saints upward by tearing down the other three more obviously villainous gangs. Moreover, although you are named Julius' right-hand man towards the end, everything you do after that is forced upon you by the need to rescue Julius. At that point, it looks less like Julius [[IDidWhatIHadToDo doing what needed to be done]] to put down a psychopath before he destroyed the city, and more like Julius having a predetermined notion of what you're like without his influence and then, when you prove to [[TrueCompanions still care about people other than yourself]], blowing you up for not following his script.

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* The original ''VideoGame/SaintsRow1'' ends with the player character being supposedly killed by a bomb planted on a boat. A hidden mission in ''VideoGame/SaintsRow2'' allows the player to reunite with Julius, the former leader of the Saints, who claims that he did it because the Saints were becoming just another gang terrorizing the city rather than helping clean up the city and protect the Row as he'd intended. Yet Julius did not attack any of the other Saints - not even Johnny Gat, who is by far [[BloodKnight the most bloodthirsty]] of the Saints, and only ends up out of the picture between the games because [[spoiler:he gets arrested from trying to kill [[TheMole Troy]]]] - and for most of the original game, you had no particular influence over the direction of the gang as a whole, except in the loosest sense of propelling the Saints upward by tearing down the other three more obviously villainous gangs. Moreover, although you are named Julius' right-hand man towards the end, everything you do after that is forced upon you by the need to rescue Julius. Julius, since he gets arrested in the very same cutscene and the last stretch of missions involve a corrupt mayoral candidate blackmailing you into removing his opponents in return for Julius' safety. At that point, it looks less like Julius [[IDidWhatIHadToDo doing what needed to be done]] to put down a psychopath before he destroyed the city, and more like Julius having a predetermined notion of what you're like without his influence and then, when you prove to [[TrueCompanions still care about people other than yourself]], blowing you up [[DisproportionateRetribution for not following his script.script]].
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* In File 06 of ''VideoGame/AstralChain'', Hal declares he's going to sneak into Zone 09, which is off-limits to the police, yourself included, and invites you to assist him, but only if you really want to. "Really want to," as in "if you want the game to progress any further": Talk to him again and the only dialogue options in response to his invitation are "Yes" and "Of course." One illegal mission later, you're arrested and charged with insubordination and locked up in spite of the [[ScrewTheRulesImDoingWhatsRight well-intentioned nature]] of the mission.

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* In File 06 of ''VideoGame/AstralChain'', Hal declares he's going to sneak into Zone 09, which is off-limits to the police, yourself included, and invites you to assist him, but only if you really want to. "Really want to," as in "if you want the game to progress any further": Talk to him again and the only dialogue options in response to his invitation are "Yes" and "Of course." One illegal mission later, you're arrested and charged with insubordination and locked up in spite of the [[ScrewTheRulesImDoingWhatsRight well-intentioned nature]] of the mission.mission and the fact that the game, not Hal (who, again, said to only join him if you wanted to), forced you to undertake it.
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* In File 06 of ''VideoGame/AstralChain'', Hal declares he's going to sneak into Zone 09, which is off-limits to the police, yourself included, and invites you to assist him, but only if you really want to. "Really want to," as in "if you want the game to progress any further": Talk to him again and the only dialogue options in response to his invitation are "Yes" and "Of course." One illegal mission later, you're arrested and charged with insubordination and locked up.

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* In File 06 of ''VideoGame/AstralChain'', Hal declares he's going to sneak into Zone 09, which is off-limits to the police, yourself included, and invites you to assist him, but only if you really want to. "Really want to," as in "if you want the game to progress any further": Talk to him again and the only dialogue options in response to his invitation are "Yes" and "Of course." One illegal mission later, you're arrested and charged with insubordination and locked up.up in spite of the [[ScrewTheRulesImDoingWhatsRight well-intentioned nature]] of the mission.
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[[folder:Action]]
* In File 06 of ''VideoGame/AstralChain'', Hal declares he's going to sneak into Zone 09, which is off-limits to the police, yourself included, and invites you to assist him, but only if you really want to. "Really want to," as in "if you want the game to progress any further": Talk to him again and the only dialogue options in response to his invitation are "Yes" and "Of course." One illegal mission later, you're arrested and charged with insubordination and locked up.
[[/folder]]
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* The original ''VideoGame/SaintsRow1'' ends with the player character being supposedly killed by a bomb planted on a boat. A hidden mission in ''VideoGame/SaintsRow2'' allows the player to reunite with Julius, the former leader of the Saints, who claims that he did it because the Saints were becoming just another gang terrorizing the city rather than helping clean up the city and protect the Row as he'd intended. Yet Julius did not attack any of the other Saints - not even Johnny Gat, who is by far [[BloodKnight the most bloodthirsty]] of the Saints - and for most of the original game, you had no particular influence over the direction of the gang as a whole; and although you are named Julius' right-hand man towards the end, everything you do after that is forced upon you by the need to rescue Julius.

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* The original ''VideoGame/SaintsRow1'' ends with the player character being supposedly killed by a bomb planted on a boat. A hidden mission in ''VideoGame/SaintsRow2'' allows the player to reunite with Julius, the former leader of the Saints, who claims that he did it because the Saints were becoming just another gang terrorizing the city rather than helping clean up the city and protect the Row as he'd intended. Yet Julius did not attack any of the other Saints - not even Johnny Gat, who is by far [[BloodKnight the most bloodthirsty]] of the Saints Saints, and only ends up out of the picture between the games because [[spoiler:he gets arrested from trying to kill [[TheMole Troy]]]] - and for most of the original game, you had no particular influence over the direction of the gang as a whole; and whole, except in the loosest sense of propelling the Saints upward by tearing down the other three more obviously villainous gangs. Moreover, although you are named Julius' right-hand man towards the end, everything you do after that is forced upon you by the need to rescue Julius.Julius. At that point, it looks less like Julius [[IDidWhatIHadToDo doing what needed to be done]] to put down a psychopath before he destroyed the city, and more like Julius having a predetermined notion of what you're like without his influence and then, when you prove to [[TrueCompanions still care about people other than yourself]], blowing you up for not following his script.



* Mocked in ''[[http://tinysubversions.com/videogamemoralityplay/ Video Game Morality Play]]'', which was largely a response to ''Spec Ops'' and video games that [[http://mammon-machine.tumblr.com/post/56239255623/systemic-violence indulge in this trope]]. Eventually, the "game" forces you to kill innocents, and you have to go through with it to proceed. After the deed, the game calls you a monster and asks if you enjoy this. If you respond that you don't enjoy shooting civilians in real life, [[RailRoading the game forces you]] to either say you're a soulless person for trying to escape your droll, boring, worthless life (as declared by the game makers) by wasting your time via saccharine "fun" that just forced you to shoot civilians in the face (which is completely your fault, the game tries to convince you so), [[DirtyCommunists or say you're an evil materialistic shit for buying corporate entertainment that lines the pockets of evil fat cats.]] You have to "admit" you are an evil bastard, and you're awarded with [[FauxlosophicNarration "We deserve every bullet we make"]]. Picking [[SarcasmMode FUCK YEAH OBVIOUSLY]] has you go on about your life after rating the game a 7/10 or 6/10 (it's an okay shooter), and you go do some volunteer work, where you decidedly don't appreciate killing civilians.

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* Mocked in ''[[http://tinysubversions.com/videogamemoralityplay/ Video Game Morality Play]]'', which was largely a response to ''Spec Ops'' and video games that [[http://mammon-machine.tumblr.com/post/56239255623/systemic-violence indulge in this trope]]. Eventually, the "game" forces you to kill innocents, and you have to go through with it to proceed. After the deed, the game calls you a monster and asks if you enjoy this. If you respond that you don't enjoy shooting civilians in real life, [[RailRoading the game forces you]] to either say you're a soulless person for trying to escape your droll, boring, worthless life (as declared by the game makers) by wasting your time via saccharine "fun" that just forced you to shoot civilians in the face (which is completely your fault, the game tries to convince you so), [[DirtyCommunists or say you're an evil materialistic shit for buying corporate entertainment that lines the pockets of evil fat cats.]] You have to "admit" you are an evil bastard, and you're awarded with [[FauxlosophicNarration "We deserve every bullet we make"]]. Picking [[SarcasmMode FUCK YEAH OBVIOUSLY]] has you go on about your life after rating the game a 7/10 6 or 6/10 7 out of 10 (it's an okay shooter), and you go do some volunteer work, where you decidedly don't appreciate killing civilians.



* Creator/TelltaleGames' output loves to do this by giving the player a no-win SadisticChoice where, no matter what they choose, it will cause things to go to hell in a half-minute, people to suffer, or even the death of someone, and then have characters chew you out for making that choice. Typically it's done quite well, as it adds real gravity and consequences to your choices and keeps decisions from just being a meta "choose the right or wrong option for the sake of being good or evil" kind of thing.

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* Creator/TelltaleGames' output loves to do this by giving the player a no-win SadisticChoice where, no matter what they choose, it will cause things to go to hell in a half-minute, people to suffer, or even the death of someone, and then have characters chew you out for making that choice. Typically it's done quite well, as it adds real gravity and consequences to your choices and keeps decisions from just being a meta "choose the [[BlackAndWhiteMorality obvious right or wrong option option]] for the sake of being good or evil" kind of thing.



* The immediate sequel, ''Zero Escape: VisualNovel/ZeroTimeDilemma'' takes this UpToEleven. You don't just have to pick a few vile options to complete the story; you have to pick damn near ''all'' of them, [[spoiler: since the game is constructed to only be winnable by constant hopping between alternate timelines, and you can't hop to a timeline that hasn't happened yet, and the villain has low-level mind control]]. Whenever you force a character to make a truly evil decision, you'll hear not only the shocked reactions of those around them, you'll hear the character's own miserable confusion about why they made that choice.

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* The immediate sequel, ''Zero Escape: VisualNovel/ZeroTimeDilemma'' takes this UpToEleven. You don't just have to pick a few vile options to complete the story; you have to pick damn near ''all'' of them, [[spoiler: since the game is constructed to only be winnable by constant hopping between alternate timelines, and you can't hop to a timeline that hasn't happened yet, and the villain has low-level mind control]]. Whenever you force a character to make a truly evil decision, you'll hear not only the shocked reactions of those around them, you'll hear the character's own miserable confusion about why they made that choice.
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* In one mission of ''VideoGame/ThiefDeadlyShadows'', you can meet a blind, delusional widow who owns the mansion you've broken into in search of a MacGuffin. You also find a note from her late husband explaining that the large bag of money in a nearby chest should allow her to live well without him. If you don't steal the money, a few levels later she sends you a letter and a gift. Unfortunately, on expert difficulty, you ''have'' to take the money to meet the 90% loot requirement[[labelnote:*]](The game requires you to complete the main objective AND to steal a specific minimum of loot from the entire area to complete a mission)[[/labelnote]]... which causes her to send an assassin after you instead.

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* In one mission of ''VideoGame/ThiefDeadlyShadows'', you can meet a blind, delusional widow who owns the mansion you've broken into in search of a MacGuffin. You also find a note from her late husband explaining that the large bag of money in a nearby chest should allow her to live well without him. If you don't steal the money, a few levels later she sends you a letter and a gift. Unfortunately, on expert difficulty, you ''have'' to take the money to meet the 90% loot requirement[[labelnote:*]](The game requires you to complete the main objective AND to ''and'' steal a specific minimum amount of loot from the entire area to complete a mission)[[/labelnote]]... which causes her to send an assassin after you instead.



* The original VideoGame/SaintsRow ends with the player character being killed by a bomb planted on a boat. A hidden mission in VideoGame/SaintsRow2 allows the player to meet Julius, the former leader of the Saints, who claims that he did it because the Saints were becoming just another gang rather than helping clean up the city as he'd intended. Yet Julius did not attack any of the other Saints, and for most of the original game, you had no particular influence over the direction of the gang as a whole; and although you are named leader towards the end, everything you do after that is forced upon you by the need to rescue Julius.

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* The original VideoGame/SaintsRow ''VideoGame/SaintsRow1'' ends with the player character being supposedly killed by a bomb planted on a boat. A hidden mission in VideoGame/SaintsRow2 ''VideoGame/SaintsRow2'' allows the player to meet reunite with Julius, the former leader of the Saints, who claims that he did it because the Saints were becoming just another gang terrorizing the city rather than helping clean up the city and protect the Row as he'd intended. Yet Julius did not attack any of the other Saints, Saints - not even Johnny Gat, who is by far [[BloodKnight the most bloodthirsty]] of the Saints - and for most of the original game, you had no particular influence over the direction of the gang as a whole; and although you are named leader Julius' right-hand man towards the end, everything you do after that is forced upon you by the need to rescue Julius. Julius.
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* Luke, the protagonist of ''VideoGame/TalesOfTheAbyss'', spends a good portion of the game being a whiny, self-absorbed burden on the party (even if he does hold his own in battle). When his actions result in what amounts to an entire town being massacred, he's uniformly blamed by his party members, and ''continues'' to insist that it wasn't his fault. To be fair, it kind of is his fault. But to be fairer, [[FailureIsTheOnlyOption there's no other way things could have possibly gone for the player]]. '''Or Luke himself'''; the one behind the whole situation is his ParentalSubstitute and no one in the party gave him an actual good reason to distrust him outside of "they say so". [[spoiler: The fact Luke is [[YoungerThanTheyLook seven years old]] on account of being a [[ArtificialHuman replica]] of the original just makes this worse.]]

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* Luke, the protagonist of ''VideoGame/TalesOfTheAbyss'', spends a good portion of the game being a whiny, self-absorbed burden on the party (even if he does hold his own in battle). When his actions result in what amounts to an entire town being massacred, he's uniformly blamed by his party members, and ''continues'' to insist that it wasn't his fault. To be fair, it kind of is his fault. But to be fairer, [[FailureIsTheOnlyOption there's no other way things could have possibly gone for the player]]. '''Or Luke himself'''; the one behind the whole situation is his ParentalSubstitute and no one in the party gave him an actual good reason to distrust him outside of "they say so". so", and had themselves been [[WithFriendsLikeThese actively antagonizing him at every opportunity.]] Later it's revealed that [[spoiler: every single one of them had been withholding information that could have prevented the entire debacle. The fact Luke is [[YoungerThanTheyLook seven years old]] on account of being a [[ArtificialHuman replica]] of the original just makes this worse.]]
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Shortly saying, this trope refers to any kind of situation where the only option you are given to advance the plot is doing something that results in the game's [=NPCs=] hating your character's guts, or otherwise being upset at them.

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Shortly saying, Put simply, this trope refers to any kind of situation where the only option you are given to advance the plot is doing something that results in the game's [=NPCs=] hating your character's guts, or otherwise being upset at them.
guts.

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->''Game: "You pulled the trigger. You are holding the gun."\\
You: "You gave me the gun. You ordered me to pull the trigger."''
-->-- '''Andrew Vanden Bossche''', author of ''[[http://tinysubversions.com/videogamemoralityplay/ Video Game Morality Play]]''

Shortly saying, this trope refers to any kind of situation where the only option you are given to advance the plot is doing something that results in the game's [=NPCs=] hating your character's guts, or otherwise being upset at them.

There are games where you are given a wide variety of choices to make, and there are games where [[NoSidepathsNoExplorationNoFreedom you are being led through a linear, strictly defined path]]. But even in the latter case, even as you are being [[{{Railroading}} railroaded]] into making specific choices and completing specific objectives, you are usually still given some limited level of freedom in approaching the obstacles and events set before you.

Sometimes, however, this can lead to a certain problem: let's say that the linear storyline assumes that you do some kind of action that the game's [=NPCs=] consider heinous. What usually follows is them [[WhatTheHellHero not letting you hear the end of it]], constantly nagging you about it and chewing you out over it. The issue here is that you couldn't change the course of actions even if you wanted to - the game specifically assumes that this is what you're going to do and there's no going around it. You can be looking over the entire location, trying various different items, attempting to talk to various different people, but in the end, [[FailureIsTheOnlyOption the only thing the game allows you to do is playing out that one horrible action]], and everyone ''will'' hate you for it. What usually follows is the player exclaiming in frustration, "Don't blame ''me''; the developers made me do it!" Of course, there may be an alternative option in the form of quitting the game and never coming back, but if the player character is on a quest to SaveTheWorld or otherwise do something good that outweighs the negative impact of their actions, that wouldn't be the best thing to do.

It is worth noting that in many of these cases, you aren't playing as yourself or a blank self insert character. Often you are playing as a character with their own motivations and flaws. However, since you are the one controlling the character, and often you have to manually carry out the questionable actions, this trope occurs. Good examples will help remind you that you the player aren't necessarily responsible for the choices that the character they are controlling makes. Bad examples may intentionally guilt you even though you had no control over your character's choices.

A subtrope of ButThouMust. Often overlaps with StupidityIsTheOnlyOption and CrueltyIsTheOnlyOption. Related to VideoGamesAndFate. May occur because of a TreacherousQuestGiver - you'd never know that the guy who gives you the quest has a malicious plan involving you until it's too late.

Not to be confused with GuiltBasedGaming - that trope is when the player is guilted for not playing the game, or not playing it the way the creators desire.

See also {{Railroading}}; NoSidepathsNoExplorationNoFreedom; WhatTheHellHero; YouBastard; FailureIsTheOnlyOption, and ViolenceIsTheOnlyOption.

'''Unmarked spoilers ahead!'''

----
!!Examples:

[[foldercontrol]]

[[folder:ActionAdventure]]
* In the WebGame ''VideoGame/{{Seedling}}'', there are boss fights throughout the game with the Creatures of Relic, which the player character is later called out for killing them all. However, the game also goes out of its way to prevent SequenceBreaking that could prevent you from encountering some of them in the first place, so fighting them all is the only way to progress through the game.
* In ''VideoGame/Infamous2'', following the evil path to the end will result in your companion Nyx pulling a HeelFaceTurn, arguing that in spite of the fact she's encouraged you to be evil throughout the game, deliberately spreading the rayfield plague to kill every non-Conduit is going too far - and even denying her superiority complex, since when only Conduits are left, she won't be superior anymore. Even if you think that she [[JerkassHasAPoint has a point]], there's no option to stop at that point; you can only continue to kill Nyx and Zeke and become the Beast.
* In the first ''VideoGame/AnotherCenturysEpisode'', Char Aznable (unable to pull off his original ColonyDrop plan from ''[[Anime/MobileSuitGundamCharsCounterattack Char's Counterattack]]''), instead hides an extinction-level bomb amongst a fleet of refugee shuttles headed to Earth. Forced into an epic-level SadisticChoice, the heroes end up ''attacking the refugee fleet'' to stop the bomb, which destroys all the other shuttles when it goes off. This results in the heroes being labeled mass murderers (since most of the world didn't know about the bomb) and the game ends with them forced into hiding. The player has absolutely no say in the matter: the decision is reached in a cutscene, then the player is dropped into the mission and told to just start blowing up shuttles, and absolutely no reason is given as to why the heroes can't TakeAThirdOption like enacting a blockade, explaining the situation, and searching the shuttles.
[[/folder]]

[[folder:AdventureGames]]
* At the end of ''VideoGame/{{Infidel}}'', the VillainProtagonist suffers a major reverse of fortune and is left thinking about the things he should have done differently with his life. Because of the text adventure's second-person narration format, these are all expressed in the form of "If only you'd done X". All of them are decisions the protagonist made in the backstory before the game began, so they're not things 'you' the player did or had any choice about doing.
* ''VideoGame/TheStanleyParable'':
** Parodied: The "Video Games" ending leads to a minigame where the player must press a button repeatedly to stop a cardboard cutout of a baby from approaching a fire. As the only way to win the game is to press the button for four hours, it's likely the player will get bored and leave. Doing so has the Narrator berate Stanley, asking him why he hates babies.
** During the "Real Person" ending, Stanley heads to his boss's office to put in the password and continue the story. However, the keypad has been replaced with a voice box requiring Stanley to speak the password. Problem is, Stanley can't speak and the game has no way of receiving audio from the player. This being the latest in a series of disruptions by your actions, the Narrator grows absolutely ''furious'' at the player even though you can't do anything to fix the problem. The Narrator then responds by kicking the player out of Stanley, only to find that without the player, Stanley can't do anything.
** In the "Pawn" ending, the Narrator leads Stanley into a room and berates them for pressing the button prompts that appear onscreen, supposedly proving that the player is too stupid to do anything but follow orders. Pressing anything but the prompted button gives no response, however, and there is no way out of the room. But in this case it's deliberate; the Narrator is fed up with the player screwing up his story and railroaded them into a scenario where you can do nothing but fail.
* In the ''Franchise/ToyStory Interactive Story Book'', the player (as Woody) has to use the other toys to "dispose of" Buzz. As per the movie, they give Woody shit for this ''despite being just as responsible as he/the player is.''
* In ''VideoGame/DrLangeskovTheTigerAndTheTerriblyCursedEmeraldAWhirlwindHeist'', interacting with a ringing phone causes your character to pick it up... and then instantly put it down, hanging up. You are later chewed out by the narrator on this, even though you cannot interact with phones in any other way.
* In ''Mystery of the Druids'', an infamous MoonLogicPuzzle requires your detective character to drug a homeless man with medical alcohol in order to steal change from him. Later on, the Chief of Police understandably chews him out for this, even though there's no other way to proceed at that point (and many logical alternative ways of obtaining change are blocked by the game's failure to support them)
* In ''VideoGame/ElseHeartBreak'', if you follow Pixie to find out where she works, she'll point out that's a really creepy thing to do. But without doing it, you'll either never find the Lodge or never be allowed to join, and the main part of the game cannot start.
* ''[[Creator/ChoiceOfGames Choice of the Vampire]]'' blames the [[MortonsFork Morton's Forked]] Player Character: in [[spoiler:St. Charles]], you are [[WarmBloodbagsAreEverywhere starved for blood]] and hear a child crying in pain. If you try to help, you lose control of your HorrorHunger and kill them; if not, you abandon the injured child. Either way, you get [[TorchesAndPitchforks run out of town by a mob]].
[[/folder]]

[[folder:FirstPersonShooters]]
* ''VideoGame/BioshockInfinite'':
** During the game, your character will betray Elizabeth by trying to take her to New York rather than Paris. She starts crying and ends up hitting you and knocking you out, then flees from you repeatedly. When you finally catch up to her she says she doesn't trust you and only reluctantly agrees to join you again. This is all despite the fact that you had no choice in what happened - it occurred in a CutScene.
** ''BioShockInfinite/BurialAtSea Episode 1'' ends with the player being blamed for the events that took place in a flashback ([[spoiler:accidentally killing an alternate Elizabeth]]), and which weren't even entirely the character's fault ([[spoiler:as it wouldn't have happened if the Elizabeth in this game hadn't distracted you]]).
* The original ''VideoGame/Bioshock1'' has this as well: there's a mid-game revelation that the villain has been [[spoiler:mind controlling you]] and using you as a tool to take over the complex. But it's impossible to disregard the villain's requests before that, not because you're forced to follow them, but because the ''architecture'' won't allow any other path.
* Comes to an especially weird case in ''VideoGame/HalfLife2'', where Gordon Freeman is even a Railroaded Main Character In-Universe; all of his decisions and choices are made for him by the G-Man, who monitors his every act. Dr. Breen nonetheless insults and vilifies Gordon in all his broadcasts, even though Breen actually ''knows'' Gordon is just a pawn for the G-Man and has no control over his actions. Funnily enough, once face-to-face with Gordon, Breen changes plans to ''Recruit'' The Railroaded Main Character, and attempts to hire him to his own side.
* Parodied in ''VideoGame/Borderlands2'' with an unlockable gun that does nothing but bitch at you whenever you fight enemies (who are trying to kill you), accusing you of being a psychopath and insisting the monsters and criminals you’re fighting [[DracoInLeatherPants are actually oppressed victims having a bad day]]. This reflects the HolierThanThou attitude of the guy who gives it to you, [[BigBad Handsome Jack]], who’s convinced himself that he’s the good guy and that anyone who opposes him is just a “bandit”.
[[/folder]]

[[folder:Hack 'n' Slash]]
* ''VideoGame/PathOfExile'':
** In the process of exploring the Vaal Ruins, you accidentally break a seal and release the [[EldritchAbomination Vaal Oversoul]], which in turn ushers in TheNightThatNeverEnds. Several characters in that act's town call you out for it, saying that you've destroyed the world with your [[WhatDoesThisButtonDo thoughtless actions]]. That seal is blocking the only path through the ruins, which you have to get through in order to stop [[TheDragon Piety]] and continue the plot.
** One character also calls you out for magically poisoning the giant tree whose roots were blocking the ruins' entrance, when simply chopping your way through is not an option (somehow, despite the many and varied bladed weapons you as an exile have access to).
** Subverted in the second half of the game, [[spoiler:where you learn that destroying The Beast has caused all of the gods to be awoken from their slumber. Sin is the only one who really blames you for anything, and he's patient enough to help you fix things.]]
[[/folder]]

[[folder:[=MMORPGs=]]]
* In the [[DummiedOut now-deleted]] and much-hated ''VideoGame/StarTrekOnline'' mission "Divide et Impera", the player leads an attack on what is said to be a Romulan weapons lab, but quickly turns out to be a medical research facility. Unfortunately, despite it rapidly becoming apparent that you're slaughtering helpless researchers, you're unable to stop until you reach the base commander, who gives you a WhatTheHellHero speech, calling you out for "Federation hypocrisy". (According to the devs this was meant to be MyGreatestFailure for the Starfleet PC and lead into a three-mission StoryArc, but [[TroubledProduction the other two missions were never completed due to Cryptic's rush to finish]]. The [[LevelEditor Foundry]] community eventually stepped in and wrote a couple of sequels, including [[Recap/StarTrekOnlineFoundryDivideUtRegnes "Divide ut Regnes"]].)
* In ''VideoGame/{{Runescape}}'' this is discussed in the [[BreakingTheFourthWall Fourth Wall-breaking]] non-canon ''Gower Quest''. After you've finally reassembled the pieces of the Life Altar, [[spoiler: a graphical rework of the Black Knight Titan will show up and reveal that he broke the Life Altar in order to get you to come there so he could steal your Disc of Returning and get into Runescape proper]]. He'll ask if the player character feels stupid about being tricked, to which they respond that they don't since the quest was so linear and they didn't really have any other options.
[[/folder]]

[[folder:PuzzleGames]]
* In ''VideoGame/{{Nihilumbra}}'', you are a sentient piece of the Void. You want to become an individual, independent being. The Void does not like it though, and as you make your way through various different worlds, at the end of each one the Void catches up with you, forcing you to flee and let the Void consume the world you just traversed through. The narration will NOT let you hear the end of it, talking about your guilt and how you don't create anything, only destroy everything. This is despite the fact that the game is a linear puzzle platformer, with no possible choices to make except pushing forward (and furthermore, the Void is what's destroying everything, not you).
* ''VideoGame/{{Portal 2}}'' has a couple of examples that are played more for comedy than drama, as neither [=GLaDOS=] or Wheatley are particularly sympathetic and it's clear they are being unreasonable.
** [=GLaDOS=] is constantly upset over you "killing" her in the previous game, spending a good half of the game flinging passive-aggressive remarks about it at you. This is despite the fact that in the previous game, your "escape" was set up in such a manner that you just couldn't go anywhere but straight to [=GLaDOS=]' room, with the only way to advance the plot being throwing her cores into fire. This is made all the more egregious by the fact that even if you deliberately attempt NOT to throw them into fire, [=GLaDOS=] will keep nagging you to do it with (unintentional?) reverse psychology.
** At one point, Wheatley wants to detach himself from his rail (while being about twenty feet off the ground) and asks you to catch him before he hits the ground. Try as you might, you will simply NOT be allowed to catch him. You can even abuse the game's physics to make Wheatley land on your head, but even then it will not count as catching him, and you will be forced to just let him fall on the ground. Later, at the end of the game, Wheatley chews you out on it, reminding you about how you didn't catch him as if it was ''your'' fault and you deliberately let him hit the ground.
** Also parodied in the first game. It required you to euthanize your Companion Cube as [=GLaDOS=] will not open the door to the next chamber until you've done so. Even though the Companion Cube in this game is (apparently) just a non-sentient box with hearts on the side, [=GLaDOS=] still only refers to this as "euthanizing" and if you hesitate will list off reasons why killing it is for the best. After you've done so, she'll passive-aggressively mock you for it, even stating that the Companion Cube was your only friend and can't come to a party she was planning for you since you murdered it. Just another painful dose of psychological mind-games from [=GLaDOS=].
* In ''VideoGame/QuantumConundrum'', there are multiple situations where you are forced to break glass in order to proceed, yet Professor Quadwrangle chews you out over it every time. Amusingly enough, there is one singular area in the game where the Professor specifically says that breaking the glass is a necessary evil due to there being no other option, [[{{Irony}} yet it's one of the few areas where you actually CAN avoid breaking the glass]].
[[/folder]]

[[folder:RealTimeStrategyGames]]
* In ''VideoGame/{{Colobot}}'', there is a mission where you land on a new planet, with no bots or supplies at your disposal, and you are ordered to retrieve a TNT box lost by the previous expedition. That TNT box is guarded by hostile giant ants that shoot acidic projectiles at you, and there's literally nothing you can do to retrieve the box without dying, which is something that has to happen in order for you to be able to proceed to the next mission. And even if the ants weren't there, retrieving the box still wouldn't be possible, since there's quite a few ponds you have to fly over, and you can't fly nor walk underwater while carrying objects. After the whole ordeal, the Houston base expresses concern over you "walking around disturbingly carelessly" that has led to this failure. Probably the best part of this is the fact that the level is literally called "The Trap".
[[/folder]]

[[folder:RolePlayingGames]]
* In ''VideoGame/SeventhDragon III: Code VFD''[='=]s first chapter, a dragon strikes the Nodens plaza and you go out to rescue [[IllGirl Mio]], who happened to be outside, with your [[JerkAss asshole]] of a MissionControl Nagamimi protesting against it. This results in a battle with said dragon, and you succeed in killing it. Then a far more powerful dragon appears, and Nagamimi strongly urges you to retreat. Neither dialogue choice allows you to wisely do so (they're both some variant of "I have to save people from these dragons!"), so you engage this new dragon in battle and [[HopelessBossFight your party proceeds to get their asses kicked]], needing to be [[BigDamnHeroes bailed out by some folks from the ISDF]]. Nagamimi then [[WhatTheHellHero scolds the shit out of you for trying to play hero]] even though there was no option to do otherwise.
* In the first ''VideoGame/{{Gothic}}'', you are a prisoner stuck inside a mining colony covered with the Barrier - an impenetrable, magical force-field that got out of control during its creation and became bigger than intended. At one point, you are tasked with finding a necromancer named Xardas. He's supposed to help the Water Mages in carrying out their plan to destroy the Barrier by blowing up the big pile of magic ore they collected over the years. However, Xardas tells you that blowing up the pile won't destroy the Barrier, and the answer must lie elsewhere. When you return to the Archmage of Water, your character inexplicably just can't bear to tell him the news, and instead decides to keep this to himself, with no other option available. Later on, you finally figure out the real way to destroy the Barrier - finding and defeating a powerful demon that lives deep inside an underground temple underneath an orc village. As you attempt to go further into the temple, you find an old, very powerful sword. Xardas tells you that this sword might be the only way to reach and defeat the demon, but only after it is powered up. As luck would have it, the pile of ore appears to be the only way the sword can be powered up. But inexplicably, your character once again refuses to tell the Mages the full story, and instead attempts to hijack the energy of the pile while keeping this a secret. But he gets caught, which results in the Mages being so furious that they attack him on sight, forcing him to run away from the village. After that, their disposition towards him doesn't change until the sequel.
* ''VideoGame/MassEffect2'' does this in a big way. Most of the characters who knew Shepard in the previous game greet him or her with a vehement "WhatTheHellHero" upon learning that he or she has joined Cerberus, a notoriously xenophobic human organization with no qualms about atrocious human rights violations and unethical experiments, even on humans. However, most of those characters ''eventually'' come around. Not so with the human squadmate (Ashley or Kaiden), who remains adamantly against the idea and refuses to have a civil conversation with Shepard for the entire game. Never mind the fact that the player is forced to work for Cerberus for the entirety of the game, no matter what choices are made in this game or the previous one. You're also not given the option to say that you're just using Cerberus to accomplish a task (stopping the Collectors) and intend to drop them like a hot potato once it's accomplished, an option you ''are'' given with other returning characters and which Shepard in fact does between games.
* ''VideoGame/PaperMarioTheThousandYearDoor''
** A minor example happens the first time you try to go to West Rogueport. Zess T. tells you to stop moving because she lost a contact lens. Stand still as long as you want; she'll never find it. Move at all, in any direction, even slightly, and it will crunch under your boot (or hammer, if you chose to swing that.) There simply is no way to avoid smashing the darned thing. Even after you replace it, Zess T. will call you by insulting nicknames for the rest of the game.
** In Chapter 2, you find the majority of the Punies (except for Punio and a few others who evaded capture) locked in two cages- the elder is in one cage, and everyone else is in the other. The elder insists that you free the rest of the tribe first, but the first key you find is for the elder's cage. When you open the elder's cage, she gives you a tongue lashing for not listening to her.
* The beginning of ''VideoGame/SecretOfMana'' has the hero falling into a waterfall. The only way to get out and to get back to his village is to pull the Sword of Mana from the rock that lies near the base of said waterfall. Said act leads to his, and your, banishment from the village.
* In ''VideoGame/TheElderScrollsIVOblivion'':
** Late in the Dark Brotherhood quests, you are given assassination contracts by dead drop, which a traitor intercepts to trick you into killing Dark Brotherhood members instead. Even though the change in the letters' tone is obvious and several targets have Dark Brotherhood gear in their homes, StupidityIsTheOnlyOption: you have to kill most of your superiors, get caught by your boss, and weather his WhatTheHellHero speech.
** In the Wizards storyline, you are sent as an envoy to the reclusive Count Hassildor, whose [[ObviousJudas obvious Mole]] of a steward tells you he'll only meet you at a remote mine shortly after midnight. To progress, you have to walk into the steward's [[TrapIsTheOnlyOption ambush]], then let the Count "rescue you" -- even if you beat your assailants yourself -- and repeatedly insult you for your foolishness.
* In both the Good and Evil alignment city quest arcs in ''VideoGame/NeverwinterNights2'', you are ordered by your superior in the Docks District to go to some rather extreme methods in the pursuit of their goals. When you get to the next higher ups in the Market District, you get chewed out for ''your'' reckless disregard for the political balance that exists between both sides.
* Luke, the protagonist of ''VideoGame/TalesOfTheAbyss'', spends a good portion of the game being a whiny, self-absorbed burden on the party (even if he does hold his own in battle). When his actions result in what amounts to an entire town being massacred, he's uniformly blamed by his party members, and ''continues'' to insist that it wasn't his fault. To be fair, it kind of is his fault. But to be fairer, [[FailureIsTheOnlyOption there's no other way things could have possibly gone for the player]]. '''Or Luke himself'''; the one behind the whole situation is his ParentalSubstitute and no one in the party gave him an actual good reason to distrust him outside of "they say so". [[spoiler: The fact Luke is [[YoungerThanTheyLook seven years old]] on account of being a [[ArtificialHuman replica]] of the original just makes this worse.]]
* ''VideoGame/{{Terranigma}}'': in order to kick off the game's events, you are railroaded into opening a box that ends up freeing a demon and subsequently turning everyone into crystal. Everyone except for the Elder, who promptly chastises you and forces you to fix this. [[spoiler:Anyone who's played the game knows the player character, Ark, is an even more tragic pawn case.]]
* Happens in ''VideoGame/{{Wasteland 2}}'' - early in the game, two locations are being attacked simultaneously and you have to choose which one of them to assist (and no, you can't save both no matter what you do). The other location is overrun and the few survivors berate you when you go there after saving the first.
* ''VideoGame/VampireTheMasqueradeBloodlines'': The player character appears to see Nines Rodriguez outside the house of a Malkavian elder who is later found dead. Dialogue options [[ButThouMust force them]] to report this to their BadBoss [=LaCroix=] -- even though Nines is transparently NotHimself, a VampireHunter is there to {{frame|Up}}, and the PC might be working with Nines to undermine [=LaCroix=] -- leading [=LaCroix=] to put a bounty on Nines' head; Nines' allies tear a strip off the PC for this forced betrayal.
* ''VideoGame/{{Undertale}}'' is a game that features several branching story paths and blurs the line between the player and their character, so it takes pains to avert this trope. Going for the worst ending requires the player to kill every single encounter including ones who won't fight back, but the option to spare any enemy and go back to the neutral path remains until one too many lines have been crossed. The game does, however, try to manipulate the player into accidentally killing the first boss as a way to get them to reset and replay the fight the right way -- revealing that resetting is actually an in-universe ability as the main antagonist taunts you for what you did anyway. This twist wouldn't work nearly as well if the game railroaded you, so it doesn't, but it can and will bury you in {{Red Herring}}s and hope for the best.
* ''VideoGame/Fallout3'' contains an infamous inversion of this trope: Blaming the Player Who ''Refuses'' to be Railroaded. At the end of the game the player is expected to activate Project Purity, a machine that will provide clean drinking water to the Capital Wasteland, but the control room is flooded with lethal levels of radiation. The game fully expects the player to sacrifice their life for the Greater Good, and if you ask a human companion to activate the machine instead, you get an ending where Creator/RonPerlman calls you a coward for refusing to accept your "destiny". What makes this infuriating is that the game contains three companions who are completely immune to radiation (a robot, a Super Mutant, and a Ghoul), but all three of them will refuse to activate the machine in your place, with the former two insisting that it's your destiny and the latter simply saying that he's saved your ass more than enough and this time it's all on you[[note]]Making this more infuriating, the Ghoul has been brainwashed to be absolutely obedient to whomever holds his contract...except for this one time, apparently[[/note]].
** The DLC ''Broken Steel'', written in response to fan complaints, changes the ending so that your character falls comatose but ultimately survives the irradiated control room, waking up some weeks later so you can play the post-game content. It also makes it so that the three radiation-immune companions ''can'' be ordered to activate Project Purity, but you still get the exact same ending voiceover (apparently because Bethesda didn't want to hire Perlman to record a few new lines of dialog).
[[/folder]]

[[folder:SimulationGames]]
* In one of the ''VideoGame/WingCommander'' games, you shoot down a traitor pilot who ejects. You get a cutscene where you could shoot him in his survival pod, but you don't shoot him before your squadron leader swoops in and takes him into custody. The traitor later escapes and a fellow pilot berates you for not shooting him when you had the chance. Except, of course, you didn't - there's no way to affect the way the cutscene and the subsequent plot plays out.
* In ''VideoGame/AceCombat7SkiesUnknown'', Mission 4 ends with [[spoiler: former President Harling's Osprey helicopter getting shot down and exploding in midair. The squadron blames player character Trigger for firing the missile that destroyed the chopper, and Trigger is convicted of assassination and sent to a penal squadron. It is revealed much later in the game the deadly missile was fired by an Erusean spoofing an IFF signal.]] And this ''still'' happens even if you do not fire missiles at all[[note]]The game is very tricky about it, though: if you pay attention during the gameplay immediately before the cutscene, an [=F/A-18=] pulls up behind you while you're shooting at the drones that are trying to shoot down Harling. If you don't shoot the drones, Harling will die and you'll fail. If you shoot a missile, the cutscene happens. But if you only use guns, it's much easier to see that the [=F/A-18=] actually fires a missile relatively close to your firing axis, and the cutscene that immediately follows makes it clear (once you know what to look for) that the plane is a drone plane controlled by Erusea. And the pilots all say the same thing: "Trigger was closest", which is ''technically correct'': the [=F/A-18=], thanks to spoofing the IFF system, doesn't register as an actual combatant and flies away before anyone else gets close to you. In other words, the game goes out of its way to justify the entire sequence, but it's only if you ''don't'' fire missiles that you ''know'' you didn't hit him[[/note]].
[[/folder]]

[[folder:Stealth Games]]
* The first mission of ''VideoGame/AssassinsCreedI'' begins with you breaking the assassins' three tenets. You have your rank and cool weapons stripped, and spend the rest of the game re-earning them. Justified by the FramingStory: you're reliving your ancestor's memories, so you ''can't'' act differently.
* In ''VideoGame/BatmanArkhamKnight'', at one point, Tim Drake (the current Robin) discovers Batman is infected with an incurable toxin that will transform him into a clone of the Joker and urges him to voluntarily be incarcerated while he deals with the situation. Choosing this causes a flashback to Jason Todd being tortured and murdered by the Joker, followed by being presented with the choice again. You have to lock Tim in the cell and be cursed out by him to continue -- there's no option to take him with you, like Alfred has repeatedly urged you to do. Barbara reams you out for it later.
* In ''VideoGame/MetalGearSolidVThePhantomPain'', most of the player character's allies are too understanding to call him out when he has to make a tough call, but the AmbiguouslyEvil Huey Emmerich will always make sure to vilify the protagonist, even in situations like Episode 43 where the player character has only one option: [[spoiler:kill every single one of his soldiers stationed on the Quarantine platform]]. Since the whole thing [[spoiler:turns out to be Huey's fault]], his criticism of you comes across rather flatly. Even as you exile him from the station, he still blames you for everything even though [[spoiler:he was lucky you didn't let everyone else kill him]].
* In one mission of ''VideoGame/ThiefDeadlyShadows'', you can meet a blind, delusional widow who owns the mansion you've broken into in search of a MacGuffin. You also find a note from her late husband explaining that the large bag of money in a nearby chest should allow her to live well without him. If you don't steal the money, a few levels later she sends you a letter and a gift. Unfortunately, on expert difficulty, you ''have'' to take the money to meet the 90% loot requirement[[labelnote:*]](The game requires you to complete the main objective AND to steal a specific minimum of loot from the entire area to complete a mission)[[/labelnote]]... which causes her to send an assassin after you instead.
[[/folder]]

[[folder:ThirdPersonShooters]]
* ''VideoGame/SpecOpsTheLine'':
** [[PlayerCharacter Walker]] encounters a heavily defended chokepoint that he and his squad need to get past. Luckily, they gain access to white phosphorous artillery and proceed to bomb their way through. They soon discover, to their horror, that in doing so ''they murdered innocent civilians'', and this is a [[MurderMakesYouCrazy critical turning point]] for the character. But in fact there is no alternative for the player; if you attempt to fight the defenders normally, the game will respawn them forever until you are killed. If you use the phosphorous but deliberately aim the bombs to avoid hitting the civilians, the game will place a military vehicle in the trench with them, which must be destroyed for the sequence to end. This was quite a point of contention among the press since the game [[WhatTheHellPlayer calls you out]] for completing the only objective available to you in the only available way. The game, using both characters ''and the loading screens'', mocks the player for not ''stopping playing''. WordOfGod later stated in an interview that he knew that players would consider this unfair, because they're right to do so. Earlier builds actually did give players the option of fighting their way through (among other options, such as reportedly being able to [[ScrewThisImOuttaHere simply leave when ordered to do so early on]]), but because a majority of playtesters chose to do it that way, it was removed, otherwise it'd ruin the narrative.
** In a similar case later in the game, a chase to stop a tanker from stealing a city's water supply to give to invading soldiers results in the ''destruction'' of the tanker, meaning that the water is lost and the city is doomed to dehydration. But no matter how carefully you shoot during the chase, the tanker will be destroyed in the final cut scene.
* The original VideoGame/SaintsRow ends with the player character being killed by a bomb planted on a boat. A hidden mission in VideoGame/SaintsRow2 allows the player to meet Julius, the former leader of the Saints, who claims that he did it because the Saints were becoming just another gang rather than helping clean up the city as he'd intended. Yet Julius did not attack any of the other Saints, and for most of the original game, you had no particular influence over the direction of the gang as a whole; and although you are named leader towards the end, everything you do after that is forced upon you by the need to rescue Julius.
[[/folder]]

[[folder:Unsorted]]
* Mocked in ''[[http://tinysubversions.com/videogamemoralityplay/ Video Game Morality Play]]'', which was largely a response to ''Spec Ops'' and video games that [[http://mammon-machine.tumblr.com/post/56239255623/systemic-violence indulge in this trope]]. Eventually, the "game" forces you to kill innocents, and you have to go through with it to proceed. After the deed, the game calls you a monster and asks if you enjoy this. If you respond that you don't enjoy shooting civilians in real life, [[RailRoading the game forces you]] to either say you're a soulless person for trying to escape your droll, boring, worthless life (as declared by the game makers) by wasting your time via saccharine "fun" that just forced you to shoot civilians in the face (which is completely your fault, the game tries to convince you so), [[DirtyCommunists or say you're an evil materialistic shit for buying corporate entertainment that lines the pockets of evil fat cats.]] You have to "admit" you are an evil bastard, and you're awarded with [[FauxlosophicNarration "We deserve every bullet we make"]]. Picking [[SarcasmMode FUCK YEAH OBVIOUSLY]] has you go on about your life after rating the game a 7/10 or 6/10 (it's an okay shooter), and you go do some volunteer work, where you decidedly don't appreciate killing civilians.
-->CONGRADULATIONS [sic] YOU CONTINUE TO BE A PERSON
* ''[[http://tinysubversions.com/game/ywhtwt/ You Were Hallucinating the Whole Time]]'' mocks both this and ShockingSwerve, by having both happen with classic 8-bit games - where it turns out you keeping the ball away from the opposing paddle in ''VideoGame/{{Pong}}'' was you making a small child cry, the dots in ''VideoGame/PacMan'' are firefighters you just ate, and the enemy ships in ''VideoGame/SpaceInvaders'' are orphan children.
-->YOU ARE A MONSTROUS HUMAN BEING. WHY DO YOU KEEP PLAYING... FOR ENTERTAINMENT?!?!?! YOU SICK BASTARD. YOU SHOULD THINK ABOUT WHAT YOU'VE DONE.
* Creator/TelltaleGames' output loves to do this by giving the player a no-win SadisticChoice where, no matter what they choose, it will cause things to go to hell in a half-minute, people to suffer, or even the death of someone, and then have characters chew you out for making that choice. Typically it's done quite well, as it adds real gravity and consequences to your choices and keeps decisions from just being a meta "choose the right or wrong option for the sake of being good or evil" kind of thing.
[[/folder]]

[[folder:{{Visual Novel}}s]]
* In ''VisualNovel/ZeroEscape: VisualNovel/VirtuesLastReward'', the path to the GoldenEnding is disrupted when Phi abruptly screws over the PlayerCharacter (and the entire rest of the group) by voting Betray, making a speech about how this is vengeance for [[PlayerCharacter Sigma]] betraying her. Sigma (and the player too, most likely) are dumbfounded, as they ''haven't'' betrayed Phi. [[spoiler: This is the fault of the game's AnachronicOrder. The two time travelers are encountering the game's events in two different orders. Phi is referring to a betrayal that already happened from her perspective but hasn't yet happened from Sigma's. In order to advance past this point, the player must go back to a previous decision point and betray Phi, completely pointlessly, just to complete the time loop. While the reasoning is clear to the player, Sigma is utterly baffled and meekly submits to being berated by the entire cast.]]
* The immediate sequel, ''Zero Escape: VisualNovel/ZeroTimeDilemma'' takes this UpToEleven. You don't just have to pick a few vile options to complete the story; you have to pick damn near ''all'' of them, [[spoiler: since the game is constructed to only be winnable by constant hopping between alternate timelines, and you can't hop to a timeline that hasn't happened yet, and the villain has low-level mind control]]. Whenever you force a character to make a truly evil decision, you'll hear not only the shocked reactions of those around them, you'll hear the character's own miserable confusion about why they made that choice.
* A variant happens in ''VisualNovel/PlumbersDontWearTies'', when the player is forced to decide the outcome of Jane's job interview- [[BreadEggsMilkSquick either she gets hired, she doesn't get hired, or the boss tries to make sexual advances on her]]. If you take the former two choices, you will get a bad ending, and the narrator will scold you. The third choice results in the narrator scolding you, penalizing you so much you get a negative score, and continuing to scold you for the rest of the game. It might be the worst outcome, but it's also the only choice that allows the story to progress, so the player has no real choice in this situation.
[[/folder]]
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!!Non-video game examples:
[[folder:Live-Action TV]]
* Several times on ''Series/StarTrekTheNextGeneration'' Riker is upbraided for not seeking his own command, with various character flaws being cited resulting from this choice. However, the writers had no plans to get rid of Riker or promote him out, so what they are in effect criticizing is their own direction for the character.
* A close variant the ''Series/StarTrekDeepSpaceNine'' episode "Rules of Engagement". While trying to get Worf extradited to the Klingon Empire for accidentally destroying a passenger ship while defending a convoy against Klingon raiders, Klingon prosecutor Ch'pok brings up a holodeck program Worf was playing prior to the mission where, in the role of an ancient Klingon hero, the player is required to execute prisoners-of-war to advance the scenario, which Worf did. Ch'pok [[MurderSimulators accuses the game of having influenced Worf's judgement]] and cuts off Jadzia when she tries to point out that [[{{Railroading}} the game doesn't give any other options]].
[[/folder]]
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-> "WhatTheHellHero We [[BrickJoke told you]] not to go to the unabridged version!"
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