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Up To Eleven is a defunct trope


** [[UpToEleven And even more]] with ''VideoGame/MassEffectAndromeda'', which does away with Karma and Reputation entirely. Instead it restructures dialogue options to be based on tone and personality rather than morality, allowing for greater roleplaying options, while still including plenty of important binary decisions to make (in these cases it's up to the player to judge what's good or bad).

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** [[UpToEleven And even more]] more with ''VideoGame/MassEffectAndromeda'', which does away with Karma and Reputation entirely. Instead it restructures dialogue options to be based on tone and personality rather than morality, allowing for greater roleplaying options, while still including plenty of important binary decisions to make (in these cases it's up to the player to judge what's good or bad).
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* At the start of ''VideoGame/DigimonStoryCyberSleuthHackersMemory'' you rescue your starter Digimon and two others from a BlackMarket dealer [[WhatMeasureIsANonHuman mistreating them]]. Later on, he gives you access to the [=DigiMarket=] where you can buy Digimon off UsefulNotes/TheDeepWeb from him and his partners. In Chapter 8, you have to choose whether to [[VideoGameCaringPotential liberate the Digimon]] or [[VideoGameCrueltyPotential protect the market so you can keep using it]]. However you can TakeAThirdOption and be a fence-sitter, but this ends with you getting no reward and the black market being shut down, leaving you with nothing.
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* In Stronghold (the D&D version), Lawful characters win by reaching the highest rank (Emperor/Empress), while Chaotic characters win by wiping out all enemy bases. But Neutral characters? They have to reach the highest rank AND wipe out all enemy bases, so they can only win by fulfilling both of the other alignments' goals.
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* ApathyKilledTheCat is a major theme of ''VideoGame/KnightsOfTheOldRepublicIITheSithLords''. If the PlayerCharacter doesn't [[KarmaMeter commit to one side of the Force]] then the PrestigeClass upgrades become unobtainable.

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** Averted in the first game. Your KarmaMeter ''unlocks'' the full range of the Charm and Intimidate skills to use "Persuasion" options, but there you can max out the skills and then start a NewGamePlus to play as you want while keeping the rewards. The only real penalty for neutrality is being locked out of two alignment-based side missions (one for Paragons, one for Renegades). That being said, when it comes to dialogue choices this trope is extremely literal: Neutral options never earn Morality Points, and has a reputation for having the most uninteresting outcomes and responses compared to the heartwarming Paragon options and the hilariously evil Renegade ones.
** ''VideoGame/MassEffect2'' makes this even worse by tying the unlocks of Persuasion options to your Paragon/Renegade points in an over-complicated and punishing manner.[[labelnote:Explanation]]They check not how many Paragon/Renegade Points you have, but the ratio of how many you COULD have considering the Missions you've done versus the maximum amount possible to earn in them[[/labelnote]]. This punishes characters who avoid going Paragon or Renegade (or flip-flop between them), making it ''incredibly'' easy to get locked out of picking anything if you play the Missions in a certain order. While complicated and annoying, this actually makes a certain amount of sense. A person that flip flops between being compassionate or threatening would naturally have a harder time convincing someone they were being genuine. And when you can pick between a Paragon, Renegade or Neutral option, Neutral is ''still'' the least-interesting one.
** Even further averted in ''VideoGame/MassEffect3''. Paragon and Renegade now both add to the same bar, the Reputation bar, which can also be increased by getting non-alignment Reputation Points (which increase the size of the bar while maintaining the same Paragon to Renegade ratio). ''3'' also removed Neutral options entirely since players so rarely picked them.
** Played straight in the original trilogy when it comes to some of the bigger decisions, in that the third game for the most part rewards players who have played their characters consistently as a Paragon/Renegade. For example, curing the genophage will give good results if Paragon decisions were made and key characters are alive, while sabotaging the cure will only give profitable results if you made the right Renegade decisions in the past. Similarly, dealing with the Rachni Queen consistently is the only way to get a positive outcome; dealing with it inconsistently can result in less war assets or even negative results.
** [[UpToEleven And even more]] with ''VideoGame/MassEffectAndromeda'', which does away with Karma and Reputation entirely. Instead it restructures dialogue options to be based on tone and personality rather than morality, allowing for greater roleplaying options.

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** Averted in the first game. Your While there is a KarmaMeter ''unlocks'' the full range of present, the Charm and Intimidate skills to use "Persuasion" options, but there "persuasion" options are unlocked using Talent Points that you get by leveling Shepard up through combat (and you can max out the these skills and then start a NewGamePlus to truly play as you want while keeping the rewards.rewards from your last go-around). The only real penalty for neutrality is being locked out of two alignment-based side missions (one for Paragons, one for Renegades). That being said, when it comes to dialogue choices this trope is extremely literal: Neutral options never earn Morality Points, and has they have a reputation for having the most uninteresting outcomes and responses compared to the heartwarming Paragon options and the hilariously evil Renegade ones.
** ''VideoGame/MassEffect2'' makes this even worse by tying the unlocks of Persuasion options to your Paragon/Renegade points in an over-complicated and punishing manner.[[labelnote:Explanation]]They check not how many Paragon/Renegade Points you have, but the ratio of how many you COULD have considering based on the Missions you've done versus the maximum amount of Paragon/Renegade points possible to earn in them[[/labelnote]]. This punishes characters who avoid going Paragon or Renegade (or flip-flop between them), making it ''incredibly'' easy to get locked out of picking anything if you play the Missions in a certain order. While complicated and annoying, this actually makes a certain amount of sense. A person that flip flops between being compassionate or threatening would naturally have a harder time convincing someone they were being genuine. And when you can pick between a Paragon, Renegade or Neutral option, Neutral is ''still'' the least-interesting one.
** Even further averted in ''VideoGame/MassEffect3''. ''VideoGame/MassEffect3'': Paragon and Renegade now both add to the same bar, the a singluar Reputation bar, which can also be increased by getting non-alignment Reputation Points (which increase the size of the bar scale up your Paragon/Renegade points while maintaining keeping the same Paragon to Renegade ratio). ratio the same). ''3'' also removed Neutral options entirely entirely, since players so rarely picked them.
them, meaning it's impossible to invoke this trope through the dialogue options.
** Played straight in the original trilogy when it comes to some of the bigger decisions, in that the third game for the most part rewards players who have played their characters consistently as a Paragon/Renegade. For example, curing [[spoiler:curing the genophage genophage]] will give good results if Paragon decisions were made and key characters are alive, while sabotaging [[spoiler:sabotaging the cure cure]] will only give profitable results if you made the right Renegade decisions in the past. Similarly, dealing [[spoiler:dealing with the Rachni Queen Queen]] consistently is the only way to get a positive outcome; dealing with it inconsistently can result in less war assets or even negative results.
** [[UpToEleven And even more]] with ''VideoGame/MassEffectAndromeda'', which does away with Karma and Reputation entirely. Instead it restructures dialogue options to be based on tone and personality rather than morality, allowing for greater roleplaying options.options, while still including plenty of important binary decisions to make (in these cases it's up to the player to judge what's good or bad).
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* ''VideoGame/DiscoElysium:'' There are four political factions in the game: Communist, Fascist, Capitalist and Moralist International. The "[=MoralIntern=]" are not a neutral choice, but a specific philosophy about enforcing the status quo, and choosing them has its own costs and benefits compared to the other three. What gets no points is consistently refusing to make any sort of choice: you will be derided as a cowardly fence-sitter.

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** In the sequel (although it was made by Obsidian), both your Prestige Class and access to the tomb on Korriban require you to be at least 75% aligned one way or the other.
** Also in ''The Sith Lords'', your Pet Crystal will still be super-powerful if you are neutral. This doesn't really make up for the loss of prestige classes, which require extremes, as you would still have a pretty decent crystal.



* Also see ''VideoGame/KnightsOfTheOldRepublic'' in the Creator/BioWare section.

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* Also see ''VideoGame/KnightsOfTheOldRepublic'' in ''VideoGame/KnightsOfTheOldRepublicIITheSithLords'' somewhat zig-zags this: both your PrestigeClass and access to the Creator/BioWare section.tomb on Korriban require you to be at least 75% aligned one way or the other. On the other hand, your Pet Crystal will still be super-powerful if you are neutral, though this doesn't really make up for the loss of prestige classes.

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* In ''Franchise/StarWars: [[VideoGame/DarkForcesSaga Dark Forces 2]]: [[VideoGame/DarkForcesSaga Jedi Knight]]'', as well as the sequels, [[ColonCancer Jedi Outcast and Jedi Academy]], you can go down either the light side or the dark side.
** Although ''[[VideoGame/DarkForcesSaga Dark Forces 2]]'', at least, is an aversion in multiplayer: only full Light- or Dark-siders can use the most powerful Force powers, but neutral characters can use a balance of both, making them more versatile. The single player mode doesn't have this option.
** Everything after the first Jedi Knight either has only one ending or a single moment where you choose. Kyle himself is in fact neutral, being loyal to the Republic but not actually a follower of the Jedi philosophy and with full access to all the force powers from both sides in the later games. Jaden from the last game will probably also end up this way for most players, since the good-aligned powers are totally useless other than healing.
*** Given that in Jedi Academy your Light-side or Dark-side alignment is decided by pretty much one choice with no effect on gameplay besides the final mission (Luke and Kyle caution you about using too many Dark-side powers between missions if you take too many but there's no effect besides that), it's entirely possible that you'll wind up as a Light-side character with loads of Dark-side powers. That guy using loads of arc-lightning and telekinetically throwing people off of high things? Yeah, he's a good guy. Can't you tell?

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* In ''Franchise/StarWars: [[VideoGame/DarkForcesSaga Dark Forces 2]]: [[VideoGame/DarkForcesSaga Jedi Knight]]'', as well as the sequels, [[ColonCancer Jedi Outcast VideoGame/JediKnightDarkForcesII'' and Jedi Academy]], ''VideoGame/JediKnightJediAcademy'', you can go down either the light side or the dark side.
** Although ''[[VideoGame/DarkForcesSaga Dark ''Dark Forces 2]]'', II'', at least, is an aversion in multiplayer: only full Light- or Dark-siders can use the most powerful Force powers, but neutral characters can use a balance of both, making them more versatile. The single player mode doesn't have this option.
** Everything after the first Jedi
option. In turn, ''VideoGame/{{Jedi Knight either has only one ending or a single moment where II|JediOutcast}}'' and ''Jedi Academy'' don't let you choose. Kyle himself is be neutral in fact neutral, being loyal to the Republic but multiplayer, not actually a follower of the Jedi philosophy and with full access to all the force letting you take powers from both sides in the later games. Jaden from the last game will probably also end up this way for most players, since the good-aligned powers are totally useless other than healing.
***
outside of your alignment.
**
Given that in Jedi Academy ''Jedi Academy'' your Light-side or Dark-side alignment is decided by pretty much [[LastSecondEndingChoice one choice choice]] with no effect on gameplay besides the final mission (Luke and Kyle caution you about using too many Dark-side powers between earlier missions if you take too many many, but there's no effect besides that), it's entirely possible that you'll wind up as a Light-side character with loads of Dark-side powers. powers, simply because while the Light-side powers help you stay alive longer, the Dark-side ones let you kill enemies faster and in more fun fashions. That guy using loads of arc-lightning and telekinetically throwing people off of high things? [[BadPowersGoodPeople Yeah, he's a good guy. Can't you tell?guy]]. You can tell because he's not ChewingTheScenery when he talks.



** And Inverted in ''VideoGame/SuperSmashBrosUltimate'': [[spoiler:refusing to pick a side between [[LightIsNotGood Galeem]] and [[DarkIsEvil Dharkon]] results in the GoldenEnding]].

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** And Inverted in ''VideoGame/SuperSmashBrosUltimate'': [[spoiler:refusing to pick a side between [[LightIsNotGood Galeem]] and [[DarkIsEvil Dharkon]] results in the GoldenEnding]].GoldenEnding, since it means you can take both out at once]].



* Mostly averted in ''VideoGame/AceCombatZeroTheBelkanWar''. Playing the 'Soldier' Ace Style is just as viable as the two others, but it's ''much'' harder to maintain, particularly if you're after the Supreme Soldier medal, which requires you to finish the game with the karma meter almost perfectly in the middle (in essence, you need to shoot down exactly half the yellow targets in every mission)

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* Mostly averted in ''VideoGame/AceCombatZeroTheBelkanWar''. ''VideoGame/AceCombatZeroTheBelkanWar'', where your KarmaMeter shifts one way or the other depending on how many yellow targets (generally targets that aren't related to the mission or random enemies that try to retreat after surviving what should have been fatal damage) you destroy. Playing the 'Soldier' Ace Style is just as viable as the two others, but it's ''much'' harder to maintain, particularly if you're after the Supreme Soldier medal, which requires you to finish the game with the karma meter almost perfectly in the middle (in essence, you need to shoot down exactly half the yellow targets in every mission)mission). The upshot is that you get more money than a Knight Ace (since you're still killing some yellow targets, thus more money) while not getting forced into fights that are quite as difficult as those a Mercenary Ace has to deal with (since you're not killing ''all'' the yellow targets, thus you're not a ''totally'' heartless bastard that [[VideoGameCrueltyPunishment the game needs to punish]]).
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** Played straight by a series of spells in D&D 3.5 (Holy Word, Blasphemy, Dictum and Word of Chaos) that inflict StandardStatusEffects up to and including instant death not on those with the opposite alignment, ''but on everyone in range who's not the spell's own alignment.'' Trying to blast away a bunch of demons slaughtering the city militia with a Holy Word? Better hope that the entire militia is staffed by self-sacrificing do-gooders, because every neutral one is going to bite the dust as well...

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** Played straight by a series of spells in D&D 3.5 (Holy Word, Blasphemy, Dictum and Word of Chaos) that inflict StandardStatusEffects StatusEffects up to and including instant death not on those with the opposite alignment, ''but on everyone in range who's not the spell's own alignment.'' Trying to blast away a bunch of demons slaughtering the city militia with a Holy Word? Better hope that the entire militia is staffed by self-sacrificing do-gooders, because every neutral one is going to bite the dust as well...
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* In ''VideoGame/TheWalkingDeadSeasonOne'', Lee can try extremely hard to stay neutral between Kenny and Lilly's [[HeadbuttingHeroes headbutting]] in the first two episodes, but [[{{Foreshadowing}} Kenny will warn him that at some point]], [[SadisticChoice Lee won't be able to sit on the fence]] [[WhatTheHellPlayer much longer.]]
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** ''VideoGame/MassEffect2'' makes this even worse by tying the unlocks of Persuasion options to your Paragon/Renegade points in an over-complicated and punishing manner.[[labelnote:Explanation]]They check not how many Paragon/Renegade Points you have, but the ratio of how many you COULD have considering the Missions you've done versus the maximum amount possible to earn in them[[/labelnote]]. This punishes characters who avoid going Paragon or Renegade (or flip-flop between them), making it ''incredibly'' easy to get locked out of picking anything if you play the Missions in a certain order. And when you can pick between a Paragon, Renegade or Neutral option, Neutral is ''still'' the least-interesting one.

to:

** ''VideoGame/MassEffect2'' makes this even worse by tying the unlocks of Persuasion options to your Paragon/Renegade points in an over-complicated and punishing manner.[[labelnote:Explanation]]They check not how many Paragon/Renegade Points you have, but the ratio of how many you COULD have considering the Missions you've done versus the maximum amount possible to earn in them[[/labelnote]]. This punishes characters who avoid going Paragon or Renegade (or flip-flop between them), making it ''incredibly'' easy to get locked out of picking anything if you play the Missions in a certain order. While complicated and annoying, this actually makes a certain amount of sense. A person that flip flops between being compassionate or threatening would naturally have a harder time convincing someone they were being genuine. And when you can pick between a Paragon, Renegade or Neutral option, Neutral is ''still'' the least-interesting one.

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** ''VideoGame/MassEffect2'' characters who avoid going Paragon or Renegade lose key dialogue options which can be crucial to resolving conflicts without having to get into a fight, as your KarmaMeter directly determines what Charm or Intimidate options are available.
** Averted in the first game. Your KarmaMeter ''unlocks'' the full range of the Charm and Intimidate skills, but there you can max out the skills and then start a NewGamePlus to play as you want while keeping the rewards. The only real penalty for neutrality is being locked out of two alignment-based side missions (one for Paragons, one for Renegades).
** Even further averted in ''VideoGame/MassEffect3''. Paragon and Renegade now both add to the same bar, the Reputation bar, which can also be increased by getting non-alignment reputation points (which increase the size of the bar while maintaining the same Paragon to Renegade ratio).

to:

** ''VideoGame/MassEffect2'' characters who avoid going Paragon or Renegade lose key dialogue options which can be crucial to resolving conflicts without having to get into a fight, as your KarmaMeter directly determines what Charm or Intimidate options are available.
** Averted in the first game. Your KarmaMeter ''unlocks'' the full range of the Charm and Intimidate skills, skills to use "Persuasion" options, but there you can max out the skills and then start a NewGamePlus to play as you want while keeping the rewards. The only real penalty for neutrality is being locked out of two alignment-based side missions (one for Paragons, one for Renegades).
Renegades). That being said, when it comes to dialogue choices this trope is extremely literal: Neutral options never earn Morality Points, and has a reputation for having the most uninteresting outcomes and responses compared to the heartwarming Paragon options and the hilariously evil Renegade ones.
** ''VideoGame/MassEffect2'' makes this even worse by tying the unlocks of Persuasion options to your Paragon/Renegade points in an over-complicated and punishing manner.[[labelnote:Explanation]]They check not how many Paragon/Renegade Points you have, but the ratio of how many you COULD have considering the Missions you've done versus the maximum amount possible to earn in them[[/labelnote]]. This punishes characters who avoid going Paragon or Renegade (or flip-flop between them), making it ''incredibly'' easy to get locked out of picking anything if you play the Missions in a certain order. And when you can pick between a Paragon, Renegade or Neutral option, Neutral is ''still'' the least-interesting one.
** Even further averted in ''VideoGame/MassEffect3''. Paragon and Renegade now both add to the same bar, the Reputation bar, which can also be increased by getting non-alignment reputation points Reputation Points (which increase the size of the bar while maintaining the same Paragon to Renegade ratio).ratio). ''3'' also removed Neutral options entirely since players so rarely picked them.
** Played straight in the original trilogy when it comes to some of the bigger decisions, in that the third game for the most part rewards players who have played their characters consistently as a Paragon/Renegade. For example, curing the genophage will give good results if Paragon decisions were made and key characters are alive, while sabotaging the cure will only give profitable results if you made the right Renegade decisions in the past. Similarly, dealing with the Rachni Queen consistently is the only way to get a positive outcome; dealing with it inconsistently can result in less war assets or even negative results.



** Played straight in the original trilogy when it comes to some of the bigger decisions, in that the third game for the most part rewards players who have played their characters consistently as a Paragon/Renegade. For example, curing the genophage will give good results if Paragon decisions were made and key characters are alive, while sabotaging the cure will only give profitable results if you made the right Renegade decisions in the past. Similarly, dealing with the Rachni Queen consistently is the only way to get a positive outcome; dealing with it inconsistently can result in less war assets or even negative results.

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* Both played straight and {{inverted|Trope}} in ''[[VideoGame/EuropaUniversalis Europa Universalis IV]]''. Muslims get bonuses for being very pious or very impious, but not in between. On the other hand, Buddhists benefit from being in the middle of their (literal) KarmaMeter. Too low and their armies get penalized as everyone [[ZeroPercentApprovalRating refuses to fight for such a jerk]]. Too high and their [[StupidGood diplomacy suffers as everyone else takes advantage of them]].

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* Both played straight and {{inverted|Trope}} in ''[[VideoGame/EuropaUniversalis Europa Universalis IV]]''. Muslims get bonuses for being very pious or very impious, but not in between. On the other hand, Buddhists benefit from being in the middle of their (literal) KarmaMeter. Too low and their armies get penalized as everyone [[ZeroPercentApprovalRating [[HatedByAll refuses to fight for such a jerk]]. Too high and their [[StupidGood diplomacy suffers as everyone else takes advantage of them]].
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** In story, Good Cole comes across as a bit of an AntiHero or The Everyman. In gameplay, you're locked into the one path except near the end of both games: a PoweredByAForsakenChild upgrade in 1, or the SadisticChoice in 2.

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** In story, Good Cole comes across as a bit of an AntiHero or The Everyman.TheEveryman. In gameplay, you're locked into the one path except near the end of both games: a PoweredByAForsakenChild upgrade in 1, or the SadisticChoice in 2.

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* ''VideoGame/{{inFamous}}'': If you're not a total saint or utter bastard, you're limited to the basic combat powers that you start with.
** In story, good!Cole comes across as a bit of an AntiHero or EverymanHero. In gameplay, you're locked into the one path except near the end of both games: a PoweredByAForsakenChild upgrade in 1, or the SadisticChoice in 2.

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* ''VideoGame/{{inFamous}}'': If you're not a total saint or utter bastard, you're limited to the basic combat ''VideoGame/{{inFamous}}'':
** Unlocking new
powers requires you to have a certain amount of good or evil karma. This means that you start with.
deviating from picking all good or bad choices will slow down unlocking new abilities.
** In story, good!Cole Good Cole comes across as a bit of an AntiHero or EverymanHero.The Everyman. In gameplay, you're locked into the one path except near the end of both games: a PoweredByAForsakenChild upgrade in 1, or the SadisticChoice in 2.
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* Yahtzee regularly discusses this in ''WebAnimation/ZeroPunctuation''. His main gripes are that it feels like he's being forced to play the game twice, and that the two sides are often mutually exclusive. Plus, the fact that instead of the player wondering about the moral implications of each choice given, there's only the choice between "Take the good/evil option since I took the good/evil option during the previous choice" or "Suck". In his opinion, such games might as well ask you once if you want to do a good or evil playthrough at the start of the game and be done with it. He even calls out games he otherwise likes on this, such as ''[=inFAMOUS=]'' and its sequel.

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* Yahtzee regularly discusses this in ''WebAnimation/ZeroPunctuation''. His main gripes are that it feels like he's being forced to play the game twice, and that the two sides are often mutually exclusive.exclusive (illustrated by the extremes of baby-eating and Mother Theresa, and the logical conclusion for neutrality: Mother Theresa eating a baby). Plus, the fact that instead of the player wondering about the moral implications of each choice given, there's only the choice between "Take the good/evil option since I took the good/evil option during the previous choice" or "Suck". In his opinion, such games might as well ask you once if you want to do a good or evil playthrough at the start of the game and be done with it. He even calls out games he otherwise likes on this, such as ''[=inFAMOUS=]'' and its sequel.
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** Also played with in ''VideoGame/ShinMegamiTenseiIV''. As is the norm for the series, the neutral ending is the best possible ending, but the decision tree that immediately precedes the alignment lock has such a massive effect on the karma meter that a character with a perfectly balanced meter entering the choice is actually locked out of Neutrality and would wind up on whichever path corresponds to their last choice. Only by leaning ''slightly'' to one side and then picking the opposite side at the last moment can one reach the Neutral path.[[note]]This isn't as hard as it sounds, as between [[PointOfNoReturn the last possible save point]] and the alignment lock question is a second, smaller choice. The points line up such that while you can be committed to Law or Chaos, you can't save in a position where you miss the Neitral route for being too neutral. Good luck figuring that out on your own.[[/note]]

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** Also played with in ''VideoGame/ShinMegamiTenseiIV''. As is the norm for the series, the neutral ending is the best possible ending, but the decision tree that immediately precedes the alignment lock has such a massive effect on the karma meter that a character with a perfectly balanced meter entering the choice is actually locked out of Neutrality and would wind up on whichever path corresponds to their last choice. Only by leaning ''slightly'' to one side and then picking the opposite side at the last moment can one reach the Neutral path.[[note]]This isn't as hard as it sounds, as between [[PointOfNoReturn the last possible save point]] and the alignment lock question is a second, smaller choice. The points line up such that while you can be committed to Law or Chaos, you can't save in a position where you miss the Neitral Neutral route for being too neutral. [[GuideDangIt Good luck figuring that out on your own.[[/note]]]][[/note]]
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* In ''[[VideoGame/MonsterRancher Monster Rancher 2]]'', having an especially Good or Bad nature can allow monsters to learn new techniques or access special battle power-up states. Bad monsters also have a passive critical hit increase, while Good monsters are more well-behaved around the farm. Neutral monsters get nothing, and are always strictly worse than a monster with an extreme nature.
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** Also played with in ''VideoGame/ShinMegamiTenseiIV''. As is the norm for the series, the neutral ending is the best possible ending, but the decision tree that immediately precedes the alignment lock has such a massive effect on the karma meter that a character with a perfectly balanced meter entering the choice is actually locked out of Neutrality and would wind up on whichever path corresponds to their last choice. Only by leaning ''slightly'' to one side and then picking the opposite side at the last moment can one reach the Neutral path.

to:

** Also played with in ''VideoGame/ShinMegamiTenseiIV''. As is the norm for the series, the neutral ending is the best possible ending, but the decision tree that immediately precedes the alignment lock has such a massive effect on the karma meter that a character with a perfectly balanced meter entering the choice is actually locked out of Neutrality and would wind up on whichever path corresponds to their last choice. Only by leaning ''slightly'' to one side and then picking the opposite side at the last moment can one reach the Neutral path.[[note]]This isn't as hard as it sounds, as between [[PointOfNoReturn the last possible save point]] and the alignment lock question is a second, smaller choice. The points line up such that while you can be committed to Law or Chaos, you can't save in a position where you miss the Neitral route for being too neutral. Good luck figuring that out on your own.[[/note]]
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** Played straight in the original trilogy when it comes to some of the bigger decisions, in that the third game for the most part rewards players who have played their characters consistently as a Paragon/Renegade. For example, curing the genophage will give good results if Paragon decisions were made and key characters are alive, while sabotaging the cure will only give profitable results if you made the right Renegade decisions in the past. Similarly, dealing with the Rachni Queen consistently is the only way to get a positive outcome; dealing with it inconsistently can result in less war assets or even negative results.

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Not an example of the trope.


* In ''VideoGame/{{Undertale}}'', the only "points" for neutrality are [[ModularEpilogue changing the text epilogues explaining the fate of the Underground]]. Story and gameplay only has major changes if you dedicate yourself to a PacifistRun or to being an OmnicidalManiac.
* Played with in ''VideoGame/VampireTheMasqueradeBloodlines''. The Independent path where you refuse to pick any factions starts out this way, but [[EarnYourHappyEnding eventually leads into arguably the best, happiest, most conclusive ending in the game]]. This gets lampshaded and [[DiscussedTrope discussed]] when you meet [[HeroOfAnotherStory Beckett]]; if you're neutral, he praises you for it, saying that you've chosen a difficult but noble and rewarding path. The Cab Driver/[[spoiler:[[GodWasMyCopilot Caine]]]] similarly applauds you for thinking for yourself instead of blindly accepting the dogma of the various factions.

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* In ''VideoGame/{{Undertale}}'', the only "points" for neutrality are [[ModularEpilogue changing the text epilogues explaining the fate of the Underground]]. Story and gameplay only has have major changes if you dedicate yourself to a PacifistRun or to being an OmnicidalManiac.
* Played with in ''VideoGame/VampireTheMasqueradeBloodlines''. The Independent path where you refuse to pick any factions starts out this way, but [[EarnYourHappyEnding eventually leads into arguably the best, happiest, most conclusive ending in the game]]. This gets lampshaded and [[DiscussedTrope discussed]] when you meet [[HeroOfAnotherStory Beckett]]; if you're neutral, he praises you for it, saying that you've chosen a difficult but noble and rewarding path. The Cab Driver/[[spoiler:[[GodWasMyCopilot Caine]]]] similarly applauds you for thinking for yourself instead of blindly accepting the dogma of the various factions.
OmnicidalManiac.

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* ''VideoGame/{{Fallout}}'':
** ''VideoGame/{{Fallout|1}}'''s one-dimensional meter (positive is good, negative is bad) means that if you're neutral, no matter how much you've done, people will act like they've never heard of you.
** Unintentionally averted in ''VideoGame/{{Fallout 3}}'', where the karma meter has such a minuscule effect on game play that the player can pretty much do as he pleases with little penalty. There's one perk called "Impartial Mediator" which gives you a substantial Speech bonus as long as you retain neutral karma, presumably reflecting that most such players are fond of the "[[TalkingTheMonsterToDeath make everyone talk through their problems]]" solution, but it's not much compared to the bonuses of going to one extreme or the other. Two companions, Butch and RL-3, can only be recruited if you have neutral karma. Quest paths and rewards do often go by the good vs. evil choices, which is a shame, although there's often an option to [[OnlyInItForTheMoney take a slight reduction in good karma in return for taking a material reward.]]
** In ''VideoGame/FalloutNewVegas'', the karma meter has virtually no effect on any part of the game until the ending, as [[AllianceMeter your reputation with various factions]] is far more important. Morality is essentially replaced by ideology, and the way that the whole system is set up makes it impossible to take a neutral stance. The Courier's good and bad deeds towards each faction are tracked separately, so doing equal parts good and ill to a faction won't balance out to neutral, but to "unpredictable loon", and the Courer will be treated as such. By the end of the game, whatever you have done up to that point has been done for the sake of a cause.

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Mediator is now a redirect; removing links as it was not meant to be a non-Internet page


* ''VideoGame/{{Fallout}}'':
** ''VideoGame/{{Fallout|1}}'''s one-dimensional meter (positive is good, negative is bad) means that if you're neutral, no matter how much you've done, people will act like they've never heard of you.
** Unintentionally averted in ''VideoGame/{{Fallout 3}}'', where the karma meter has such a minuscule effect on game play that the player can pretty much do as he pleases with little penalty. There's one perk called "[[{{Mediator}} Impartial Mediator]]" which gives you a substantial Speech bonus as long as you retain neutral karma, presumably reflecting that most such players are fond of the "[[TalkingTheMonsterToDeath make everyone talk through their problems]]" solution, but it's not much compared to the bonuses of going to one extreme or the other. Two companions, Butch and RL-3, can only be recruited if you have neutral karma. Quest paths and rewards do often go by the good vs. evil choices, which is a shame, although there's often an option to [[OnlyInItForTheMoney take a slight reduction in good karma in return for taking a material reward.]]
** In ''VideoGame/FalloutNewVegas'', the karma meter has virtually no effect on any part of the game until the ending, as [[AllianceMeter your reputation with various factions]] is far more important. Morality is essentially replaced by ideology, and the way that the whole system is set up makes it impossible to take a neutral stance. The Courier's good and bad deeds towards each faction are tracked separately, so doing equal parts good and ill to a faction won't balance out to neutral, but to "unpredictable loon", and the Courer will be treated as such. By the end of the game, whatever you have done up to that point has been done for the sake of a cause.

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* ''VideoGame/{{Fallout}}'':
** ''VideoGame/{{Fallout|1}}'''s one-dimensional meter (positive is good, negative is bad) means that if you're neutral, no matter how much you've done, people will act like they've never heard of you.
** Unintentionally averted in ''VideoGame/{{Fallout 3}}'', where the karma meter has such a minuscule effect on game play that the player can pretty much do as he pleases with little penalty. There's one perk called "[[{{Mediator}} Impartial Mediator]]" which gives you a substantial Speech bonus as long as you retain neutral karma, presumably reflecting that most such players are fond of the "[[TalkingTheMonsterToDeath make everyone talk through their problems]]" solution, but it's not much compared to the bonuses of going to one extreme or the other. Two companions, Butch and RL-3, can only be recruited if you have neutral karma. Quest paths and rewards do often go by the good vs. evil choices, which is a shame, although there's often an option to [[OnlyInItForTheMoney take a slight reduction in good karma in return for taking a material reward.]]
** In ''VideoGame/FalloutNewVegas'', the karma meter has virtually no effect on any part of the game until the ending, as [[AllianceMeter your reputation with various factions]] is far more important. Morality is essentially replaced by ideology, and the way that the whole system is set up makes it impossible to take a neutral stance. The Courier's good and bad deeds towards each faction are tracked separately, so doing equal parts good and ill to a faction won't balance out to neutral, but to "unpredictable loon", and the Courer will be treated as such. By the end of the game, whatever you have done up to that point has been done for the sake of a cause.
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** Averted in the first game. Your KarmaMeter ''unlocks'' the full range of the Charm and Intimidate skills, but there you can max out the skills and then start a NewGamePlus to play as you want while keeping the rewards.

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** Averted in the first game. Your KarmaMeter ''unlocks'' the full range of the Charm and Intimidate skills, but there you can max out the skills and then start a NewGamePlus to play as you want while keeping the rewards. The only real penalty for neutrality is being locked out of two alignment-based side missions (one for Paragons, one for Renegades).
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[[folder:Stealth Based Games]]
* Averted in Sixth-Generation versions of ''VideoGame/SplinterCellDoubleAgent'', where you ''want'' to be as neutral as possible since the game features a tug-of-war style [[KarmaMeter Trust Meter]] between the NSA and the JBA. Go too far to one side and you risk being forced to prove you allegiance and risk a GameOver if you fail as the other side will no longer trust you. The meter also determines what gadgets you get, with NSA giving non-lethal high-tech stuff and the JBA giving lethal low-tech stuff. Being as neutral as possible gives you the most opportunities when forced to make a harsh decision and the best mix of gear, while leaning too far to one side will make parts of the game harder and may force you to make decisions you really don't want to make just to keep your trust level high enough.
[[/folder]]
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* Initially played straight in ''VideoGame/AgeOfWonders3'', where playing good or evil comes with a variety of benefits, and certain creatures will be "Dedicated to Good/Evil", affecting their morale based on whether you match their alignment. The ''Eternal Lords'' expansion, however, [[SubvertedTrope subverts]] the trope by adding a tech specialization called "Grey Guard", which gives your empire a number of useful spells and research options that only function properly if you maintain a strict TrueNeutral alignment, and allows units in your empire to become Dedicated to Neutral.
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* Played with in ''VideoGame/VampireTheMasqueradeBloodlines''. The Independent path where you refuse to pick any factions starts out this way, but [[EarnYourHappyEnding eventually leads into arguably the best, happiest, most conclusive ending in the game]]. This gets lampshaded and [[DiscussedTrope discussed]] when you meet [[HeroOfAnotherStory Beckett]]; if you're neutral, he praises you for it, saying that you've chosen a difficult but noble and rewarding path. The Cab Driver/[[spoiler:[[GodWasMyCopilot Caine]]]] similarly applauds you for thinking for yourself instead of blindly accepting the dogma of the various factions.

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* {{Inverted}} with Harmony from ''TabletopGame/WerewolfTheForsaken'', since as with ''Siren'' above a major theme of the work is the way werewolves are pulled between the Physical and the Cognitive. The closer a werewolf's Harmony is to 5 (perfectly balanced between the two Realms), the fewer things trigger his UnstoppableRage and the longer he can spend in the TranquilFury stage of that rage (where he still retains some self-control and can put himself in a position where he can't hurt anyone once he goes fully berserk).

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* {{Inverted}} with Harmony from ''TabletopGame/WerewolfTheForsaken'', since as with ''Siren'' above a major theme of the work is the way werewolves are pulled between the Physical and the Cognitive. The closer a werewolf's Harmony is to 5 (perfectly balanced between the two Realms), the fewer things trigger his UnstoppableRage and the longer he can spend in the TranquilFury stage of that rage (where he still retains some self-control and can put himself in a position where he can't hurt anyone once he goes fully berserk). In addition, the closer a werewolf's Harmony is to balanced the better control he has over his shapeshifting. If he's too far into the Physical, he has to make an effort and possibly spend Essence to shift forms, if he's too far into the Cognitive he has to make an effort to hold a single form for long periods of time, but if he is close to perfectly balanced he can easily transform when and only when he wants to.
* ''TabletopGame/PrometheanTheCreated'': A Promethean's milestones will often involve making a choice between two or more interpretations of its current Role (for example, a Leader deciding whether Leadership means beating up anyone who disobeys to make them fall into line, or whether it means striving to be an inspirational leader that people follow out of love). The book very clearly states that what matters in these cases is not ''what'' choice the Promethean makes, but that it ''makes'' a choice. If the Promethean decides that being a Leader means ruling by threats and fear, then it has still defined that part of what being human means to it, and ''that'' is what triggers the milestone. The only wrong choice is to refuse to choose.

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* {{Inverted}} with Harmony from ''TabletopGame/WerewolfTheForsaken'', since as with ''Siren'' above a major theme of the work is the way werewolves are pulled between the Physical and the Cognitive. The closer a werewolf's Harmony is to 5 (perfectly balanced between the two Realms), the fewer things trigger his UnstoppableRage and the longer he can spend in the TranquilFury stage of that rage (where he still retains some self-control and can put himself in a position where he can't hurt anyone once he goes fully berserk).



* {{Inverted}} with Harmony from ''TabletopGame/WerewolfTheForsaken'', since as with ''Siren'' above a major theme of the work is the way werewolves are pulled between the Physical and the Cognitive. The closer a werewolf's Harmony is to 5 (perfectly balanced between the two Realms), the fewer things trigger his UnstoppableRage and the longer he can spend in the TranquilFury stage of that rage (where he still retains some self-control and can put himself in a position where he can't hurt anyone once he goes fully berserk).
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None

Added DiffLines:

* {{Inverted}} with Harmony from ''TabletopGame/WerewolfTheForsaken'', since as with ''Siren'' above a major theme of the work is the way werewolves are pulled between the Physical and the Cognitive. The closer a werewolf's Harmony is to 5 (perfectly balanced between the two Realms), the fewer things trigger his UnstoppableRage and the longer he can spend in the TranquilFury stage of that rage (where he still retains some self-control and can put himself in a position where he can't hurt anyone once he goes fully berserk).

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