Follow TV Tropes

Following

History Main / ScriptBreaking

Go To

OR

Is there an issue? Send a MessageReason:
None


** ''VideoGame/FireEmblemRadiantDawn'' has a visual example. The main villain of Part 2 takes Lucia hostage at one point and cuts off her hair to send to Elincia as proof that he has her. As such, she has two different models in her starting class, Swordmaster, one with long hair and one with short hair, but only a short-haired model for her third-tier class, Trueblade. The NA and PAL releases, however, added in the ability to promote by reaching Level 21 (the Japanese version only allowed units to promote using items that don't start appearing until Part 3), and if you're playing on Easy and allow Lucia to solo the one chapter in Part 2 that she's available for, it's ''just'' barely possible to promote her in Part 2, while her hair should still be long.

to:

** ''VideoGame/FireEmblemRadiantDawn'' has a visual example. The main villain of Part 2 takes Lucia hostage at one point and cuts off her hair to send to Elincia as proof that he has her. As such, she has two different models in her starting class, Swordmaster, one with long hair and one with short hair, but only a short-haired model for her third-tier class, Trueblade. The NA and PAL international releases, however, added in the ability to promote by reaching Level 21 (the Japanese version only allowed units to promote using items that don't start appearing until Part 3), and if you're playing on Easy and allow Lucia to solo the one chapter in Part 2 that she's available for, it's ''just'' barely possible to promote her in Part 2, while her hair should still be long.
Is there an issue? Send a MessageReason:
Those Two Bad Guys has been made a disambig by TRS. Not enough context to move.


** In ''VideoGame/FireEmblemAwakening'', Paralogues 2 and 4 involve a mini-arc with ThoseTwoBadGuys Vincent and Victor. You fight Vincent in 2, and Victor seeks to avenge his death in 4. Except Paralogues can be completed in any order, meaning it's possible to do the latter first. In a case of DevelopersForesight, the dialogue changes in accordance with the order they are completed.

to:

** In ''VideoGame/FireEmblemAwakening'', Paralogues 2 and 4 involve a mini-arc with ThoseTwoBadGuys Vincent and Victor. You fight Vincent in 2, and Victor seeks to avenge his death in 4. Except Paralogues can be completed in any order, meaning it's possible to do the latter first. In a case of DevelopersForesight, the dialogue changes in accordance with the order they are completed.
Is there an issue? Send a MessageReason:
None


** It was formerly possible to get the PacifistRun GoldenEnding despite having killed monsters. Due to a glitch, starting the "befriend Alphys" sidequest and going back to the Core let you still fight and kill monsters. This causes a PlotHole because [[spoiler:the BigBad ostensibly needs to steal the SOUL of ''literally'' every monster in the Underground to complete ThePlan on this route]], but the actual ending plays out normally. This is because, after starting the Golden Ending route, the game stops checking if you've killed anyone. A patch eventually got rid of this by removing all RandomEncounters except for the ones in TheVeryDefinitelyFinalDungeon, [[spoiler:all of which are unkillable by design]].

to:

** It was formerly possible to get the PacifistRun GoldenEnding despite having killed monsters. Due to a glitch, some misplaced EventFlags, starting the "befriend Alphys" sidequest and going back to the Core let you still fight and kill monsters. This causes a PlotHole because [[spoiler:the BigBad ostensibly needs to steal the SOUL of ''literally'' every monster in the Underground to complete ThePlan on this route]], but the actual ending plays out normally. This is because, after starting the Golden Ending route, the game stops checking if you've killed anyone. A The first patch eventually got rid of closed this hole by removing all setting the "no more RandomEncounters except for in the ones in TheVeryDefinitelyFinalDungeon, [[spoiler:all of which are unkillable by design]]. Core" flag earlier, leaving no room to kill monsters once you've started the route to the best ending.
Is there an issue? Send a MessageReason:
None


* All boss encounters in ''VideoGame/FinalFantasyXIV'' follow a script that determines their attack patterns and said patterns change based on the target's remaining HP and/or after a certain amount of time passes. Parties that can pump out high amounts of damage very quickly can make the boss skip a phase and move onto the next one, which effectively makes the fight quicker to complete. In the early days of the game, script breaking (unintentionally or not) could cause the boss to completely break and not attack the party. While attacking a broken enemy would be a free win, it's a very quick way to get suspended or even banned for abusing the exploit.

to:

* All boss encounters in ''VideoGame/FinalFantasyXIV'' follow a script that determines their attack patterns and said patterns change based on the target's remaining HP and/or after a certain amount of time passes. Parties that can pump out high amounts of damage very quickly can make the boss skip a phase and move onto the next one, which effectively makes the fight quicker to complete. In the early days of the game, script breaking (unintentionally or not) could cause the boss to completely break and not attack the party. While attacking a broken enemy would be a free win, it's a very quick way to get suspended or even banned for abusing the exploit. Certain bosses also have mechanics where they have to be performed or the party wipes. In those cases, breaking the script by doing too much damage too quickly will have the boss think you failed the mechanic and uses its instant kill attack.

Added: 2106

Changed: 746

Is there an issue? Send a MessageReason:
None


** At the beginning of the chapter "Sandtraps", Gordon will come across two men, on a rock, one injured. A small little scene will take place and summon three Antlions at once. If the player is extremely lucky and skilled, they can kill the antlions when they pop up before they are able to do anything, but the injured man will die regardless. I guess one of "the greatest minds of our generation" cannot be saved.



** Similarly, at one point the player will come across two men, on a rock, one injured. A small little scene will take place and summon three Antlions at once. If the player is extremely lucky and skilled, they can kill the antlions when they pop up before they are able to do anything, but the injured man will die regardless. I guess one of "the greatest minds of our generation" can not be saved.
** Late in the game the player can carry a turret into a room where an NPC ally is being held captive. The turret is hostile to the ally, and will open fire. For some reason this NPC lacks GameplayAllyImmortality and can be killed by the turret, which prevents the game from advancing further.

to:

** Similarly, at one point the player will come across two men, on a rock, one injured. A small little scene will take place and summon three Antlions at once. If the player is extremely lucky and skilled, they can kill the antlions when they pop up before they are able to do anything, but the injured man will die regardless. I guess one of "the greatest minds of our generation" can not be saved.
** Late in the game game, the player can carry a turret into a room where an NPC ally is being held captive. The turret is hostile to the ally, and will open fire. For some reason this NPC lacks GameplayAllyImmortality and can be killed by the turret, which prevents the game from advancing further.further.
* ''VideoGame/BlackMesa'':
** In "Unforeseen Consequences", as the elevator plummets to the bottom of the shaft, you can throw a physics object through the glass, allowing the player to climb up the emergency ladder a little earlier then the player is supposed to. The elevator still falls, but provided that you loaded the next section in before it is destroyed, the scientists would be alive and well at the bottom of the shaft. You can also place the chair near the edge of the elevator platform before the elevator falls, which actually ''stops the thing from falling''. The scientists on the elevator will still be stuck in their "scared" poses though.
** By abusing the way that rocket testing chamber loads in "Blast Pit", along with quick thinking and strategic Satchel Charge/grenade placement, it's possible to save LeeroyJenkins. Naturally, the dev team never accounted for the slim chance that this would happen, as once you've defeated the Tentacles, Jenkins (who would've just shrugged off a face-full of rocket exhaust) just stands still and makes idle comments.
** During "Surface Tension", prior to entering the Laser Tripmine warehouse, the Crowbar Collective added a scene where you witness a scientist run out of a nearby structure to help a security guard downed by a HECU sniper in the area. A few moments later, the sniper would then kill the scientist as he tries to help the security guard. If you kill the sniper before he shoots the scientist however, the scientist remains on the field forever kneeling before the now dead security guard. This was fixed in the 2015 retail release; after the sniper is killed, the scientist will become startled, run into the nearby minefield, and die anyway.
Is there an issue? Send a MessageReason:
None


** In the second-gen games, using a "Walk Through Walls" VideoGame/GameShark code and walking up to sprites you are not supposed to touch will either make the sprites say "object event" or crash the game. The same thing happens in the first gen games too, and you can encounter some [[TheMissingno pretty bizarre glitch trainer battles]] with it. You can also break sequence in both Game Boy titles and get into Pokémon battles without actually having any pokemon in your party, which also results in funky (and game-breaking) glitches.

to:

** In the second-gen games, using a "Walk Through Walls" VideoGame/GameShark code and walking up to sprites you are not supposed to touch will either make the sprites say "object event" or crash the game. The same thing happens in the first gen games too, and you can encounter some [[TheMissingno [[GlitchEntity pretty bizarre glitch trainer battles]] with it. You can also break sequence in both Game Boy titles and get into Pokémon battles without actually having any pokemon in your party, which also results in funky (and game-breaking) glitches.
Is there an issue? Send a MessageReason:
Clutter like this is one of the reasons why potholes to trope pages are not allowed in page quotes.


->''"You used your [[WarpWhistle escapipe]]! Normally a smart move, [[GameBreakingBug but now I'm afraid]] [[UnwinnableByMistake the game can't be continued]]. [[HeKnowsAboutTimedHits Please press the Reset Button]] and try again."''
-->-- '''The King''', ''VideoGame/PhantasyStarIII'', after you escape from prison [[DevelopersForesight the unauthorized way.]]

to:

->''"You used your [[WarpWhistle escapipe]]! escapipe! Normally a smart move, [[GameBreakingBug but now I'm afraid]] [[UnwinnableByMistake afraid the game can't be continued]]. [[HeKnowsAboutTimedHits continued. Please press the Reset Button]] Button and try again."''
-->-- '''The King''', ''VideoGame/PhantasyStarIII'', after you escape from prison [[DevelopersForesight the unauthorized way.]]
way.
Is there an issue? Send a MessageReason:
No, that's Sequence Breaking.


** In first gen games, you're supposed to get a drink from the vending machine in Celadon before you can enter Saffron. However, if you have ''Pokémon Stadium 2'' and use a transfer pack, you can transfer a drink to one game from another and enter Saffron as soon as you reached Cerulean. When the Remakes came out, Pokémon could now hold items, so you could give a drink to a Pokémon and then trade it...[[ObviousRulePatch which is why you now need a key item to get past the guards.]]
Is there an issue? Send a MessageReason:
None


->''"You used your [[WarpWhistle escapipe]]! Normally a smart move, [[GameBreakingBug but now I'm afraid]] [[UnwinnableByMistake the game can't be continued]]. Please press the Reset Button and try again."''

to:

->''"You used your [[WarpWhistle escapipe]]! Normally a smart move, [[GameBreakingBug but now I'm afraid]] [[UnwinnableByMistake the game can't be continued]]. [[HeKnowsAboutTimedHits Please press the Reset Button Button]] and try again."''
Is there an issue? Send a MessageReason:
None


->''"You used your escapipe! Normally a smart move, [[GameBreakingBug but now I'm afraid]] [[UnwinnableByMistake the game can't be continued]]. Please press the Reset Button and try again."''

to:

->''"You used your escapipe! [[WarpWhistle escapipe]]! Normally a smart move, [[GameBreakingBug but now I'm afraid]] [[UnwinnableByMistake the game can't be continued]]. Please press the Reset Button and try again."''
Is there an issue? Send a MessageReason:
None


->''"You used your escapipe! Normally a smart move, [[GameBreakingBug but now I'm afraid the game can't be continued]]. Please press the Reset Button and try again."''

to:

->''"You used your escapipe! Normally a smart move, [[GameBreakingBug but now I'm afraid afraid]] [[UnwinnableByMistake the game can't be continued]]. Please press the Reset Button and try again."''
Is there an issue? Send a MessageReason:
None


->''"You used your escapipe! Normally a smart move, but now I'm afraid the game can't be continued. Please press the Reset Button and try again."''

to:

->''"You used your escapipe! Normally a smart move, [[GameBreakingBug but now I'm afraid the game can't be continued.continued]]. Please press the Reset Button and try again."''
Is there an issue? Send a MessageReason:
None



to:

* All boss encounters in ''VideoGame/FinalFantasyXIV'' follow a script that determines their attack patterns and said patterns change based on the target's remaining HP and/or after a certain amount of time passes. Parties that can pump out high amounts of damage very quickly can make the boss skip a phase and move onto the next one, which effectively makes the fight quicker to complete. In the early days of the game, script breaking (unintentionally or not) could cause the boss to completely break and not attack the party. While attacking a broken enemy would be a free win, it's a very quick way to get suspended or even banned for abusing the exploit.
Is there an issue? Send a MessageReason:
breals -> breaks


** Notably, the game actually [[DevelopersForesight gives you an achievement]] for doing this (and many other sequence breals).

to:

** Notably, the game actually [[DevelopersForesight gives you an achievement]] for doing this (and many other sequence breals).
breaks).
Is there an issue? Send a MessageReason:
paniced -> panicked


** In ''Freespace 2'', there's a mission where you're supposed to destroy some of the Sathanas' main guns to give the Colossus a fighting chance. It's possible to destroy ''all'' guns, which makes the next mission hilarious: The Colossus sticks to it's script and delivers paniced damage reports even if it's receiving ''no'' damage.

to:

** In ''Freespace 2'', there's a mission where you're supposed to destroy some of the Sathanas' main guns to give the Colossus a fighting chance. It's possible to destroy ''all'' guns, which makes the next mission hilarious: The Colossus sticks to it's script and delivers paniced panicked damage reports even if it's receiving ''no'' damage.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** You can also ''pick up the wall'' in the Town Hall, which per the story should win the game immediately, but actually does nothing.
Is there an issue? Send a MessageReason:
removed You Tube link 'cause video is private: can't be watched even if logged in


* By using a collision detection error, it is possible to get a few Pearls earlier than you're supposed to in ''VideoGame/BeyondGoodAndEvil.'' This isn't script-breaking in and of itself... But if you hunt for all the Pearls possible at that point in the game, it ends up giving you ''just enough'' Pearls to purchase the next hovercraft upgrade, the Jump Booster, which you aren't supposed to be able to do until after you've been to the Factory area. If you attempt to go to the next area, the Slaughterhouse, without visiting the Factory, the game gets rather confused--dialogue for Double H appears, even though he's technically still trapped in the Factory, referencing events in cutscenes you haven't seen, and Pey'j mysteriously vanishes. If you make it through Slaughterhouse Road and attempt to dock at the other side, the game freezes up--presumably because it has no idea just who the heck is your partner anymore. [[https://www.youtube.com/watch?v=fEoHrHOGXkw&feature=PlayList&p=BEBF60EB7C4160A9&index=0 A video demonstration.]]

to:

* By using a collision detection error, it is possible to get a few Pearls earlier than you're supposed to in ''VideoGame/BeyondGoodAndEvil.'' This isn't script-breaking in and of itself... But if you hunt for all the Pearls possible at that point in the game, it ends up giving you ''just enough'' Pearls to purchase the next hovercraft upgrade, the Jump Booster, which you aren't supposed to be able to do until after you've been to the Factory area. If you attempt to go to the next area, the Slaughterhouse, without visiting the Factory, the game gets rather confused--dialogue for Double H appears, even though he's technically still trapped in the Factory, referencing events in cutscenes you haven't seen, and Pey'j mysteriously vanishes. If you make it through Slaughterhouse Road and attempt to dock at the other side, the game freezes up--presumably because it has no idea just who the heck is your partner anymore. [[https://www.youtube.com/watch?v=fEoHrHOGXkw&feature=PlayList&p=BEBF60EB7C4160A9&index=0 A video demonstration.]]
Is there an issue? Send a MessageReason:
None


** Notably, the game actually [[DeveloperForesight gives you an achievement]] for doing this (and many other sequence breals).

to:

** Notably, the game actually [[DeveloperForesight [[DevelopersForesight gives you an achievement]] for doing this (and many other sequence breals).
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Notably, the game actually [[DeveloperForesight gives you an achievement]] for doing this (and many other sequence breals).
Is there an issue? Send a MessageReason:
grammar or typo


* ''VideoGame/{{Maelstrom}}'' had at least 2 moments where {{terraforming}} (raising or lowering terrain) could be used to screw with the game. In one mission the player had to move a group of units through a half flooded ruined city. The usual way was to use terraforming to create bridges between the small island in this area to go around and end up on top of a small cliff. Or, since the player had lots of energy resource, you could just raise a gigantic ramp to the top of the cliff from one of the first islands, bypassing a few event triggers and confusing this missions objective system. In another mission the player had to destroy a few alien bases in a mountainous region. The map was divided by a few mountain ranges with several valleys in them for ground units. Since the aliens have no terraforming or flying transports, the player could just raise walls in the valleys to cut of his part of the map from alien ground units.

to:

* ''VideoGame/{{Maelstrom}}'' had at least 2 moments where {{terraforming}} (raising or lowering terrain) could be used to screw with the game. In one mission the player had to move a group of units through a half flooded ruined city. The usual way was to use terraforming to create bridges between the small island in this area to go around and end up on top of a small cliff. Or, since the player had lots of energy resource, you could just raise a gigantic ramp to the top of the cliff from one of the first islands, bypassing a few event triggers and confusing this missions objective system. In another mission the player had to destroy a few alien bases in a mountainous region. The map was divided by a few mountain ranges with several valleys in them for ground units. Since the aliens have no terraforming or flying transports, the player could just raise walls in the valleys to cut of off his part of the map from alien ground units.
Is there an issue? Send a MessageReason:
typo


* In ''Franchise/StarWars: [[VideoGame/DarkForcesSaga Jedi Knight II]]'' if you kill Tavion not the usual way, by accumulating damage, but by tossing her off a cliff (ridiculously hard to do, because they were almost always immune to Force Push) the cutscene that plays afterwards, where Kyle is supposed to threaten Tavion, playFs out as normal, except without Tavion. At one point, Kyle is suspending Tavion in mid-air with the Force Choke ability, thinks better of it, and drops her. At which point Tavion fell out of midair, back into the scene.

to:

* In ''Franchise/StarWars: [[VideoGame/DarkForcesSaga Jedi Knight II]]'' if you kill Tavion not the usual way, by accumulating damage, but by tossing her off a cliff (ridiculously hard to do, because they were almost always immune to Force Push) the cutscene that plays afterwards, where Kyle is supposed to threaten Tavion, playFs plays out as normal, except without Tavion. At one point, Kyle is suspending Tavion in mid-air with the Force Choke ability, thinks better of it, and drops her. At which point Tavion fell out of midair, back into the scene.



** Similarly, in ''VideoGame/FireEmblemTheBlazingBlade'', you can have supports refer to events that haven't yet happened, most notably in Matthew and Serra's level A support, in which [[spoiler: Matthew is still grieving over Leila's death]], but the conversation can be triggered before [[spoiler: Leila dies]].

to:

** Similarly, in ''VideoGame/FireEmblemTheBlazingBlade'', you can have supports refer to events that haven't yet happened, most notably in Matthew and Serra's 's level A support, in which [[spoiler: Matthew is still grieving over Leila's death]], but the conversation can be triggered before [[spoiler: Leila dies]].
Is there an issue? Send a MessageReason:
None


* In ''VideoGame/KnightsOfTheOldRepublic'', on a Light Side run through the Star Forge you encounter Bastilla a second time, which is supposed to be your opportunity to save her. You can choose instead to kill her, and the game will confirm her death in the usual manner... though it won't change the fact that she somehow shows up alive and well in the ending sequence.

to:

* In ''VideoGame/KnightsOfTheOldRepublic'', on a Light Side run through the Star Forge you encounter Bastilla Bastila a second time, which is supposed to be your opportunity to save her. You can choose instead to kill her, and the game will confirm her death in the usual manner... though it won't change the fact that she somehow shows up alive and well in the ending sequence. Patch 1.3 fixes this issue, however.
Is there an issue? Send a MessageReason:
Spelling Correction.


* ''VideoGame/{{Stranglehold}}'' checks to see if you've beaten a section by crossing a trigger. However, it checks for ''any'' trigger. One those rare occasions where you can go backwards through the level, it is possible to advance by retreating.

to:

* ''VideoGame/{{Stranglehold}}'' checks to see if you've beaten a section by crossing a trigger. However, it checks for ''any'' trigger. One On those rare occasions where you can go backwards through the level, it is possible to advance by retreating.
Is there an issue? Send a MessageReason:
No potholes in page quotes.


->''"You used your escapipe! Normally a smart move, but now [[UnWinnable I'm afraid the game can't be continued]]. Please press the Reset Button and try again."''

to:

->''"You used your escapipe! Normally a smart move, but now [[UnWinnable I'm afraid the game can't be continued]].continued. Please press the Reset Button and try again."''
Is there an issue? Send a MessageReason:
None


** Killing such people as Joe Greene and the caretaker before you're asked to results in JC Denton telling them he offed them already - Dowd and Philbin will remark that you're ProperlyParanoid.

to:

** Killing such people as Joe Greene and the caretaker gatekeeper before you're asked to results in JC Denton telling them he offed them already - Dowd and Philbin Filben will remark that you're ProperlyParanoid.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/UltimaVIIPartII'' is full of even more of them.
** You can get around multiple event triggers with the Serpent Bond spell (which turns you into a snake), which allows you to bring your party members into a dream world, as well as loot some cool treasure you're not supposed to have. You can also make two temporary party members become permanent additions by circumventing the trigger that would kill them off.
** During one virtue challenge, you have to walk a narrow path coated with acid, which causes constant damage. In order to survive, you're supposed to recruit Petra the Automaton and switch bodies with her, which makes you immune to the acid. After completing this, Petra leaves. However, you can do the challenge just fine as is, as long as you have a steady supply of healing. (Even a bunch of bandages will do fine.) If you then recruit Petra after doing the challenge, she'll never get to leave.
Is there an issue? Send a MessageReason:
None


* In ''VideoGame/PhantasyStarIII'', buying an [[EscapeRope escapipe]] (which requires selling your starting gear) and using it after you get thrown in the dungeons will return you to the first town, but prevent you from advancing the plot any further as it requires you to fight your way out. Talk to the King afterward and he gives the page quote at the top, indicating that [[DevelopersForesight the developers predicted some wiseguy would try it]].

to:

* In ''VideoGame/PhantasyStarIII'', buying you get thrown into the dungeons near the start of the game, and then you must fight your way out. Unless, of course, you buy an [[EscapeRope escapipe]] beforehand (which requires selling your starting gear) and using use it after you get thrown in the dungeons. You escape the dungeons will return you to just the first town, same, but prevent you from advancing the plot any further as it requires you because you're ''meant'' to fight your way out. out, you cannot advance the plot. Talk to the King afterward and he gives the page quote at the top, indicating that [[DevelopersForesight the developers predicted some wiseguy would try it]].an escapipe in there]].

Added: 451

Changed: 15

Is there an issue? Send a MessageReason:
None


* This happens in ''Phantasy Star 2'' if you kill the security bots coming to arrest you by cheating, after which you can no longer progress through the plot.

to:

* This happens in ''Phantasy Star 2'' ''VideoGame/PhantasyStarII'' if you kill the security bots coming to arrest you by cheating, after which you can no longer progress through the plot.


Added DiffLines:

* In ''VideoGame/PhantasyStarIII'', buying an [[EscapeRope escapipe]] (which requires selling your starting gear) and using it after you get thrown in the dungeons will return you to the first town, but prevent you from advancing the plot any further as it requires you to fight your way out. Talk to the King afterward and he gives the page quote at the top, indicating that [[DevelopersForesight the developers predicted some wiseguy would try it]].
Is there an issue? Send a MessageReason:
None


->''"You used your escapipe! Normally a smart move, but now I'm afraid the game can't be continued. Please press the Reset Button and try again."''

to:

->''"You used your escapipe! Normally a smart move, but now [[UnWinnable I'm afraid the game can't be continued.continued]]. Please press the Reset Button and try again."''

Added: 621

Changed: 1990

Is there an issue? Send a MessageReason:
Elder Scrolls cleanup


* ''VideoGame/TheElderScrollsIIIMorrowind'' is (in)famous for its many bugs. Being a sandbox game, the player can kill pretty much everyone. Inevitably, a main quest-critical NPC could be inadvertently killed by the player. Usually, killing an important NPC will display a small message indicating that the main quest is now unbeatable. However, many lesser [=NPCs=] do not display that message when eliminated (try killing members of the three houses, such as Dren).
** Averted in ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]''. Important [=NPCs=] cannot be killed, only temporarily knocked unconscious. While the game cannot be rendered unwinnable, it also lost much in immersion.

to:

* ''VideoGame/TheElderScrollsIIIMorrowind'' is (in)famous for its many bugs. Being a sandbox game, ''Franchise/TheElderScrolls'':
** In ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', AnyoneCanDie, because
the player PlayerCharacter can kill pretty much everyone. Inevitably, a them. This includes main quest-critical NPC could be inadvertently killed by quest essential [=NPCs=], which naturally break the player. Usually, killing an important NPC will display primary way of completing the main quest. For the majority of these characters, a small pop up message indicating appears explaining that you've made the main quest is now unbeatable. unbeatable and encouraging you to load a saved game from before. However, many lesser some important [=NPCs=] do not display that generate this message when eliminated (try killing members of upon being killed, while some not important to the three houses, such as Dren).
main quest ''do'' generate it. The game does offer a legitimate "backpath" method of beating the main quest which requires only one NPC to be alive, but it is [[GuideDangIt well hidden]] and [[NintendoHard extremely difficult]] (due to [[spoiler:one part of it causing a permanent MaximumHPReduction of about 200 points on the PlayerCharacter]]). A [[TakeAThirdOption third option]] is to use the game's famous [[GameBreaker Alchemy Exploit]], which makes you powerful enough to handle the ArtifactOfDoom {{MacGuffin}}s without [[PhlebotinumHandlingRequirements dying instantly]] and forcefully completing the main quest. (Only if you misplace said items is the game ''truly'' unwinnable.)
** Averted in ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]''. Oblivion]]'':
*** Averted after some of the issues in ''Morrowind''.
Important [=NPCs=] are marked as "essential" and cannot be killed, only temporarily knocked unconscious. While the game cannot be rendered unwinnable, it also lost much in immersion.



** User-created mods are sometimes plagued with "talk triggers" not activating. When the player is meant to be able to advance conversation with an NPC, they are given a "talk trigger" to ask something new. These can break -- by no fault of the player -- rendering the quest impossible to continue.
** In ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'', it's possible for this trope to occur when first entering Solitude. [[spoiler:A public execution will be happening, and while it's possible to kill the executioner, the man to be executed still dies regardless. Most notable is that the man to be executed can get up and run away, only to drop dead with his head cut off moments later.]]

to:

** User-created mods are sometimes plagued with "talk triggers" not activating. When the player is meant to be able to advance conversation with an NPC, they are given a "talk trigger" to ask something new. These can break -- by no fault of the player -- rendering the quest impossible to continue.
** In
''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'', it's Skyrim]]'':
*** It's
possible for this trope to occur when first entering Solitude. [[spoiler:A A public execution will be happening, and while it's possible to kill the executioner, the man to be executed still dies regardless. Most notable is that the man to be executed can get up and run away, only to drop dead with his head cut off moments later.]]


Added DiffLines:

** User-created {{Game Mod}}s for each of the games are sometimes plagued with "talk triggers" not activating. When the player is meant to be able to advance conversation with a NPC, they are given a "talk trigger" to ask something new. These can break -- by no fault of the player -- rendering the quest impossible to continue.

Top