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* VideoGame/DeathRoadToCanada: A downplayed example as the only way to lose the game is through a TotalPartyKill, but having fraught relationships and low morale usually spells the death of a run. Characters can kick each other out, hurt and kill one another, and pull a ScrewThisImOuttaHere (usually taking supplies). The latter sometimes ends the run entirely if they're the only one left.

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* VideoGame/DeathRoadToCanada: ''VideoGame/DeathRoadToCanada'': A downplayed example as the only way to lose the game is through a TotalPartyKill, but having fraught relationships and low morale usually spells the death of a run. Characters can kick each other out, hurt and kill one another, and pull a ScrewThisImOuttaHere (usually taking supplies). The latter sometimes ends the run entirely if they're the only one left.



** In ''VisualNovel/VirtuesLastReward'', choosing to Betray a sympathetic character generally leads to disgusted reactions from the rest of the group, especially if this person is currently incapacitated and unable to vote. [[spoiler:Which makes the one instance in which ''betraying'' the unconscious Alice is the correct decision a massive wham episode for the player. In all other situations, choosing to Ally with an unconscious character is the logical decision. But if you choose to Ally with her, ''she kills you.'' The game expects you to ally with her first, and if you do and pick Betray next, due to the nature of the plot, Sigma will actually remember the events from when you chose ally. Though he won't know what to make of it at the time.]]

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** In ''VisualNovel/VirtuesLastReward'', choosing to Betray a sympathetic character generally leads to disgusted reactions from the rest of the group, especially if this person is currently incapacitated and unable to vote. [[spoiler:Which makes the one instance in which ''betraying'' the unconscious Alice is the correct decision a massive wham episode for the player. In all other situations, choosing to Ally with an unconscious character is the logical decision. But if you choose to Ally with her, ''she kills you.'' you''. The game expects you to ally with her first, and if you do and pick Betray next, due to the nature of the plot, Sigma will actually remember the events from when you chose ally. Though he won't know what to make of it at the time.]]
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** Panam's questline is pretty straightforward and you have to [[EarnYourBadEnding actively try]] to make her hate you; namely by [[ScrewThisImOuttaHere simply abandoning one of her quests]]. This locks you out of the GoldenEnding.
** For Judy, you have to side with [[ApparentlyPowerlessPuppetmaster Maiko]] near the end of her questline ''and'' accept the reward she gives you. You don't lose much besides an achievement (and obviously Judy's respect) if it's your first run.
** For Claire you have to side against her during the FriendOrIdolDecision, which makes you lose her as a vendor as she'll refuse to serve you at Afterlife.

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** Panam's questline is pretty straightforward and you have to [[EarnYourBadEnding actively try]] to make her hate you; namely by [[ScrewThisImOuttaHere simply abandoning one of her quests]]. This locks If you out of the GoldenEnding.
abandon]] Panam, River, or Songbird during an ''important'', time-sensitive quest, they'll cut all ties with you.
** For Judy, you have to side with [[ApparentlyPowerlessPuppetmaster Maiko]] near the end of her questline ''and'' accept the reward money she gives you. You don't lose much besides an achievement (and obviously Judy's respect) if it's your first run.
you for helping her screw prostitutes over.
** For Claire Claire, you have to side against her during the FriendOrIdolDecision, which makes you lose her as a vendor as she'll refuse to serve you at Afterlife.



*** [[EarnYourBadEnding If you try hard enough]], you can use this to [[spoiler: lose the entire game by getting everyone, including Shepard, killed in the Suicide Mission. You accomplish this by avoiding the loyalty of your party members or actively choosing options that will make them disloyal, combined with making the right (wrong) decisions to get everyone except yourself killed in the mission itself. In the final leap, the only person left alive to pull you into the Normandy is Joker, who isn't strong enough to do it alone. Notably, this is the only ending that cannot be carried forward into Mass Effect 3. [[CaptainObvious Because you're dead]].]]

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*** [[EarnYourBadEnding If you try hard enough]], you can use this to [[spoiler: lose [[spoiler:lose the entire game by getting everyone, including Shepard, killed in the Suicide Mission. You accomplish this by avoiding the loyalty of your party members or actively choosing options that will make them disloyal, combined with making the right (wrong) decisions to get everyone except yourself killed in the mission itself. In the final leap, the only person left alive to pull you into the Normandy is Joker, who isn't strong enough to do it alone. Notably, this is the only ending that cannot be carried forward into Mass Effect 3. [[CaptainObvious Because you're dead]].]]

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Fixing indentation


** ''VideoGame/MassEffect2'' takes things further. The only way to make it through the Suicide Mission against the Collectors with everyone in your crew alive is for everyone to be loyal to you by doing their loyalty missions after recruiting them. And even then, this only gives you a fighting chance — making the wrong choices during the final mission and/or not upgrading your ship could very easily lead to you losing squadmates no matter how loyal they are. Even if you have her loyalty, Samara still tells Renegade Shepard that she's going to kill him/her after the mission is over. You can avoid this by killing her first. (Also, she doesn't actually kill you in the game.) In addition, there are character-based conflicts where Shepard will have to take one side or the other (Miranda vs Jack and Tali vs [[spoiler:Legion]]) if your KarmaMeter is not high enough in either direction to overrule their argument on personality alone, meaning the other's loyalty will be lost.

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** ''VideoGame/MassEffect2'' takes things further. ''VideoGame/MassEffect2'':
***
The only way to make it through the Suicide Mission against the Collectors with everyone in your crew alive is for everyone to be loyal to you by doing their loyalty missions after recruiting them. And even then, this only gives you a fighting chance — making the wrong choices during the final mission and/or not upgrading your ship could very easily lead to you losing squadmates no matter how loyal they are. Even if you have her loyalty, Samara still tells Renegade Shepard that she's going to kill him/her after the mission is over. You can avoid this by killing her first. (Also, she doesn't actually kill you in the game.) In addition, there are character-based conflicts where Shepard will have to take one side or the other (Miranda vs Jack and Tali vs [[spoiler:Legion]]) if your KarmaMeter is not high enough in either direction to overrule their argument on personality alone, meaning the other's loyalty will be lost.
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*** [[EarnYourBadEnding If you try hard enough]], you can use this to [[spoiler: lose the entire game by getting everyone, including Shepard, killed in the Suicide Mission. You accomplish this by avoiding the loyalty of your party members or actively choosing options that will make them disloyal, combined with making the right (wrong) decisions to get everyone except yourself killed in the mission itself. In the final leap, the only person left alive to pull you into the Normandy is Joker, who isn't strong enough to do it alone. Notably, this is the only ending that cannot be carried forward into Mass Effect 3. [[CaptainObvious Because you're dead]].]]
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Not enough context (ZCE)


* How one gets the infamous endings in ''VisualNovel/SchoolDays.''

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* %%* How one gets the infamous endings in ''VisualNovel/SchoolDays.''

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Alphabetizing example(s)


* ''VideoGame/DeadInVinland'' has an AllianceMeter (or, rather, enmity meter, or possibly WantedMeter) with the game's BigBad bandit lord [[LukeNounverber Bjorn]] [[NamesToRunAwayFromReallyFast Headcleaver]]. Raising it past certain thresholds means he sends goons to attack your camp. Fail to pay him tribute (and insult his minions) enough, and you'll get a NonStandardGameOver where he slaughters your party.



* ''VideoGame/{{Pharaoh}}'': Having a Kingdom rating of 0 isn't an instant game over, but it's nigh-impossible to recover from as it usually entails other cities or even Pharaoh sending huge armies to remove you from power, and is also usually reached because of other dysfunctions in the city (no economy, no workforce, requests going unanswered, other armies marching around to destroy your city...).



* ''VideoGame/DeadInVinland'' has an AllianceMeter (or, rather, enmity meter, or possibly WantedMeter) with the game's BigBad bandit lord [[LukeNounverber Bjorn]] [[NamesToRunAwayFromReallyFast Headcleaver]]. Raising it past certain thresholds means he sends goons to attack your camp. Fail to pay him tribute (and insult his minions) enough, and you'll get a NonStandardGameOver where he slaughters your party.
* ''{{VideoGame/Pharaoh}}'': Having a Kingdom rating of 0 isn't an instant game over, but it's nigh-impossible to recover from as it usually entails other cities or even Pharaoh sending huge armies to remove you from power, and is also usually reached because of other dysfunctions in the city (no economy, no workforce, requests going unanswered, other armies marching around to destroy your city...).
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Punishing you for neglecting your relationships means that You Lose at Zero Trust. If you don't maintain a relationship in-game, the consequences range from losing special abilities to a HeroicBSOD or worse.

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Punishing you for neglecting your relationships means that [[TitleDrop You Lose at Zero Trust.Trust]]. If you don't maintain a relationship in-game, the consequences range from losing special abilities to a HeroicBSOD or worse.
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Crosswicking

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* ''VideoGame/PotionPermit'': If you fail to treat a villager's illness, they'll be sent to Matheo and lose trust in you. They'll refuse to talk to you and you can't activate any town events.
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* ''VisualNovel/TheHeistMonaco'': The recruited HeistTeam members have Trust scores, and failing to get enough Trust with them will result in them [[BadFuture either failing in their jobs or having to run from the police]].

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* ''VisualNovel/TheHeistMonaco'': The recruited HeistTeam members have Trust scores, and failing to get enough Trust with them will result in them [[BadFuture either failing in their jobs or having to run from the police]].police.
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* ''VisualNovel/TheHeistMonaco'': The recruited HeistCrew members have Trust scores, and failing to get enough Trust with them will result in them [[BadFuture either failing in their jobs or having to run from the police]].

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* ''VisualNovel/TheHeistMonaco'': The recruited HeistCrew HeistTeam members have Trust scores, and failing to get enough Trust with them will result in them [[BadFuture either failing in their jobs or having to run from the police]].

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* ''VisualNovel/TheHeistMonaco'': The recruited HeistCrew members have Trust scores, and failing to get enough Trust with them will result in them [[BadFuture either failing in their jobs or having to run from the police]].



** Fail to have a high enough Nerve score by the end of ''It Lives In The Woods'' and [[spoiler:Noah forces you to become the next Redfield]].
** In ''It Lives Beneath'', having a Nerve score that is too low will result in you automatically dying, [[spoiler:as you get trapped at the bottom of the lake in a coffin and you can't escape]].

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** Fail to have a high enough Nerve score by the end of ''It Lives In The Woods'' and [[spoiler:Noah forces you to become the next Redfield]].
Redfield]]. Your friends can also die if their Nerve scores are not high enough.
** In ''It Lives Beneath'', having a Nerve score that is too low will result in you automatically dying, [[spoiler:as you get trapped at the bottom of the lake in a coffin and you can't escape]]. Even if your Nerve score is high enough, failing to get the overall Nerve score for the group high enough will result in the death of the friend with the lowest Nerve score.
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** In ''It Lives Beneath'', having a Nerve score that is too low will result in your death no matter what, [[spoiler:as you get trapped at the bottom of the lake in a coffin and you can't escape]].

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** In ''It Lives Beneath'', having a Nerve score that is too low will result in your death no matter what, you automatically dying, [[spoiler:as you get trapped at the bottom of the lake in a coffin and you can't escape]].

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* Fail to have a high enough Nerve score by the end of ''[[VisualNovel/ItLives It Lives In The Woods]]'' and [[spoiler:Noah forces you to become the next Redfield]].

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* ''VisualNovel/ItLives'':
**
Fail to have a high enough Nerve score by the end of ''[[VisualNovel/ItLives It ''It Lives In The Woods]]'' Woods'' and [[spoiler:Noah forces you to become the next Redfield]]. Redfield]].
** In ''It Lives Beneath'', having a Nerve score that is too low will result in your death no matter what, [[spoiler:as you get trapped at the bottom of the lake in a coffin and you can't escape]].
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Per TRS.


* ''TabletopGame/MaidRPG'' has this as one of the main features (that and [[WidgetSeries the weirdness]], of course). Although the GM can choose to simply assign you to a different mansion, you are getting removed from the campaign either way.

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* ''TabletopGame/MaidRPG'' has this as one of the main features (that and [[WidgetSeries the weirdness]], of course).features. Although the GM can choose to simply assign you to a different mansion, you are getting removed from the campaign either way.
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* This is basically the entirety of ''VideoGame/{{Facade}}''. If Trip gets very upset with you, he'll kick you out, leading to a Game Over.

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* This is basically the entirety of ''VideoGame/{{Facade}}''.''VideoGame/Facade2005''. If Trip gets very upset with you, he'll kick you out, leading to a Game Over.
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* In ''Videogame/Fallout4'', if you get a character's Relationship Value too low by repeatedly doing actions they disapprove of, they'll let you know it. The first time, they'll give you a warning. The second time, they'll leave for good unless you pass a hard difficulty check. The third time after, they won't care what you have to say; they're gone. Also, companions directly affiliated with a certain faction will break things off and even oppose you once you make an enemy of said faction. And if a Settlement's Happiness level drops too low, they will break alliance with you and possibly even become hostile. Shooting a settler dead instantly drops many companions’ relationship value to the lowest possible and they leave you for good. Some, such as Hancock will even attack you.

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* In ''Videogame/Fallout4'', if you get a character's Relationship Value too low by repeatedly doing actions they disapprove of, they'll let you know it. The first time, they'll give you a warning. The second time, they'll leave for good unless you pass a hard difficulty high-difficulty speech check. The third time after, they won't care what you have to say; they're gone. Also, companions directly affiliated with a certain faction will break things off and even oppose you once you make an enemy of said faction. And if a Settlement's Happiness level drops too low, they will break alliance with you and possibly even become hostile. Shooting a settler dead instantly drops many companions’ relationship value to the lowest possible and they leave you for good. Some, such as Hancock will even attack you.
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* ''VideoGame/TheOregonTrail2021'': If a party member's morale gets too low, they'll become Forlorn. If this persists, they may end up abandoning the party. Having said that, the party member does a chance to later return and ask for your {{Forgiveness}}. If you let them return, their stats will be restored (which can actually save you a good bit of money/resources). [[VideoGameCrueltyPotential Or you can turn them away again for the hell of it.]]
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* VideoGame/DeathRoadToCanada: A downplayed example as the only way to lose the game is through a TotalPartyKill, but having fraught relationships and low morale usually spells the death of a run. Characters can kick each other out, hurt and kill one another, and pull a ScrewThisImOuttaHere (usually taking supplies). The latter sometimes ends the run entirely if they're the only one left.
* In ''VideoGame/TheQuarry'', Laura getting a good relationship with Travis can allow for both to easily survive the night. [[spoiler:If Laura shoots him while escaping and kills at least one member of his family, Travis will undergo SanitySlippage and try to attack her (and Ryan if he succeeds), resulting in at least one casualty.]]
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** Some companions will leave you if your reputation with a faction drops too low or goes too high if you do things they feel are wrong, or in Cass' case, if your karma drops too low. This generally happens if you associate with [[AlwaysChaoticEvil Caesar's Legion]] since all the human companions hate them though the non-human companions are ambivalent at best.

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** Some companions will leave you if your reputation with a faction drops too low or goes too high if you do things they feel are wrong, or in Cass' case, if your karma drops too low. This generally happens if you associate with [[AlwaysChaoticEvil [[TheEmpire Caesar's Legion]] since all the human companions hate them though the non-human companions are ambivalent at best.
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Crosswicking.

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[[folder:Management Games]]
* In ''VideoGame/KingOfTheCastle'', if the Kingdom's Authority, Stability, or Treasury reaches zero, the King automatically loses because their staff thinks they're incompetent, and whichever noble house was closest to winning becomes their successor (or, if two were equally close, a vote is held to determine the successor).
[[/folder]]
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Bonus Boss was renamed by TRS


* A slight example exists in ''VideoGame/StarOceanTillTheEndOfTime'' if you don't have high enough [[RelationshipValues affection]] with another character to get their paired ending, the BonusBoss in the BonusDungeon, Urssa Cave Temple, will be Fayt and [[AGodAmI Luther]] [[BigBad Lansfeld]], who are significantly stronger than the same for a paired ending (where you fight Fayt and whoever he was paired with at the end of the main story).

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* A slight example exists in ''VideoGame/StarOceanTillTheEndOfTime'' if you don't have high enough [[RelationshipValues affection]] with another character to get their paired ending, the BonusBoss {{Superboss}} in the BonusDungeon, Urssa Cave Temple, will be Fayt and [[AGodAmI Luther]] [[BigBad Lansfeld]], who are significantly stronger than the same for a paired ending (where you fight Fayt and whoever he was paired with at the end of the main story).
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* Parodied in ''VideoGame/AHatInTime'' where after Hat Kid meets Moustache Girl and decide to be friends, a friendship meter pops up and fills halfway. After the first boss however, [[spoiler:Moustache Girl immediately falls out with Hat Kid since she doesn't want to use the Time Pieces to fight crime like Moustache Girl and instead just wants to use them to get home, the same meter pops up again, only for the progress to reverse ''offscreen'' and it explodes, declaring the both of them as "enemies".]]
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[[folder:Stealth]]
* ''VideoGame/YandereSimulator'': If Yan-chan lets her reputation get too low, she gets a NonStandardGameOver in which other students laugh at her and Senpai rejects her.
[[/folder]]
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* In ''VideoGame/Cyberpunk2077'', a few of [[PlayerCharacter V]]'s allies have specific points in their questlines where you piss them off enough to cut ties with you altogether.
** Panam's questline is pretty straightforward and you have to [[EarnYourBadEnding actively try]] to make her hate you; namely by [[ScrewThisImOuttaHere simply abandoning one of her quests]]. This locks you out of the GoldenEnding.
** For Judy, you have to side with [[ApparentlyPowerlessPuppetmaster Maiko]] near the end of her questline ''and'' accept the reward she gives you. You don't lose much besides an achievement (and obviously Judy's respect) if it's your first run.
** For Claire you have to side against her during the FriendOrIdolDecision, which makes you lose her as a vendor as she'll refuse to serve you at Afterlife.
Tabs MOD

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Kill Em All was renamed Everybody Dies Ending due to misuse. Dewicking


* In ''VideoGame/{{Hakuouki}}'' and its prequel game ''Hakuouki Reimeiroku'', failing to develop sufficient levels of affection with at least one of the various members of UsefulNotes/TheShinsengumi inevitably has dire consequences ranging from SurvivorGuilt to [[TheManyDeathsOfYou your death]] to an outright KillEmAll ending.

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* In ''VideoGame/{{Hakuouki}}'' and its prequel game ''Hakuouki Reimeiroku'', failing to develop sufficient levels of affection with at least one of the various members of UsefulNotes/TheShinsengumi inevitably has dire consequences ranging from SurvivorGuilt to [[TheManyDeathsOfYou your death]] to an outright KillEmAll ending.EverybodyDiesEnding.
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* Inverted in ''VideoGame/FullMetalDaemonMuramasa''. Up to the middle of the game, you have to take a path where no one among the heroines has higher points than the others, or else you will [[spoiler:have to ''kill her'']].

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* Inverted in ''VideoGame/FullMetalDaemonMuramasa''.''VisualNovel/FullMetalDaemonMuramasa''. Up to the middle of the game, you have to take a path where no one among the heroines has higher points than the others, or else you will [[spoiler:have to ''kill her'']].

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