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* In the {{Yu-Gi-Oh GX}} tag force series, if you can't get a tag partner before the tournament, you get a game over and must start again.

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* In the {{Yu-Gi-Oh GX}} tag force Tag Force series, if you can't get a tag partner before the tournament, you get a game over and must start again.
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* In ''KiraKira'', in addition to points with each girl, the band as a whole has RelationshipValues. If you don't have any band points by midway through the game, you get a NonstandardGameOver.

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* In ''KiraKira'', ''VisualNovel/KiraKira'', in addition to points with each girl, the band as a whole has RelationshipValues. If you don't have any band points by midway through the game, you get a NonstandardGameOver.
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** Actually, you'll be at a disadvantage if anyone's friendship or rivalry isn't maxed by the final mission, as [[spoiler: depending on who you side with, they'll bail on you]]. But in [[spoiler: Isabela]]'s case, having friendship or rivaly at a high level by the endgame of Act 2 is essential to getting the Supplier achievement, which is already a [[GuideDangIt Guide Dang It]] clusterfuck to begin with. Not to mention the friendship/rivalry has to be high for [[spoiler: her]] to be usable in Act 3 at all.

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** Actually, you'll be at a disadvantage if anyone's friendship or rivalry isn't maxed by the final mission, as [[spoiler: depending on who you side with, they'll bail on you]]. But in [[spoiler: Isabela]]'s case, having friendship or rivaly at a high level by the endgame of Act 2 is essential to getting the Supplier achievement, achievement/trophy, which is already a [[GuideDangIt Guide Dang It]] clusterfuck to begin with. Not to mention the [[spoiler: her]] friendship/rivalry has to be high for [[spoiler: her]] to be usable in Act 3 at all.
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** Actually, you'll be at a disadvantage if anyone's friendship or rivalry isn't maxed by the final mission, as [[spoiler: depending on who you side with, they'll bail on you]]. But in [[spoiler: Isabela]]'s case, having friendship or rivaly at a high level by the endgame of Act 2 is essential to getting the Supplier achievement, which is already a [[GuideDangIt Guide Dang It]] clusterfuck to begin with. Not to mention the friendship/rivalry has to be high for [[spoiler: her]] to be usable in Act 3 at all.
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* Applied to a factional rather than a personal level, this trope can be found in just about any grand strategy game / political simulator that tries to model the ColdWar from the perspective of one of the superpowers. If the other superpower distrusts you too much, [[WorldWarIII the nukes fly]], usually leading to TheEndOfTheWorldAsWeKnowIt.

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** Averted in ''DragonAgeII''. Companions gain different bonuses if they have high friendship or rivalry values. It's entirely possible to romance rivals as well. Maxing out a companion's rivalry will also earn his/her UndyingLoyalty. Presumably this is because they either respect you despite your differences (Fenris, Sebastian), want to keep an eye on you (Aveline), enjoy messing with you (Varric), or want to prove you wrong about them (Anders, Merrill, Isabela).



* Averted in ''DragonAgeII''. Companions gain different bonuses if they have high friendship or rivalry values. It's entirely possible to romance rivals as well. Maxing out a companion's rivalry will also earn his/her UndyingLoyalty. Presumably this is because they either respect you despite your differences (Fenris, Sebastian), want to keep an eye on you (Aveline), enjoy messing with you (Varric), or want to prove you wrong about them (Anders, Merrill, Isabela).

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* Averted in ''DragonAgeII''. Companions gain different bonuses if they have high friendship or rivalry values. It's entirely possible to romance rivals as well. Maxing out a companion's rivalry will also earn his/her UndyingLoyalty. Presumably this is because they either respect you despite your differences (Fenris, Sebastian), want to keep an eye on you (Aveline), enjoy messing with you (Varric), or want to prove you wrong about them (Anders, Merrill, Isabela).

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<<|VideoGameTropes|>>
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* Averted in ''DragonAgeII''. Companions gain different bonuses if they have high friendship or rivalry values. It's entirely possible to romance rivals as well. Maxing out a companion's rivalry will also earn his/her UndyingLoyalty.

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* Averted in ''DragonAgeII''. Companions gain different bonuses if they have high friendship or rivalry values. It's entirely possible to romance rivals as well. Maxing out a companion's rivalry will also earn his/her UndyingLoyalty.
UndyingLoyalty. Presumably this is because they either respect you despite your differences (Fenris, Sebastian), want to keep an eye on you (Aveline), enjoy messing with you (Varric), or want to prove you wrong about them (Anders, Merrill, Isabela).

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* Averted in ''DragonAgeII''. Companions gain different bonuses if they have high friendship or rivalry values. It's entirely possible to romance rivals as well. Maxing out a companion's rivalry will also earn his/her UndyingLoyalty.
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** Morrigan will never leave the party either [[spoiler:since she needs a male Grey Warden to complete the Dark Ritual. She will leave the party if you don't allow her to go through with it.]]

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* Averted in AlphaProtocol. Negative relationship values with certain characters nets Michael different bonuses than positive relationship values. This can also be used to manipulate characters into doing what you want them to do since the game encourages you to be a ManipulativeBastard.
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* In ''DragonAge'', if you annoy your party members enough or make choices that they don't approve of then they will either leave your party or attack you. The only character who will never leave are Alistair, but that's only because the mission to destroy the Archdemon is more important to him than anything else. [[spoiler: However, if you choose to spare Loghain (which offends Alistair) Alistair will leave forever.]]

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* In ''DragonAge'', if you annoy your party members enough or make choices that they don't approve of then they will either leave your party or attack you. The only character who will never leave are is Alistair, but that's only because the mission to destroy the Archdemon is more important to him than anything else. [[spoiler: However, if you choose to spare Loghain (which offends Alistair) Alistair will leave forever.]]
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* How can it go on this long without a mention of ''{{Wizardry}}: Tale of the Forsaken Land''? A large part of the story revolves around interparty trust, which is what determines your access to the combos that are far better than individual actions and absolutely required to get very far. They also influence the success rate of resurrections... which given how often people will die if you don't keep your trust up... Oh and if the res fails twice, that character is Forever Dead. Even if it works though, dying and coming back negatively affects stats, in particular HP (so that they're more likely to die again) and trust (so you have a much harder time breaking the cycle). Screwing up your trust can effectively force you to restart the ''entire game''.

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* How can it go on this long without a mention A large part of the story in ''{{Wizardry}}: Tale of the Forsaken Land''? A large part of the story Land'' revolves around interparty trust, which is what determines your access to the combos that are far better than individual actions and absolutely required to get very far. They also influence the success rate of resurrections... which given how often people will die if you don't keep your trust up... Oh and if the res fails twice, that character is Forever Dead. Even if it works though, dying and coming back negatively affects stats, in particular HP (so that they're more likely to die again) and trust (so you have a much harder time breaking the cycle). Screwing up your trust can effectively force you to restart the ''entire game''.
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* In TacticsOgre: Let Us Cling Together, the ''OgreBattle'' spin off, your troops have a loyalty meter that will change based on your decisions in battle and during story scenes. Though you can't lose by having troops with low loyalty, your troops will begin to leave you if they don't agree with you or aren't treated well. In a game where ''AnyoneCanDie'' and the enemies you fight level up with the highest leveled member in your team to ensure you never get an easy fight, having the strong surviving warriors in your party leave you can be crippling. Combining this with the fact that you don't always know which actions will effect which characters, and the fact that your actions will always prompt a range of different reactions within your team, and that things as simple as not letting your units move during battle, or attacking an enemy unit of the same nationality of one of your characters can result in a drop in loyalty, AND the fact that loyalty is a relatively well hidden stat that can never be measured exactly makes this game ''NintendoHard''.

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* In TacticsOgre: ''TacticsOgre: Let Us Cling Together, Together'', the ''OgreBattle'' spin off, your troops have a loyalty meter that will change based on your decisions in battle and during story scenes. Though you can't lose by having troops with low loyalty, your troops will begin to leave you if they don't agree with you or aren't treated well. In a game where ''AnyoneCanDie'' and the enemies you fight level up with the highest leveled member in your team to ensure you never get an easy fight, having the strong surviving warriors in your party leave you can be crippling. Combining this with the fact that you don't always know which actions will effect which characters, and the fact that your actions will always prompt a range of different reactions within your team, and that things as simple as not letting your units move during battle, or attacking an enemy unit of the same nationality of one of your characters can result in a drop in loyalty, AND the fact that loyalty is a relatively well hidden stat that can never be measured exactly makes this game ''NintendoHard''.
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While Ayane\'s exact age is unknown, Rise and Naoto have both already turned 16 by the time they actually join your party (the 15 years of age thing only refers to how old they are when the Protagonist first arrives at Inaba; Atlus has given their official birthdates, so you can do the math yourself if you don\'t believe me).


*** Not only rewards you but actively encourages you! Including three 15 year olds!

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*** Not only rewards you but actively encourages you! Including three 15 year olds!you!
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** '''[[spoiler: Brutally inverted]]''' in ''Full Metal Daemon Muramasa'': [[spoiler: 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, else you will ''kill her''.]]

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** '''[[spoiler: Brutally inverted]]''' in ''Full Metal Daemon Muramasa'': [[spoiler: 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, else you will have to ''kill her''.]]
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* In FalloutNewVegas, 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.
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** '''[[spoiler: Brutally inverted]]''' in ''Full Metal Daemon Muramasa'': [[spoiler: you have to take a path where no one among the heroines has higher points than the others, else you will ''kill her'' at the game's midpoint.]]

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** '''[[spoiler: Brutally inverted]]''' in ''Full Metal Daemon Muramasa'': [[spoiler: 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, else you will ''kill her'' at the game's midpoint.her''.]]
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** '''[[spoiler: Brutally inverted]]''' in ''Full Metal Daemon Muramasa'': [[spoiler: you have to take a path where no one among the heroines has higher points than the others, else you will ''kill her'' at the game's midpoint.]]
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This also works in games with an AllianceMeter, if you anger every faction and they all come after you.
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* In AgarestSenki 2, if the relationship of the girl who you is low and you marry her. She would be presumably raped by your main character to bear the next Generation child. Said child's stats will be terrible.
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** Less devastatingly, how the relationship values play out can have a minor effect on the end of the game; for example, you can get Lloyd to hook up with Sheena instead of Colette. However, it's easy to miss because Colette starts with a relationship score so high it's almost unhealthy, so she'll put up with a lot of bullshit before it impacts the ending. In order to get a non-Colette ending you need [[GuideDangIt an intimate knowledge of the relationship values, where each affecting decision is, and how each character will react to your decisions]].
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** The UpdatedRerelease for Persona 3 uses this system...as a female. But you can romance those fangirl magnets, and a [[{{Shotacon}} ten year old.]]
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*** Not only rewards you but actively encourages you! Including three 15 year olds!
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* If a Relationship Boosted check in ''MonstersAndOtherChildishThings'' fails, or if a monster drawing upon the power of a relationship is PWZNED in a fight, then the resulting relationship is "Shocked" and suffers a penalty as a result. Failure to repair the relationship in time can permanently damage it.

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* If a Relationship Boosted check in ''MonstersAndOtherChildishThings'' fails, or if a monster drawing upon the power of a relationship is PWZNED in a fight, then the resulting relationship is "Shocked" and suffers a penalty as a result. Failure to repair the relationship in time can permanently damage it.
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* If a Relationship Boosted check in ''MonstersAndOtherChildishThings'' fails, or if a monster drawing upon the power of a relationship is PWZNED in a fight, then the resulting relationship is "Shocked" and suffers a penalty as a result. Failure to repair the relationship in time can permanently damage it.
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* In ''Vanguard Bandits'', on the main story path, you get the [[MultipleEndings Bad Ending]] if the average Morale of your units is under a certain number.

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* In ''Vanguard Bandits'', ''VanguardBandits'', on the main story path, you get the [[MultipleEndings Bad Ending]] if the average Morale of your units is under a certain number.
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* ''SoldierOfFortune II'': Jeopardize the soldiers' mission in Colombia, and they will execute you on the spot for treason.

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* ''SoldierOfFortune II'': Jeopardize Continually jeopardize the soldiers' mission in Colombia, and they will execute you on the spot for treason.
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* ''SoldierOfFortune II'': Jeopardize the soldiers' mission in Colombia, and they will execute you on the spot for treason.
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* Only relevant in missions, but in both ''Mercenaries'' games if you do enough to become an enemy of the faction you're doing a mission for, you automatically lose the mission. Enemy factions also won't give you missions, which is the only way to get information on bounties (although that doesn't make the game unwinnable)
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* The mediocre [[TheProblemWithLicensedGames GBA version]] of ''Spirit: Stallion of the Cimarron'' has you gaining the trust of wild horses and leading them through various areas. To keep their trust, you had to give them food and water. If trust got low enough, they'd refuse to let you ride, and would eventually run away from you. You can imagine how fun this was in the desert level. OrSoIHeard.

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* The mediocre [[TheProblemWithLicensedGames GBA version]] of ''Spirit: Stallion of the Cimarron'' has you gaining the trust of wild horses and leading them through various areas. To keep their trust, you had to give them food and water. If trust got low enough, they'd refuse to let you ride, and would eventually run away from you. You can imagine how fun this was in the desert level. OrSoIHeard.

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