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* The ''{{Series/CSI NY}}'' videogame gives Mac or Stella a meter while questioning [=NPC=]s. If you ask too many irrelevant questions (ie asking about the wrong evidence), your confidence meter drops and if it empties, you have to start over. Your end-of-case score is also affected.

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* The ''{{Series/CSI NY}}'' ''{{Series/CSINY}}'' videogame gives Mac or Stella a meter while questioning [=NPC=]s. If you ask too many irrelevant questions (ie asking about the wrong evidence), your confidence meter drops and if it empties, you have to start over. Your end-of-case score is also affected.
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** Justified with the LifeMeter, called the "Influence Gauge" in the game, that represents how willing the other characters are to listen to you. Making mistakes reduces that gauge, and when it runs out, the other students will lose all trust in you and vote for you as the killer. Since you aren't the killer, everyone except the killer is executed, as per Monokuma's rule.

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** Justified with the LifeMeter, called the "Influence Gauge" in the game, that represents how willing the other characters are to listen to you. Making mistakes reduces that gauge, and when it runs out, the other students will lose all trust in you and vote for you as the killer. Since you aren't the killer, everyone except which you aren't, and if the wrong person is chosen as the killer then the killer [[WinYourFreedom wins their freedom]] while everyone else is executed, as per Monokuma's rule.executed.
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* In ''VideoGame/FireEmblemThreeHouses'', if you're leading the Black Eagle House and don't obtain your Edelgard's C+ support before Chapter 11, you'll miss out the chance to attend to her coronation by talking to her in the monastery (she won't show there during the month leading to said chapter otherwise). Attending to that event [[spoiler:[[StoryBranching opens the option to access the Crimson Flower branch]] of the Black Eagles path at the end of Chapter 11, otherwise, failing to do so locks you by default into the Silver Snow route where you're taken into a storyline where your House Leader and her retainer [[LostForever abandon you character roster for the rest of the story]]]].

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* In ''VideoGame/FireEmblemThreeHouses'', if you're leading the Black Eagle House and don't obtain your Edelgard's C+ support before Chapter 11, you'll miss out the chance to attend to her coronation by talking to her in the monastery (she won't show there during the month leading to said chapter otherwise). Attending to that event [[spoiler:[[StoryBranching opens the option to access the Crimson Flower branch]] of the Black Eagles path at the end of Chapter 11, otherwise, failing to do so locks you by default into the Silver Snow route where you're taken into a storyline where your House Leader and her retainer [[LostForever abandon you character roster for the rest of the story]]]].
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* In ''VideoGame/FireEmblemThreeHouses'', if you're leading the Black Eagle House and don't obtain Edelgard's C+ support before Chapter 11, you'll miss out the chance to attend to her coronation by talking to her in the monastery (she won't show there during the month leading to said chapter otherwise). This [[spoiler:opens the option to [[StoryBranching access the Crimson Flower branch of the Black Eagles path]] at the end of Chapter 11, otherwise, you're railroaded by default into the Silver Snow route, where both Edelgard and her retainer [[LostForever abandon you character roster for the rest of the story]].]]

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* In ''VideoGame/FireEmblemThreeHouses'', if you're leading the Black Eagle House and don't obtain your Edelgard's C+ support before Chapter 11, you'll miss out the chance to attend to her coronation by talking to her in the monastery (she won't show there during the month leading to said chapter otherwise). This [[spoiler:opens Attending to that event [[spoiler:[[StoryBranching opens the option to [[StoryBranching access the Crimson Flower branch branch]] of the Black Eagles path]] path at the end of Chapter 11, otherwise, you're railroaded failing to do so locks you by default into the Silver Snow route, route where both Edelgard you're taken into a storyline where your House Leader and her retainer [[LostForever abandon you character roster for the rest of the story]].]]story]]]].
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* In ''VideoGame/FireEmblemThreeHouses'', if you're leading the Black Eagle House and don't obtain Edelgard's C+ support before Chapter 11, you'll miss out the chance to attend to her coronation by talking to her in the monastery (she won't show there during the month leading to said chapter otherwise). This [[spoiler:opens the option to [[StoryBranching access the Crimson Flower branch of the Black Eagles path]] at the end of Chapter 11, otherwise, you're railroaded by default into the Silver Snow route, where both Edelgard and her retainer [[LostForever abandon you character roster for the rest of the story]].]]

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* ''[[VisualNovel/FantasiaOtomeGameSeries Fantasia: Requiem of the Abyss]]'': It ends with [[spoiler:you being murdered in your bed]] if you fail to get on a guy's path by Chapter 3
* ''VisualNovel/HatofulBoyfriend'': Ends with [[spoiler:the genocide of ''the entire human race'']] if you fail to complete a romance with anybirdie.

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* ''[[VisualNovel/FantasiaOtomeGameSeries Fantasia: Requiem of The health system in ''Franchise/AceAttorney'' games is referred to as the Abyss]]'': It ends with [[spoiler:you being murdered "Confidence Guage", a literal measure in how much faith the court has in your bed]] if you fail ability to make an argument.
* It is possible
to get on a guy's path NonStandardGameOver in ''VisualNovel/AnalogueAHateStory'' by Chapter 3
* ''VisualNovel/HatofulBoyfriend'': Ends
pissing off the AI you're interfacing with [[spoiler:the genocide of ''the entire human race'']] if so much that they kick you fail to complete a romance with anybirdie.out of the system -- permanently.



* ''[[VisualNovel/FantasiaOtomeGameSeries Fantasia: Requiem of the Abyss]]'': It ends with [[spoiler:you being murdered in your bed]] if you fail to get on a guy's path by Chapter 3.
* In ''VisualNovel/FateStayNight'', there are certain checkpoints where not having enough affection points with the heroines automatically leads to a Bad End. While it's tough to keep affections high in the final route for the two heroines (Sakura and Illya), you really have to go out of your way to piss off Saber and Rin in their respective routes. The hint corner even indirectly accuses you of [[GuideDangIt looking it up]] to reach Saber's Bad End, as it's nearly impossible to get this ending when playing blind, unless you want 'Fate' to be Rin's route or you don't care about Saber. It's necessary to get this Bad End for reaching HundredPercentCompletion (and thus unlock [[spoiler:Saber's GoldenEnding]]).



* ''VisualNovel/HatofulBoyfriend'': Ends with [[spoiler:the genocide of ''the entire human race'']] if you fail to complete a romance with anybirdie.



* It is possible to get a NonStandardGameOver in ''VisualNovel/AnalogueAHateStory'' by pissing off the AI you're interfacing with so much that they kick you out of the system -- permanently.
* The health system in ''Franchise/AceAttorney'' games is referred to as the "Confidence Guage", a literal measure in how much faith the court has in your ability to make an argument.
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* The health system in ''Franchise/AceAttorney'' games is referred to as the "Confidence Guage", a literal measure in how much faith the court has in your ability to make an argument.
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** Justified with the LifeMeter, called the "influence gauge" in the game, that represents how willing the other characters are to listen to you. Making mistakes reduces that gauge, and when it runs out, the other students will be unable to solve the case, resulting in everyone except the culprit being executed.

to:

** Justified with the LifeMeter, called the "influence gauge" "Influence Gauge" in the game, that represents how willing the other characters are to listen to you. Making mistakes reduces that gauge, and when it runs out, the other students will be unable to solve lose all trust in you and vote for you as the case, resulting in killer. Since you aren't the killer, everyone except the culprit being executed.killer is executed, as per Monokuma's rule.
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* Inverted in ''VideoGame/FullMetalDaemonMuramasa'': [Up to the middle of the game you have to take a path where [spoiler:no one among the heroines]] has higher points than the others, else you will [spoiler:have to ''kill her'']].

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

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Ungeneralizing.


* In general, many {{Dating Sim}}s and {{Romance Game}}s will punish you with a bad ending if you haven't built up a high enough relationship with any of your potential suitors by a certain point. Some of these games make this ending ''extremely'' brutal as if to accentuate just how royally you screwed up, like ''[[VisualNovel/FantasiaOtomeGameSeries Fantasia: Requiem of the Abyss]]'' that ends with [[spoiler:you being murdered in your bed]] if you fail to get on a guy's path by Chapter 3 and ''VisualNovel/HatofulBoyfriend'' that ends with [[spoiler:the genocide of ''the entire human race'']] if you fail to complete a romance with anybirdie.

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* In general, many {{Dating Sim}}s and {{Romance Game}}s will punish you with a bad ending if you haven't built up a high enough relationship with any of your potential suitors by a certain point. Some of these games make this ending ''extremely'' brutal as if to accentuate just how royally you screwed up, like ''[[VisualNovel/FantasiaOtomeGameSeries *''[[VisualNovel/FantasiaOtomeGameSeries Fantasia: Requiem of the Abyss]]'' that Abyss]]'': It ends with [[spoiler:you being murdered in your bed]] if you fail to get on a guy's path by Chapter 3 and ''VisualNovel/HatofulBoyfriend'' that ends 3
* ''VisualNovel/HatofulBoyfriend'': Ends
with [[spoiler:the genocide of ''the entire human race'']] if you fail to complete a romance with anybirdie.



* 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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* Inverted in ''Full Metal Daemon Muramasa'': [[spoiler: Up ''VideoGame/FullMetalDaemonMuramasa'': [Up to the middle of the game you have to take a path where no [spoiler:no one among the heroines heroines]] has higher points than the others, else you will have [spoiler:have to ''kill her''.]]her'']].
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* Being unpopular in ''VideoGame/LakeviewValley'' means that the locals won't treat you too kindly. You can pretty much forget about getting any financial aid from Easy Bank; being even a single point in the negative range causes the teller to [[GetOut yell at you]] for daring to show your face in there. And the Sheriff's going to be keeping a close eye on you...
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Some games [[LevelUpAtIntimacy5 reward you for pursuing romance and sex.]] Others punish you for neglecting it. Naturally, some do both.

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Some games [[LevelUpAtIntimacy5 reward you for pursuing romance and sex.]] sex]]. Others punish you for neglecting it. Naturally, some do both.
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* In ''VideoGame/SplinterCellDoubleAgent'', Sam will lose if he reaches zero "trust" with either the JBA or the NSA. As the name suggests, you're playing a DoubleAgent, so losing the trust of the organisation you're infiltrating fails the mission, while losing the trust of your ''own'' agency gets you blacklisted as a rogue agent.

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* In ''VideoGame/SplinterCellDoubleAgent'', ''VideoGame/SplinterCell: Double Agent'', Sam will lose if he reaches zero "trust" with either the JBA or the NSA. As the name suggests, you're playing a DoubleAgent, so losing the trust of the organisation you're infiltrating fails the mission, while losing the trust of your ''own'' agency gets you blacklisted as a rogue agent.
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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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* It is possible to get a NonStandardGameOver in ''VisualNovel/AnalogueAHateStory'' by pissing off the AI you're interfacing with so much that they kick you out of the system -- permanently.
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* There is one isolated instance in ''VideoGame/FireEmblemFates''. If you're playing the ''Birthright'' path and you don't pursue Kaze's Support chain with the Avatar to rank A, then [[spoiler:he will sacrifice his life to save theirs at the end of chapter 15, because he blames himself for not preventing their kidnapping as a child]]. If you do unlock his A Support with the Avatar, [[spoiler:he'll reveal this to you ''before'' you're both dangling off a cliff, and you'll forgive him, meaning he's got that weight off his chest and is able to think clearly enough to spot a way to save both the Avatar and himself, even if it's a total Hail Mary]]. It can come as a huge PlayerPunch if you're not expecting it, because no other character across all three routes has this sort of condition. Kaze is one of the few characters recruitable in all three routes, and his Support ranks have no bearing on the story in any other scenario.

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* In ''Franchise/{{Danganronpa}}'', your health bar is known as your "influence" gauge, and represents how willing the other characters are to listen to you. Making mistakes reduces that gauge, and when it runs out, the other students will be unable to solve the case, resulting in everyone except the culprit being executed.

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* In ''Franchise/{{Danganronpa}}'', your health bar is known as your "influence" gauge, and ''Franchise/{{Danganronpa}}'':
** Justified with the LifeMeter, called the "influence gauge" in the game, that
represents how willing the other characters are to listen to you. Making mistakes reduces that gauge, and when it runs out, the other students will be unable to solve the case, resulting in everyone except the culprit being executed.executed.
** Spending free time with your classmates can unlock special skills, used during class trials.



* ''Videogame/ZeroEscape'':

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* ''Videogame/ZeroEscape'':''VisualNovel/ZeroEscape'':
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!!Other Games

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!!Other Games[[folder:Other Games]]

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* ''VideoGame/ManaKhemiaAlchemistsOfAlRevis'': Avoiding spending the free time sessions with your classmates you get you the bad ending.



* In ''Franchsise/{{Danganronpa}}'', your health bar is known as your "influence" gauge, and represents how willing the other characters are to listen to you. Making mistakes reduces that gauge, and when it runs out, the other students will be unable to solve the case, resulting in everyone except the culprit being executed.

to:

* In ''Franchsise/{{Danganronpa}}'', ''Franchise/{{Danganronpa}}'', your health bar is known as your "influence" gauge, and represents how willing the other characters are to listen to you. Making mistakes reduces that gauge, and when it runs out, the other students will be unable to solve the case, resulting in everyone except the culprit being executed.

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* ''TabletopGame/BlissStage'' is the TropeNamer. If your Trust in any relationship is ever reduced to zero, that relationship "breaks". A broken relationship earns you a ton of Bliss points, more if you have higher Intimacy. Getting more than [[OneHundredAndEight 108]] Bliss is very bad.
* In ''VideoGame/BlackCloset'', you play the president of the AbsurdlyPowerfulStudentCouncil. There are two "life bars", which are essentially the trust in the student council and the good name of the school. As is explained in the tutorial, if you lose too much of either one, they'll restore their reputation by blaming everything on you and kicking you out.
* ''VideoGame/PandorasTower''. If you neglect Elena in spite of being reminded several times that ThePowerOfLove is one of the few things that keep her curse at bay, she will die ([[ICannotSelfTerminate by your hand]], no less) and net you a Game Over before unlocking the last two towers. A slightly better relationship with her will lead to another DownerEnding, with her turning into a mindless war machine, and Aeron joining her and the Towers' monster army.
* ''[[Franchise/ShinMegamiTenseiPersona Persona]]'':
** In ''VideoGame/Persona3'', neglecting to pay attention to certain Social Links may lead to them becoming Reversed, which means you'll have to repair the Link before it can be leveled up again (you usually have a month after they request some attention to return it). Screw up once a link is reversed and it will Break completely, leaving you unable to summon Personas of the relevant Arcana. This is particularly an issue with romantic Social Links: if you date more than one girl at the same time, the amount of time you can spend not seeing your lover before her link reverses is cut by a ''quarter'' each time you see a different girl. There are five such links in ''Persona 3'' that will seem mutually exclusive if you don't have extensive knowledge of this mechanic. Good luck! And the Moon Social Link [[spoiler:appears to reverse at one point regardless of your decisions, [[FissionMailed but the game's just faking you out]]; shortly afterwards it will Rank Up.]]
** ''VideoGame/Persona4'' [[AntiFrustrationFeature mostly removes this mechanic]], so two-timing is no longer an issue -- especially with the fact the player doesn't ''have'' to accept a romantic attachment from the eligible girls to complete the link, unlike in the previous game. However, it's still possible to break Moon and Fortune by making particularly bad decisions along the way. The PSP UpdatedRerelease of ''Persona 3'' uses ''4''[='s=] mechanic, but it's possible to break the female protagonist's Star link by being especially insensitive, though the game does tell you to carefully consider your answer. ''VideoGame/Persona5'' completely removes this mechanic all together, since your relationships with your Confidants are as much mutually beneficial business deals as they are genuine friendships.

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\n[[foldercontrol]]

[[folder:Action Adventure Games]]
* ''TabletopGame/BlissStage'' is The ''{{Series/CSI NY}}'' videogame gives Mac or Stella a meter while questioning [=NPC=]s. If you ask too many irrelevant questions (ie asking about the TropeNamer. If wrong evidence), your Trust in any relationship is ever reduced to zero, that relationship "breaks". A broken relationship earns you a ton of Bliss points, more confidence meter drops and if it empties, you have higher Intimacy. Getting more than [[OneHundredAndEight 108]] Bliss to start over. Your end-of-case score is very bad.
also affected.
* In ''VideoGame/BlackCloset'', you play the president of the AbsurdlyPowerfulStudentCouncil. There are two "life bars", which are essentially the trust in the student council and the good name of the school. As is explained in the tutorial, if you lose too much of either one, they'll restore their reputation by blaming everything on you and kicking you out.
* ''VideoGame/PandorasTower''. If you neglect Elena in spite of being reminded several times that ThePowerOfLove is one of the few things that keep her curse at bay, she will die ([[ICannotSelfTerminate by your hand]], no less) and net you a Game Over before unlocking the last two towers. A slightly better relationship
''VideoGame/GrandTheftAuto'' (starting with her will lead to another DownerEnding, with her turning into a mindless war machine, and Aeron joining her and the Towers' monster army.
* ''[[Franchise/ShinMegamiTenseiPersona Persona]]'':
** In ''VideoGame/Persona3'', neglecting to pay attention to
GTA San Andreas), you can date certain Social Links may lead to them becoming Reversed, which means you'll have to repair the Link before it can be leveled up again (you usually have a month after girls; once they request some attention to return it). Screw up once a link is reversed and it will Break completely, leaving like you unable to summon Personas of the relevant Arcana. This is particularly an issue with romantic Social Links: if you date more than enough, each one girl at provides a special service (e.g., getting your weapons back when you're arrested, removing Wanted Levels, etc.). GTA IV added platonic friends -- who basically work the same time, way, except for the amount lack of time you can spend not seeing your lover before her link reverses is cut by a ''quarter'' each time you see a different girl. There are five such links in ''Persona 3'' that will seem mutually exclusive if sex at the end of the date. If you don't take each NPC out on a regular basis (or you do things they don't enjoy when you do take them out), they'll stop being your friend/girlfriend, and you lose their special ability.
* [[InvertedTrope Inverted]] in ''VideoGame/LifeIsStrange'' episode 4 "Dark Room": Whether or not you succeed in warning [[spoiler: Victoria]] about [[spoiler: Nathan Prescott's]] intention to kidnap her depends on how nice or mean you've been to her in the previous episodes. However, [[spoiler: failure turns out to be a beneficial result, as success drives her to unwittingly seek out Nathan's co-conspirator[=/=]mastermind for protection, [[SelfFulfillingProphecy resulting in the very kidnapping you hoped to prevent.]]]]
* In ''VideoGame/{{Paperboy}}'', if all customers cancel their subscriptions, caused by you failing to deliver the paper directly to their doorstep, [[NonstandardGameOver you get fired]].
* The 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.
* In ''VideoGame/StarControl3'', insulting a particular faction results in an immediate NonStandardGameOver.
[[/folder]]

[[folder:Role Playing Games]]
* ''VideoGame/AlphaProtocol'': Averted; zero trust is a valid strategy. As Westridge says during orientation, "there are no good or bad choices, only results."
** 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.
** Inverted with Marburg in Rome. The only way to
have extensive knowledge of this mechanic. Good luck! And him fight you to the Moon Social Link [[spoiler:appears to reverse at death (instead of running away) depends on several factors, one point regardless of thsoe is having a very low reputation with him.
* Each settler in ''VideoGame/CIMATheEnemy'' has a trust meter that goes up or down either for story reasons or because the player protected them from CIMA (or failed to.) If a settler has negative trust, they're unable to [[ItemCrafting craft items]] for the player.
* ''Franchise/DragonAge'':
** In ''VideoGame/DragonAgeOrigins'':
*** If you annoy
your decisions, [[FissionMailed but the game's just faking you out]]; shortly afterwards it party members enough or make choices that they don't approve of then they will Rank Up.either leave your party or attack you. The only character who will never leave 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.]]
** ''VideoGame/Persona4'' [[AntiFrustrationFeature mostly removes this mechanic]], so two-timing *** If [[spoiler:Zevran]]'s approval is no longer an issue -- especially with not high enough by the fact time [[spoiler:the Crows come for him, he will leave you for them and fight alongside them against you]]. Similarly, if [[spoiler:Sten is in your party and]] his approval is not high enough in Haven, [[spoiler:he will challenge you for leadership of the player doesn't ''have'' to accept a romantic attachment from the eligible girls to complete the link, unlike group]]
** Averted
in the previous game. However, it's still ''VideoGame/DragonAgeII''. Companions gain different bonuses if they have high friendship or rivalry values. It's entirely possible to break Moon romance rivals as well, and Fortune by making particularly bad decisions along maxing out a companion's rivalry will earn their UndyingLoyalty as effectively as friendship. 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).
** Played with again in ''VideoGame/DragonAgeInquisition'', though only Blackwall and Cole will leave
the way. The PSP UpdatedRerelease party of ''Persona 3'' uses ''4''[='s=] mechanic, but it's their own accord if their approval gets too low. A storyline quest involves a grand Orlesian party; if your court approval hits zero, you get thrown out of the party and receive a NonStandardGameOver.
* ''Franchise/TheElderScrolls'':
** Throughout much of the series, it is
possible to break make a NPC hate you to the female protagonist's Star link point of refusing to speak with you further by being especially insensitive, lowering their disposition enough, such as by failing multiple speech checks. If you do this with a plot-important NPC, you can cut yourself off from the questline that NPC is involved with (including main quests). Thankfully, there are ways to recover which make this less troublesome, such as boosting your Personality Attribute which will make them like you more. As of ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'', the disposition mechanic has been dropped from the series, averting this trope.
** In ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'' your reputation with your various guilds can decline if you stay away from them for a while and, though you can never lose guild ranks, you can be ejected from the guild until your reputation with them zeros out.
* In ''VideoGame/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. 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.
** Prepare for [[BerserkButton an instant drop in approval]] if you activate [[KillSat ARCHIMEDES II]] instead of distributing power to the inhabitants of the Mojave [[WhatTheHellHero with Arcade Gannon present]].
* 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.
* ''VideoGame/{{Geneforge}} 5'' utilizes the AllianceMeter variant, provoking an EnemyMine and an automatic
game does tell over if you to carefully consider your answer. ''VideoGame/Persona5'' completely removes this mechanic all together, since your relationships with your Confidants are as much mutually beneficial business deals as they are genuine friendships.piss off every faction.



* 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.
* In ''VideoGame/VanguardBandits'', on the main story path, you get the [[MultipleEndings Bad Ending]] if the average Morale of your units is under a certain number.



* ''Franchise/TheElderScrolls''
** Throughout much of the series, it is possible to make a NPC hate you to the point of refusing to speak with you further by lowering their disposition enough, such as by failing multiple speech checks. If you do this with a plot-important NPC, you can cut yourself off from the questline that NPC is involved with (including main quests). Thankfully, there are ways to recover which make this less troublesome, such as boosting your Personality Attribute which will make them like you more. As of ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'', the disposition mechanic has been dropped from the series, averting this trope.
** In ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'' your reputation with your various guilds can decline if you stay away from them for a while and, though you can never lose guild ranks, you can be ejected from the guild until your reputation with them zeros out.
* This is a significant aspect of ''VideoGame/{{Sacrifice}}''. At the beginning, you are able to perform missions for any deity whenever you choose. As you accomplish these tasks and the plot progresses, you gradually fall out of favor with those you ignore, until the endgame leaves you permanently aligned with one of them and opposed to the four others.
* In ''VisualNovel/{{Tsukihime}}'', if you take a very specific path, you'll ignore all main girls to such an extent that you'll get a NonStandardGameOver, and in the hint corner afterwards, you'll get told to "give the girls more attention". Additionally, game over can occur at several points in ''Tsukihime'' if character affection isn't high enough.
* 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''.]]
* In ''VisualNovel/KatawaShoujo'', if you don't make enough of an impression on one of the five girls by the end of the first week, you're forced to spend the SchoolFestival with Kenji, resulting in you [[spoiler:falling off the roof and dying. This also happens if you make a critical mistake and alienate a girl at one of four points]].
* In general, many {{Dating Sim}}s and {{Romance Game}}s will punish you with a bad ending if you haven't built up a high enough relationship with any of your potential suitors by a certain point. Some of these games make this ending ''extremely'' brutal as if to accentuate just how royally you screwed up, like ''[[VisualNovel/FantasiaOtomeGameSeries Fantasia: Requiem of the Abyss]]'' that ends with [[spoiler:you being murdered in your bed]] if you fail to get on a guy's path by Chapter 3 and ''VisualNovel/HatofulBoyfriend'' that ends with [[spoiler:the genocide of ''the entire human race'']] if you fail to complete a romance with anybirdie.



* In ''VideoGame/SplinterCellDoubleAgent'', Sam will lose if he reaches zero "trust" with either the JBA or the NSA. As the name suggests, you're playing a DoubleAgent, so losing the trust of the organisation you're infiltrating fails the mission, while losing the trust of your ''own'' agency gets you blacklisted as a rogue agent.

to:

* In ''VideoGame/SplinterCellDoubleAgent'', Sam will lose if he reaches zero "trust" with either the JBA or the NSA. As the name suggests, you're playing a DoubleAgent, so losing the trust ''VideoGame/PandorasTower''. If you neglect Elena in spite of being reminded several times that ThePowerOfLove is one of the organisation you're infiltrating fails few things that keep her curse at bay, she will die ([[ICannotSelfTerminate by your hand]], no less) and net you a Game Over before unlocking the mission, while losing last two towers. A slightly better relationship with her will lead to another DownerEnding, with her turning into a mindless war machine, and Aeron joining her and the trust Towers' monster army.
* If you manage to reach the end of ''VideoGame/RomancingWalker'' without being nice enough to (and getting enough events of) the other members
of your ''own'' agency gets party, you'll get [[NoFinalBossForYou as far as the second-to-last room in the game...]] [[NonStandardGameOver after which the game will scold you blacklisted for not trying to court the women.]] The only two recourses are to load a slightly earlier game and grind out enough secret points to make an eighth member available (whose existence is a GuideDangIt in itself) ''or'' to load a much earlier save file so that you can get relationship values high enough to have a partner going into the final battle.
* In ''VideoGame/SepterraCore'' there are two pairs of party members - Led and Lobo and Corgan and Selina - that hate each other's guts and any of them may randomly attack the other one during a combat, if you travel with both of them. You need to go on two subquests to repair their relationships. It's possible to avoid the trouble by not travelling with both of either pair at the same time, but not getting subquests done will bite you back hard at the very end of the game, when the party splits in three teams - and people who hate each other will end up in the same one.
* ''Franchise/ShinMegamiTenseiPersona'':
** In ''VideoGame/Persona3'', neglecting to pay attention to certain Social Links may lead to them becoming Reversed, which means you'll have to repair the Link before it can be leveled up again (you usually have a month after they request some attention to return it). Screw up once a link is reversed and it will Break completely, leaving you unable to summon Personas of the relevant Arcana. This is particularly an issue with romantic Social Links: if you date more than one girl at the same time, the amount of time you can spend not seeing your lover before her link reverses is cut by a ''quarter'' each time you see a different girl. There are five such links in ''Persona 3'' that will seem mutually exclusive if you don't have extensive knowledge of this mechanic. Good luck! And the Moon Social Link [[spoiler:appears to reverse at one point regardless of your decisions, [[FissionMailed but the game's just faking you out]]; shortly afterwards it will Rank Up.]]
** ''VideoGame/Persona4'' [[AntiFrustrationFeature mostly removes this mechanic]], so two-timing is no longer an issue -- especially with the fact the player doesn't ''have'' to accept a romantic attachment from the eligible girls to complete the link, unlike in the previous game. However, it's still possible to break Moon and Fortune by making particularly bad decisions along the way. The PSP UpdatedRerelease of ''Persona 3'' uses ''4''[='s=] mechanic, but it's possible to break the female protagonist's Star link by being especially insensitive, though the game does tell you to carefully consider your answer. ''VideoGame/Persona5'' completely removes this mechanic all together, since your relationships with your Confidants are
as much mutually beneficial business deals as they are genuine friendships.
* In ''VideoGame/TheShroudedIsle,'' if you antagonize
a rogue agent.noble house to the point of becoming rebellious, they stage a coup and murder you.



* In the ''VideoGame/YuGiOhTagForceSeries'', if you can't get a tag partner before the tournament, you get a game over and must start again.



* How one gets the infamous endings in ''VisualNovel/SchoolDays.''
* ''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.
* Personal relationships affect the mystery plot of ''VisualNovel/HotelDuskRoom215''. Certain characters distrusting you (such as Dunning, the hotel owner) leads to a NonstandardGameOver. Thankfully, the game is really obvious about what you did wrong and just sends you back to the last checkpoint.
* ''VideoGame/{{Geneforge}} 5'' utilizes the AllianceMeter variant, provoking an EnemyMine and an automatic game over if you piss off every faction.
* ''VideoGame/TheThing2002'' is entirely based on this. Everyone in the game is so paranoid that if they lose all trust in you they immediately assume you are the Thing and start shooting at you. To make matters worse, they won't cooperate if they don't trust you enough. You can partially fix this by giving them guns, running blood tests to prove your humanity, or killing a member of the group that is a Thing and allowing it to expose its [[BodyHorror horrid form]].



* The 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.

to:

[[/folder]]

[[folder:Simulation Games]]
* The GBA version You have two values to keep track of ''Spirit: Stallion in ''VideoGame/FrostPunk'': Discontent and Hope. Discontent rises if your people are stuck with cold workplaces or living spaces for too long, have to work long shifts, have terrible food or not enough food, or if you fail to keep promises. Hope falls when people die (more Hope is lost when a child dies). Hope can be restored when you use a Purpose structure's ability (e.g. a Watch Tower's Patrols or a Prayer Building's Prayers). If either value goes too far in the wrong direction, your people give you an ultimatum: either restore hope/lower discontent within two days, or they'll kick you out and find a new captain. Taking the Purpose branch to the end removes Hope as an issue, replacing it with either Obedience (Order) or Devotion (Faith).
* In ''VideoGame/{{Hamurabi}}'', if more than 45%
of the Cimarron'' has you gaining population starve on a year, the trust of wild horses player is deposed 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."declared 'National Fink'."



* ''VideoGame/RuneFactoryFrontier'' inverts this trope in one case. Pursing one of the potential brides, the maid Tabatha, will at one point eventually cause her sister to arrive. Continuing to do so means that in completing the final task required to marry Tabatha her sister will leave.
* In ''VideoGame/GrandTheftAuto'' (starting with GTA San Andreas), you can date certain girls; once they like you enough, each one provides a special service (e.g., getting your weapons back when you're arrested, removing Wanted Levels, etc.). GTA IV added platonic friends -- who basically work the same way, except for the lack of sex at the end of the date. If you don't take each NPC out on a regular basis (or you do things they don't enjoy when you do take them out), they'll stop being your friend/girlfriend, and you lose their special ability.
* In ''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.

to:

* ''VideoGame/RuneFactoryFrontier'' inverts this trope in one case. Pursing one of the potential brides, the maid Tabatha, will at one point eventually cause her sister to arrive. Continuing to do so means that in completing the final task required to marry Tabatha her sister will leave.
* In ''VideoGame/GrandTheftAuto'' (starting with GTA San Andreas), you can date certain girls; once they like you enough, each one provides a special service (e.g., getting your weapons back when you're arrested, removing Wanted Levels, etc.). GTA IV added platonic friends -- who basically work the same way, except for the lack of sex at the end of the date.
If you [[VillainProtagonist you]] don't take each NPC out on a regular basis (or exterminate enough "subhumans" in ''VideoGame/KZManager'', public opinion will drop until you do things they don't enjoy when you do take them out), they'll stop being are revoked from your friend/girlfriend, and you lose their special ability.
* In ''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.
post of concentration camp commandant.



* The ''VisualNovel/TokimekiMemorial'' series punish you ''hard'' if you totally ignore all characters except your target love, as they will be all too willing to "bomb" you, i.e. [[WomanScorned spreading bad rumours about you]], and if you don't take measures to defuse those bombs, they will explode, ''heavily'' damaging relationships with all the characters you know. It's very hard to recover from a gone-off bomb with regular characters, and an essential Game Over with NintendoHard characters such as Shiori Fujisaki or [[GenderFlip Kei Hazuki]].
* ''Franchise/DragonAge'':
** In ''VideoGame/DragonAgeOrigins'':
*** 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 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.]]
*** If [[spoiler:Zevran]]'s approval is not high enough by the time [[spoiler:the Crows come for him, he will leave you for them and fight alongside them against you]]. Similarly, if [[spoiler:Sten is in your party and]] his approval is not high enough in Haven, [[spoiler:he will challenge you for leadership of the group]]
** Averted in ''VideoGame/DragonAgeII''. Companions gain different bonuses if they have high friendship or rivalry values. It's entirely possible to romance rivals as well, and maxing out a companion's rivalry will earn their UndyingLoyalty as effectively as friendship. 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).
** Played with again in ''VideoGame/DragonAgeInquisition'', though only Blackwall and Cole will leave the party of their own accord if their approval gets too low. A storyline quest involves a grand Orlesian party; if your court approval hits zero, you get thrown out of the party and receive a NonStandardGameOver.

to:

* The ''VisualNovel/TokimekiMemorial'' series punish In the ''VideoGame/SimCity'' series, you ''hard'' get fired if you totally ignore all characters except your target love, as they will be all too willing to "bomb" you, i.e. [[WomanScorned spreading bad rumours about you]], and if you don't take measures to defuse those bombs, they will explode, ''heavily'' damaging relationships with all the characters you know. It's very hard to recover from a gone-off bomb with regular characters, and an essential Game Over with NintendoHard characters such as Shiori Fujisaki or [[GenderFlip Kei Hazuki]].
* ''Franchise/DragonAge'':
** In ''VideoGame/DragonAgeOrigins'':
*** 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 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.]]
*** If [[spoiler:Zevran]]'s
approval is not high enough by the time [[spoiler:the Crows come rating goes too low, or if you are in debt for him, he will leave you for them and fight alongside them against you]]. Similarly, if [[spoiler:Sten is too long. The first game rubs it in your party and]] his approval is not high enough in Haven, [[spoiler:he will challenge face by having you for leadership of the group]]
** Averted in ''VideoGame/DragonAgeII''. Companions gain different bonuses if they have high friendship or rivalry values. It's entirely possible to romance rivals as well, and maxing out a companion's rivalry will earn their UndyingLoyalty as effectively as friendship. 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).
** Played with again in ''VideoGame/DragonAgeInquisition'', though only Blackwall and Cole will leave the party of their own accord if their approval gets too low. A storyline quest involves a grand Orlesian party; if your court approval hits zero, you get
thrown out of office by a mob of angry citizens ''led by your own mother''.
* In ''VideoGame/{{Tropico}}'', if either of
the party world powers gets mad at you, you'll not only lose trade and receive foreign aid from them, but get them angry enough and they'll invade your island, causing an immediate game over. You also have to make sure the factions on your BananaRepublic (capitalists, communists, intellectuals, etc.) at least tolerate your rule, or you'll run the risk of rebels popping up. The third and fourth games added faction-specific disasters that strike if one or more factions is upset at El Presidente for too long: intellectuals will organize student rallies that shut down schools, environmentalists will blockade one or more of your factories, the religious will declare El Presidente anathema and cause church-goers to lose respect for you, and so on.
[[/folder]]

[[folder:Strategy Role Playing Games]]
* In ''VideoGame/AgarestSenki 2'', if you had
a NonStandardGameOver.low [[RelationshipValues Relationship Value]] with the bride you chose, it's heavily implied you rape her to get the next generation's kid; the music and CG are ''much'' darker, her lines to you are different (and not in the good way) [[ArsonMurderAndJaywalking and the kid will have terrible stats]].
* In ''VideoGame/ChromaSquad'', if your fanbase reaches zero fans, [[GameOver your studio's contract will be cancelled]].
* ''VideoGame/RuneFactoryFrontier'' inverts this trope in one case. Pursing one of the potential brides, the maid Tabatha, will at one point eventually cause her sister to arrive. Continuing to do so means that in completing the final task required to marry Tabatha her sister will leave.
* This is a significant aspect of ''VideoGame/{{Sacrifice}}''. At the beginning, you are able to perform missions for any deity whenever you choose. As you accomplish these tasks and the plot progresses, you gradually fall out of favor with those you ignore, until the endgame leaves you permanently aligned with one of them and opposed to the four others.



* In ''VideoGame/{{Paperboy}}'', if all customers cancel their subscriptions, caused by you failing to deliver the paper directly to their doorstep, [[NonstandardGameOver you get fired]].
* Only relevant in missions, but in both ''VideoGame/{{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)
* ''VideoGame/SoldierOfFortune II'': Continually jeopardize the soldiers' mission in Colombia, and they will execute you on the spot for treason.

to:

* In ''VideoGame/{{Paperboy}}'', if all customers cancel their subscriptions, caused by you failing to deliver ''VideoGame/VanguardBandits'', on the paper directly to their doorstep, [[NonstandardGameOver main story path, you get fired]].
* Only relevant in missions, but in both ''VideoGame/{{Mercenaries}}'' games
the [[MultipleEndings Bad Ending]] if the average Morale of your units is under a certain number.
* This is the normal Game Over condition for ''VideoGame/XcomEnemyUnknown'': Lose the support of too many countries and they shut
you do enough down, going to become an enemy of Plan B and attempting to make peace with the faction you're doing a mission for, invaders. It ends as badly as you automatically expect.
[[/folder]]

[[folder:Survival Horror]]
* ''VideoGame/TheThing2002'' is entirely based on this. Everyone in the game is so paranoid that if they
lose all trust in you they immediately assume you are the mission. Enemy factions also Thing and start shooting at you. To make matters worse, they won't give cooperate if they don't trust you missions, which enough. You can partially fix this by giving them guns, running blood tests to prove your humanity, or killing a member of the group that is a Thing and allowing it to expose its [[BodyHorror horrid form]].
* In ''VideoGame/UntilDawn'', this is in effect for one of the characters. [[spoiler: Chris will twice be put into a SadisticChoice situation where he has to choose if Ashley or another person (Josh the first time, himself the second), will die. While Ashley will survive no matter what you do, if you choose to sacrifice her both times, she will refuse to open a door for Chris, allowing him to be eaten by Wendigoes.]]
[[/folder]]

[[folder:Tabletop Games]]
* ''TabletopGame/BlissStage''
is the only way TropeNamer. If your Trust in any relationship is ever reduced to get information on bounties (although zero, that doesn't make relationship "breaks". A broken relationship earns you a ton of Bliss points, more if you have higher Intimacy. Getting more than [[OneHundredAndEight 108]] Bliss is very bad.
* ''TabletopGame/MaidRPG'' has this as one of
the game unwinnable)
* ''VideoGame/SoldierOfFortune II'': Continually jeopardize
main features (that and [[WidgetSeries the soldiers' mission in Colombia, and they will execute weirdness]], of course). Although the GM can choose to simply assign you on to a different mansion, you are getting removed from the spot for treason.campaign either way.



* In ''VideoGame/AgarestSenki 2'', if you had a low [[RelationshipValues Relationship Value]] with the bride you chose, it's heavily implied you rape her to get the next generation's kid; the music and CG are ''much'' darker, her lines to you are different (and not in the good way) [[ArsonMurderAndJaywalking and the kid will have terrible stats]].
* In ''VideoGame/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. 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.
** Prepare for [[BerserkButton an instant drop in approval]] if you activate [[KillSat ARCHIMEDES II]] instead of distributing power to the inhabitants of the Mojave [[WhatTheHellHero with Arcade Gannon present]].
* In ''Videogame/{{Fallout 4}}'', 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.
* ''VideoGame/AlphaProtocol'': Averted; zero trust is a valid strategy. As Westridge says during orientation, "there are no good or bad choices, only results."
** 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.
** Inverted with Marburg in Rome. The only way to have him fight you to the death (instead of running away) depends on several factors, one of thsoe is having a very low reputation with him.
* 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 UsefulNotes/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.
* In ''VideoGame/SepterraCore'' there are two pairs of party members - Led and Lobo and Corgan and Selina - that hate each other's guts and any of them may randomly attack the other one during a combat, if you travel with both of them. You need to go on two subquests to repair their relationships. It's possible to avoid the trouble by not travelling with both of either pair at the same time, but not getting subquests done will bite you back hard at the very end of the game, when the party splits in three teams - and people who hate each other will end up in the same one.
* If you manage to reach the end of ''VideoGame/RomancingWalker'' without being nice enough to (and getting enough events of) the other members of your party, you'll get [[NoFinalBossForYou as far as the second-to-last room in the game...]] [[NonStandardGameOver after which the game will scold you for not trying to court the women.]] The only two recourses are to load a slightly earlier game and grind out enough secret points to make an eighth member available (whose existence is a GuideDangIt in itself) ''or'' to load a much earlier save file so that you can get relationship values high enough to have a partner going into the final battle.
* In the ''VideoGame/SimCity'' series, you get fired if your approval rating goes too low, or if you are in debt for too long. The first game rubs it in your face by having you thrown out of office by a mob of angry citizens ''led by your own mother''.

to:

[[/folder]]

[[folder:Third Person Shooters]]
* In ''VideoGame/AgarestSenki 2'', if you had a low [[RelationshipValues Relationship Value]] with the bride you chose, it's heavily implied you rape her to get the next generation's kid; the music and CG are ''much'' darker, her lines to you are different (and not Only relevant in the good way) [[ArsonMurderAndJaywalking and the kid will have terrible stats]].
* In ''VideoGame/FalloutNewVegas'':
** Some companions will leave you if your reputation with a faction drops too low or goes too high,
missions, but in both ''VideoGame/{{Mercenaries}}'' games if you do things they feel are wrong, 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)
* In ''VideoGame/SplinterCellDoubleAgent'', Sam will lose if he reaches zero "trust" with either the JBA
or in Cass' case, if the NSA. As the name suggests, you're playing a DoubleAgent, so losing the trust of the organisation you're infiltrating fails the mission, while losing the trust of your karma drops too low. This generally happens ''own'' agency gets you blacklisted as a rogue agent.
[[/folder]]

[[folder:Visual Novels]]
* In general, many {{Dating Sim}}s and {{Romance Game}}s will punish you with a bad ending
if you associate haven't built up a high enough relationship with [[AlwaysChaoticEvil Caesar's Legion]] since all any of your potential suitors by a certain point. Some of these games make this ending ''extremely'' brutal as if to accentuate just how royally you screwed up, like ''[[VisualNovel/FantasiaOtomeGameSeries Fantasia: Requiem of the human companions hate them though the non-human companions are ambivalent at best.
** Prepare for [[BerserkButton an instant drop
Abyss]]'' that ends with [[spoiler:you being murdered in approval]] your bed]] if you activate [[KillSat ARCHIMEDES II]] instead fail to get on a guy's path by Chapter 3 and ''VisualNovel/HatofulBoyfriend'' that ends with [[spoiler:the genocide of distributing power ''the entire human race'']] if you fail to complete a romance with anybirdie.
* In ''VideoGame/BlackCloset'', you play
the inhabitants president of the Mojave [[WhatTheHellHero with Arcade Gannon present]].
* In ''Videogame/{{Fallout 4}}'',
AbsurdlyPowerfulStudentCouncil. There are two "life bars", which are essentially the trust in the student council and the good name of the school. As is explained in the tutorial, if you get a character's Relationship Value lose too low by repeatedly doing actions they disapprove of, much of either one, they'll let restore their reputation by blaming everything on you know it. The first time they'll give and kicking you a warning. The second time they'll leave for good unless out.
* In ''Franchsise/{{Danganronpa}}'', your health bar is known as your "influence" gauge, and represents how willing the other characters are to listen to you. Making mistakes reduces that gauge, and when it runs out, the other students will be unable to solve the case, resulting in everyone except the culprit being executed.
* This is basically the entirety of ''VideoGame/{{Facade}}''. If Trip gets very upset with you, he'll kick
you pass out, leading to a hard difficulty check. The third time after, they won't care what Game Over.
* Inverted in ''Full Metal Daemon Muramasa'': [[spoiler: Up to the middle of the game
you have to say; they're gone. Also, companions directly affiliated with take 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.
* ''VideoGame/AlphaProtocol'': Averted; zero trust is a valid strategy. As Westridge says during orientation, "there are
path where no good or bad choices, only results."
** 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
one among the game encourages you to be a ManipulativeBastard.
** Inverted with Marburg in Rome. The only way to have him fight you to the death (instead of running away) depends on several factors, one of thsoe is having a very low reputation with him.
* 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 UsefulNotes/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.
* In ''VideoGame/SepterraCore'' there are two pairs of party members - Led and Lobo and Corgan and Selina - that hate each other's guts and any of them may randomly attack the other one during a combat, if you travel with both of them. You need to go on two subquests to repair their relationships. It's possible to avoid the trouble by not travelling with both of either pair at the same time, but not getting subquests done will bite you back hard at the very end of the game, when the party splits in three teams - and people who hate each other will end up in the same one.
* If you manage to reach the end of ''VideoGame/RomancingWalker'' without being nice enough to (and getting enough events of) the other members of your party, you'll get [[NoFinalBossForYou as far as the second-to-last room in the game...]] [[NonStandardGameOver after which the game will scold you for not trying to court the women.]] The only two recourses are to load a slightly earlier game and grind out enough secret
heroines has higher points to make an eighth member available (whose existence is a GuideDangIt in itself) ''or'' to load a much earlier save file so that than the others, else you can get relationship values high enough to will have a partner going into the final battle.
* In the ''VideoGame/SimCity'' series, you get fired if your approval rating goes too low, or if you are in debt for too long. The first game rubs it in your face by having you thrown out of office by a mob of angry citizens ''led by your own mother''.
to ''kill her''.]]



* 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.]]
* In ''VisualNovel/NineHoursNinePersonsNineDoors'', it's impossible to get the two endings necessary to beat the game unless Junpei chooses to console Clover, who is hurting over [[spoiler:the apparent death of her brother]]. If this is not done properly, [[spoiler:it leads to an ending where Clover goes insane and kills everyone]].
* In ''VideoGame/TheOregonTrail II'', if your party's morale goes too low, you either get [[DemotedToExtra demoted to a Greenhorn]] (if an Adventurer) or [[NonStandardGameOver kicked out of the wagon train altogether]] (if a Trail Guide).
* The ''{{Series/CSI NY}}'' videogame gives Mac or Stella a meter while questioning [=NPC=]s. If you ask too many irrelevant questions (ie asking about the wrong evidence), your confidence meter drops and if it empties, you have to start over. Your end-of-case score is also affected.
* This is the normal Game Over condition for ''VideoGame/XcomEnemyUnknown'': Lose the support of too many countries and they shut you down, going to Plan B and attempting to make peace with the invaders. It ends as badly as you expect.
* If [[VillainProtagonist you]] don't exteminate enough "subhumans" in ''VideoGame/KZManager'', public opinion will drop until you are revoked from your post of concentration camp commendant.
* In ''VideoGame/{{Hamurabi}}'', if more than 45% of the population starve on a year, the player is deposed and "declared 'National Fink'."
* Each settler in ''VideoGame/CIMATheEnemy'' has a trust meter that goes up or down either for story reasons or because the player protected them from CIMA (or failed to.) If a settler has negative trust, they're unable to [[ItemCrafting craft items]] for the player.
* In ''VideoGame/{{Tropico}}'', if either of the world powers gets mad at you, you'll not only lose trade and foreign aid from them, but get them angry enough and they'll invade your island, causing an immediate game over. You also have to make sure the factions on your BananaRepublic (capitalists, communists, intellectuals, etc.) at least tolerate your rule, or you'll run the risk of rebels popping up. The third and fourth games added faction-specific disasters that strike if one or more factions is upset at El Presidente for too long: intellectuals will organize student rallies that shut down schools, environmentalists will blockade one or more of your factories, the religious will declare El Presidente anathema and cause church-goers to lose respect for you, and so on.
* In ''VideoGame/ChromaSquad'', if your fanbase reaches zero fans, [[GameOver your studio's contract will be cancelled]].
* [[InvertedTrope Inverted]] in ''VideoGame/LifeIsStrange'' episode 4 "Dark Room": Whether or not you succeed in warning [[spoiler: Victoria]] about [[spoiler: Nathan Prescott's]] intention to kidnap her depends on how nice or mean you've been to her in the previous episodes. However, [[spoiler: failure turns out to be a beneficial result, as success drives her to unwittingly seek out Nathan's co-conspirator[=/=]mastermind for protection, [[SelfFulfillingProphecy resulting in the very kidnapping you hoped to prevent.]]]]

to:

* In ''VisualNovel/VirtuesLastReward'', choosing to Betray a sympathetic character generally Personal relationships affect the mystery plot of ''VisualNovel/HotelDuskRoom215''. Certain characters distrusting you (such as Dunning, the hotel owner) 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.]]
* In ''VisualNovel/NineHoursNinePersonsNineDoors'', it's impossible to get the two endings necessary to beat
NonstandardGameOver. Thankfully, the game unless Junpei chooses to console Clover, who is hurting over [[spoiler:the apparent death of her brother]]. If this is not done properly, [[spoiler:it leads to an ending where Clover goes insane and kills everyone]].
* In ''VideoGame/TheOregonTrail II'', if your party's morale goes too low, you either get [[DemotedToExtra demoted to a Greenhorn]] (if an Adventurer) or [[NonStandardGameOver kicked out of the wagon train altogether]] (if a Trail Guide).
* The ''{{Series/CSI NY}}'' videogame gives Mac or Stella a meter while questioning [=NPC=]s. If you ask too many irrelevant questions (ie asking
really obvious about the what you did wrong evidence), your confidence meter drops and if it empties, just sends you have back to start over. Your end-of-case score is also affected.
* This is
the normal Game Over condition for ''VideoGame/XcomEnemyUnknown'': Lose the support of too many countries and they shut last checkpoint.
* In ''VisualNovel/KatawaShoujo'', if
you down, going to Plan B and attempting to make peace with the invaders. It ends as badly as you expect.
* If [[VillainProtagonist you]]
don't exteminate make enough "subhumans" in ''VideoGame/KZManager'', public opinion will drop until you are revoked from your post of concentration camp commendant.
* In ''VideoGame/{{Hamurabi}}'', if more than 45%
an impression on one of the population starve on a year, five girls by the player is deposed and "declared 'National Fink'."
* Each settler in ''VideoGame/CIMATheEnemy'' has a trust meter that goes up or down either for story reasons or because the player protected them from CIMA (or failed to.) If a settler has negative trust, they're unable to [[ItemCrafting craft items]] for the player.
* In ''VideoGame/{{Tropico}}'', if either
end of the world powers gets mad at you, you'll not only lose trade and foreign aid from them, but get them angry enough and they'll invade your island, causing an immediate game over. You also have first week, you're forced to make sure spend the factions on your BananaRepublic (capitalists, communists, intellectuals, etc.) at least tolerate your rule, or you'll run the risk of rebels popping up. The third and fourth games added faction-specific disasters that strike if one or more factions is upset at El Presidente for too long: intellectuals will organize student rallies that shut down schools, environmentalists will blockade one or more of your factories, the religious will declare El Presidente anathema and cause church-goers to lose respect for you, and so on.
* In ''VideoGame/ChromaSquad'', if your fanbase reaches zero fans, [[GameOver your studio's contract will be cancelled]].
* [[InvertedTrope Inverted]] in ''VideoGame/LifeIsStrange'' episode 4 "Dark Room": Whether or not you succeed in warning [[spoiler: Victoria]] about [[spoiler: Nathan Prescott's]] intention to kidnap her depends on how nice or mean you've been to her in the previous episodes. However, [[spoiler: failure turns out to be a beneficial result, as success drives her to unwittingly seek out Nathan's co-conspirator[=/=]mastermind for protection, [[SelfFulfillingProphecy
SchoolFestival with Kenji, resulting in you [[spoiler:falling off the very kidnapping roof and dying. This also happens if you hoped make a critical mistake and alienate a girl at one of four points]].
* In ''VisualNovel/KiraKira'', in addition
to prevent.]]]]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.



* In ''VideoGame/StarControl3'', insulting a particular faction results in an immediate NonStandardGameOver.
* In ''VideoGame/TheShroudedIsle,'' if you antagonize a noble house to the point of becoming rebellious, they stage a coup and murder you.
* In ''VideoGame/UntilDawn'', this is in effect for one of the characters. [[spoiler: Chris will twice be put into a SadisticChoice situation where he has to choose if Ashley or another person (Josh the first time, himself the second), will die. While Ashley will survive no matter what you do, if you choose to sacrifice her both times, she will refuse to open a door for Chris, allowing him to be eaten by Wendigoes.]]
* You have two values to keep track of in ''VideoGame/FrostPunk'': Discontent and Hope. Discontent rises if your people are stuck with cold workplaces or living spaces for too long, have to work long shifts, have terrible food or not enough food, or if you fail to keep promises. Hope falls when people die (more Hope is lost when a child dies). Hope can be restored when you use a Purpose structure's ability (e.g. a Watch Tower's Patrols or a Prayer Building's Prayers). If either value goes too far in the wrong direction, your people give you an ultimatum: either restore hope/lower discontent within two days, or they'll kick you out and find a new captain. Taking the Purpose branch to the end removes Hope as an issue, replacing it with either Obedience (Order) or Devotion (Faith).
* In ''Franchsise/DanganRonpa'', your health bar is known as your "influence" gauge, and represents how willing the other characters are to listen to you. Making mistakes reduces that gauge, and when it runs out, the other students will be unable to solve the case, resulting in everyone except the culprit being executed.

to:

* In ''VideoGame/StarControl3'', insulting a particular faction results How one gets the infamous endings in an immediate NonStandardGameOver.
''VisualNovel/SchoolDays.''
* In ''VideoGame/TheShroudedIsle,'' The ''VisualNovel/TokimekiMemorial'' series punish you ''hard'' if you antagonize a noble house to the point of becoming rebellious, totally ignore all characters except your target love, as they stage a coup will be all too willing to "bomb" you, i.e. [[WomanScorned spreading bad rumours about you]], and murder you.
if you don't take measures to defuse those bombs, they will explode, ''heavily'' damaging relationships with all the characters you know. It's very hard to recover from a gone-off bomb with regular characters, and an essential Game Over with NintendoHard characters such as Shiori Fujisaki or [[GenderFlip Kei Hazuki]].
* In ''VideoGame/UntilDawn'', ''VisualNovel/{{Tsukihime}}'', if you take a very specific path, you'll ignore all main girls to such an extent that you'll get a NonStandardGameOver, and in the hint corner afterwards, you'll get told to "give the girls more attention". Additionally, game over can occur at several points in ''Tsukihime'' if character affection isn't high enough.
* ''Videogame/ZeroEscape'':
** In ''VisualNovel/NineHoursNinePersonsNineDoors'', it's impossible to get the two endings necessary to beat the game unless Junpei chooses to console Clover, who is hurting over [[spoiler:the apparent death of her brother]]. If
this is in effect for one not done properly, [[spoiler:it leads to an ending where Clover goes insane and kills everyone]].
** In ''VisualNovel/VirtuesLastReward'', choosing to Betray a sympathetic character generally leads to disgusted reactions from the rest
of the characters. group, especially if this person is currently incapacitated and unable to vote. [[spoiler: Chris will twice be put into a SadisticChoice situation where he has to choose if Ashley or another person (Josh Which makes the first time, himself one instance in which ''betraying'' the second), will die. While Ashley will survive no matter what you do, 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 sacrifice Ally with her, ''she kills you.'' The game expects you to ally with her both times, she first, and if you do and pick Betray next, due to the nature of the plot, Sigma will refuse actually remember the events from when you chose ally. Though he won't know what to open a door for Chris, allowing him to be eaten by Wendigoes.make of it at the time.]]
[[/folder]]

!!Other Games
* You have two values Applied to keep track of in ''VideoGame/FrostPunk'': Discontent and Hope. Discontent rises if your people are stuck with cold workplaces or living spaces for too long, have to work long shifts, have terrible food or not enough food, or if you fail to keep promises. Hope falls when people die (more Hope is lost when a child dies). Hope factional rather than a personal level, this trope can be restored when you use a Purpose structure's ability (e.g. a Watch Tower's Patrols or a Prayer Building's Prayers). If either value goes too far found in just about any grand strategy game / political simulator that tries to model the wrong direction, your people give you an ultimatum: either restore hope/lower discontent within two days, or they'll kick you out and find a new captain. Taking UsefulNotes/ColdWar from the Purpose branch to perspective of one of the end removes Hope as an issue, replacing it with either Obedience (Order) or Devotion (Faith).
* In ''Franchsise/DanganRonpa'', your health bar is known as your "influence" gauge, and represents how willing
superpowers. If the other characters are superpower distrusts you too much, [[WorldWarIII the nukes fly]], usually leading to listen TheEndOfTheWorldAsWeKnowIt.
* In ''VideoGame/TheOregonTrail II'', if your party's morale goes too low, you either get [[DemotedToExtra demoted
to you. Making mistakes reduces that gauge, a Greenhorn]] (if an Adventurer) or [[NonStandardGameOver kicked out of the wagon train altogether]] (if a Trail Guide).
* ''VideoGame/SoldierOfFortune II'': Continually jeopardize the soldiers' mission in Colombia,
and when it runs out, the other students they will be unable to solve execute you on the case, resulting in everyone except spot for treason.
* In
the culprit being executed.''VideoGame/YuGiOhTagForceSeries'', if you can't get a tag partner before the tournament, you get a game over and must start again.
[[/folder]]

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* In ''VisualNovel/KatawaShoujo'', if you don't make enough of an impression on one of the five girls by the end of the first week, [[spoiler:you die. This also happens if you make a critical mistake and alienate a girl at one of four points]].

to:

* In ''VisualNovel/KatawaShoujo'', if you don't make enough of an impression on one of the five girls by the end of the first week, [[spoiler:you die.you're forced to spend the SchoolFestival with Kenji, resulting in you [[spoiler:falling off the roof and dying. This also happens if you make a critical mistake and alienate a girl at one of four points]].



* In ''VideoGame/{{Paperboy}}'', if all customers cancel their subscriptions, [[NonstandardGameOver you get fired]].

to:

* In ''VideoGame/{{Paperboy}}'', if all customers cancel their subscriptions, caused by you failing to deliver the paper directly to their doorstep, [[NonstandardGameOver you get fired]].


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* In ''Franchsise/DanganRonpa'', your health bar is known as your "influence" gauge, and represents how willing the other characters are to listen to you. Making mistakes reduces that gauge, and when it runs out, the other students will be unable to solve the case, resulting in everyone except the culprit being executed.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* You have two values to keep track of in ''VideoGame/FrostPunk'': Discontent and Hope. Discontent rises if your people are stuck with cold workplaces or living spaces for too long, have to work long shifts, have terrible food or not enough food, or if you fail to keep promises. Hope falls when people die (more Hope is lost when a child dies). Hope can be restored when you use a Purpose structure's ability (e.g. a Watch Tower's Patrols or a Prayer Building's Prayers). If either value goes too far in the wrong direction, your people give you an ultimatum: either restore hope/lower discontent within two days, or they'll kick you out and find a new captain. Taking the Purpose branch to the end removes Hope as an issue, replacing it with either Obedience (Order) or Devotion (Faith).
Is there an issue? Send a MessageReason:
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Added DiffLines:

* In ''VideoGame/UntilDawn'', this is in effect for one of the characters. [[spoiler: Chris will twice be put into a SadisticChoice situation where he has to choose if Ashley or another person (Josh the first time, himself the second), will die. While Ashley will survive no matter what you do, if you choose to sacrifice her both times, she will refuse to open a door for Chris, allowing him to be eaten by Wendigoes.]]
Is there an issue? Send a MessageReason:

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* In ''VideoGame/BlackCloset'', you play the president of the AbsurdlyPowerfulStudentCouncil. There are two "life bars", which are essentially the trust in the student council and the good name of the school. As is explained in the tutorial, if you lose too much of either one, they'll restore their reputation by blaming everything on you and kicking you out.

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** In ''VideoGame/Persona3'', neglecting to pay attention to certain Social Links may lead to them becoming Reversed, which means you'll have to repair the Link before it can be leveled up again (you usually have a month after they request some attention to return it). Screw up once a link is reversed and it will Break completely, leaving you unable to summon Personas of the relevant Arcana. This is particularly an issue with romantic Social Links: if you date more than one girl at the same time, the amount of time you can spend not seeing your lover before her link reverses is cut by a ''quarter'' each time you see a different girl. There are five such links in ''Persona 3'' that will seem mutually exclusive if you don't have extensive knowledge of this mechanic. Good luck!
*** The Moon Social Link [[spoiler:appears to reverse at one point regardless of your decisions, [[FissionMailed but the game's just faking you out]]; shortly afterwards it will Rank Up.]]
*** This actually bordered on being a ScrappyMechanic for Western fans, mostly because the Lovers link, Yukari Takeba, is hit with a severe case of ValuesDissonance that makes her link ''very'' easy to reverse or outright break if you don't specifically know about Japanese culture or [[GuideDangIt look up a walkthrough]]. This counter-intuitive for non-Japanese link only contributed to her [[AmericansHateTingle lack of popularity in America]].

to:

** In ''VideoGame/Persona3'', neglecting to pay attention to certain Social Links may lead to them becoming Reversed, which means you'll have to repair the Link before it can be leveled up again (you usually have a month after they request some attention to return it). Screw up once a link is reversed and it will Break completely, leaving you unable to summon Personas of the relevant Arcana. This is particularly an issue with romantic Social Links: if you date more than one girl at the same time, the amount of time you can spend not seeing your lover before her link reverses is cut by a ''quarter'' each time you see a different girl. There are five such links in ''Persona 3'' that will seem mutually exclusive if you don't have extensive knowledge of this mechanic. Good luck!
*** The
luck! And the Moon Social Link [[spoiler:appears to reverse at one point regardless of your decisions, [[FissionMailed but the game's just faking you out]]; shortly afterwards it will Rank Up.]]
*** This actually bordered on being a ScrappyMechanic for Western fans, mostly because the Lovers link, Yukari Takeba, is hit with a severe case of ValuesDissonance that makes her link ''very'' easy to reverse or outright break if you don't specifically know about Japanese culture or [[GuideDangIt look up a walkthrough]]. This counter-intuitive for non-Japanese link only contributed to her [[AmericansHateTingle lack of popularity in America]].
]]
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* In ''VideoGame/TheShroudedIsle,'' if you antagonize a noble house to the point of becoming rebellious, they stage a coup and murder you.

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* Sort of played in ''Franchise/TheElderScrolls'', where if your speechcraft skills fail multiple times, you'll make an [[NonplayerCharacter NPC]] hate you, which means you'd better ''not'' drop a plot-important NPC's trust level to zero. Especially since some [=NPC=]s ''attack you'' when that happens.
* In ''VideoGame/TheElderScrollsIIDaggerfall'' your reputation with your various guilds can decline if you stay away from them for a while and, though you can never lose guild ranks, you can be ejected from the guild until your reputation with them zeros out.

to:

* Sort ''Franchise/TheElderScrolls''
** Throughout much
of played in ''Franchise/TheElderScrolls'', where if your speechcraft skills fail the series, it is possible to make a NPC hate you to the point of refusing to speak with you further by lowering their disposition enough, such as by failing multiple times, you'll make an [[NonplayerCharacter NPC]] hate you, which means you'd better ''not'' drop speech checks. If you do this with a plot-important NPC's trust level to zero. Especially since some [=NPC=]s ''attack you'' when NPC, you can cut yourself off from the questline that happens.
*
NPC is involved with (including main quests). Thankfully, there are ways to recover which make this less troublesome, such as boosting your Personality Attribute which will make them like you more. As of ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'', the disposition mechanic has been dropped from the series, averting this trope.
**
In ''VideoGame/TheElderScrollsIIDaggerfall'' ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'' your reputation with your various guilds can decline if you stay away from them for a while and, though you can never lose guild ranks, you can be ejected from the guild until your reputation with them zeros out.
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** Save The Homeland has this, too. Completing endings requires you to make friends with certain characters, the most notorious being The Treasure Hunt I, where you need to befriend the ''whole town''.

to:

** Save The Homeland ''VideoGame/HarvestMoonSaveTheHomeland'' has this, too. Completing endings requires you to make friends with certain characters, the most notorious being The Treasure Hunt I, where you need to befriend the ''whole town''.
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* Personal relationships affect the mystery plot of ''VisualNovel/HotelDuskRoom215''. Certain characters distrusting you (such as Dunning, the hotel owner) leads to a NonstandardGameOver.

to:

* Personal relationships affect the mystery plot of ''VisualNovel/HotelDuskRoom215''. Certain characters distrusting you (such as Dunning, the hotel owner) leads to a NonstandardGameOver. Thankfully, the game is really obvious about what you did wrong and just sends you back to the last checkpoint.
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* ''VideoGame/AlphaProtocol'':

to:

* ''VideoGame/AlphaProtocol'':''VideoGame/AlphaProtocol'': Averted; zero trust is a valid strategy. As Westridge says during orientation, "there are no good or bad choices, only results."

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