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* ''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.

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* ''VideoGame/RuneFactoryFrontier'' inverts this trope in one case. Pursing Pursuing one of the potential brides, the maid Tabatha, will at one point eventually cause her sister to arrive. Continuing By continuing to do so means that in pursue Tabatha and completing the final task required to marry Tabatha, her, her sister will then permanently leave.

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* In ''VideoGame/DigimonSurvive'', the survival of certain characters is tied to how high the player's affinity is with them.

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* In ''VideoGame/DigimonSurvive'', the survival of certain characters is tied to how high the player's affinity is with them. [[spoiler:Specifically, Ryo and Shuuji's survival is dependent on Ryo's affinity being the highest of the group at the end of Chapter 3 of a New Game Plus run; all other potential character deaths are dependent on which of the ending routes you choose.]]
* 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.
* 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 on the chance to attend 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 [[MutuallyExclusivePartyMembers abandon your character roster for the rest of the story]]]].



* 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.
* 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 on the chance to attend 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 [[MutuallyExclusivePartyMembers abandon your character roster for the rest of the story]]]].
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* ''VideoGame/ManaKhemiaAlchemistsOfAlRevis'': Avoiding spending the free time sessions with your classmates you get you the bad ending.

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* ''VideoGame/ManaKhemiaAlchemistsOfAlRevis'': Avoiding spending the free time sessions with your classmates you classmates, to the point that none of them can reach maximum trust with the protagonist, will get you the bad ending.
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Removing unnecessary pothole, doesn't seem somthing minor to get angry over.


** 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]].

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

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



** ''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 reverse Moon and Fortune, or even break Moon by making particularly bad decisions along the way[[note]]You can reverse Moon by telling Ai that her treatment of a classmate "was downright cruel" or refusing to help her hook up with your sports team friend. You can reverse Fortune by refusing to help Naoto catch the Phantom Thief. You can break Moon by agreeing to go out with Ai midway through the link and refusing to stay friends after sh breaks up with you[[/note]] 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.

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** ''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 reverse Moon and Fortune, or even break Moon by making particularly bad decisions along the way[[note]]You can reverse Moon by telling Ai that her treatment of a classmate "was downright cruel" or refusing to help her hook up with your sports team friend. You can reverse Fortune by refusing to help Naoto catch the Phantom Thief. You can break Moon by agreeing to go out with Ai midway through the link and refusing to stay friends after sh she breaks up with you[[/note]] 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.



* 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 ''VideoGame/{{Hamurabi}}'', if more than 45% of the population starve on a year, the player is deposed and "declared 'National Fink'."

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* You have two values to keep track of in ''VideoGame/FrostPunk'': Discontent and Hope. Discontent rises if your people are stuck with in 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 population starve on in a year, the player is deposed and "declared 'National Fink'."



* 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.

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* In ''VideoGame/{{Tropico}}'', if either of the world powers gets mad at you, you'll not only lose trade and foreign aid from them, 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/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). 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 [[MutuallyExclusivePartyMembers abandon your 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 on 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 [[MutuallyExclusivePartyMembers abandon your character roster for the rest of the story]]]].



* 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 gets you kicked out or executed and 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'', 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 gets you kicked out or executed and fails the mission, mission while losing the trust of your ''own'' agency gets you blacklisted as a rogue agent.



* The health system in ''Franchise/AceAttorney'' games is referred to as the "Confidence Gauge", 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 Gauge", a literal measure in of how much faith the court has in your ability to make an argument.
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* In ''VideoGame/DigimonSurvive'', the survival of certain characters is tied to how high the player's affinity is with them.

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* In ''Videogame/Fallout4'', if you get a character's Relationship Value too low by repeatedly doing actions they disapprove of, they'll let you know it. The first time, they'll give you a warning. The second time, they'll leave for good unless you pass a hard difficulty check. The third time after, they won't care what you have to say; they're gone. Also, companions directly affiliated with a certain faction will break things off and even oppose you once you make an enemy of said faction. And if a Settlement's Happiness level drops too low, they will break alliance with you and possibly even become hostile.

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** Similarly, eliminating the Brotherhood of Steel at the Hidden Valley bunker before you meet Veronica for the first time, will cause her to attack you. Wipe them out after recruiting her, and she just leaves you for good.
* In ''Videogame/Fallout4'', if you get a character's Relationship Value too low by repeatedly doing actions they disapprove of, they'll let you know it. The first time, they'll give you a warning. The second time, they'll leave for good unless you pass a hard difficulty check. The third time after, they won't care what you have to say; they're gone. Also, companions directly affiliated with a certain faction will break things off and even oppose you once you make an enemy of said faction. And if a Settlement's Happiness level drops too low, they will break alliance with you and possibly even become hostile. Shooting a settler dead instantly drops many companions’ relationship value to the lowest possible and they leave you for good. Some, such as Hancock will even attack you.
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* ''{{VideoGame/Pharaoh}}'': Having a Kingdom rating of 0 isn't an instant game over, but it's nigh-impossible to recover from as it usually entails other cities or even Pharaoh sending huge armies to remove you from power, and is also usually reached because of other dysfunctions in the city (no economy, no workforce, requests going unanswered, other armies marching around to destroy your city...).
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* In ''VideoGame/RebelInc'' if you lose all Reputation, you're fired and the insurgents win.
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** In the final weeks of the game, if her commoner approval is -45 the citizens will revolt and either imprison or kill her. The only ways to avoid a game over are to either be a powerful enough Lumen to scare them off, or to successfully placate them the previous week by getting advance warning of the revolution (which takes resources away from being able to detect other potential threats).

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** In the final weeks of the game, if her commoner approval is -45 the citizens will revolt and either imprison or kill her. The only ways to avoid a game over are to either be a powerful or intimidating enough Lumen to scare them off, or to successfully placate them the previous week by getting advance warning of the revolution (which requires foresight and takes resources away from being able to detect other potential threats).
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* ''VisualNovel/LongLiveTheQueen'' tracks hidden values for Elodie's approval ratings amongst the nobility and the common citizens. These values can actually go into the ''negatives'', with having -40 or worse at two crucial checks leading to a potential game over:
** If Elodie's noble approval is extremely low in the midgame, several duchies will declare civil war, and if Elodie can't either win the war by military force or negotiate without giving up her right to rule, she'll be overthrown.
** In the final weeks of the game, if her commoner approval is -45 the citizens will revolt and either imprison or kill her. The only ways to avoid a game over are to either be a powerful enough Lumen to scare them off, or to successfully placate them the previous week by getting advance warning of the revolution (which takes resources away from being able to detect other potential threats).
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Adding example. Relocate if in wrong folder.

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* In ''VideoGame/TheWalkingDead'', being nice and doing good deeds for other characters earns you trust from them. Without this trust, they are less likely to help you out or side with you in critical situations, such as Kenny's choice to go or not go with Lee to search for Clementine in Season 1 Episode 4. Other characters will also treat the player character with disdain if they feel like they have been not treated well enough.

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** ''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 reverse Moon and Fortune, or even break Moon by making particularly bad decisions along the way[[note]]You can reverse Moon by telling Ai that her treatment of a classmate "was downright cruel" or refusing to help her hook up with your sports team friend. You can reverse Fortune by refusing to help Naoto catch the Phantom Thief. You can break Moon by agreeing to go out with Ai midway through the link and refusing to stay friends after sh breaks up with you[[/note]] 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 altogether, since your relationships with your Confidants are as much mutually beneficial business deals as they are genuine friendships.

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** ''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 reverse Moon and Fortune, or even break Moon by making particularly bad decisions along the way[[note]]You can reverse Moon by telling Ai that her treatment of a classmate "was downright cruel" or refusing to help her hook up with your sports team friend. You can reverse Fortune by refusing to help Naoto catch the Phantom Thief. You can break Moon by agreeing to go out with Ai midway through the link and refusing to stay friends after sh breaks up with you[[/note]] 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. answer.
**
''VideoGame/Persona5'' completely removes this mechanic altogether, since your relationships with your Confidants are as much mutually beneficial business deals as they are genuine friendships.
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Punishing you for neglecting your relationships means that You Lose At Zero Trust. If you don't maintain a relationship in-game, the consequences range from losing special abilities to a HeroicBSOD or worse.

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Punishing you for neglecting your relationships means that You Lose At at Zero Trust. If you don't maintain a relationship in-game, the consequences range from losing special abilities to a HeroicBSOD or worse.
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* ''VideoGame/DeadInVinland'' has an AllianceMeter (or, rather, enmity meter) with the game's BigBad bandit lord [[LukeNounverber Bjorn]] [[NamesToRunAwayFromReallyFast Headcleaver]]. Raising it past certain thresholds means he sends goons to attack your camp. Fail to pay him tribute (and insult his minions) enough, and you'll get a NonStandardGameOver where he slaughters your party.

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* ''VideoGame/DeadInVinland'' has an AllianceMeter (or, rather, enmity meter) meter, or possibly WantedMeter) with the game's BigBad bandit lord [[LukeNounverber Bjorn]] [[NamesToRunAwayFromReallyFast Headcleaver]]. Raising it past certain thresholds means he sends goons to attack your camp. Fail to pay him tribute (and insult his minions) enough, and you'll get a NonStandardGameOver where he slaughters your party.
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** Being enough of a jerk to your team members in ''VideoGame/MassEffect1'' can alienate them to the point that Kaidan and Ashley will find excuses not to talk to you, and Tali will outright inform you that she's only sticking around for the mission and doesn't want to speak to you. Wrex, on the other hand, seems to like you a little better if you're a jerk to him. He probably sees it as Shepard having more of a backbone, being that Wrex comes from a society of [[BloodKnight Blood Knights]]. That said, it's also a lot harder to [[spoiler:keep Wrex alive through the kerfuffle on Virmire]] if you haven't become buddies and done his personal quest.

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** Being enough of a jerk to your team members in ''VideoGame/MassEffect1'' can alienate them to the point that Kaidan and Ashley will find excuses not to talk to you, and Tali will outright inform you that she's only sticking around for the mission and doesn't want to speak to you. Wrex, on the other hand, seems to like you a little better if you're a jerk to him. He probably sees it as Shepard having more of a backbone, being that Wrex comes from a society of [[BloodKnight Blood Knights]]. That said, it's also a lot harder to [[spoiler:keep Wrex alive through the kerfuffle on Virmire]] if you haven't become buddies and done his personal quest. However, it's impossible to ''truly'' lose at zero trust even if you work towards it[[note]]refusing to recruit Garrus and Tali, and ignoring Liara[[/note]] due to DevelopersForesight.
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* ''VideoGame/DeadInVinland'' has an AllianceMeter (or, rather, enmity meter) with the game's BigBad bandit lord [[LukeNounverber Bjorn]] [[NamesToRunAwayFromReallyFast Headcleaver]]. Raising it past certain thresholds means he sends goons to attack your camp. Fail to pay him tribute (and insult his minions) enough, and you'll get a NonStandardGameOver where he slaughters your party.
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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 [[Mystical108 108]] Bliss is very bad.

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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 [[Mystical108 108]] Bliss [[NonStandardGameOver is very bad.bad]].
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* In ''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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* In ''VideoGame/SplinterCell: Double Agent'', ''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 gets you kicked out or executed and fails the mission, while losing the trust of your ''own'' agency gets you blacklisted as a rogue agent.
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* ''VideoGame/{{Omori}}'': [[spoiler:Refuse to open the door to any of your friends and not only will Sunny experience a DeathOfPersonality, but it will also become impossible to save Basil from being DrivenToSuicide]].
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* ''VideoGame/WeTheRevolution'' requires the player to keep two (later three) different groups satisfied through a variety of methods, mainly by passing verdicts they like. If [[PlayerCharacter Alexis']] reputation with a group gets too low, game over.
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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.

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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 [[Mystical108 108]] Bliss is very bad.
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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 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.

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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 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. Alternatively, a non-aligned nation that distrusts you too much may align itself with the other superpower bloc, which is less catastrophic but still damaging.

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* 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.

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* This is the normal Game Over condition for ''VideoGame/XcomEnemyUnknown'': Lose the If a country's panic meter escalates to anarchy, you permanently lose support of too many countries from that country (and their funding). Lose enough 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.expect.
** ''VideoGame/XcomChimeraSquad'': City 31 is divided into 9 districts, each with their own panic meter. Any district at full panic increases the city's anarchy meter by one unit per day. If the city reaches 13 anarchy, you automatically lose as tensions devolve into riots.
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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). 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 your 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). 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 [[MutuallyExclusivePartyMembers abandon your character roster for the rest of the story]]]].
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* ''Franchise/ShinMegamiTenseiPersona'':

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* ''Franchise/ShinMegamiTenseiPersona'':''Franchise/{{Persona}}'':
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** ''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 altogether, since your relationships with your Confidants are as much mutually beneficial business deals as they are genuine friendships.

to:

** ''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 reverse Moon and Fortune, or even break Moon and Fortune by making particularly bad decisions along the way. way[[note]]You can reverse Moon by telling Ai that her treatment of a classmate "was downright cruel" or refusing to help her hook up with your sports team friend. You can reverse Fortune by refusing to help Naoto catch the Phantom Thief. You can break Moon by agreeing to go out with Ai midway through the link and refusing to stay friends after sh breaks up with you[[/note]] 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 altogether, since your relationships with your Confidants are as much mutually beneficial business deals as they are genuine friendships.
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Punishing you for neglecting your relationships means that You Lose At Zero Trust. If you don't maintain a relationship in game, the consequences range from losing special abilities to a HeroicBSOD or worse.

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



* The ''{{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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* The ''{{Series/CSINY}}'' videogame video game 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.



** 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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** Negative relationship values with certain characters nets net 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.



** 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.

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** Throughout much of the series, it is possible to make a an 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.



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

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** Some companions will leave you if your reputation with a faction drops too low or goes too high, 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.



* 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.

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* 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, 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 into three teams — and people who hate each other will end up in the same one.



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

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



* In ''VideoGame/TacticsOgre: Let Us Cling Together'', the ''VideoGame/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 affect 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 ''VideoGame/TacticsOgre: Let Us Cling Together'', the ''VideoGame/OgreBattle'' spin off, 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 affect 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''.



* 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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* 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, 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.



* 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]]).

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* 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, 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]]).
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* 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.

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* In ''VideoGame/GrandTheftAuto'' (starting with GTA ''GTA San Andreas), 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 ''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.



* 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.

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* 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.) to). If a settler has negative trust, they're unable to [[ItemCrafting craft items]] for the player.



*** 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]]

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*** If you annoy your party members enough or make too many choices that they don't approve of 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, [[spoiler:However, if you choose to spare Loghain (which offends Alistair) 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]]group]].



** 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.

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** In ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'' 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/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.

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* In ''Videogame/Fallout4'', if you get a character's Relationship Value too low by repeatedly doing actions they disapprove of, they'll let you know it. The first time time, they'll give you a warning. The second time 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/MassEffect2'' takes things further. The only way to make it through the Suicide Mission against the Collectors with everyone in your crew alive is for everyone to be loyal to you through doing their loyalty missions after recruiting them. And even then, this only gives you a fighting chance -- making the wrong choices during the final mission and/or not upgrading your ship could very easily lead to you losing squadmates no matter how loyal they are. Even if you have her loyalty, Samara still tells Renegade Shepard that she's going to kill him/her after the mission is over. You can avoid this by killing her first. (Also, she doesn't actually kill you in the game.) In addition, there are character-based conflicts where Shepard will have to take one side or the other (Miranda vs Jack and Tali vs [[spoiler: Legion]]) if your KarmaMeter is not high enough in either direction to overrule their argument on personality alone, meaning the other's loyalty will be lost.

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



** Bishop turns against you whatever you do, although he will bow out of the following fight if your influence with him was high (by explaining to him that he'd just be a pawn in the King of Shadows eyes). Qara, Sand, [[spoiler:Ammon Jerro]], and Neeshka are all offered the opportunity to turn on you if you were a jerk to them. If you choose to side with the King Of Shadows a high influence will get Bishop to help you in the fight against your former teammates.
* ''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.

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** Bishop turns against you whatever you do, although he will bow out of the following fight if your influence with him was high (by explaining to him that he'd just be a pawn in the King of Shadows Shadows' eyes). Qara, Sand, [[spoiler:Ammon Jerro]], and Neeshka are all offered the opportunity to turn on you if you were a jerk to them. If you choose to side with the King Of Shadows Shadows, a high influence will get Bishop to help you in the fight against your former teammates.
* ''VideoGame/PandorasTower''. If you neglect Elena in spite of being reminded several times that ThePowerOfLove is one of the few things that keep keeps 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.



* 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.

to:

* In ''VideoGame/SepterraCore'' ''VideoGame/SepterraCore'', there are two pairs of party members - Led and Lobo and Corgan and Selina - that hate each other's guts 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.



** 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.

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! 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.]]
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, altogether, since your relationships with your Confidants are as much mutually beneficial business deals as they are genuine friendships.



* A slight example exists in ''VideoGame/StarOceanTillTheEndOfTime'', if you don't have high enough [[RelationshipValues affection]] with another character to get their paired ending, the BonusBoss in the BonusDungeon, Urssa Cave Temple will be Fayt and [[AGodAmI Luther]] [[BigBad Lansfeld]], who are significantly stronger than the same for a paired ending (where you fight Fayt and whoever he was paired with at the end of the main story).
* At Zero Approval in the first ''VideoGame/ValkyrieProfile'' game, the goddess Freya attacks you. [[FailureIsTheOnlyOption Win or lose, it's game over]].
* A large part of the story in ''VideoGame/{{Wizardry}}: Tale of the Forsaken 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''.

to:

* A slight example exists in ''VideoGame/StarOceanTillTheEndOfTime'', if you don't have high enough [[RelationshipValues affection]] with another character to get their paired ending, the BonusBoss in the BonusDungeon, Urssa Cave Temple Temple, will be Fayt and [[AGodAmI Luther]] [[BigBad Lansfeld]], who are significantly stronger than the same for a paired ending (where you fight Fayt and whoever he was paired with at the end of the main story).
* At Zero Approval in the first ''VideoGame/ValkyrieProfile'' game, the goddess Freya attacks you. [[FailureIsTheOnlyOption Win or lose, it's game over]].
over.]]
* A large part of the story in ''VideoGame/{{Wizardry}}: Tale of the Forsaken 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 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 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''.



* 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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* 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...you…



* 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]].

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* In ''VideoGame/AgarestSenki 2'', if you had a low [[RelationshipValues Relationship Value]] with the bride you chose, it's heavily implied that [[MaritalRapeLicense you rape her 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) way), [[ArsonMurderAndJaywalking and the kid will have terrible stats]].



* ''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.

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* ''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 Tabatha, her sister will leave.



* In ''VideoGame/TacticsOgre: Let Us Cling Together'', the ''VideoGame/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 affect 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''.

to:

* In ''VideoGame/TacticsOgre: Let Us Cling Together'', the ''VideoGame/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 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 affect 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 ''and'' the fact that loyalty is a relatively well hidden well-hidden stat that can never be measured exactly makes this game ''NintendoHard''.



* 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). 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). 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 your character roster for the rest of the story]]]].



* ''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]].
* 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.]]

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* ''VideoGame/TheThing2002'' is entirely based on this. Everyone in the game is so paranoid that if they lose all trust in you 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]].
* In ''VideoGame/UntilDawn'', this is in effect for one of the characters. [[spoiler: Chris [[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), 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.]]



* 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)

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* Only relevant in missions, but in both ''VideoGame/{{Mercenaries}}'' games 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)unwinnable).



* 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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* 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.



** 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, 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.

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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, which you aren't, and if the wrong person is chosen as the killer killer, then the killer [[WinYourFreedom wins their freedom]] while everyone else is executed.



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

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



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



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

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** In ''VisualNovel/VirtuesLastReward'', choosing to Betray a sympathetic character generally leads to disgusted reactions from the rest of the group, especially if this person is currently incapacitated and unable to vote. [[spoiler: Which [[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.]]



* 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.

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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 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.
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** 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.

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** 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 those is having a very low reputation with him.



* In ''VideoGame/TacticsOgre: Let Us Cling Together'', the ''VideoGame/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 ''VideoGame/TacticsOgre: Let Us Cling Together'', the ''VideoGame/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 affect 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''.



* 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", Gauge", a literal measure in how much faith the court has in your ability to make an argument.

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