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* Subverted in ''VideoGame/TaskMaker'', a FetchQuest RPG for the UsefulNotes/{{Mac}}. One of the quests given to you by the title character is to bring him the head of a rebel. A player can indeed kill the Rebel and take his head (although this drains a lot of points and some Spirit due to his Good alignment, which is not revealed until after you kill him), but the saner option is to Bestow a gift to the Rebel, who will then give you a slave's head to pass off as his own. The [=TaskMaker=] never suspects a thing.

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* Subverted in ''VideoGame/TaskMaker'', a FetchQuest RPG for the UsefulNotes/{{Mac}}.Platform/{{Mac}}. One of the quests given to you by the title character is to bring him the head of a rebel. A player can indeed kill the Rebel and take his head (although this drains a lot of points and some Spirit due to his Good alignment, which is not revealed until after you kill him), but the saner option is to Bestow a gift to the Rebel, who will then give you a slave's head to pass off as his own. The [=TaskMaker=] never suspects a thing.
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* The ''VideoGame/{{Yakuza}}'' series fully embraces this to the point it's their signature style. A typical situation for example has the protagonist convince the person about the situation either to stand down, or ask for aid/info, only for said person to stubbornly refuse and fight, or have the protagonist conclude that only through fisticuffs and scuffle will make them listen. It's uncommon for a situation to be resolved without violence.

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* The ''VideoGame/{{Yakuza}}'' ''VideoGame/LikeADragon'' series fully embraces this to the point it's their signature style. A typical situation for example has the protagonist convince the person about the situation either to stand down, or ask for aid/info, only for said person to stubbornly refuse and fight, or have the protagonist conclude that only through fisticuffs and scuffle will make them listen. It's uncommon for a situation to be resolved without violence.
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** There are multiple segments during the main storyline that require you to murder AmbiguouslyEvil characters in order to proceed.
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* In ''VideoGame/{{Survivalist}}'', during the '[=McCoys=] V.S. Fat Neils' quest line, [[MutuallyExclusivePartyMembers you need to annihilate one of the groups if you want to recruit the other.]]

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* In ''VideoGame/{{Survivalist}}'', during the '[=McCoys=] V.S. Fat Neils' quest line, [[MutuallyExclusivePartyMembers you need to annihilate one of the two groups if you want to recruit the other.]]
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* In ''VideoGame/{{Survivalist}}'', during the [=McCoys=] V.S. Fat Neils' quest line, [[MutuallyExclusivePartyMembers you need to annihilate one of the groups if you want to recruit the other.]]

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* In ''VideoGame/{{Survivalist}}'', during the [=McCoys=] '[=McCoys=] V.S. Fat Neils' quest line, [[MutuallyExclusivePartyMembers you need to annihilate one of the groups if you want to recruit the other.]]
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* In ''VideoGame/Survivalist'', during the [=McCoys=] V.S. Fat Neils' quest line, [[MutuallyExclusivePartyMembers you need to annihilate one of the groups if you want to recruit the other.]]

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* In ''VideoGame/Survivalist'', ''VideoGame/{{Survivalist}}'', during the [=McCoys=] V.S. Fat Neils' quest line, [[MutuallyExclusivePartyMembers you need to annihilate one of the groups if you want to recruit the other.]]
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* In ''VideoGame/Survivalist'', during the 'McCoys V.S. Fat Neils' quest line, [[MutuallyExclusivePartyMembers you need to annihilate one of the groups if you want to recruit the other.]]

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* In ''VideoGame/Survivalist'', during the 'McCoys [=McCoys=] V.S. Fat Neils' quest line, [[MutuallyExclusivePartyMembers you need to annihilate one of the groups if you want to recruit the other.]]
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* In ''VideoGame/Survivalist'', during the 'McCoys V.S. Fat Neils' quest line, [[MutuallyExclusivePartyMembers you need to annihilate one of the groups if you want to recruit the other.]]
** The Los Ceros War is this. If you try to go for the negotiation route, Ida will shoot Wyatt in the head, starting the war anyways.
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* ''VideoGame/GodOfWar'': Kratos by the time of ''VideoGame/GodOfWarPS4'' has mellowed out a lot and doesn't want to start fights... but unfortunately, he's decided to settle in the realm of the ''very'' violence-prone Norse pantheon. Several Aesir simply refuse his attempts to avoid combat or to spare them, [[spoiler:most notably Baldur and Heimdall]], occasionally forcing the matter by threatening to go after his son, thus forcing Kratos to beat the tar out of them.
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** And lampshaded in ''VideoGame/ChronoTrigger [[UpdatedRerelease DS]]''. The BonusBoss of the Dimensional Vortex [[spoiler:is the FinalBoss of ''VideoGame/ChronoCross''. Although the only way out of ''this'' battle is by force, Schala still returns the party to wherever they came from and berates them for using violence to solve their conflicts, suggesting to use an alternate solution to defeat their foe]].

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** And lampshaded in ''VideoGame/ChronoTrigger [[UpdatedRerelease DS]]''. The BonusBoss OptionalBoss of the Dimensional Vortex [[spoiler:is the FinalBoss of ''VideoGame/ChronoCross''. Although the only way out of ''this'' battle is by force, Schala still returns the party to wherever they came from and berates them for using violence to solve their conflicts, suggesting to use an alternate solution to defeat their foe]].
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* ''VideoGame/AbyssCrossing'': Although the protagonists are able to come to an understanding with most of the Astras, they still have no choice but to kill the Astras in order to release the latters' accumulated magic power, or they'll go insane again. Fortunately, the Astras will eventually reincarnate without excess magic power.
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Kill Em All was renamed Everybody Dies Ending due to misuse. Dewicking


*** First Citizen Lynette of Vault City is a [[KickTheDog firm believer in this trope]]. It's easy to [[GuideDangIt break the game]] [[RageBreakingPoint if you annoy her]], and this is guaranteed if you let her know you helped a settlement of peaceful ghouls fix their nuclear reactor to prevent it from contaminating her city's groundwater, instead of [[KillEmAll murdering them all]] and shutting it down. And if you tell her you can regain your citizenship from the one person who can overrule her, she infinity-plus-one overrules that to prevent you from accessing the Vault you need to enter to know what your next destination is. At this point you will have [[InvokedTrope no other option left than to fight your way inside]], slaughtering the population of Vault City in your way [[NiceJobFixingItVillain just to access a computer]].

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*** First Citizen Lynette of Vault City is a [[KickTheDog firm believer in this trope]]. It's easy to [[GuideDangIt break the game]] [[RageBreakingPoint if you annoy her]], and this is guaranteed if you let her know you helped a settlement of peaceful ghouls fix their nuclear reactor to prevent it from contaminating her city's groundwater, instead of [[KillEmAll murdering them all]] all and shutting it down. And if you tell her you can regain your citizenship from the one person who can overrule her, she infinity-plus-one overrules that to prevent you from accessing the Vault you need to enter to know what your next destination is. At this point you will have [[InvokedTrope no other option left than to fight your way inside]], slaughtering the population of Vault City in your way [[NiceJobFixingItVillain just to access a computer]].
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Loads And Loads Of Characters is no longer a trope


* ''Franchise/TouhouProject'': No matter the problem, the response is ''always'' pelting the perpetrator with [[MoreDakka gratuitous amounts]] of [[BulletHell magical bullets (danmaku)]] until they stop, even if they have to wade through a few uninvolved individuals to even ''find'' the person/s causing the problem. Justified in both the games and [[AllThereInTheManual supplementary material]], with the entire [[LoadsAndLoadsOfCharacters massive cast]] being varying degress of [[ChaoticNeutral batshit insane]] and the [[NonLethalKO entirely non-lethal combat]] viewed mostly as a game.

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* ''Franchise/TouhouProject'': No matter the problem, the response is ''always'' pelting the perpetrator with [[MoreDakka gratuitous amounts]] of [[BulletHell magical bullets (danmaku)]] until they stop, even if they have to wade through a few uninvolved individuals to even ''find'' the person/s causing the problem. Justified in both the games and [[AllThereInTheManual supplementary material]], with the entire [[LoadsAndLoadsOfCharacters massive cast]] cast being varying degress of [[ChaoticNeutral batshit insane]] and the [[NonLethalKO entirely non-lethal combat]] viewed mostly as a game.

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* A notable [[AvertedTrope aversion]] in ''VideoGame/FireEmblemTheBindingBlade''. [[spoiler:Sure, you ''could'' just kill the FinalBoss [[TragicMonster Idunn]], but the eponymous sword has a strange power that reflects its user's feelings, and it just so happens that Roy ''doesn't'' want to kill Idunn. If Roy lands the finishing blow on her using the Binding Blade, she survives and undergoes a HeelFaceTurn, leading to the GoldenEnding]].
* In ''VideoGame/FireEmblemRadiantDawn'':
** [[spoiler:Yune]] repeatedly mentions that diplomacy will not work on [[spoiler:Ashera]]. Given that the latter is an [[spoiler:AxCrazy KnightTemplar goddess]], this more or less makes sense.
** Some chapters have an enemy that can be recruited by talking to them, averting this trope. This is an especially unexpected option with [[spoiler:Oliver]]. Some recruits like Shinon (in ''[[VideoGame/FireEmblemPathOfRadiance Path of Radiance]]'') are straight examples; you have to take them down before they'll join you.

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* In the ''Franchise/FireEmblem'' series:
**
A notable [[AvertedTrope aversion]] in ''VideoGame/FireEmblemTheBindingBlade''. [[spoiler:Sure, you ''could'' just kill the FinalBoss [[TragicMonster Idunn]], but the eponymous sword has a strange power that reflects its user's feelings, and it just so happens that Roy ''doesn't'' want to kill Idunn. If Roy lands the finishing blow on her using the Binding Blade, she survives and undergoes a HeelFaceTurn, leading to the GoldenEnding]].
* ** In ''VideoGame/FireEmblemPathOfRadiance'' and its direct sequel ''VideoGame/FireEmblemRadiantDawn'':
** *** Some chapters have an enemy that can be recruited by talking to them, averting this trope. This is an especially unexpected option with [[spoiler:Oliver]]. Some recruits like Shinon (in ''[[VideoGame/FireEmblemPathOfRadiance Path of Radiance]]'') are straight examples; you have to take them down before they'll join you.
***
[[spoiler:Yune]] repeatedly mentions that diplomacy will not work on [[spoiler:Ashera]]. Given that the latter is an [[spoiler:AxCrazy KnightTemplar goddess]], this more or less makes sense.
** Some chapters In ''VideoGame/FireEmblemThreeHouses'', the Flame Emperor a.k.a. [[spoiler:Edelgard von Hresvelg]] believes that the only way to deal with Fódlan's severe societal ills is to violently remove the Church of Seiros and its archbishop Rhea from power. This being a story that runs on GreyAndGrayMorality, it's unclear whether they could ever have an enemy that can be recruited by talking come to them, averting a peaceful understanding or if a war was inevitable, and if the latter is true it's still up in the air whether this trope. This is an especially unexpected option with [[spoiler:Oliver]]. Some recruits like Shinon (in ''[[VideoGame/FireEmblemPathOfRadiance Path of Radiance]]'') actually Rhea or the Flame Emperor's fault (the GreaterScopeVillain Agarthans are straight examples; you have unambiguously meddling in Fódlan's affairs and manipulating events to take them down before they'll join you.ensure a war, and they are responsible for turning the Flame Emperor into what they are today).
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* ''VideoGame/SuikodenII'' almost fools you into thinking that it's over after the defeat of the initial BigBad with an impending peace council. However, you quickly find out that it's not that easy.
* Averted twice in ''VideoGame/ChronoCross''. In two battles (one the final boss, the other a bonus mission), it is possible to defeat the enemy by force, but more rewarding if a non-violent method is used.
** And lampshaded in ''VideoGame/ChronoTrigger [[UpdatedRerelease DS]]''. The BonusBoss of the Dimensional Vortex [[spoiler:is the FinalBoss of ''VideoGame/ChronoCross''. Although the only way out of ''this'' battle is by force, Schala still returns the party to wherever they came from and berates them for using violence to solve their conflicts, suggesting to use an alternate solution to defeat their foe]].
* Averted in the ''VideoGame/NeverwinterNights'' mod ''VideoGame/ADanceWithRogues'', which gives you minimal XP from killing things, and most of the time ends up being a stealth-based puzzle game instead of a traditional hack-and-slash D&D game.
* In the ''Franchise/BaldursGate'' series, there are numerous confrontations that you can resolve ''without'' spilling blood, though there are '''''plenty''''' of encounters where you don't have any other options.
--> '''CHARNAME''': Hi! I want to pass through your land!
--> '''Kuo-Toa Leader''': Klodg do g'ith dal shaog gossath! ''Geetaaah!''
--> '''CHARNAME''': (sigh) This isn't going to end well, is it?
* ''VideoGame/NeverwinterNights2'' contains plenty of diplomatic options, sometimes allowing you to pacify entire factions. But if you side with the City Watch, any criminal you try to arrest will refuse, preferring to fight you to death -- SuicidalOverconfidence at its finest. A particularly jarring example is an optional quest in Blacklake, when you need to pass as a merchant and convince some thieves to buy from you. If you botch the bluff and diplomacy checks, then they'll recognize you as a fake and fight you. If you successfully convince them you're genuine, then they'll make the deal and then will fight you when the Watchmen accompanying you try to arrest them. The only benefit from this outcome is some extra XP and gold.
* ''VideoGame/FinalFantasyVI'' does this grandly, with an extensive sequence near the middle of the game that features you negotiating with TheEmpire. The Emperor will even reward you if you're particularly skilled with your diplomacy. However, this is all just bait.
* In ''VideoGame/FinalFantasyVIII'', the pacifist residents of Fisherman's Horizon criticize the main characters for solving problems with violence, arguing that all problems can be solved by talking them out. Atypically, the main character doesn't disagree with their outlook, but when the enemy's army shows up and the mayor of FH goes to try to reason with them, the main characters still end up having to rescue him and drive the enemy soldiers out by force.
** The player can optionally choose to have Squall try to explain ''his'' stance after the battle, resulting in an explanation wherein Squall says that diplomacy is great, and ''he would prefer it'', but that not everyone agrees, and as long as the threat of violence remains, it's impossible for everything to be resolved diplomatically. He then ''apologizes'' for fighting and walks away.
** Done again in ''VideoGame/FinalFantasyIX'' where the queen attacks Clerya and the residents try to reason with the enemy, only to be killed. Zidane and some residents from Burmecia are fed up that the peace keepers can't fight and vow to slaughter every soldier that gets in the way.
* Sometimes in ''VideoGame/{{Civilization}}'', the only option given to you in diplomacy is to declare war. Even if you try to remain on friendly terms with everyone, some civilizations will inevitably declare war on you even if you have the military and/or technological advantage. They will then proceed to walk their spearmen into your cannon fire. Sometimes, they will [[RockBeatsLaser win]].
* Played straight, then finally subverted in ''VideoGame/HellbladeSenuasSacrifice''. Literally, the only interaction with non-player characters outside of flashbacks is combat, but at the end of the game, [[spoiler:the only way to complete the last encounter is to let them beat you]].
* ''VideoGame/StarControlII'' often averts this with the non-evil races whom you can actually be diplomatic to... [[VideoGameCrueltyPotential or you can choose to kill them and get RU]]. However, there are races that will attack you no matter what you say. Though they usually are willing to chat, often at great length, before they throw down.
* A notable [[AvertedTrope aversion]] in ''VideoGame/FireEmblemTheBindingBlade''. [[spoiler:Sure, you ''could'' just kill the FinalBoss [[TragicMonster Idunn]], but the eponymous sword has a strange power that reflects its user's feelings, and it just so happens that Roy ''doesn't'' want to kill Idunn. If Roy lands the finishing blow on her using the Binding Blade, she survives and undergoes a HeelFaceTurn, leading to the GoldenEnding]].
* In ''VideoGame/FireEmblemRadiantDawn'':
** [[spoiler:Yune]] repeatedly mentions that diplomacy will not work on [[spoiler:Ashera]]. Given that the latter is an [[spoiler:AxCrazy KnightTemplar goddess]], this more or less makes sense.
** Some chapters have an enemy that can be recruited by talking to them, averting this trope. This is an especially unexpected option with [[spoiler:Oliver]]. Some recruits like Shinon (in ''[[VideoGame/FireEmblemPathOfRadiance Path of Radiance]]'') are straight examples; you have to take them down before they'll join you.
* ''SWAT 2'', a real-time tactics game, features a decent interface for diplomacy, wherein you can make or grant demands, depending on your side. Good negotiations can provide a few extra points (and in the terrorist campaign, is once required for mission completion), but the missions can never be properly resolved by negotiations alone. A successful SWAT mission still ends with busting in and killing/arresting the suspects, and the terrorists likewise need to kill all of their attackers or make their escape off-map.
** For that matter, the ability to arrest suspects rather than just killing them in it and the next two games is an aversion of this, more so in ''SWAT 4'' where there's the "unauthorized use of deadly force" penalty if you kill someone before they shoot at you.
* Subverted in many of the ''Franchise/ShinMegamiTensei'' games, where you can negotiate with the [[RoamingEnemy Wandering Monsters]] as a vital way to gain new mons/spell cards/info. Different species have different requirements for helping or joining you, such as the player being of a certain alignment or simply giving them an item they want.
* Beating the hell out of ''something'' is the usual solution to the problems that come up in ''VideoGame/LostOdyssey'', but when the BigBad [[spoiler:uses magic to turn one of your party members into a {{People Puppet|s}}]], the best solution is to do anything ''but'' attack, since [[spoiler:killing your friend results in an immediate GameOver]].
* This can be averted in ''VideoGame/{{Fallout|1}}'' -- you can play the entire game as a pacifist and convince [[FinalBoss the Master]] that his plan is doomed, causing him to kill himself.
** Frank Horrigan of ''VideoGame/Fallout2'' is the only sapient FinalBoss in the ''VideoGame/{{Fallout}}'' series that can't be talked out of fighting or to do himself in. However, if you play your cards right, you can convince Horrigan's bodyguards to turn against him and reprogram the automated turrets in his chamber to attack him.
*** First Citizen Lynette of Vault City is a [[KickTheDog firm believer in this trope]]. It's easy to [[GuideDangIt break the game]] [[RageBreakingPoint if you annoy her]], and this is guaranteed if you let her know you helped a settlement of peaceful ghouls fix their nuclear reactor to prevent it from contaminating her city's groundwater, instead of [[KillEmAll murdering them all]] and shutting it down. And if you tell her you can regain your citizenship from the one person who can overrule her, she infinity-plus-one overrules that to prevent you from accessing the Vault you need to enter to know what your next destination is. At this point you will have [[InvokedTrope no other option left than to fight your way inside]], slaughtering the population of Vault City in your way [[NiceJobFixingItVillain just to access a computer]].
** The Tenpenny Tower side-quest in ''VideoGame/Fallout3''. Either kill Roy Phillips and lose karma, turn his fellow Feral Ghouls on the tower and lose karma, or arrange for them to live in the tower only to have them back-stab the residents later.
** The Caesar's Legion and Mr. House story branches in ''VideoGame/FalloutNewVegas'' require you to blow up the Brotherhood of Steel. Conversely, the non-House quest lines require you to either immediately kill House, or disconnect him from the mainframe and have him die a slow, horrible death from infection. For Birds of a Feather, you have to either kill Cass yourself or have her executed by Jean-Baptiste, precluding the completion of Heartache by the Number.
** ''VideoGame/Fallout4''
*** The confrontation with [[spoiler:Conrad Kellogg]], has him asking the [[PlayerCharacter Sole Survivor]] to talk with him to see if they cannot find a diplomatic solution to their conflict. But there is no possible peaceful outcome of the conversation. It can only ever end in the Sole Survivor declaring their intent to murder [[spoiler:Kellogg]] for what he did, and a boss battle ensues.
*** The endgame requires you to wipe out two of the Commonwealth's four major factions regardless of which route you choose. Supporting the Minutemen or Railroad requires wiping out the Institute and Brotherhood of Steel. Supporting the Brotherhood or Institute requires you to wipe out the other along with the Railroad. [[spoiler:[[TakeAThirdOption There is a way to stay on good terms with both the Railroad and Brotherhood by siding with the Minutemen]], but the Institute will still need to be taken down]].
* ''Franchise/RatchetAndClank''. When you can just walk into the nearest shop and buy a {{BFG}}, [[CorruptCorporateExecutive corrupt CEOs]] and {{Omnicidal Maniac}}s are on the loose, and TheWorldIsAlwaysDoomed, are there really any other options?
* Subverted in ''VideoGame/{{Iji}}''. You can kill everything in sight like usual, but [[YouBastard you'll probably feel sorry for it later on]]. It's also possible to [[PacifistRun go through the whole game without killing anything]], which leads to a slightly happier ending.
* The campaign's maps in the ''VideoGame/TotalWar'' series of games pretend to feature political machinations and allegiances, but in the end, everything will either be [[EverythingTryingToKillYou allied against you]] or allied to you and in your way ([[GangUpOnTheHuman and no-one else's]]). In ''VideoGame/MedievalTotalWar'', this includes rebellions, automatic battle outcomes, and whatever political maneuvering has not yet been tossed aside in favor of constant war. No matter how much cunning you use, [[RubberBandAI the AI]] ([[TheComputerIsACheatingBastard and sometimes the random number generator]]) will all conspire against you; the only real answer is fighting. Lots of fighting.
** This is institutionalized in ''VideoGame/TotalWarShogun2'', in which conquering territory makes the other clans more wary of you (a penalty to diplomatic relations). This penalty slowly resets over time if you enter periods of peace. After conquering 18 regions or taking Kyoto, however, an event called 'Realm Divide' kicks in that automatically lowers all clans' opinions of you by 5 for every turn that passes, more or less ensuring that within the next year or so ''every other clan in Japan'' will be at your throat and canceling all their trade agreements with you, including your vassals and old friends.
* ''VideoGame/GoldenSun The Lost Age'' subverts this [[spoiler:when you're able to recover the gem stolen from the town of Madra by the warring Kibombo tribe without engaging any of the Kibombo warriors you encounter in combat.]]
* At the end of ''VideoGame/{{Atelier Iris 3|Grand Phantasm}}'', the heroes try to talk things out with [[spoiler:Uroborus, the EldritchAbomination]] that threatens their world, to no avail. They fight it but lose anyway; they are only saved by Iris' [[spoiler:HeroicSacrifice]].
* Inverted in ''VideoGame/AForceMorePowerful'', if you want to win. Smart nonviolent action is the only way to succeed against your foes, who all have far more military power.
* [[LampshadeHanging Lampshaded]] and many jokes cracked about it in ''VideoGame/EndlessFrontier''. Many people question the morality of your party due to how quick they are to violence.
* This can be ''averted'' in most battles in ''VideoGame/FinalFantasyTactics'' with the Mediator. In fact, running through the game with a party made purely of Mediators will often lead to convincing the ENTIRE enemy force to defect to your side! When playing such a PacifistRun, the only enemies which cannot be defeated in this fashion are, of course, the Story-relevant characters opposed to the hero.
* Played with a LOT in ''[[VideoGame/SuperRobotWarsOriginalGeneration Super Robot Taisen Original Generation Saga]]'' where the villains usually don't want to fight but say something to insult one of the heroes, which pisses them off and causes a chain reaction. This has led to the more sane party members commenting on how they feel like they're the villains.
* ''VideoGame/PlanescapeTorment'' and ''VideoGame/ArcanumOfSteamworksAndMagickObscura'' are both novel in that neither forces you to fight anyone at all should you wish (not that this manner of playing is ''easy'', just possible). In fact, for both, the "better" endings involve you [[TalkingTheMonsterToDeath Talking the Big Bad to Death]].
* Used in an extremely annoying way in ''VideoGame/VampireTheMasqueradeBloodlines''. In almost every quest for the vast majority of the game, you have the options of diplomacy, stealth, intimidation, or using your vampire magic before you have to get into a physical fight, so the two sections where you don't have those options can be... irritating, especially if you don't have a combat-focused character build. There's the [[ScrappyLevel Nosferatu Warrens plotline]], where you have to navigate a long set of mazes while killing some fairly nasty monsters and one tricky miniboss, and the endgame, where you have to kill at least one and usually two [[ThatOneBoss pain in the ass bosses.]] And just to make it worse, [[EarnYourHappyEnding choosing an option to skip one of these two bosses will prevent you from getting a good ending]].
** Ditto ''VideoGame/AlphaProtocol'', by the same developers. Though most of the game is tremendously open-ended in allowing for all sorts of different approaches, there are a number of mandatory boss battles that will stymie PlayerCharacter[=s=] not tuned for direct combat.
* ''VideoGame/DeusEx'' comes close to averting this, since you can get through most of the game without killing or even attacking anyone. Only a handful of characters have to be attacked and players have found ways of going OffTheRails to avoid killing any.
** In the prequel ''VideoGame/DeusExHumanRevolution'', you do not have to kill any of the mooks. As in the first game, the game gives you a spectrum to work on, either going TechnicalPacifist with stun guns or ActualPacifist by stealthing it up. You only have to kill the four bosses. It just gets harder to resist the urge to start killing once you find out [[VillainWithGoodPublicity what kind of people]] the mooks are.
*** This actually brought the game under some criticism. Many people did not like that you ''have'' to kill someone. So, when the "Missing Link" DLC was released, they gave players the option of sparing the final boss.
* Subverted in ''VideoGame/TheGodfather'' game. While you will have to punch out or gun down a lot of enemy mobsters, as well as use violence on the owners of most of their fronts in order to "persuade" them to give the Corleones control, gaining enough Respect to talk said owners into peacefully giving up actually results in you earning more money. Bribing cops and running from them is preferable to killing them outright if you have a choice. In ending a MobWar, it's easier to run to a [[DirtyCop FBI agent on the take]] and drop him $3000 than brave an enemy business to bomb it.
* ''Franchise/TouhouProject'': No matter the problem, the response is ''always'' pelting the perpetrator with [[MoreDakka gratuitous amounts]] of [[BulletHell magical bullets (danmaku)]] until they stop, even if they have to wade through a few uninvolved individuals to even ''find'' the person/s causing the problem. Justified in both the games and [[AllThereInTheManual supplementary material]], with the entire [[LoadsAndLoadsOfCharacters massive cast]] being varying degress of [[ChaoticNeutral batshit insane]] and the [[NonLethalKO entirely non-lethal combat]] viewed mostly as a game.
** Nobody's suggesting that the violence ''solves'' much of anything.
** It's implied and speculated in supplementary material that the {{youkai}} in ''Touhou'' are, by their very definition, the opposite of humans, and if they defy their own definition by not opposing mankind, they cease to be. This could make danmaku duels a relatively peaceful solution that's been erected for the sake of youkai: By being able to fight non-lethally, weaker youkai can antagonize humanity without having to fear being KilledOffForReal by the local {{Miko}}, and stronger youkai can indulge their nefarious schemes without having to fear wiping out [[FantasyKitchenSink Gensoukyou]] should they be forced to fight the BarrierMaiden who keeps the place existing. If the speculation is true, then a degree of violence indeed ''is'' the only option for humans and youkai to live in (relative) peace and harmony together.
* The premise of ''VideoGame/TotalAnnihilation'' is a millennia-old war over a fundamental difference in philosophy, and all diplomatic alternatives have presumably been extinguished long ago.
** The SpiritualSequel ''VideoGame/SupremeCommander'' has a similar premise, but it turns into an EnemyMine situation in the expansion pack.
* Averted in ''VideoGame/WildArms2'': Diplomacy is actually pretty effective, bringing the three kingdoms together to help you fight the BigBad. Of course, Figalia being somewhat of a CrapsackWorld, banding together is pretty much necessary for survival. It still feels really good to be able to make the world a better place, instead of the standard RPG trope of the world getting steadily WORSE throughout the game.
* Averted in the original ''VideoGame/PrinceOfPersia1'', where you have to SheatheYourSword when fighting [[spoiler:your evil mirror twin]].
* More or less ''VideoGame/AdventureQuest'', ''VideoGame/DragonFable'', ''VideoGame/MechQuest'' and ''VideoGame/AdventureQuestWorlds'' in a nutshell. Expect numerous lampshades.
* This is actually averted in ''VideoGame/KnightsOfTheOldRepublic'' if you're light side or a clever dark side. Unfortunately, you rarely get XP for avoiding fights. On the other hand, some of the best fun in the game is in finding ways to trick people into attacking you, netting you XP for killing them while staying light side.
* This trope gets batted all about in the ''VideoGame/DarkForcesSaga'':
** Averted in In ''Dark Forces 2: Jedi Knight'', with the power ''Force Grab'', which allows Kyle Katarn to snatch weapons from the hands of his enemies with the odd effect of leaving stormtroopers running around shouting "Stand at your post! Stand at your post!", hence one can follow the Jedi principle of conflict avoidance through much of the game, leaving a wake of living but disarmed opponents in Kyle's path. Interestingly, [[http://starwars.wikia.com/wiki/Gran grans]] disarmed would approach Katarn and try to beat him up.
** Played straight in ''Dark Forces: Mysteries of the Sith'', where stormtroopers learned to attack Katarn by hand when disarmed. Fisticuff troopers are generally ineffective, but they warrant neutralization, all methods of which are lethal. Most other characters will also suicide-rush Kyle (or Mara) throughout the game, once disarmed.
** Averted through most of the latter half of ''Jedi Knight II: Jedi Outcast'', though Raven Software intended this trope to be played straight: Kyle relearns Force Pull[[note]]level 2, all basic powers are barely useful at level one[[/note]], which can disarm many of the locals, and only the occasional unarmed Gran will try to strongarm a lightsaber-wielding Kyle. Stormtroopers will alternate between surrender (throwing their hands up) and running around looking for a dropped weapon.[[note]]A bug that was never fixed prevents a stormtrooper from actually re-arming once he picked up a weapon, with the humorous effect of stormtroopers running around cleaning up stray blasters.[[/note]] An event starting a duel with a mini-Sith during the [[http://starwars.wikia.com/wiki/Bespin Bespin]] levels requires all the previous enemies to be killed off; if Kyle had been handling foes the Jedi way, he'll have to massacre all the lives he previously spared in order to continue.
** Averted ''and'' played straight depending on each level in ''Jedi Knight: Jedi Academy''. Some levels have [[ShootEverythingThatMoves Destroy All Enemies]] as a mission parameter. At the same time, one can ''very'' quickly achieve Force Grip level three (ironically a dark-side power) which has the incidental effect of disarming most opponents[[note]]though not all, and not ''any'' [[http://starwars.wikia.com/wiki/Tusken_Raider Tusken Raiders]][[/note]] So it is possible to minimize conflict Jedi-style though much of the game.[[note]]Even the blaster-gathering bug was corrected, requiring Jaden to collect stray weapons himself / herself, lest anyone disarmed get any ideas. This requires Jaden to regularly emptying his / her blaster clip to do so.[[/note]] Again, though, Raven intended this trope to be played straight.
* Played straight in ''VideoGame/NoOneLivesForever 2: A Spy in HARM's Way'' despite itself. The game includes a number of ways to knock opponents out, such as the CT-180 utility launcher and [[InstantSedation tranquilizer darts]]. Sadly, knocked out bad guys will not only wake up in short time, but will also magically manifest weapons. The pragmatic response is to stealth-kill by tranq-ing targets from afar, and then finishing them off at point blank with a suppressed handgun.[[note]]Tranq darts work with any hit, not just headshots while non-headshots with a firearm, even a sound-suppressed one, give away your position to your target.[[/note]] While this process makes for excellent ''grim'' spy action, it is rather dissonant with the otherwise lighthearted feel of the rest of the game.
* Until the ''A Murder of Crows'' expansions, victory in ''VideoGame/SwordOfTheStars'' could only be achieved through annihilation of the enemy. Even with diplomacy options being available from then on, you still need violent power on tap if the target refuses to surrender.
** It is actually possible to win the game without firing a shot. If the RandomNumberGod on a small map pits your Liir faction against mostly other Liir opponents, there's a good chance they'll try to ally right after meeting them. A single not-too warlike race will likely research Liir language quickly, and be able to join in, instantly winning the game. It feels a bit like a NonStandardGameOver though.
* In ''VideoGame/NieR'', the world is doomed because everyone thinks this trope is true when it really isn't.
* Subverted in ''VideoGame/TaskMaker'', a FetchQuest RPG for the UsefulNotes/{{Mac}}. One of the quests given to you by the title character is to bring him the head of a rebel. A player can indeed kill the Rebel and take his head (although this drains a lot of points and some Spirit due to his Good alignment, which is not revealed until after you kill him), but the saner option is to Bestow a gift to the Rebel, who will then give you a slave's head to pass off as his own. The [=TaskMaker=] never suspects a thing.
* In [[{{VideoGame/Majesty}} Warlock: Master of the Arcane]], the AI will within two dozen turns of meeting you send you a demand for half your money or mana. Your options are ´accept´ or ´declare war´. Accepting several times may let them offer an alliance, but it won´t stop them from demanding half your stuff at regular intervals. In short, when meeting an AI opponent, get ready to rumble.
%%* ''VideoGame/SpecOpsTheLine'':
* In ''VideoGame/{{Wasteland 2}}'', General Vargas examines the idea and rejects it. A quick bullet to the head is a viable solution to most problems, but never a ''good'' one, ''never'' the first one, and '''never''' the only one. Sadly, gameplay doesn't ''quite'' support this.
* In ''VideoGame/TheWonderful101'', it gets to the point where "Diplomacy has failed!" becomes something of a CatchPhrase for Wonder Red. Not that the team ever tries very hard to make diplomacy work.
* Averted in Creator/{{Epyx}}'s DungeonCrawling ''VideoGame/TempleOfApshai'' -- it is possible to converse with some monsters and get safe passage if you leave them alone. However, subsequently attacking them or attempting to steal their treasure will get you in trouble.
* Averted in ''VideoGame/FarCry4''. If you choose to listen to Pagan Min when he tells you to stay put and eat dinner at the beginning of the game instead of choosing to wander off, he will return after several minutes and take you to [[spoiler:his daughter]] Lakshmana, explain several revelations about your family that would have come very late in the game otherwise, and allow you to spread your mother's ashes, completing the game without having to fire a single bullet.
* In ''VideoGame/AVeryLongRopeToTheTopOfTheSky'', a few villains ([[spoiler:Oliver]] and Darius) seem to attack you for no other reason than because the game needed a boss battle; logically it should have been possible to negotiate with them. This is especially grating in the endgame, where the party's entire goal is to ''avoid'' violence and [[spoiler:save Raccoon. Of course, once they actually reach him, they're railroaded into fighting, and once the battle starts the heroes have no qualms about turning him into chunky salsa.]]
* In ''VideoGame/TheHalloweenHack'', the player is confronted at one point with a two-option menu. One is "Kill Him." The other [[ButThouMust isn't an actual option]]. However, this is subverted because TheComputerIsALyingBastard.
* In ''VideoGame/TheElderScrollsIIIMorrowind'', ThievesGuild Leader [[MeaningfulName Gentleman]] [[GentlemanThief Jim]] [[JustLikeRobinHood Stacey]] (as well as the Guild in general) is normally quite averse to violence. When it comes to high ranking enforcers for the rival [[TheSyndicate Camonna Tong]], all else (bribes, blackmail, etc.) have failed, so he sends you to [[DoUntoOthersBeforeTheyDoUntoUs kill them as a last resort]].
* This is the idea the {{Big Bad}}s of ''VideoGame/AviaryAttorney'' want to plant and foster in the RebelLeader. In [[spoiler:4C (Fraternité), they can fail but still]] manipulate events and [[TheRevolutionWillNotBeCivilized bloody up the revolution]].
* Due to the trope's near-omnipresence in video games at one point or another, it's specifically averted in ''VideoGame/{{Undertale}}''.
** For the most part. All monsters you encounter can be spared without dealing a single point of damage, [[spoiler:but you still have to fight in the normal final battles against Asgore and Flowey. The former destroys the Mercy button as soon as battle starts, while the latter takes over the entire interface.]] This is also PlayedForLaughs in the [[spoiler:optional rematch against Undyne]], in which you deal a single point of damage before the battle is called off.
** [[spoiler:Trying to spare the final boss of the genocide route, Sans, [[ISurrenderSuckers will get you killed]]. Your only choice is to...well, fight him. Justified in that, because you're on the genocide route, you've killed almost everybody, showing no mercy to anyone or anything and for the most part killing people [[ForTheEvulz just because you can]]. Sans is simply showing the same amount of mercy you did to all of his friends - absolutely zero. Also subverted; after Sans has killed you after you've tried to spare him, he begs you to pick another option available to you aside from resorting to violence: aborting your genocide run.]]
* In ''Undertale''[='=]s SpiritualSuccessor ''VideoGame/{{Deltarune}}'', this idea comes up again. Ralsei insists that there's always a peaceful solution if you work for it, and as before the player is given the option to take various actions (such as complimenting the enemy or lecturing them on why violence is bad) to end the battle without fighting. However, in some cases all you can do is make them tired so that Ralsei can cast a pacifying spell. And then in the final boss fight, the Spades King cannot be reasoned with at all, and instead plays on Ralsei's idealism to pull an ISurrenderSuckers. [[spoiler:You still resolve the fight without killing him, but it makes the point that in some situations, some level of violence ''is'' necessary to survive.]]
** In Chapter 2, [[spoiler:Giga Queen]] can't be defeated through Mercy ([=ACTing=] only improves your fighting, dodging, and health), so the only solution is to fight in a ''VideoGame/PunchOut''-style minigame.
* In the ''Franchise/{{Persona}}'' series:
** In ''VideoGame/Persona4'', every character rejects their Shadow Self, driving it berserk and forcing a boss fight in order to calm it down. By the time you get to Shadow Naoto, Kanji has become resigned to the fact that a fight is going to have to happen if they want the person in question to overcome their issues.
** In ''VideoGame/Persona5'', it's theoretically possible to steal a Treasure without confronting the Palace ruler, but every time you try you are inevitably dragged into a fight anyway. Shadow [[spoiler:Futaba]] is a double subversion, as [[spoiler:she turns out to be completely benevolent, but you still have to beat up the living manifestation of her self-loathing as a result of her mother's death]].
* The ''VideoGame/{{Yakuza}}'' series fully embraces this to the point it's their signature style. A typical situation for example has the protagonist convince the person about the situation either to stand down, or ask for aid/info, only for said person to stubbornly refuse and fight, or have the protagonist conclude that only through fisticuffs and scuffle will make them listen. It's uncommon for a situation to be resolved without violence.
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