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6->''"Due to this extreme mismanagement you have not only been impeached and thrown out of office but you have also been declared 'National Fink' !!"''
7-->-- One of the endings in ''VideoGame/{{Hamurabi}}'' if you starve more than 45% of the population
8
9Some games [[LevelUpAtIntimacy5 reward you for pursuing romance and sex]]. Others punish you for neglecting it. Naturally, some do both.
10
11Punishing you for neglecting your relationships means that [[TitleDrop 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.
12
13This also works in games with an AllianceMeter, if you anger every faction and they all come after you.
14
15Related to LevelUpAtIntimacy5 and DeusSexMachina. Compare MateOrDie.
16
17----
18!!Examples:
19[[foldercontrol]]
20
21[[folder:Action Adventure Games]]
22* The ''{{Series/CSINY}}'' 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.
23* 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.
24* [[InvertedTrope Inverted]] in ''VideoGame/LifeIsStrange'' episode 4 "Dark Room": Whether or not you succeed in warning [[spoiler: Victoria]] about [[spoiler: Nathan Prescott's]] intention to kidnap her depends on how nice or mean you've been to her in the previous episodes. However, [[spoiler: failure turns out to be a beneficial result, as success drives her to unwittingly seek out Nathan's co-conspirator[=/=]mastermind for protection, [[SelfFulfillingProphecy resulting in the very kidnapping you hoped to prevent.]]]]
25* In ''VideoGame/{{Paperboy}}'', if all customers cancel their subscriptions, caused by you failing to deliver the paper directly to their doorstep, [[NonstandardGameOver you get fired]].
26* The GBA version of ''Spirit: Stallion of the Cimarron'' has you gaining the trust of wild horses and leading them through various areas. To keep their trust, you had to give them food and water. If trust got low enough, they'd refuse to let you ride, and would eventually run away from you. You can imagine how fun this was in the desert level.
27* In ''VideoGame/StarControl3'', insulting a particular faction results in an immediate NonStandardGameOver.
28[[/folder]]
29
30[[folder:Management Games]]
31* In ''VideoGame/KingOfTheCastle'', if the Kingdom's Authority, Stability, or Treasury reaches zero, the King automatically loses because their staff thinks they're incompetent, and whichever noble house was closest to winning becomes their successor (or, if two were equally close, a vote is held to determine the successor).
32[[/folder]]
33
34[[folder:Role Playing Games]]
35* ''VideoGame/AlphaProtocol'': Averted; zero trust is a valid strategy. As Westridge says during orientation, "there are no good or bad choices, only results."
36** Negative relationship values with certain characters 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.
37** Inverted with Marburg in Rome. The only way to have him fight you to the death (instead of [[VillainExitStageLeft running away]]) depends on several factors, one of those is having a very low reputation with him.
38* ''Franchise/BaldursGate'':
39** In ''VideoGame/BaldursGate'' and ''VideoGame/BaldursGateII'', many of your {{Token Evil Teammate}}s will demand that you have a low KarmaMeter and will leave if it gets too high (with the inverse being true for some good-aligned ones). The one exception is EvilSorcerer and IneffectualSympatheticVillain Edwin Odesseiron, who will just be snarky about you acting like a goody-two-shoes.
40** In ''VideoGame/BaldursGateIII'', because of the [[ClingyMacGuffin nature of their situation]] it takes ''[[EarnYourBadEnding a lot]]'' to make a party member hate you enough to leave, but it can still occur once you either get their approval rating down to -50 (which is only possible if you antagonize them at every turn), ignore their needs by neglecting their questlines, or [[WhatTheHellHero perform atrocities over the course of the story]]. In other words, you're essentially [[VideoGameCrueltyPotential making them hate you so much]] that your leadership is seen as ''a FateWorseThanDeath''.
41* 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.
42* In ''VideoGame/Cyberpunk2077'', a few of [[PlayerCharacter V]]'s allies have specific points in their questlines where you piss them off enough to cut ties with you altogether.
43** [[ScrewThisImOuttaHere If you abandon]] Panam, River, or Songbird during an ''important'', time-sensitive quest, they'll cut all ties with you. In River's case he [[NiceJobBreakingItHero ends up getting killed without V's help]].
44** For Judy, you have to side with [[ApparentlyPowerlessPuppetmaster Maiko]] near the end of her questline ''and'' accept the money she gives you for helping her screw prostitutes over.
45** For Claire, you have to side against her during the FriendOrIdolDecision, which makes you lose her as a vendor as she'll refuse to serve you at Afterlife.
46* ''Franchise/DragonAge'':
47** In ''VideoGame/DragonAgeOrigins'':
48*** If you annoy your party members enough or make too many 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.]]
49*** 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]].
50** Averted in ''VideoGame/DragonAgeII''. Companions gain different bonuses if they have high friendship or rivalry values. It's entirely possible to romance rivals as well, and maxing out a companion's rivalry will earn their UndyingLoyalty as effectively as friendship. Presumably this is because they either respect you despite your differences (Fenris, Sebastian), want to keep an eye on you (Aveline), enjoy messing with you (Varric), or want to prove you wrong about them (Anders, Merrill, Isabela).
51** Played with again in ''VideoGame/DragonAgeInquisition'', though only Blackwall and Cole will leave the party of their own accord if their approval gets too low. A storyline quest involves a grand Orlesian party; if your court approval hits zero, you get thrown out of the party and receive a NonStandardGameOver.
52* ''Franchise/TheElderScrolls'':
53** Throughout much of the series, it is possible to make 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.
54** 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.
55* In ''VideoGame/FalloutNewVegas'':
56** 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 [[TheEmpire Caesar's Legion]] since all the human companions hate them though the non-human companions are ambivalent at best.
57** Prepare for 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]].
58** 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.
59* 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 high-difficulty speech check. The third time after, they won't care what you have to say; they're gone. Also, companions directly affiliated with a certain faction will break things off and even oppose you once you make an enemy of said faction. And if a Settlement's Happiness level drops too low, they will break alliance with you and possibly even become hostile. Shooting a settler dead instantly drops many companions’ relationship value to the lowest possible and they leave you for good. Some, such as Hancock will even attack you.
60* ''VideoGame/{{Geneforge}} 5'' utilizes the AllianceMeter variant, provoking an EnemyMine and an automatic game over if you piss off every faction.
61* ''VideoGame/ManaKhemiaAlchemistsOfAlRevis'': Avoiding spending the free time sessions with your classmates, to the point that none of them can reach maximum trust with the protagonist, will get you the bad ending.
62* ''Franchise/MassEffect'':
63** 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.
64** ''VideoGame/MassEffect2'':
65*** The only way to make it through the Suicide Mission against the Collectors with everyone in your crew alive is for everyone to be loyal to you by doing their loyalty missions after recruiting them. And even then, this only gives you a fighting chance — making the wrong choices during the final mission and/or not upgrading your ship could very easily lead to you losing squadmates no matter how loyal they are. Even if you have her loyalty, Samara still tells Renegade Shepard that she's going to kill him/her after the mission is over. You can avoid this by killing her first. (Also, she doesn't actually kill you in the game.) In addition, there are character-based conflicts where Shepard will have to take one side or the other (Miranda vs Jack and Tali vs [[spoiler:Legion]]) if your KarmaMeter is not high enough in either direction to overrule their argument on personality alone, meaning the other's loyalty will be lost.
66*** [[EarnYourBadEnding If you try hard enough]], you can use this to [[spoiler:lose the entire game by getting everyone, including Shepard, killed in the Suicide Mission. You accomplish this by avoiding the loyalty of your party members or actively choosing options that will make them disloyal, combined with making the right (wrong) decisions to get everyone except yourself killed in the mission itself. In the final leap, the only person left alive to pull you into the Normandy is Joker, who isn't strong enough to do it alone. Notably, this is the only ending that cannot be carried forward into Mass Effect 3. [[CaptainObvious Because you're dead]].]]
67** Plays out on a larger scale in ''VideoGame/MassEffect3'', with Shepard being dispatched to gather allies to help Earth against the Reapers, your actions throughout the game (as well as your performance in the multiplayer, and in the two tie-in mobile games) add War Assets to your side, or even lose them, to varying degrees. Some assets are mutually exclusive (that is, you ''have'' to favor one faction over another). Finish the game with insufficient War Assets, and you'll get the BadEnding.
68* In ''VideoGame/NetHack'', turning your back to your god is a very, very bad idea. It will lead to a DownerEnding in the best case, and in [[NoKillLikeOverkill being electrocuted and disintegrated on the spot]] in the worst.
69* ''VideoGame/NeverwinterNights2'':
70** At one point, if you don't have enough influence with Elanee, she will leave your party and wander away (assuming you don't kill her instead). At the end of the game, TheDragon will try to lure some of your companions away from you, and those you have low influence with will fight at his side against you.
71** 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.
72* ''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]].
73* ''VideoGame/PandorasTower''. If you neglect Elena in spite of being reminded several times that ThePowerOfLove is one of the few things that 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.
74* If you manage to reach the end of ''VideoGame/RomancingWalker'' without being nice enough to (and getting enough events of) the other members of your party, you'll get [[NoFinalBossForYou as far as the second-to-last room in the game...]] [[NonStandardGameOver after which the game will scold you for not trying to court the women.]] The only two recourses are to load a slightly earlier game and grind out enough secret points to make an eighth member available (whose existence is a GuideDangIt in itself) ''or'' to load a much earlier save file so that you can get relationship values high enough to have a partner going into the final battle.
75* 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 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 into three teams — and people who hate each other will end up in the same one.
76* ''Franchise/{{Persona}}'':
77** 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]].
78** ''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 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.
79** ''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.
80* In ''VideoGame/TheShroudedIsle,'' if you antagonize a noble house to the point of becoming rebellious, they stage a coup and murder you.
81* 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 {{Superboss}} in the BonusDungeon, Urssa Cave Temple, will be Fayt and [[AGodAmI Luther]] [[BigBad Lansfeld]], who are significantly stronger than the same for a paired ending (where you fight Fayt and whoever he was paired with at the end of the main story).
82* At Zero Approval in the first ''VideoGame/ValkyrieProfile'' game, the goddess Freya attacks you. [[FailureIsTheOnlyOption Win or lose, it's game over.]]
83* 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''.
84[[/folder]]
85
86[[folder:Simulation Games]]
87* ''VideoGame/DeadInVinland'' has an AllianceMeter (or, rather, enmity meter, or possibly WantedMeter) with the game's BigBad bandit lord [[LukeNounverber Bjorn]] [[NamesToRunAwayFromReallyFast Headcleaver]]. Raising it past certain thresholds means he sends goons to attack your camp. Fail to pay him tribute (and insult his minions) enough, and you'll get a NonStandardGameOver where he slaughters your party.
88* You have two values to keep track of in ''VideoGame/FrostPunk'': Discontent and Hope. Discontent rises if your people are stuck 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).
89* In ''VideoGame/{{Hamurabi}}'', if more than 45% of the population starve in a year, the player is deposed and "declared 'National Fink'."
90* ''VideoGame/HarvestMoon'':
91** Several games punish you for not befriending (or romancing) certain characters by ''taking them away forever.'' In ''VideoGame/HarvestMoon64,'' you could lose one of your potential brides and a rival this way, and that also meant not completing your recipe book since they had recipes they'd take with them.
92** In ''[[VideoGame/HarvestMoonAWonderfulLife A Wonderful Life]]'', losing townspeople meant that you'd lose their "influence" over your child's interests. Either way, they'd be generally [[PermanentlyMissableContent lost for good]] as [=NPC=]s. ''A Wonderful Life'' also requires you to be married to continue the story. So if you blow off all of your potential love interests at the beginning of the game or drive away your spouse later on, you get a game over. If you build up one potential love interest only to abruptly marry another, the jilted love interest will visit you [[YouBastard and tell you what a jerk you were]].
93** ''VideoGame/HarvestMoonSaveTheHomeland'' has this, too. Completing endings requires you to make friends with certain characters, the most notorious being The Treasure Hunt I, where you need to befriend the ''whole town''.
94* If [[VillainProtagonist you]] don't exterminate enough "subhumans" in ''VideoGame/KZManager'', public opinion will drop until you are revoked from your post of concentration camp commandant.
95* 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…
96* If you don't maintain a good relationship with your monster in ''VideoGame/MonsterRancher 2'', it will be more likely to misbehave (losing you fights and precious training time) or even run away.
97* ''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...).
98* ''VideoGame/PotionPermit'': If you fail to treat a villager's illness, they'll be sent to Matheo and lose trust in you. They'll refuse to talk to you and you can't activate any town events.
99* In the ''VideoGame/SimCity'' series, you get fired if your approval rating goes too low, or if you are in debt for too long. The first game rubs it in your face by having you thrown out of office by a mob of angry citizens ''led by your own mother''.
100* 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.
101* ''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.
102[[/folder]]
103
104[[folder:Strategy Role Playing Games]]
105* 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]] 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]].
106* In ''VideoGame/ChromaSquad'', if your fanbase reaches zero fans, [[GameOver your studio's contract will be cancelled]].
107* 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.]]
108* 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.
109* 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]]]].
110* ''VideoGame/RuneFactoryFrontier'' inverts this trope in one case. Pursuing one of the potential brides, the maid Tabatha, will at one point cause her sister to arrive. By continuing to pursue Tabatha and completing the final task required to marry her, her sister will then permanently leave.
111* This is a significant aspect of ''VideoGame/{{Sacrifice}}''. At the beginning, you are able to perform missions for any deity whenever you choose. As you accomplish these tasks and the plot progresses, you gradually fall out of favor with those you ignore, until the endgame leaves you permanently aligned with one of them and opposed to the four others.
112* 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''.
113* In ''VideoGame/VanguardBandits'', on the main story path, you get the [[MultipleEndings Bad Ending]] if the average Morale of your units is under a certain number.
114* This is the normal Game Over condition for ''VideoGame/XcomEnemyUnknown'': If a country's panic meter escalates to anarchy, you permanently lose support 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.
115** ''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.
116* ''VideoGame/YesYourGrace'': The people's general contentment with King Eryk will dictate how much taxes he gets each week in the form of both gold and supplies. If that score dips into negative values, Eryk will be visited by a TorchesAndPitchforks crowd that will demand a quantity of gold and supplies that he's unlikely to have at hand if things got that bad in the first place. If they can't be spared, the last thing the player will see is the crowd converging toward Eryk's throne, and a black-and-white version of a screen usually only seen at the end up the game bemoaning the fact that Eryk wasn't able to keep his people happy.
117[[/folder]]
118
119[[folder:Stealth]]
120* ''VideoGame/YandereSimulator'': If Yan-chan lets her reputation get too low, she gets a NonStandardGameOver in which other students laugh at her and Senpai rejects her.
121[[/folder]]
122
123[[folder:Survival Horror]]
124* ''VideoGame/DeathRoadToCanada'': A downplayed example as the only way to lose the game is through a TotalPartyKill, but having fraught relationships and low morale usually spells the death of a run. Characters can kick each other out, hurt and kill one another, and pull a ScrewThisImOuttaHere (usually taking supplies). The latter sometimes ends the run entirely if they're the only one left.
125* In ''VideoGame/TheQuarry'', Laura getting a good relationship with Travis can allow for both to easily survive the night. [[spoiler:If Laura shoots him while escaping and kills at least one member of his family, Travis will undergo SanitySlippage and try to attack her (and Ryan if he succeeds), resulting in at least one casualty.]]
126* ''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]].
127* 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.]]
128* 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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131[[folder:Tabletop Games]]
132* ''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]].
133* ''TabletopGame/MaidRPG'' has this as one of the main features. Although the GM can choose to simply assign you to a different mansion, you are getting removed from the campaign either way.
134* If a Relationship Boosted check in ''TabletopGame/MonstersAndOtherChildishThings'' fails, or if a monster drawing upon the power of a relationship is PWZNED in a fight, then the relationship is "Shocked" and suffers a penalty as a result. Failure to repair the relationship in time can permanently damage it.
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137[[folder:Third Person Shooters]]
138* 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).
139* 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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142[[folder:Visual Novels]]
143* The health system in ''Franchise/AceAttorney'' games is referred to as the "Confidence Gauge", a literal measure of how much faith the court has in your ability to make an argument.
144* 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.
145* In ''VideoGame/BlackCloset'', you play the president of the AbsurdlyPowerfulStudentCouncil. There are two "life bars", which are essentially the trust in the student council and the good name of the school. As is explained in the tutorial, if you lose too much of either one, they'll restore their reputation by blaming everything on you and kicking you out.
146* ''Franchise/{{Danganronpa}}'':
147** 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.
148** Spending free time with your classmates can unlock special skills, used during class trials.
149* This is basically the entirety of ''VideoGame/Facade2005''. If Trip gets very upset with you, he'll kick you out, leading to a Game Over.
150* ''[[VisualNovel/FantasiaOtomeGameSeries Fantasia: Requiem of the Abyss]]'': It ends with [[spoiler:you being murdered in your bed]] if you fail to get on a guy's path by Chapter 3.
151* 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]]).
152* Inverted in ''VisualNovel/FullMetalDaemonMuramasa''. Up to the middle of the game, you have to take a path where no one among the heroines has higher points than the others, or else you will [[spoiler:have to ''kill her'']].
153* In ''VideoGame/{{Hakuouki}}'' and its prequel game ''Hakuouki Reimeiroku'', failing to develop sufficient levels of affection with at least one of the various members of UsefulNotes/TheShinsengumi inevitably has dire consequences ranging from SurvivorGuilt to [[TheManyDeathsOfYou your death]] to an outright EverybodyDiesEnding.
154* Personal relationships affect the mystery plot of ''VisualNovel/HotelDuskRoom215''. Certain characters distrusting you (such as Dunning, the hotel owner) leads to a NonstandardGameOver. Thankfully, the game is really obvious about what you did wrong and just sends you back to the last checkpoint.
155* ''VisualNovel/HatofulBoyfriend'': Ends with [[spoiler:the genocide of ''the entire human race'']] if you fail to complete a romance with anybirdie.
156* ''VisualNovel/TheHeistMonaco'': The recruited HeistTeam members have Trust scores, and failing to get enough Trust with them will result in them either failing in their jobs or having to run from the police.
157* ''VisualNovel/ItLives'':
158** Fail to have a high enough Nerve score by the end of ''It Lives In The Woods'' and [[spoiler:Noah forces you to become the next Redfield]]. Your friends can also die if their Nerve scores are not high enough.
159** In ''It Lives Beneath'', having a Nerve score that is too low will result in you automatically dying, [[spoiler:as you get trapped at the bottom of the lake in a coffin and you can't escape]]. Even if your Nerve score is high enough, failing to get the overall Nerve score for the group high enough will result in the death of the friend with the lowest Nerve score.
160* In ''VisualNovel/KatawaShoujo'', if you don't make enough of an impression on one of the five girls by the end of the first week, you're forced to spend the SchoolFestival with Kenji, resulting in you [[spoiler:falling off the roof and dying. This also happens if you make a critical mistake and alienate a girl at one of four points]].
161* In ''VisualNovel/KiraKira'', in addition to points with each girl, the band as a whole has RelationshipValues. If you don't have any band points by midway through the game, you get a NonstandardGameOver.
162* ''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:
163** 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.
164** 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).
165* In ''VisualNovel/MysticMessenger'', failing to get high enough affection with any pursuable character by the end of Day 4 causes you to get a bad ending where the party the player character was planning is canceled.
166%%* How one gets the infamous endings in ''VisualNovel/SchoolDays.''
167* The ''VisualNovel/TokimekiMemorial'' series punish you ''hard'' if you totally ignore all characters except your target love, as they will be all too willing to "bomb" you, i.e. [[WomanScorned spreading bad rumours about you]], and if you don't take measures to defuse those bombs, they will explode, ''heavily'' damaging relationships with all the characters you know. It's very hard to recover from a gone-off bomb with regular characters, and an essential Game Over with NintendoHard characters such as Shiori Fujisaki or [[GenderFlip Kei Hazuki]].
168* In ''VisualNovel/{{Tsukihime}}'', if you take a very specific path, you'll ignore all main girls to such an extent that you'll get a NonStandardGameOver, and in the hint corner afterwards, you'll get told to "give the girls more attention". Additionally, game over can occur at several points in ''Tsukihime'' if character affection isn't high enough.
169* ''VisualNovel/ZeroEscape'':
170** In ''VisualNovel/NineHoursNinePersonsNineDoors'', it's impossible to get the two endings necessary to beat the game unless Junpei chooses to console Clover, who is hurting over [[spoiler:the apparent death of her brother]]. If this is not done properly, [[spoiler:it leads to an ending where Clover goes insane and kills everyone]].
171** 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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174[[folder:Other Games]]
175* 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.
176* Parodied in ''VideoGame/AHatInTime'' where after Hat Kid meets Moustache Girl and decide to be friends, a friendship meter pops up and fills halfway. After the first boss however, [[spoiler:Moustache Girl immediately falls out with Hat Kid since she doesn't want to use the Time Pieces to fight crime like Moustache Girl and instead just wants to use them to get home, the same meter pops up again, only for the progress to reverse ''offscreen'' and it explodes, declaring the both of them as "enemies".]]
177* In ''VideoGame/TheOregonTrail II'', if your party's morale goes too low, you either get [[DemotedToExtra demoted to a Greenhorn]] (if an Adventurer) or [[NonStandardGameOver kicked out of the wagon train altogether]] (if a Trail Guide).
178* ''VideoGame/TheOregonTrail2021'': If a party member's morale gets too low, they'll become Forlorn. If this persists, they may end up abandoning the party. Having said that, the party member does a chance to later return and ask for your {{Forgiveness}}. If you let them return, their stats will be restored (which can actually save you a good bit of money/resources). [[VideoGameCrueltyPotential Or you can turn them away again for the hell of it.]]
179* In ''VideoGame/RebelInc'' if you lose all Reputation, you're fired and the insurgents win.
180* ''VideoGame/SoldierOfFortune II'': Continually jeopardize the soldiers' mission in Colombia, and they will execute you on the spot for treason.
181* In the ''VideoGame/YuGiOhTagForceSeries'', if you can't get a tag partner before the tournament, you get a game over and must start again.
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