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Trope was cut/disambiguated due to cleanup


A SubTrope to EventFlag. Contrast KarmaMeter, where consequences are based off your general behavior, rather than specific decisions, and MortonsFork, where your decision doesn't actually have an impact. See also ForWantOfANail. Often combined with an OldSaveBonus.

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A SubTrope to EventFlag. Contrast KarmaMeter, where consequences are based off your general behavior, rather than specific decisions, and MortonsFork, where your decision doesn't actually have an impact. See also ForWantOfANail. Often combined with an OldSaveBonus.
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* ''VideoGame/NotForBroadcast'' is basically ''all about'' this trope. What you choose to play and when you choose to play it can radically change the fates of multiple characters, major and minor. In particular, the ending changes wildly depending on three particular factors: [[spoiler:whether Jeremy Donaldson is alive, whether Alan James is alive, and whether you air the unidentified footage on the last day]] - all of which are completely under the player's control.
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* ''VideoGame/{{Deltarune}}'': Being a [[ThematicSeries thematic sequel]] to ''VideoGame/{{Undertale}}'' (listed lower in this folder), features this, [[DownplayedTrope although (initially) to a lesser extent.]] Chapter 1 does track things the player can do, but it mainly results in some changed dialogue or getting some items early on in chapter 2, with the only major difference being the context of how the chapter ends, which doesn't affect the beginning of chapter 2. This is because the theme of chapter 1 is '[[ButThouMust your choices don't matter]]'. Chapter 2 goes further with this; [[spoiler:to the point of including a [[KillEmAll Genocide-like route]].]] Still, the game is said to only have one ending at the end of the day, but that claim still remains to be seen.

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* In the Three Kingdoms' stories in ''[[VideoGame/DynastyWarriors Dynasty Warriors 4]]'', the last two chapters see the player's forces conquer the other two kingdoms, the order of which depends on if Zhuge Liang's wind prayer in Chi Bi succeeds or not. Also, each kingdom's story has six [[SecretStage Secret Stages]], known as Tales stages, which can be unlocked by skipping certain stages in the story.

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* ''VideoGame/DynastyWarriors'':
**
In the Three Kingdoms' stories in ''[[VideoGame/DynastyWarriors Dynasty Warriors 4]]'', ''4'', the last two chapters see the player's forces conquer the other two kingdoms, the order of which depends on if Zhuge Liang's wind prayer in Chi Bi succeeds or not. Also, each kingdom's story has six [[SecretStage Secret Stages]], known as Tales stages, which can be unlocked by skipping certain stages in the story.story.
** ''8'' also features this, as each kingdom (Shu, Wei, Wu and Jin) has a hypothetical story as well as the historical story, and there are [[SecretStage Secret Stages]] that can be unlocked by fulfilling certain conditions.
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* Besides the occasional dialogue choices in ''VideoGame/NoUmbrellasAllowed'', which items you sell in your shop and which of them you reject from customers impact the story several days later. For example, one customer asks you to give him an umbrella to protect his ailing mom on rainy days, despite AVAC law banning them for the organization's plan to pour [[EmotionSuppression Fixerain]] on everyone. You're put into a moral dilemma on whether or not you should break the law to save his mom's life, and the consequences of your choice is revealed the following day.

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* Besides the occasional dialogue choices in ''VideoGame/NoUmbrellasAllowed'', which items you sell in your shop and which of them you reject from customers impact the story several days later. For example, one customer asks you to give him an umbrella to protect his ailing mom on rainy days, despite AVAC law banning them for the organization's plan to pour [[EmotionSuppression Fixerain]] on everyone. You're put into a moral dilemma on whether or not you should break the law to save his mom's life, and the consequences of your choice is are revealed the following day.
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* Besides the occasional dialogue choices in ''VideoGame/NoUmbrellasAllowed'', which items you sell in your shop and which of them you reject from customers impact the story several days later. For example, one customer asks you to give him an umbrella to protect his ailing mom on rainy days, despite AVAC law banning them for the organization's plan to pour [[EmotionSuppression Fixerain]] on everyone. You're put into a moral dilemma, and whether or not you give him the umbrella will affect his life the following day.

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* Besides the occasional dialogue choices in ''VideoGame/NoUmbrellasAllowed'', which items you sell in your shop and which of them you reject from customers impact the story several days later. For example, one customer asks you to give him an umbrella to protect his ailing mom on rainy days, despite AVAC law banning them for the organization's plan to pour [[EmotionSuppression Fixerain]] on everyone. You're put into a moral dilemma, and dilemma on whether or not you give him should break the umbrella will affect law to save his life mom's life, and the consequences of your choice is revealed the following day.
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* Besides the occasional dialogue choices in ''VideoGame/NoUmbrellasAllowed'', which items you sell in your shop and which of them you reject from customers impact the story several days later. For example, one customer asks you to give him an umbrella to protect his ailing mom on rainy days, despite AVAC law banning them for the organization's plan to pour [[EmotionSuppression Fixerain]] on everyone. You're put into an moral dilemma, and whether or not you give him the umbrella will affect his life the following day.

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* Besides the occasional dialogue choices in ''VideoGame/NoUmbrellasAllowed'', which items you sell in your shop and which of them you reject from customers impact the story several days later. For example, one customer asks you to give him an umbrella to protect his ailing mom on rainy days, despite AVAC law banning them for the organization's plan to pour [[EmotionSuppression Fixerain]] on everyone. You're put into an a moral dilemma, and whether or not you give him the umbrella will affect his life the following day.

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[[folder:Stealth-based Games]]
* ''VideoGame/SplinterCellPandoraTomorrow'': At the end of the surface level in UsefulNotes/{{Jerusalem}} just before Sam Fisher (the PlayerCharacter) enters the underground hideout of the Syrian terrorist cell, Colonel Lambert orders Sam to kill Shin Bet agent Dahlia Tal. If Sam obeys, the last part of the Jerusalem level will be filled with Israeli cops. If Sam doesn't, that same end of the level will be filled with Shin Bet snipers (including Dahlia) waiting to gun Sam down.


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[[folder:Stealth-based Games]]
* ''VideoGame/SplinterCellPandoraTomorrow'': At the end of the surface level in UsefulNotes/{{Jerusalem}} just before Sam Fisher (the PlayerCharacter) enters the underground hideout of the Syrian terrorist cell, Colonel Lambert orders Sam to kill Shin Bet agent Dahlia Tal. If Sam obeys, the last part of the Jerusalem level will be filled with Israeli cops. If Sam doesn't, that same end of the level will be filled with Shin Bet snipers (including Dahlia) waiting to gun Sam down.
[[/folder]]
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I know it doesn't have a page yet, but still

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[[folder:Simulation]]
* Besides the occasional dialogue choices in ''VideoGame/NoUmbrellasAllowed'', which items you sell in your shop and which of them you reject from customers impact the story several days later. For example, one customer asks you to give him an umbrella to protect his ailing mom on rainy days, despite AVAC law banning them for the organization's plan to pour [[EmotionSuppression Fixerain]] on everyone. You're put into an moral dilemma, and whether or not you give him the umbrella will affect his life the following day.
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* ''[[VideoGame/DotsHome Dot's Home]]'' marks which of your choices will make a big impact in the story by telling you that your choice will be remembered. Other choices give you different responses, but they're not big enough to change the plot's direction.

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* ''[[VideoGame/DotsHome Dot's Home]]'' marks which of your choices will make a big impact in the story by telling you that your choice will be remembered. Other choices give you different responses, but they're not big enough to change the plot's direction. [[spoiler:The consequences from the major choices are then revealed to Dot by her Grandma Mavis when the former returns to the present.]]
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I know it doesn't have a page yet, but still

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* ''[[VideoGame/DotsHome Dot's Home]]'' marks which of your choices will make a big impact in the story by telling you that your choice will be remembered. Other choices give you different responses, but they're not big enough to change the plot's direction.
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* In ''VideoGame/ResidentEvil1'', there are several interactions that will determine whether the secondary character associated with your player character (Barry for Jill, Rebecca for Chris) will survive, as well as an optional side-quest to collect 3 MO disks to allow the unchosen player character to survive.
** Barry: After killing Yawn in the library, there comes a sequence where Barry will lower Jill down a hole, only to then drop the rope. If Jill waits for Barry to return, this will set up an encounter between the two in the caves beneath the mansion. If Jill does not wait, she will encounter a mortally wounded Barry when she finally reaches the lab, who will die in front of her. When they meet in the caves, Barry will ask Jill two questions; does she want to go with him, and does she want him to go first. If Jill says "Yes" to both questions, Barry will automatically live. If she agrees to go with him but asks to go first herself (Yes/No) or refuses both suggestions (No/No), he will walk away and then Jill will hear a shot from the direction he went; if she follows Barry, she will find him fighting a Hunter, and he will live if she kills it -- if she fails, or simply doesn't follow, then he is killed, with a unique cutscene. If Jill refuses to go with Barry, but tells him to go first (No/Yes), then he will be encountered dying in the lab, as if she refused to wait when he dropped the rope.
** Rebecca: Chris's interactions with Rebecca are even more complicated, depending on whether he goes to the Medicine Room first or towards Yawn's first fight first. If Chris says that Rebecca can come with him upon meeting her in the medicine room, or retrieves the serum for Richard in time, she will survive the events of the game. If he says no, or fails to retrieve the serum fast enough, then when Chris returns to the mansion with the Helmet Key, there will be a new event with Rebecca depending on where she was met first. If she was met in the medicine room, she will have returned there; if Chris goes directly there, she will be found inside and will live, but if he picks up the battery first, he will find her outside the medicine room being attacked by a Hunter; whether she lives or dies depends on if the player fights the Hunter. But if she was met with Richard, Chris will hear her screaming, as she is under attack by a Hunter in the 2nd floor study -- if he goes there quickly and kills the Hunter, she lives, but otherwise, she'll die. Also, leaving the mansion for the caves without trying to find her will result in her dying.
* The ''VideoGame/ResidentEvilRemake'' simplifies saving Barry and Rebecca to two obvious choices. Jill has to choose whether or not to give Barry back his gun when their fight is interrupted by Lisa Trevor, with Barry dying if she refuses and living if she does. Chris has to choose whether or not to save Rebecca from a Hunter shortly after they return to the mansion.
** The "serum for Richard" miniquest is also more rewarding in the remake; if the player brings Richard the serum in time, they will unlock a new weapon, the faster-firing, more powerful Assault Shotgun. Jill will have Richard burst in to help her fight Yawn for the first time; when Yawn is defeated, she will get the Assault Shotgun after Richard is killed -- but if she runs away from the fight, Richard will be killed behind her and she will lose the gun. Chris instead will meet Richard in the Aqua Ring, where he will be killed, but Chris can claim the Assault Shotgun after draining the flooded lab.
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** Giving jerky to a family in the past turns their present-day descendant from a rich jackass who gives you 10 gil if you cluck like a chicken into a man who's generous to a fault, giving you a family heirloom that's been in his family's care for centuries.

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** Giving jerky to a family in the past turns their present-day descendant from a rich jackass who gives you 10 gil if you cluck like a chicken into a man who's generous to a fault, giving you a family heirloom that's been in his family's care for centuries.an obviously magical and powerful stone that he found abandoned because you asked nicely.

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