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* ''VideoGame/{{Qix}}'' (1981). As soon as you claim at least 75% of the map you immediately move to the next screen. This is a necessity, as the nature of the game makes claiming 100% of the map theoretically impossible.

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* ''VideoGame/{{Qix}}'' (1981).''VideoGame/{{Qix}}''. As soon as you claim at least 75% of the map you immediately move to the next screen. This is a necessity, as the nature of the game makes claiming 100% of the map theoretically impossible.
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Examples should be in the present tense


* ''VideoGame/{{Qix}}'' (1981). As soon as you claimed at least 75% of the map you immediately moved to the next screen. This was a necessity, as the nature of the game made claiming 100% of the map theoretically impossible.

to:

* ''VideoGame/{{Qix}}'' (1981). As soon as you claimed claim at least 75% of the map you immediately moved move to the next screen. This was is a necessity, as the nature of the game made makes claiming 100% of the map theoretically impossible.

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Arcade Game is not a genre.


[[folder:Arcade Game]]
* ''VideoGame/{{Qix}}'' (1981). As soon as you claimed at least 75% of the map you immediately moved to the next screen. This was a necessity, as the nature of the game made claiming 100% of the map theoretically impossible.
[[/folder]]


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[[folder:Puzzle Game]]
* ''VideoGame/{{Qix}}'' (1981). As soon as you claimed at least 75% of the map you immediately moved to the next screen. This was a necessity, as the nature of the game made claiming 100% of the map theoretically impossible.
[[/folder]]
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* ''TabletopGame/ShadowsOverCamelot'' is a [[CoopMultiplayer cooperative]] game with a variety of one-time and repeatable quests, which grant white swords when completed or black swords when failed, plus other benefits or penalties. The players win when they collect 12 swords, a majority of them white, but random events advance various quests towards failure, so gameplay involves choosing which quests to focus on completing and which to write off as strategic losses. Players can even ''purposely'' lose quests to hasten the endgame once they have enough white swordds to win.

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* ''TabletopGame/ShadowsOverCamelot'' is a [[CoopMultiplayer cooperative]] game with a variety of one-time and repeatable quests, which grant white swords when completed or black swords when failed, plus other benefits or penalties. The players win when they collect 12 swords, a majority of them white, but random events advance various quests towards failure, so gameplay involves choosing which quests to focus on completing and which to write off as strategic losses. Players can even ''purposely'' lose quests to hasten the endgame once they have enough white swordds swords to win.
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* ''TabletopGame/ShadowsOverCamelot'' is a [[CoopMultiplayer cooperative]] game with a variety of one-time and repeatable quests, which grant white swords when completed or black swords when failed, plus other benefits or penalties. The players win when they collect 12 swords, a majority of them white, but random events advance various quests towards failure, so gameplay involves choosing which quests to focus on completing and which to write off as strategic losses.

to:

* ''TabletopGame/ShadowsOverCamelot'' is a [[CoopMultiplayer cooperative]] game with a variety of one-time and repeatable quests, which grant white swords when completed or black swords when failed, plus other benefits or penalties. The players win when they collect 12 swords, a majority of them white, but random events advance various quests towards failure, so gameplay involves choosing which quests to focus on completing and which to write off as strategic losses. Players can even ''purposely'' lose quests to hasten the endgame once they have enough white swordds to win.
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** The original ''VideoGame/MassEffect1'' has four rather tedious {{Collection Sidequest}}s (asari writings, salarian medallions, turian insignias, and useful minerals), which are completed by scanning or manually exploring optional planets. Luckily, there are actually more collectables of each sort in the game world than is needed to mark the respective quest as completed and receive your XP, although you still get the normal XP and cash rewards if you find the remaining collectables afterwards.

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** The original ''VideoGame/MassEffect1'' has four five rather tedious {{Collection Sidequest}}s (asari writings, salarian medallions, turian insignias, Prothean discs, and useful minerals), which are completed by scanning or manually exploring optional planets. Luckily, Thankfully, there are actually more collectables of each sort in the game world than is needed required to mark the respective quest assignment as completed and to receive your XP, although you one-off completion XP. You do still get the normal individual XP and cash rewards if you find the remaining collectables afterwards.afterwards, however.

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* This is the way that War Assets work in ''VideoGame/MassEffect3''. You don't ''need'' to get all of them (and depending on your actions [[OldSaveBonus in prior games]] getting them all might actually be impossible), but the more you have, the better off you are.

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* ''Franchise/MassEffect'':
** The original ''VideoGame/MassEffect1'' has four rather tedious {{Collection Sidequest}}s (asari writings, salarian medallions, turian insignias, and useful minerals), which are completed by scanning or manually exploring optional planets. Luckily, there are actually more collectables of each sort in the game world than is needed to mark the respective quest as completed and receive your XP, although you still get the normal XP and cash rewards if you find the remaining collectables afterwards.
**
This is the way that also how War Assets work in ''VideoGame/MassEffect3''. You don't ''need'' to get all of them (and depending on your actions [[OldSaveBonus in prior games]] getting them all might actually be impossible), but the more you have, the better off you are.
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* Several of the 3D entries of the ''Franchise/SuperMarioBros'' saga are focused on collecting PlotCoupons (Power Stars, Green Stars, or Star Coins); however, not all of them are necessary to collect in order to reach the FinalBoss. For example, ''VideoGame/SuperMario64'' has 120 power stars, but only 70 of them are necessary to reach the final level and the ending. ''VideoGame/SuperMarioSunshine'' is an exception; it requires collecting the first seven Shines of each of the seven major areas, and you'll need the first Shine at the airport to open the rest of the game. The rest of the Shines are optional.
* Platformers made by ''Creator/{{Rare}}'' (then Rareware) on the Nintendo 64 usually require collecting a specific number of the PlotCoupons with no regard to which ones you get specifically.

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* Several of the 3D entries of the ''Franchise/SuperMarioBros'' saga are focused on collecting PlotCoupons (Power Stars, Green Stars, or Star Coins); Coins, Power Moons); however, not all of them are necessary to collect in order to reach the FinalBoss. For example, ''VideoGame/SuperMario64'' has and ''VideoGame/SuperMarioGalaxy2'' have each 120 power stars, but in both cases only 70 of them are necessary to reach the final level and the ending. ''VideoGame/SuperMarioSunshine'' is an exception; it requires collecting the first seven Shines of each of the seven major areas, and you'll need the first Shine at the airport to open the rest of the game. The rest of the Shines are optional.
* Platformers made by ''Creator/{{Rare}}'' (then Rareware) on the Nintendo 64 usually require collecting a specific number of the PlotCoupons with no regard to which ones you get specifically. ''VideoGame/BanjoKazooie'' is the closest game to avert this, as there are 100 Jiggies of which a whopping 94 are necessary to complete all mandatory pictures (those which unlock the worlds plus the one which unlocks the final battle against Gruntilda). Other games give more leeway (though not necessarily becoming ''easier'' as a result: ''Banjo-Tooie'', for example, can be completed with 70 Jiggies out of 90, but the majority of them require a lot more effort to collect than those of the first game).

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* In the final story mission of ''VideoGame/SaintsRowTheThird'', [[spoiler:STAG]] stirs up trouble at three locations throughout Steelport. You only need to pacify two of them before proceeding to the next stage of the mission.

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* ''VideoGame/SaintsRow'':
** Throughout the series, the optional Snatch activity tasks you with driving a certain number of prostitutes from deep in a rival gang territory to a safe location. However, because rival gangsters are more than happy to [[DisposableSexWorker shoot the ladies]] rather than let [[IfICantHaveYou you have them]], there are usually a few more of them in any instance of this activity than is needed to complete it (sadly, you don't get any bonuses for "over-delivering").
**
In the final story mission of ''VideoGame/SaintsRowTheThird'', [[spoiler:STAG]] stirs up trouble at three locations throughout Steelport. You only need to pacify two of them before proceeding to the next stage of the mission.
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None

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* ''TabletopGame/ShadowsOverCamelot'' is a [[CoopMultiplayer cooperative]] game with a variety of one-time and repeatable quests, which grant white swords when completed or black swords when failed, plus other benefits or penalties. The players win when they collect 12 swords, a majority of them white, but random events advance various quests towards failure, so gameplay involves choosing which quests to focus on completing and which to write off as strategic losses.
Is there an issue? Send a MessageReason:
None


In multiplayer games where ScoringPoints is the objective, this trope only applies if the game is not immediately over once a player scores a certain number of points. Even though such games may offer multiple ways to gain points, these are not individual objectives but rather means to achieve the main objective, that is, beating other players to the total of X points.

to:

In multiplayer games where The main difference between this trope and ScoringPoints is that in the objective, latter, there is usually no hard limit on how many points can be gained, except when the winning condition actually is "be the first to get this trope only applies if the game many points". With this trope, however, there is not immediately over once a player scores a certain known limited number of points. Even though such games may offer multiple ways things to gain points, these are not individual objectives be collected or completed, but rather means you ''don't'' have to achieve the main objective, that is, beating other players [[GottaCatchThemAll catch them all]] to win or to proceed to the total of X points.
next stage.
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* In ''VideoGame/HeroinesQuest'', you have to obtain the two Eyes of Thiassi to confront the BigBad. Each eye has a protector, who will tell you to get the endorsement of at least half the named NPCs in his city. It doesn't matter which half, so you are free to pick which sidequests to perform. Depending on class, you can also TakeAThirdOption by challenging one of the guardians to a duel, [[spoiler:or for the thief class, [[PromptlessBranchingPoint sneak in at night and steal]] both of the artifacts.]]

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* In ''VideoGame/HeroinesQuest'', you have to obtain the two Eyes of Thiassi to confront the BigBad. Each eye has a protector, who will tell you to get the endorsement of at least half the named NPCs [=NPCs=] in his city. It doesn't matter which half, so you are free to pick which sidequests to perform. Depending on class, you can also TakeAThirdOption by challenging one of the guardians to a duel, [[spoiler:or for the thief class, [[PromptlessBranchingPoint sneak in at night and steal]] both of the artifacts.]]
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None


* In ''HeroinesQuest'', you have to obtain the two Eyes of Thiassi to confront the BigBad. Each eye has a protector, who will tell you to get the endorsement of at least half the named NPCs in his city. It doesn't matter which half, so you are free to pick which sidequests to perform. Depending on class, you can also TakeAThirdOption by challenging one of the guardians to a duel, [[spoiler:or for the thief class, [[PromptlessBranchingPoint sneak in at night and steal]] both of the artifacts.]]

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* In ''HeroinesQuest'', ''VideoGame/HeroinesQuest'', you have to obtain the two Eyes of Thiassi to confront the BigBad. Each eye has a protector, who will tell you to get the endorsement of at least half the named NPCs in his city. It doesn't matter which half, so you are free to pick which sidequests to perform. Depending on class, you can also TakeAThirdOption by challenging one of the guardians to a duel, [[spoiler:or for the thief class, [[PromptlessBranchingPoint sneak in at night and steal]] both of the artifacts.]]
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[[folder:Adventure Game]]
* In ''HeroinesQuest'', you have to obtain the two Eyes of Thiassi to confront the BigBad. Each eye has a protector, who will tell you to get the endorsement of at least half the named NPCs in his city. It doesn't matter which half, so you are free to pick which sidequests to perform. Depending on class, you can also TakeAThirdOption by challenging one of the guardians to a duel, [[spoiler:or for the thief class, [[PromptlessBranchingPoint sneak in at night and steal]] both of the artifacts.]]
[[/folder]]
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None

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* ''VideoGame/TraumaCenter'' has a level where you have to complete five operations in a row in under ten minutes. The game will give you a pass if you are on the third one when time runs out.
* ''VideoGame/GunstarHeroes'' has the boss Seven Force, which has seven forms. You only fight a random sample of them on normal difficulty, while hard difficulty requires fighting them all.
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* This is the way that War Assets work in ''VideoGame/MassEffect3''. You don't ''need'' to get all of them (and depending on your actions [[OldSaveBonus in prior games]] getting them all might actually be impossible), but the more you have, the better off you are.
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None


* You can only obtain the most hidden ending of ''VideoGame/{{Bloodborne}}'' (the jury is still out whether it is the "best" ending) by consuming three One Thirds of an Umbilical Cord before final battle. There are actually four of these items in the game, but two are PermanentlyMissable, depending on your actions, and one is hidden in a very hard-to-get-to location.

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* You can only obtain the most hidden ending of ''VideoGame/{{Bloodborne}}'' (the jury is still out whether it is the "best" ending) by consuming three One Thirds of an Umbilical Cord before final battle. There are actually four of these items in the game, but two are PermanentlyMissable, {{Permanently Missable|Content}}, depending on your actions, and one is hidden in a very hard-to-get-to location.
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None

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* You can only obtain the most hidden ending of ''VideoGame/{{Bloodborne}}'' (the jury is still out whether it is the "best" ending) by consuming three One Thirds of an Umbilical Cord before final battle. There are actually four of these items in the game, but two are PermanentlyMissable, depending on your actions, and one is hidden in a very hard-to-get-to location.

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Qix add


* ''VideoGame/{{Qix}}'' (1981). As soon as you claimed at least 75% of the map you immediately moved to the next screen.

to:

* ''VideoGame/{{Qix}}'' (1981). As soon as you claimed at least 75% of the map you immediately moved to the next screen. This was a necessity, as the nature of the game made claiming 100% of the map theoretically impossible.

Changed: 295

Is there an issue? Send a MessageReason:
None


* Each stage of ''VideoGame/TonyHawksUnderground2'' gives you a collection of objectives to complete, each with a different point value, and a point goal to reach. As long as you can reach the goal, you don't have to complete every objective.

to:

* Each stage of ''VideoGame/TonyHawksUnderground2'' gives In the ''VideoGame/TonyHawksProSkater'' games, you a collection only needed to do some of the available objectives to unlock the next level. ''Underground 2'' assigned different point values to each objective, and you could clear your choice of objectives to complete, each with a different satisfy the point value, and a point goal to reach. As long as you can reach the goal, you don't have to complete every objective.goal.

Changed: 38

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None


* Several of the 3D entries of the ''Franchise/SuperMarioBros'' saga are focused on collecting PlotCoupons (either power stars of shinies); however, not all of them are necessary to collect in order to reach the FinalBoss. For example, ''VideoGame/SuperMario64'' has 120 power stars, but only 70 of them are necessary to reach the final level and the ending. ''VideoGame/SuperMarioSunshine'' is an exception; it requires collecting the first seven Shines of each of the seven major areas, and you'll need the first Shine at the airport to open the rest of the game. The rest of the Shines are optional.

to:

* Several of the 3D entries of the ''Franchise/SuperMarioBros'' saga are focused on collecting PlotCoupons (either power stars of shinies); (Power Stars, Green Stars, or Star Coins); however, not all of them are necessary to collect in order to reach the FinalBoss. For example, ''VideoGame/SuperMario64'' has 120 power stars, but only 70 of them are necessary to reach the final level and the ending. ''VideoGame/SuperMarioSunshine'' is an exception; it requires collecting the first seven Shines of each of the seven major areas, and you'll need the first Shine at the airport to open the rest of the game. The rest of the Shines are optional.

Added: 192

Changed: 244

Is there an issue? Send a MessageReason:
None


* Several of the 3D entries of the ''Franchise/SuperMarioBros'' saga are focused on collecting PlotCoupons (either power stars of shinies); however, not all of them are necessary to collect in order to reach the FinalBoss. For example, ''VideoGame/SuperMario64'' has 120 power stars, but only 70 of them are necessary to reach the final level and the ending.

to:

* Several of the 3D entries of the ''Franchise/SuperMarioBros'' saga are focused on collecting PlotCoupons (either power stars of shinies); however, not all of them are necessary to collect in order to reach the FinalBoss. For example, ''VideoGame/SuperMario64'' has 120 power stars, but only 70 of them are necessary to reach the final level and the ending. ''VideoGame/SuperMarioSunshine'' is an exception; it requires collecting the first seven Shines of each of the seven major areas, and you'll need the first Shine at the airport to open the rest of the game. The rest of the Shines are optional.
* Platformers made by ''Creator/{{Rare}}'' (then Rareware) on the Nintendo 64 usually require collecting a specific number of the PlotCoupons with no regard to which ones you get specifically.
Is there an issue? Send a MessageReason:


* At every stage of ''VideoGame/JediKnightJediAcademy'', you are presented with five side missions to complete in any order. Completing four allows you to proceed to the next story mission, but you can still do the fifth for the additional SkillPoint it gives (which is otherwise LostForever).

to:

* At every stage of ''VideoGame/JediKnightJediAcademy'', you are presented with five side missions to complete in any order. Completing four allows you to proceed to the next story mission, but you can still do the fifth for the additional SkillPoint it gives (which is otherwise LostForever).{{Permanently Missable|Content}}).
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None

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[[folder:Other Games]]
* Each stage of ''VideoGame/TonyHawksUnderground2'' gives you a collection of objectives to complete, each with a different point value, and a point goal to reach. As long as you can reach the goal, you don't have to complete every objective.
[[/folder]]
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Another variation is found in games that don't give the players distinct objectives but instead a single objective that can be completed piece-by-piece (e.g. collect hidden items, conquer neighboring lands, etc.), and declare them victorious after the objective is ''mostly'' complete. This concept is related to CashGate, where you have a single overarching objective (collect money) and may not need to complete all subordinate objectives to meet it.

to:

Another variation is found in games that don't give the players distinct objectives but instead a single objective that can be completed piece-by-piece (e.g. collect hidden items, conquer neighboring lands, etc.), and declare them victorious after the objective is ''mostly'' complete. An important feature of this, however, is that the total number of such pieces is limited. This concept is related to CashGate, where you have a single overarching objective (collect money) and may not need to complete all subordinate objectives to meet it.

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Most games gives the player a single main objective at a time, completing which either results in victory or lets you advance to the next level. Others give you a list of objectives that need to be completed before you can move on.

to:

Most games gives the player a single main objective at a time, completing which either results in victory or lets you advance to the next level. Others give you a list of objectives that need to be completed before you can move on.



[[AC:ArcadeGame]]

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[[AC:ArcadeGame]][[foldercontrol]]

[[folder:Arcade Game]]




[[AC:Flight Simulator]]
* The operations system in ''VideoGame/AceCombat6FiresOfLiberation'' works this way: each mission is subdivided into several (three to nine) localized operations, wherein the Garuda team must complete certain objectives (provide close air support, destroy enemy planes, etc.). Completing an operation frees up its surviving allied troops to assist Garuda on other ops, so the [[BigFirstChoice choice of the first one is important]]. Winning a mission requires beating about two thirds of the available ops; ops can be failed if neglected for too long, but as long as the mission winning condition can still be met, it will continue.

[[AC:Hack-and-Slash]]

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\n[[AC:Flight Simulator]]\n* The operations system in ''VideoGame/AceCombat6FiresOfLiberation'' works this way: each mission is subdivided into several (three to nine) localized operations, wherein the Garuda team must complete certain objectives (provide close air support, destroy enemy planes, etc.). Completing an operation frees up its surviving allied troops to assist Garuda on other ops, so the [[BigFirstChoice choice of the first one is important]]. Winning a mission requires beating about two thirds of the available ops; ops can be failed if neglected for too long, but as long as the mission winning condition can still be met, it will continue.\n\n[[AC:Hack-and-Slash]][[/folder]]

[[folder:Hack-and-Slash]]




[[AC:PlatformGame]]

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\n[[AC:PlatformGame]][[/folder]]

[[folder:Platform Game]]




[[AC:RolePlayingGame]]

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\n[[AC:RolePlayingGame]][[/folder]]

[[folder:Role-Playing Game]]




[[AC:StealthBasedGame]]

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\n[[AC:StealthBasedGame]][[/folder]]

[[folder:Simulation Game]]
* The operations system in ''VideoGame/AceCombat6FiresOfLiberation'' works this way: each mission is subdivided into several (three to nine) localized operations, wherein the Garuda team must complete certain objectives (provide close air support, destroy enemy planes, etc.). Completing an operation frees up its surviving allied troops to assist Garuda on other ops, so the [[BigFirstChoice choice of the first one is important]]. Winning a mission requires beating about two thirds of the available ops; ops can be failed if neglected for too long, but as long as the mission winning condition can still be met, it will continue.
[[/folder]]

[[folder:Stealth-Based Game]]




[[AC:TabletopGames]]

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\n[[AC:TabletopGames]][[/folder]]

[[folder:Tabletop Games]]




[[AC:WideOpenSandbox]]

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\n[[AC:WideOpenSandbox]][[/folder]]

[[folder:Wide Open Sandbox]]



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* In ''VideoGame/FlashPointFireRescue'', you win by getting seven out of ten victims out of the burning house. Nevertheless, the game is not over until all fifteen person-of-interest markers (potential victims or false alarms) have been removed from the board, giving you a chance to rescue the remaining three tenants (provided they didn't already perish) even after you've technically already won.

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* In ''VideoGame/FlashPointFireRescue'', ''TabletopGame/FlashPointFireRescue'', you win by getting seven out of ten victims out of the burning house. Nevertheless, the game is not over until all fifteen person-of-interest markers (potential victims or false alarms) have been removed from the board, giving you a chance to rescue the remaining three tenants (provided they didn't already perish) even after you've technically already won.
Is there an issue? Send a MessageReason:
None


* At every stage of ''[[VideoGame/JediKnightJediAcademy'', you are presented with five side missions to complete in any order. Completing four allows you to proceed to the next story mission, but you can still do the fifth for the additional SkillPoint it gives (which is otherwise LostForever).

to:

* At every stage of ''[[VideoGame/JediKnightJediAcademy'', ''VideoGame/JediKnightJediAcademy'', you are presented with five side missions to complete in any order. Completing four allows you to proceed to the next story mission, but you can still do the fifth for the additional SkillPoint it gives (which is otherwise LostForever).
Is there an issue? Send a MessageReason:
None


* At every stage of ''[[VideoGame/DarkForcesSaga Jedi Knight: Jedi Academy]]'', you are presented with five side missions to complete in any order. Completing four allows you to proceed to the next story mission, but you can still do the fifth for the additional SkillPoint it gives (which is otherwise LostForever).

to:

* At every stage of ''[[VideoGame/DarkForcesSaga Jedi Knight: Jedi Academy]]'', ''[[VideoGame/JediKnightJediAcademy'', you are presented with five side missions to complete in any order. Completing four allows you to proceed to the next story mission, but you can still do the fifth for the additional SkillPoint it gives (which is otherwise LostForever).
Is there an issue? Send a MessageReason:
None

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Most games gives the player a single main objective at a time, completing which either results in victory or lets you advance to the next level. Others give you a list of objectives that need to be completed before you can move on.

This trope is about games that give you several [[VideoGameObjectives objectives]] but let you choose in which order to complete them and award you the victory once a certain percentage has been done, meaning that you never have to complete the tasks you particularly dislike. This is not to be confused with bonus objectives, which may give additional rewards but are irrelevant to story progression.

Another variation is found in games that don't give the players distinct objectives but instead a single objective that can be completed piece-by-piece (e.g. collect hidden items, conquer neighboring lands, etc.), and declare them victorious after the objective is ''mostly'' complete. This concept is related to CashGate, where you have a single overarching objective (collect money) and may not need to complete all subordinate objectives to meet it.

In multiplayer games where ScoringPoints is the objective, this trope only applies if the game is not immediately over once a player scores a certain number of points. Even though such games may offer multiple ways to gain points, these are not individual objectives but rather means to achieve the main objective, that is, beating other players to the total of X points.

This trope is a mild form of StoryBranching closely related to DoWellButNotPerfect. Contrast GottaCatchThemAll and ArbitrarilySerializedSimultaneousAdventures, where you get to pick the order in which levels are played but you still need to complete every objective before you're allowed to proceed. Contrast also HundredPercentCompletion.
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!!Examples:

[[AC:ArcadeGame]]
* ''VideoGame/{{Qix}}'' (1981). As soon as you claimed at least 75% of the map you immediately moved to the next screen.

[[AC:Flight Simulator]]
* The operations system in ''VideoGame/AceCombat6FiresOfLiberation'' works this way: each mission is subdivided into several (three to nine) localized operations, wherein the Garuda team must complete certain objectives (provide close air support, destroy enemy planes, etc.). Completing an operation frees up its surviving allied troops to assist Garuda on other ops, so the [[BigFirstChoice choice of the first one is important]]. Winning a mission requires beating about two thirds of the available ops; ops can be failed if neglected for too long, but as long as the mission winning condition can still be met, it will continue.

[[AC:Hack-and-Slash]]
* At every stage of ''[[VideoGame/DarkForcesSaga Jedi Knight: Jedi Academy]]'', you are presented with five side missions to complete in any order. Completing four allows you to proceed to the next story mission, but you can still do the fifth for the additional SkillPoint it gives (which is otherwise LostForever).

[[AC:PlatformGame]]
* Several of the 3D entries of the ''Franchise/SuperMarioBros'' saga are focused on collecting PlotCoupons (either power stars of shinies); however, not all of them are necessary to collect in order to reach the FinalBoss. For example, ''VideoGame/SuperMario64'' has 120 power stars, but only 70 of them are necessary to reach the final level and the ending.

[[AC:RolePlayingGame]]
* The CartographySidequest in ''VideoGame/UnchartedWatersNewHorizons'' (which is the main quest for [[BoldExplorer Ernst]]) counts as complete once you've surveyed about 90% of the world map.
* Chapter 2 of ''[[VideoGame/NeverwinterNights Neverwinter Nights: Hordes of the Underdark]]'' ends after you complete four out of five main quests presented at the start, though it is possible to complete all of them, since the final stage triggers when you speak to the seer and you don't have to return to him before you have beaten everything. Which quests you completed affects what characters appear during the ending battle.

[[AC:StealthBasedGame]]
* On normal difficulty settings, most ''VideoGame/{{Thief}}'' games allow you to finish the level after pocketing just a portion of the total available loot (the hardest difficulties, on the other hand, require you to find and bag ''every'' valuable item on the level).

[[AC:TabletopGames]]
* In ''VideoGame/FlashPointFireRescue'', you win by getting seven out of ten victims out of the burning house. Nevertheless, the game is not over until all fifteen person-of-interest markers (potential victims or false alarms) have been removed from the board, giving you a chance to rescue the remaining three tenants (provided they didn't already perish) even after you've technically already won.

[[AC:WideOpenSandbox]]
* In the final story mission of ''VideoGame/SaintsRowTheThird'', [[spoiler:STAG]] stirs up trouble at three locations throughout Steelport. You only need to pacify two of them before proceeding to the next stage of the mission.
* ''VideoGame/AssassinsCreedI'' had a more formulaic setup by having a bureau head assign you to five different assignments to investigate a certain target before assassinating him. You only needed to accomplish three to proceed to the assassination mission and move on, but if you proceeded to finish off every mission, you not only got an achievement for accomplishing every mission but also get bonus experience so you could get extra upgrades like more health.
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