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* The Culture, Diplomatic and (to a certain extent) Space Race victories in ''VideoGame/{{Civilization}}'' can be achieved without a single battle (although the higher levels will manipulate you into conflicts with other Civs).
** In ''Civ 5'' it is ''theoretically'' possible to win using a city-state to do your 'dirty work'. If another civ has wiped out the others apart from you and attacks a city-state you can supply the city with army units as gifts. If they manage to take the opposing civ's capital you would win. As mentioned above, it would have to be a low difficulty level. Also, since a city-state usually will only attack a nearby enemy city you'd have to be lucky that it was their capital as they'd sue for peace if they lost an ordinary city.
** A more literal version is "Always Peace", which is ExactlyWhatItSaysOnTheTin. You shoot for one of the peaceful victories, but cannot go to war. In the first three installments this was a SelfImposedChallenge, but since ''Civilization IV'' it’s also an official game option.
* ''VideoGame/EndlessSpace'' encourages this with an achievement that is rewarded for winning a game without ever placing a weapons module on a ship (bar the StartingUnits). However, due to either an oversight or [[TechnicalPacifist intentional exception]], planetary invasion modules don't count as weapons, allowing Amoeba ships [[StoneWall covered in defenses but with no "weapons"]] to invade and annex other empires' planets.
** ''VideoGame/EndlessLegend'' offers an achievement for winning the game as the Drakken (a faction which favors diplomacy) without ever being at war with another player.
* ''VideoGame/{{Stellaris}}'' has the Pacifist and Fanatical Pacifist ethos. The first level locks you into liberation wars and defensive wars (You can only wage war to make your war-goal planets into a new nation that follows your ethos, stop atrocities like purges, humiliate the target empire, or to defend yourself). Fanatical Pacifists can only wage defensive wars, which means someone must declare war on them; they can't be the aggressor for ''any'' reason. [[LoopholeAbuse That said]], pacifist empires can insult other empires the same as everyone else, so even though they can't declare war themselves, nothing's stopping them from riling up their target empire until it declares war on them.
[[/folder]]



[[folder:Four X]]
* The Culture, Diplomatic and (to a certain extent) Space Race victories in ''VideoGame/{{Civilization}}'' can be achieved without a single battle (although the higher levels will manipulate you into conflicts with other Civs).
** In Civ 5 it is ''theoretically'' possible to win using a city-state to do your 'dirty work'. If another civ has wiped out the others apart from you and attacks a city-state you can supply the city with army units as gifts. If they manage to take the opposing civ's capital you would win. As mentioned above, it would have to be a low difficulty level. Also, since a city-state usually will only attack a nearby enemy city you'd have to be lucky that it was their capital as they'd sue for peace if they lost an ordinary city.
** A more literal version is "Always Peace", which is ExactlyWhatItSaysOnTheTin. You shoot for one of the peaceful victories, but cannot go to war. In the first three installments this was a SelfImposedChallenge, but since ''Civilization IV'' it’s also an official game option.
* ''VideoGame/EndlessSpace'' encourages this with an achievement that is rewarded for winning a game without ever placing a weapons module on a ship (bar the StartingUnits). However, due to either an oversight or [[TechnicalPacifist intentional exception]], planetary invasion modules don't count as weapons, allowing Amoeba ships [[StoneWall covered in defenses but with no "weapons"]] to invade and annex other empires' planets.
** ''VideoGame/EndlessLegend'' offers an achievement for winning the game as the Drakken (a faction which favors diplomacy) without ever being at war with another player.
* ''VideoGame/{{Stellaris}}'' has the Pacifist and Fanatical Pacifist ethos. The first level locks you into liberation wars and defensive wars (You can only wage war to make your war-goal planets into a new nation that follows your ethos, stop atrocities like purges, humiliate the target empire, or to defend yourself). Fanatical Pacifists can only wage defensive wars, which means someone must declare war on them; they can't be the aggressor for ''any'' reason. [[LoopholeAbuse That said]], pacifist empires can insult other empires the same as everyone else, so even though they can't declare war themselves, nothing's stopping them from riling up their target empire until it declares war on them.
[[/folder]]



* In ''VideoGame/{{Cuphead}}'', it's possible to clear Run and Gun stages without killing anything, which earns you a secret "P Rank" score for that stage.
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* While Obsidian planned for nonlethal weapons to appear in ''VideoGame/TheOuterWorlds'', they were eventually cut from the game. As a result, the finished product doesn't allow players to knock out their enemies, and while almost all players will inevitably kill a few aliens and destroy a few robots, it's possible to complete the game and its expansions without directly killing a single person. A high Sneak skill, coupled with incredibly high Persuade, Lie, and Intimidate skills will ensure that the player character can skulk through the game undetected, using their rhetorical gifts to stop potential fights from happening.

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* While Obsidian planned for nonlethal weapons to appear in ''VideoGame/TheOuterWorlds'', they were eventually cut from the game. As a result, the finished product doesn't allow players to knock out their enemies, and while almost all players will inevitably kill a few aliens and destroy a few robots, it's possible to complete the game and its expansions without directly killing a single person. A high Sneak skill, coupled with incredibly high Persuade, Lie, and Intimidate skills will ensure that the player character can skulk through the game undetected, using their rhetorical gifts to stop potential fights from happening. However, don't expect everyone to acknowledge your pacifism. During certain conversations, some characters will infer and imply that you've killed people!
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I can confirm that you can complete The Outer Worlds without killing anyone, so I'm adding it under the RPG umbrella.

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*While Obsidian planned for nonlethal weapons to appear in ''VideoGame/TheOuterWorlds'', they were eventually cut from the game. As a result, the finished product doesn't allow players to knock out their enemies, and while almost all players will inevitably kill a few aliens and destroy a few robots, it's possible to complete the game and its expansions without directly killing a single person. A high Sneak skill, coupled with incredibly high Persuade, Lie, and Intimidate skills will ensure that the player character can skulk through the game undetected, using their rhetorical gifts to stop potential fights from happening.
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Actually, the title uses digits. My mistake.


* ''VideoGame/ThisIsWhyYoureFatInSixtySeconds'': You can end the game without shooting any turkeys. This results in the man staying thin.

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* ''VideoGame/ThisIsWhyYoureFatInSixtySeconds'': ''VideoGame/ThisIsWhyYoureFatIn60Seconds'': You can end the game without shooting any turkeys. This results in the man staying thin.
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[[folder:Other Games]]
* ''VideoGame/ThisIsWhyYoureFatInSixtySeconds'': You can end the game without shooting any turkeys. This results in the man staying thin.
[[/folder]]
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Following consultation with the Removing complaining, bashing and other negativity from the wiki forum thread, re-writing entry to be less complaining about what the devs promised and the realism, or lack thereof.
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Following consultation with the Removing complaining, bashing and other negativity from the wiki forum thread, re-writing entry to be less complaining about what the devs promised and the realism, or lack thereof.


* Prior to its release, the developers of ''VideoGame/Cyberpunk2077'' promised that the game could be played without killing anyone, and it does indeed offer multiple ways to neutralize enemies without killing them. The problem with all of them is that this is essentially an InformedAbility. Blunt weapons for instance are categorized nonlethal, but bludgeoning people with baseball bats, steel pipes or cybernetic arm implants capable of punching holes in car engine blocks would almost certainly kill the victim in RealLife. Even less convincing are the eye and/or weapon mods that make all weapons nonlethal without actually changing how they work. This explicitly includes ordnance like 4-gauge shotguns, massive anti-materiel rifles, ''frag grenades'', and all sorts of full-auto bullet hoses. And then there's a sidequest that involves absolutely, definitely blowing up a few dozen people with a HoverTank's main gun. Granted, this one is optional, but only for as long as you don't care about getting what most players consider the game's [[MultipleEndings best ending]].

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* Prior ''VideoGame/Cyberpunk2077'': It is possible to its release, the developers of ''VideoGame/Cyberpunk2077'' promised that go through the game could be played without killing anyone, and it does indeed offer killing, if not necessarily without fighting, as the game offers multiple ways to neutralize enemies without killing them. The problem with all of them is that this is essentially an InformedAbility. Blunt weapons for instance are categorized nonlethal, but bludgeoning people with baseball bats, steel pipes or cybernetic arm implants non-lethal and there are mods you can acquire that remove the lethality from your normal ordinance, meaning that weapons ranging from 4-gauge shotguns to frag grenades will become capable of punching holes in car engine blocks would almost certainly kill the victim in RealLife. Even less convincing are the eye and/or weapon mods that make all weapons nonlethal putting down enemies without actually changing how they work. This explicitly includes ordnance like 4-gauge shotguns, massive anti-materiel rifles, ''frag grenades'', and all sorts of full-auto bullet hoses. And then there's a sidequest killing them. Any missions that involves require absolutely, definitely blowing up a few dozen people with a HoverTank's main gun. Granted, this one is optional, but only for as long as are entirely optional and, at worst, lock you don't care about getting what most players consider out of select endings. The talking "Skippy" gun pokes fun at the game's [[MultipleEndings best ending]].choosing to fight nonlethally, as you're still brutalizing enemies pretty badly either way.
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* ''VideoGame/StyxMasterOfShadows'' and its sequel, ''VideoGame/StyxShardsOfDarkness'' give bonus skill points for each level for completing certain optional objectives. One objective that appears in every level, Mercy, requires the player to complete the level without killing any humanoids. [[BigCreepyCrawlies Roabies]], anyone who is killed by something that wasn't Styx's fault, and people whose death is a quest objective don't count against this though.
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* ''VideoGame/Emergency'' rates your efficiency in dealing with emergencies (fires, crime, natural disasters...), and the number of wounded or dead people is a big factor of it; this includes the lives of criminals (as seen in the main quote on [[VideoGame/Emergency the game's page]]. Even if criminals are armed and dangerous (and possibly holding hostages) the game rewards the player with a higher efficiency score if they're stopped without lethal force (usually by having a police officer jump on them; incapacitating the criminal with tear gas greatly helps).

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* ''VideoGame/Emergency'' ''VideoGame/{{Emergency}}'' rates your efficiency in dealing with emergencies (fires, crime, natural disasters...), and the number of wounded or dead people is a big factor of it; this includes the lives of criminals (as seen in the main quote on [[VideoGame/Emergency [[VideoGame/{{Emergency}} the game's page]]. Even if criminals are armed and dangerous (and possibly holding hostages) the game rewards the player with a higher efficiency score if they're stopped without lethal force (usually by having a police officer jump on them; incapacitating the criminal with tear gas greatly helps).
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* ''VideoGame/Emergency'' rates your efficiency in dealing with emergencies (fires, crime, natural disasters...), and the number of wounded or dead people is a big factor of it; this includes the lives of criminals (as seen in the main quote on [[VideoGame/Emergency the game's page]]. Even if criminals are armed and dangerous (and possibly holding hostages) the game rewards the player with a higher efficiency score if they're stopped without lethal force (usually by having a police officer jump on them; incapacitating the criminal with tear gas greatly helps).
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** Official Fifth Edition adventure ''Wild Beyond the Witchlight'' gives every combat encounter an option to avoid combat, usually in form of a small FetchQuest the party may already even completed without realizing. [[GuideDangIt It is really easy for the party to already have used the desired item beforehand, thus screwing themselves over into the violent option]].
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** The final version introduced another step of pacifism, allowing you to non-lethally get past a certain lategame boss without having to rely on BadGuysDoTheDirtyWork. [[spoiler:Sparing Iosa can only end in tragedy, though, as she gains nothing from this and will assassinate Iji when she's vulnerable after the FinalBoss.]]
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->''"No matter the struggles or hardships you faced... you strived to do the right thing. you refused to hurt anyone. "''

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->''"No matter the struggles or hardships you faced... you strived to do the right thing. you You refused to hurt anyone. "''
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No spoiler tags in the article description.


-->-- '''[[spoiler:Sans]]'s Judgement during the True Pacifist run of ''' ''VideoGame/{{Undertale}}''

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-->-- '''[[spoiler:Sans]]'s Judgement '''Judgement upon the Player during the True Pacifist run of ''' ''VideoGame/{{Undertale}}''

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->''"no matter the struggles or hardships you faced... you strived to do the right thing. you refused to hurt anyone. "''
-->-- '''[[spoiler:sans]]'s Judgement during the True Pacifist run of ''' ''VideoGame/{{Undertale}}''
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/cuphead_2017_10_09_01_20_45_103_9.jpg]]

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->''"no [[quoteright:350:[[VideoGame/{{Cuphead}} https://static.tvtropes.org/pmwiki/pub/images/cuphead_2017_10_09_01_20_45_103_9.jpg]]]]
[[caption-width-right:350:Sometimes the best way to beat {{Satan}} is to act better than he would.]]

->''"No
matter the struggles or hardships you faced... you strived to do the right thing. you refused to hurt anyone. "''
-->-- '''[[spoiler:sans]]'s '''[[spoiler:Sans]]'s Judgement during the True Pacifist run of ''' ''VideoGame/{{Undertale}}''
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/cuphead_2017_10_09_01_20_45_103_9.jpg]]
''VideoGame/{{Undertale}}''
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[[caption-width-right:350:''Video Game / Cuphead'' was hard enough as is]]

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[[caption-width-right:350:''Video Game / Cuphead'' was hard enough as is]]
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[[caption-width-right:350:''VideoGame/Cuphead'' was hard enough as is]]

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[[caption-width-right:350:''VideoGame/Cuphead'' [[caption-width-right:350:''Video Game / Cuphead'' was hard enough as is]]
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[[caption-width-right:350:VideoGame/Cuphead was hard enough as is]]

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[[caption-width-right:350:VideoGame/Cuphead [[caption-width-right:350:''VideoGame/Cuphead'' was hard enough as is]]
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[[caption-width-right:350:some caption text]]

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[[caption-width-right:350:some caption text]][[caption-width-right:350:VideoGame/Cuphead was hard enough as is]]

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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/cuphead_2017_10_09_01_20_45_103_9.jpg]]
[[caption-width-right:350:some caption text]]
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Pacifist Runs can sometimes be a requirement for the GoldenEnding, or the best ending for that scenario, as it ends up with [[EverybodyLives all of the cast surviving]].

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Pacifist Runs can sometimes be a requirement for the GoldenEnding, or the best ending for that scenario, as it ends ends
up with [[EverybodyLives all of the cast surviving]].
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-->-- '''San's Judgement during the True Pacifist run of ''' ''VideoGame/{{Undertale}}''

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-->-- '''San's '''[[spoiler:sans]]'s Judgement during the True Pacifist run of ''' ''VideoGame/{{Undertale}}''
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-->-- '''San's Judgement during the True Pacifist run of ''', ''VideoGame/{{Undertale}}''

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-->-- '''San's Judgement during the True Pacifist run of ''', ''' ''VideoGame/{{Undertale}}''
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->''"no matter the struggles or hardships you faced... you strived to do the right thing. you refused to hurt anyone. "''
-->-- '''San's Judgement during the True Pacifist run of ''', ''VideoGame/{{Undertale}}''

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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/sans_screenshot_judgement_no_exp.gif]]
[[caption-width-right:350:some caption text]]

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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/sans_screenshot_judgement_no_exp.gif]]
[[caption-width-right:350:some caption text]]

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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/sans_screenshot_judgement_no_exp.gif]]
[[caption-width-right:350:some caption text]]
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* ''VideoGame/EpicMickey'' allows you to choose how you want to deal with the main enemies, the Blotlings. Paint will turn them into allies, and thinner will destroy them. If you always use paint to convert enemies to your side, you can play the game as a pacifist for the most part, though the robotic Beetleworx will either have to be dealt with lethally or simply ignored. Most of the bosses can be befriended as well.
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** Its successor, ''VideoGame/{{Deltarune}}'', has a similar mechanic where you can fight enemies either passively or forcibly (but [[NonLethalKO nonlethally]], outside of a special route beginning in Chapter 2). Much less actually changes about the flow of the game aside from a few slightly different lines of dialogue and a slightly different ending for each chapter to hammer home the point that your choices ''don't'' matter this time, as the . For a while in the first chapter, you're even saddled with a party member who refuses to fight passively again a boss who ''can't'' be defeated violently, forcing you to ''actively warn enemies'' of her oncoming attacks to complete the pacifist run.

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** Its successor, ''VideoGame/{{Deltarune}}'', has a similar mechanic where you can fight enemies either passively or forcibly (but [[NonLethalKO nonlethally]], outside of a special route beginning in Chapter 2). Much less actually changes about the flow of the game aside from a few slightly different lines of dialogue and a slightly different ending for each chapter to hammer home the point that your choices ''don't'' matter this time, as the . time. For a while in the first chapter, you're even saddled with a party member who refuses to fight passively again against a boss who ''can't'' be defeated violently, forcing you to ''actively warn enemies'' of her oncoming attacks to complete the pacifist run.
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None


** Its successor, ''VideoGame/{{Deltarune}}'', has a similar mechanic where you can fight enemies either passively or lethally, albeit very little actually changes about the flow of the game aside from a few slightly different lines of dialogue and a slightly different ending for each chapter to hammer home the point that your choices ''don't'' matter this time. For a while in the first chapter, you're even saddled with a party member who refuses to fight passively, forcing you to ''actively warn enemies'' of her oncoming attacks to complete the pacifist run.

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** Its successor, ''VideoGame/{{Deltarune}}'', has a similar mechanic where you can fight enemies either passively or lethally, albeit very little forcibly (but [[NonLethalKO nonlethally]], outside of a special route beginning in Chapter 2). Much less actually changes about the flow of the game aside from a few slightly different lines of dialogue and a slightly different ending for each chapter to hammer home the point that your choices ''don't'' matter this time. time, as the . For a while in the first chapter, you're even saddled with a party member who refuses to fight passively, passively again a boss who ''can't'' be defeated violently, forcing you to ''actively warn enemies'' of her oncoming attacks to complete the pacifist run.

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* The Culture, Diplomatic and (to a certain extent) Space Race victories in ''VideoGame/{{Civilization}}'' can be achieved without a single battle (although the higher levels will manipulate you into conflicts with other Civs).
** In Civ 5 it is ''theoretically'' possible to win using a city-state to do your 'dirty work'. If another civ has wiped out the others apart from you and attacks a city-state you can supply the city with army units as gifts. If they manage to take the opposing civ's capital you would win. As mentioned above, it would have to be a low difficulty level. Also, since a city-state usually will only attack a nearby enemy city you'd have to be lucky that it was their capital as they'd sue for peace if they lost an ordinary city.
** A more literal version is "Always Peace", which is ExactlyWhatItSaysOnTheTin. You shoot for one of the peaceful victories, but cannot go to war. In the first three installments this was a SelfImposedChallenge, but since ''Civilization IV'' it’s also an official game option.



* The Culture, Diplomatic and (to a certain extent) Space Race victories in ''VideoGame/{{Civilization}}'' can be achieved without a single battle (although the higher levels will manipulate you into conflicts with other Civs).
** In Civ 5 it is ''theoretically'' possible to win using a city-state to do your 'dirty work'. If another civ has wiped out the others apart from you and attacks a city-state you can supply the city with army units as gifts. If they manage to take the opposing civ's capital you would win. As mentioned above, it would have to be a low difficulty level. Also, since a city-state usually will only attack a nearby enemy city you'd have to be lucky that it was their capital as they'd sue for peace if they lost an ordinary city.

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