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* At the end of ''VideoGame/MassEffect3'''s extended cut, you can shoot the Star Child rather than talk to him, which triggers the Refuse ending.

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* At the end of ''VideoGame/MassEffect3'''s extended cut, you [[spoiler:you can shoot the Star Child Catalyst rather than talk to him, it, which triggers the Refuse ending.]]
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** While exploring the Labyrinth, you see Professor Booster fall into a pit. If you jump down after him (or try to jump over the pit and fail, since it's not an easy jump), then you get stuck in that pit until you talk to Booster. This results in him giving you his jet pack and then dying, and locks you out of the best ending. But if you successfully jump over the pit, then Booster survives, you don't get the jet pack until much later.

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** While exploring the Labyrinth, you see Professor Booster fall into a pit. If you jump down after him (or try to jump over the pit and fail, since it's not an easy jump), then you get stuck in that pit until you talk to Booster. This results in him giving you his jet pack and then dying, and locks you out of the best ending. But if you successfully jump over the pit, then Booster survives, and you don't get the jet pack until much later.

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* In ''VideoGame/CaveStory,'' the path to [[GoldenEnding the best ending]] is hidden behind some [[GuideDangIt notoriously unintuitive]] instances of promptless choices.
** While exploring the Labyrinth, you see Professor Booster fall into a pit. If you jump down after him (or try to jump over the pit and fail, since it's not an easy jump), then you get stuck in that pit until you talk to Booster. This results in him giving you his jet pack and then dying, and locks you out of the best ending. But if you successfully jump over the pit, then Booster survives, you don't get the jet pack until much later.
** If you thoroughly investigate the room where you fight the Core, you can collect a tow cable. (But this cable only appears if you jumped over the aforementioned pit and didn't get the jet pack.) Shortly after, Curly Brace gets flooded, and the option to save her is only available if you already have that tow cable. And not long after that, you have to make a specific jump in the Waterway to reach the spot where you can repair Curly; if you ignore or miss that jump, she shuts down for good.



* Twice in ''VideoGame/NierAutomata'', when playing as A2, you can spare the lives of certain machines by simply walking away from them, and the game recognizes your decision in later plot events. Once, when [[spoiler:given the choice of killing or memory-wiping Pascal after the loss of his entire village (walking away is actually the ''cruelest'' choice in this situation, as it forces him to [[ICannotSelfTerminate live with his failure]])]], and later on, when [[spoiler:tiny Friedrich-type machines beg A2 to spare their "older brother" Auguste, a mini boss she has just defeated]].

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* ''VideoGame/NierAutomata'':
**
Twice in ''VideoGame/NierAutomata'', when playing as A2, you can spare the lives of certain machines by simply walking away from them, and the game recognizes your decision in later plot events. Once, when [[spoiler:given the choice of killing or memory-wiping Pascal after the loss of his entire village (walking away is actually the ''cruelest'' choice in this situation, as it forces him to [[ICannotSelfTerminate live with his failure]])]], and later on, when [[spoiler:tiny Friedrich-type machines beg A2 to spare their "older brother" Auguste, a mini boss she A2 has just defeated]].defeated]].
** The majority of the game's hidden endings are triggered by unusual choices during normal gameplay. For example, any time [=NPCs=] radio to say they're under attack and urgently need your help, dawdling too long or running the opposite direction will result in [[NonStandardGameOver a short, sarcastic ending]] where those [=NPCs=] all die. You can get similarly abrupt endings by killing all the friendly robots in Pascal's village, removing your own OS chip in the skills menu, or failing the ShootEmUp segment at the very beginning of Route A, among other options.
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* Twice in ''VideoGame/NierAutomata'', when playing as A2, you can spare the lives of certain machines by simply walking away from them, and the game recognizes your decision in later plot events. Once, when [[spoiler:given the choice of killing or memory-wiping Pascal after the loss of his entire village (walking away is actually the ''cruelest'' choice in this situation, as it forces him to [[ICannotSelfTerminate live with his failure]])]], and later on, when [[spoiler:tiny Friedrich-type machines beg A2 to spare their "older brother" Auguste, a mini boss she has just defeated]].
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* Late in ''VideoGame/DreamfallChapters'', when playing as Kian, you steal a set of tools from an Azadi engineer getting drunk at the Cock & Puss tavern. After using said tools to break into an Azadi compound, you can {{backtrack|ing}} all the way back to the tavern to return the tools, or just proceed with the infiltration -- the game gives you no specific instructions, either way. If you don't return the tools, however, the tavern owner (who is one of Kian's key allies) later gets arrested by the Azadi.
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* ''VideoGame/DeusEx'' has many moments like this, such as when Anna takes charge of the surrendering NSF leader Juan Lebedev, but the player knows that she has orders to kill him as soon as Denton is out of earshot. The player, as Denton, can either exit the room (leaving Lebedev to die) or kill Anna, his ostensible ally, to save him, and the game's later plot seamlessly adapts to however the player resolves the situation.

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* ''VideoGame/DeusEx'' has many moments like this, such as when Anna takes charge of the surrendering NSF leader Juan Lebedev, but the player knows that she has orders to kill summarily execute him as soon as Denton is out of earshot. The player, as Denton, can either exit the room (leaving Lebedev to die) or kill Anna, his ostensible ally, to save him, and the game's later plot seamlessly adapts to however the player resolves the situation.
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* ''VideoGame/DeusEx'' has many moments like this, such as when Anna detains Denton's brother, but the player knows that she has orders to kill him as soon as Denton is out of earshot. The player, as Denton, can either exit the room (leaving his brother to die) or kill Anna, his ostensible ally, to save him, and the game's later plot seamlessly adapts to however the player resolves the situation.

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* ''VideoGame/DeusEx'' has many moments like this, such as when Anna detains Denton's brother, takes charge of the surrendering NSF leader Juan Lebedev, but the player knows that she has orders to kill him as soon as Denton is out of earshot. The player, as Denton, can either exit the room (leaving his brother Lebedev to die) or kill Anna, his ostensible ally, to save him, and the game's later plot seamlessly adapts to however the player resolves the situation.

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* ''VideoGame/DeusEx'' has a moment where Anna detains Denton's brother, but the player knows that she has orders to kill him as soon as Denton is out of earshot. The player, as Denton, can either exit the room (leaving his brother to die) or kill Anna, his ostensible ally, to save him, and the game's later plot seamlessly adapts to however the player resolves the situation.

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* ''VideoGame/DeusEx'' has a moment where many moments like this, such as when Anna detains Denton's brother, but the player knows that she has orders to kill him as soon as Denton is out of earshot. The player, as Denton, can either exit the room (leaving his brother to die) or kill Anna, his ostensible ally, to save him, and the game's later plot seamlessly adapts to however the player resolves the situation.


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* The secret ending of ''VideoGame/FarCry4'' can be unlocked by simply waiting ([[WaitingPuzzle a very, very long time]]) until Pagan Min finishes his cellphone call during the intro. Doing so skips right to the final reveal of the game, and strongly implies that the player character joins forces with Min in this ending. The game, however, fully expects the player to make a break for it instead while Min is distracted.
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[[folder:Light Gun Games]]
* In the original ''VideoGame/HouseOfTheDead'', the path that the federal agents take through the eponymous house (and with it, the sequence of the story events and ultimately the ending) changes depending on which helpless survivors they can rescue from the attacking zombies by killing the latter faster than they reach the former. For instance, at the first branching point, a zombie is about to throw a scientist off the bridge: kill the zombie in time, and the agents will enter the house through the front door; fail, and the agents will descend into the canal to help the scientist, discover that he is dead, and enter the house through the cellar.
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* The High Chaos run of ''VideoGame/{{Dishonored}}'' forks at the very end into two very different finales, depending on whether you can rescue Emily from [[spoiler:Admiral Havelock]] before he leaps off the lighthouse with her. There is a multitude of possible solutions, with Emily's survival resting on quickly killing or otherwise dispatching her captor before he runs out of monologue and before he can react to whatever Corvo does.
* ''VideoGame/Dishonored2'' has a major branching point during the mission to the Stilton Manor that is not indicated to you in any but the most cryptic way: [[spoiler:when giving you the power to jump back and forth in time, the Outsider warns you that altering the past will affect the present, but for the bulk of the mission, this seems to only concern minor things, like clearing out a bloodfly hive in the present by disposing of an infested body in the past. But when you reach Aramis Stilton, the master of the manor and an all-around NiceGuy, in the past, you have the option to knock him out, so his past self cannot witness the events that [[GoMadFromTheRevelation drove him mad]], and his present self remains sane and retroactively allies himself with you. This changes not just the state of his manor, but of large chunk of the city around it in the present, essentially banishing the entire mission hitherto into a BadFuture that never came to pass]].

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* ''Franchise/{{Dishonored}}''
**
The High Chaos run of the first ''VideoGame/{{Dishonored}}'' forks at the very end into two very different finales, depending on whether you can rescue Emily from [[spoiler:Admiral Havelock]] before he leaps off the lighthouse with her. There is a multitude of possible solutions, with Emily's survival resting on quickly killing or otherwise dispatching her captor before he runs out of monologue and before he can react to whatever Corvo does.
* ** ''VideoGame/Dishonored2'' has a major branching point during the mission to the Stilton Manor that is not indicated to you in any but the most cryptic way: [[spoiler:when giving you the power to jump back and forth in time, the Outsider warns you that altering the past will affect the present, but for the bulk of the mission, this seems to only concern minor things, like clearing out a bloodfly hive in the present by disposing of an infested body in the past. But when you reach Aramis Stilton, the master of the manor and an all-around NiceGuy, in the past, you have the option to knock him out, so his past self cannot witness the events that [[GoMadFromTheRevelation drove him mad]], and his present self remains sane and retroactively allies himself with you. This changes not just the state of his manor, but of large chunk of the city around it in the present, essentially banishing the entire mission hitherto into a BadFuture that never came to pass]].



* ''VideoGame/FireEmblemTheBindingBlade'' has the Sacae vs Illia route split. Which route you take depends on whether the combined level of your Nomads is higher than the combined level of your Pegasus Knights (Sacae) or vice versa (Illia).
* ''VideoGame/FireEmblemTheBlazingBlade'' used the same level method as its predecessor. A later pair of maps in the game determine which one you'll visit by how high your Lords' levels are: if they add up to a certain number, it's one route, if not, the other. Within one of those maps, the number of doors opened determines whether Harken or Karel will show up. Even later, Bartre's level combined with simply being on Hector's route determines whether Karla will appear or not.
* ''VideoGame/FireEmblemFates'' has one on the Birthright path. Should you [[spoiler: not have an A Support with Kaze]], triggered by battling together and having conversations, [[spoiler: he'll die and his daughter Midori will never join you]].

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* ''Franchise/FireEmblem''
**
''VideoGame/FireEmblemTheBindingBlade'' has the Sacae vs Illia route split. Which route you take depends on whether the combined level of your Nomads is higher than the combined level of your Pegasus Knights (Sacae) or vice versa (Illia).
* ** ''VideoGame/FireEmblemTheBlazingBlade'' used the same level method as its predecessor. A later pair of maps in the game determine which one you'll visit by how high your Lords' levels are: if they add up to a certain number, it's one route, if not, the other. Within one of those maps, the number of doors opened determines whether Harken or Karel will show up. Even later, Bartre's level combined with simply being on Hector's route determines whether Karla will appear or not.
* ** ''VideoGame/FireEmblemFates'' has one on the Birthright path. Should you [[spoiler: not have an A Support with Kaze]], triggered by battling together and having conversations, [[spoiler: he'll die and his daughter Midori will never join you]].
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* ''VideoGame/Dishonored2'' has a major branching point during the mission to the Stilton Manor that is not indicated to you in any but the most cryptic way: [[spoiler:when giving you the power to jump back in forth in time, the Outsider warns you that altering the past will affect the present, but for the bulk of the mission, this seems to only concern minor things, like clearing out a bloodfly hive in the present by disposing of an infested body in the past. But when you reach Aramis Stilton, the master of the manor and an all-around NiceGuy, in the past, you have the option to knock him out, so his past self cannot witness the events that [[GoMadFromTheRevelation drove him mad]], and his present self remains sane and retroactively allies himself with you. This changes not just the state of his manor, but of large chunk of the city around it in the present, essentially banishing the entire mission hitherto into a BadFuture that never came to pass]].

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* ''VideoGame/Dishonored2'' has a major branching point during the mission to the Stilton Manor that is not indicated to you in any but the most cryptic way: [[spoiler:when giving you the power to jump back in and forth in time, the Outsider warns you that altering the past will affect the present, but for the bulk of the mission, this seems to only concern minor things, like clearing out a bloodfly hive in the present by disposing of an infested body in the past. But when you reach Aramis Stilton, the master of the manor and an all-around NiceGuy, in the past, you have the option to knock him out, so his past self cannot witness the events that [[GoMadFromTheRevelation drove him mad]], and his present self remains sane and retroactively allies himself with you. This changes not just the state of his manor, but of large chunk of the city around it in the present, essentially banishing the entire mission hitherto into a BadFuture that never came to pass]].
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* In ''VideoGame/HeroinesQuest'', you need to obtain two artifacts called the Eyes of Thiassi from their respective guardians, by either talking to those guardians and performing tasks for them. [[spoiler:You can instead sneak into their houses and outright steal the artifacts. You aren't informed that this is an option, but one of the character classes is the thief...]]

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* In ''VideoGame/HeroinesQuest'', you need to obtain two artifacts called the Eyes of Thiassi from their respective guardians, by either talking to those guardians and performing tasks for them.them, or by defeating them in a duel. [[spoiler:You can instead sneak into their houses and outright steal the artifacts. You aren't informed that this is an option, but one of the character classes is ''is'' the thief...]]
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* In ''VideoGame/HeroinesQuest'', you need to obtain two artifacts called the Eyes of Thiassi from their respective guardians, by either talking to those guardians and performing tasks for them. [[spoiler:You can instead sneak into their houses and outright steal the artifacts. You aren't informed that this is an option, but one of the character classes is the thief...]]
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* ''VideoGame/SpecOpsTheLine'' has many moments like this, usually centered around the shooting mechanic. For example, in one scene, you are asked to execute one of two criminals: a water thief or a murderer. This seems like a regular PlayerPersonalityQuiz, but the game also correctly recognizes your message if you instead shoot the soldiers presenting you with the choice. Later on, you are surrounded by an angry mob of civilians who just murdered your friend and have to scare them away with gunfire. The game does not tell you how to do that but gives you different [[VideoGameAchievements Achievements]] depending on whether you shoot into the crowd, or into the air or the sand. For more discussion of this, see [[https://www.youtube.com/watch?v=cJZIhcCA2lk this]] ''WebVideo/ExtraCredits'' episode.

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* ''VideoGame/SpecOpsTheLine'' has many moments like this, usually centered around the shooting mechanic. For example, in one scene, you are asked to execute one of two criminals: a water thief or a murderer. This seems like a regular PlayerPersonalityQuiz, but the game also correctly recognizes your message if you instead shoot the soldiers presenting you with the choice. Later on, you are surrounded by an angry mob of civilians who just murdered your friend and have to scare them away with gunfire. The game does not tell you how to do that but gives you different [[VideoGameAchievements Achievements]] depending on whether you shoot into the crowd, or into the air or the sand. For more discussion of this, see [[https://www.youtube.com/watch?v=cJZIhcCA2lk this]] ''WebVideo/ExtraCredits'' ''WebAnimation/ExtraCredits'' episode.

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* ''VideoGame/FireEmblemTheBlazingBlade'' used this one interestingly. A later pair of maps in the game determine which one you'll visit by how high your Lords' levels are: if they add up to a certain number, it's one route, if not, the other. Within one of those maps, the number of doors opened determines whether Harken or Karel will show up. Even later, Bartre's level combined with simply being on Hector's route determines whether Karla will appear or not.

to:

* ''VideoGame/FireEmblemTheBindingBlade'' has the Sacae vs Illia route split. Which route you take depends on whether the combined level of your Nomads is higher than the combined level of your Pegasus Knights (Sacae) or vice versa (Illia).
* ''VideoGame/FireEmblemTheBlazingBlade'' used this one interestingly.the same level method as its predecessor. A later pair of maps in the game determine which one you'll visit by how high your Lords' levels are: if they add up to a certain number, it's one route, if not, the other. Within one of those maps, the number of doors opened determines whether Harken or Karel will show up. Even later, Bartre's level combined with simply being on Hector's route determines whether Karla will appear or not.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/FireEmblemTheBlazingBlade'' used this one interestingly. A later pair of maps in the game determine which one you'll visit by how high your Lords' levels are: if they add up to a certain number, it's one route, if not, the other.

to:

* ''VideoGame/FireEmblemTheBlazingBlade'' used this one interestingly. A later pair of maps in the game determine which one you'll visit by how high your Lords' levels are: if they add up to a certain number, it's one route, if not, the other. Within one of those maps, the number of doors opened determines whether Harken or Karel will show up. Even later, Bartre's level combined with simply being on Hector's route determines whether Karla will appear or not.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/FireEmblemBlazingBlade'' used this one interestingly. A later pair of maps in the game determine which one you'll visit by how high your Lords' levels are: if they add up to a certain number, it's one route, if not, the other.

to:

* ''VideoGame/FireEmblemBlazingBlade'' ''VideoGame/FireEmblemTheBlazingBlade'' used this one interestingly. A later pair of maps in the game determine which one you'll visit by how high your Lords' levels are: if they add up to a certain number, it's one route, if not, the other.
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[[folder:Turn-Based Strategy]]
* ''VideoGame/FireEmblemBlazingBlade'' used this one interestingly. A later pair of maps in the game determine which one you'll visit by how high your Lords' levels are: if they add up to a certain number, it's one route, if not, the other.
* ''VideoGame/FireEmblemFates'' has one on the Birthright path. Should you [[spoiler: not have an A Support with Kaze]], triggered by battling together and having conversations, [[spoiler: he'll die and his daughter Midori will never join you]].
[[/folder]]
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* In ''VideoGame/{{Firewatch}}'', the DialogueTree prompt when you speak with Delilah over the walkie-talkie is only shown while you hold the Shift key. If, however, she asks you something and you don't bring the menu up or dismiss it without picking an answer, after a short while, the game still interprets it as a dialogue choice, namely that you ''refused'' to reply, with appropriate consequences for your relationship with her.
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Two sub-categories can be recognized: plot choices that don't even appear as plot choices at first (i.e. the player doesn't know that they're at a branching point), and plot choices that are presented as such but have hidden [[TakeAThirdOption third options]], which the game recognizes as valid branches but does not semaphore to you in advance. The danger of both approaches lies in their GuideDangIt potential, as the devs must convey [[FridgeBrilliance just the right amount of context for each branching point]]: given too much, the players won't feel rewarded for their [[ViewersAreGeniuses cleverness and engagement with the game]], but with too little context, and they will likely dismiss the game's writing as arbitrary and inconsistent and won't engage with it at all.

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Two sub-categories can be recognized: plot choices that don't even appear as plot choices at first (i.e. the player doesn't know that they're at a branching point), and plot choices that are presented as such but have hidden [[TakeAThirdOption third options]], which the game recognizes as valid branches but does not semaphore to you in advance. The danger of both approaches lies in their GuideDangIt potential, as the devs must convey [[FridgeBrilliance just the right amount of context for each branching point]]: given too much, the players won't feel rewarded for their [[ViewersAreGeniuses cleverness and engagement with the game]], but with too little context, and they will likely dismiss the game's writing as arbitrary and inconsistent and won't engage with it at all.
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** At the end of ''Dead Money'', Dean Domino may betray the Courier (forcing you to kill him) depending on your previous dialogue choices with him. [[spoiler:Saying pretty much anything Dean could consider [[DisproportionateRetribution disrespectful]] or as [[TallPoppySyndrome showing him up]] will make him hostile.]] [[{{Narcissist}} Dean is that kind of guy.]]

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** At the end of ''Dead Money'', Dean Domino may betray the Courier (forcing you to kill him) depending on your previous dialogue choices with him. [[spoiler:Saying pretty much anything Dean could consider [[DisproportionateRetribution disrespectful]] or as [[TallPoppySyndrome showing him up]] will up]]--including ''passing'' a certain Barter check--will make him hostile.]] [[{{Narcissist}} Dean is that kind of guy.]]
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** At the end of ''Dead Money'', Dean Domino may betray the Courier (forcing you to kill him) depending on your previous dialogue choices with him. [[spoiler:Saying pretty much anything Dean could consider [[DisproportionateRetribution disrespectful]] or as [[TallPoppySyndrome showing him]] up will make him hostile.]] [[{{Narcissist}} Dean is that kind of guy.]]

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** At the end of ''Dead Money'', Dean Domino may betray the Courier (forcing you to kill him) depending on your previous dialogue choices with him. [[spoiler:Saying pretty much anything Dean could consider [[DisproportionateRetribution disrespectful]] or as [[TallPoppySyndrome showing him]] up him up]] will make him hostile.]] [[{{Narcissist}} Dean is that kind of guy.]]
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** You normally have to complete the main questline of ''Honest Hearts'' to be given the Zion Canyon map, which lets you make your way back to the game's main area. However, if you kill any of the four major friendly [=NPCs=], you trigger "Chaos in Zion", letting you just take the map.

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** You normally have to complete the main questline of ''Honest Hearts'' to be given the Zion Canyon map, which lets you make your way back to the game's main area. However, if you kill any of the four major friendly [=NPCs=], you trigger "Chaos in Zion", letting you can just take the map.
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* ''VideoGame/FalloutNewVegas'':
** At the end of ''Dead Money'', Dean Domino may betray the Courier (forcing you to kill him) depending on your previous dialogue choices with him. [[spoiler:Saying pretty much anything Dean could consider [[DisproportionateRetribution disrespectful]] or as [[TallPoppySyndrome showing him]] up will make him hostile.]] [[{{Narcissist}} Dean is that kind of guy.]]
** You normally have to complete the main questline of ''Honest Hearts'' to be given the Zion Canyon map, which lets you make your way back to the game's main area. However, if you kill any of the four major friendly [=NPCs=], you trigger "Chaos in Zion", letting you just take the map.
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This trope is a staple in the ImmersiveSim genre, which commonly eschews {{Dialogue Tree}}s in favor of interpreting and reacting to player's actions. It is not to be confused with "'Cumulative Story Choices", where the branching occurs based on the cumulative effect of multiple plot or gameplay choices throughout the game (cf. FractionalWinningCondition): the most obvious example would be a game picking from among its AlignmentBasedEndings based on the player's final KarmaMeter score.

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This trope is a staple in the ImmersiveSim genre, which commonly eschews {{Dialogue Tree}}s in favor of interpreting and reacting to player's actions. It is not to be confused with "'Cumulative "Cumulative Story Choices", where the branching occurs based on the cumulative effect of multiple plot or gameplay choices throughout the game (cf. FractionalWinningCondition): the most obvious example would be a game picking from among its AlignmentBasedEndings based on the player's final KarmaMeter score.
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* '''Item interaction''' mechanics, such as looting treasure or activating a checkpoint, can be used to trigger entire branches, especially when paired with an option to leave the location (and the items within it).

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* '''Item interaction''' mechanics, such as looting treasure or activating a checkpoint, can be used to trigger entire branches, especially when paired with an option to leave the location (and the items within it).
it) [[PermanentlyMissableContent for good]].
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* '''Item interaction''' mechanics, such as looting treasure or activating a checkpoint, can be used to trigger entire branches, especially when paired with an option to leave the location (and the items within it).
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* In ''VideoGame/IndianaJonesAndTheLastCrusade'', Indy can grab the Grail before Elsa does and either give it to the knight or try to escape with it himself. Either way, Elsa lives, but in the latter, the floor opens up and swallows Indy.


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* In ''VideoGame/KnightsOfTheOldRepublic'', opening any of the containers in the Sand People's enclave turns the enclave hostile, cutting off any chance of a diplomatic resolution to their conflict with Czerka, or if you've already done that, allowing you to wipe out the enclave anyway for extra XP.
* At the end of ''VideoGame/MassEffect3'''s extended cut, you can shoot the Star Child rather than talk to him, which triggers the Refuse ending.
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Most StoryBranching in modern video games follows the ChooseYourOwnAdventure model of framing their branching points as explicit choices for the player to make, accompanied by obvious prompts like mutually exclusive options in a DialogueTree or branching level design (go left for story branch A, right for branch B). This trope is about games that instead interpret and react to the player's use of their primary mechanics to determine which branch the narrative will follow. This is particularly noticeable when games toy with the player's expectations by letting them interfere with "story content" through always-available mechanics, e.g. by ''not'' confining them to ControllableHelplessness during what seems to be a PlotlineDeath of an NPC, and later by [[GameplayAndStoryIntegration having that NPC's dialogue and cutscenes recognize their actions]] to show that this was not a case of ScriptBreaking but something [[DevelopersForesight the devs thought about]].

Two sub-categories can be recognized: plot choices that don't even appear as plot choices at first (i.e. the player doesn't know that they're at a branching point), and plot choices that are presented as such but have hidden [[TakeAThirdOption third options]], which the game recognizes as valid branches but does not semaphore to you in advance. The danger of both approaches lies in their GuideDangIt potential, as the devs must convey [[FridgeBrilliance just the right amount of context for each branching point]]: given too much, the players won't feel rewarded for their [[ViewersAreGeniuses cleverness and engagement with the game]], but with too little context, and they will likely dismiss the game's writing as arbitrary and inconsistent and won't engage with it at all.

Not all mechanics are suited for use in StoryBranching, since repeatable and/or inconsequential actions like chugging a health potion or looking in a certain direction lack the necessary commitment value to base the story progression on. Instead, mechanics commonly used as branching triggers include:

* '''Traversal''' mechanics on their own would fall under the "repeatable, inconsequential actions" label, except in specific cases:
** '''Entering''' a certain location can branch the story in two ways: a) it can be paired with another mechanic/action and serve as a PointOfNoReturn, i.e. after entering it, you can no longer use that action to change the story, and b) branching can be based on which of several mutually exclusive locations you enter, although this variation is hardly "promptless" anymore.
** '''Leaving''' (or escaping from) a certain location is usually paired with another mechanic to give the player an implicit choice of either doing something in that location (e.g. killing an NPC, taking an item, etc.), or indicating that you will not do so by leaving.
* '''Attack''' mechanics are very popular for promptless branching, since they often have the very binding consequence of a NonPlayerCharacter's death:
** '''Killing an NPC''' is a effective way to branch a narrative since DeathIsDramatic, but especially because StoryDrivenInvulnerability for important [=NPCs=] is assumed by default in modern games, so killing one always feels like ScriptBreaking at first.
** '''Killing one NPC or the other''', once again, ventures towards the borderline prompted choice territory, unless the game prompts you to kill one NPC, but does not prevent you from turning on the other instead.
** '''Non-lethal takedowns''', if the game allows them, can branch the narrative, especially if paired with the option to kill the NPC instead, or to leave without doing anything to them. In rare cases, simply attacking the air near an NPC can count as a non-lethal resolution, if it scares them away.

This trope is a staple in the ImmersiveSim genre, which commonly eschews {{Dialogue Tree}}s in favor of interpreting and reacting to player's actions. It is not to be confused with "'Cumulative Story Choices", where the branching occurs based on the cumulative effect of multiple plot or gameplay choices throughout the game (cf. FractionalWinningCondition): the most obvious example would be a game picking from among its AlignmentBasedEndings based on the player's final KarmaMeter score.
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!!Examples:

[[foldercontrol]]

[[folder:Adventure Games]]
* ''VideoGame/BeyondTwoSouls'' often sneaks in small branches depending on which [=NPCs=] Jodie and Aiden manage to save from danger. Perhaps the most cryptic instance is saving the life of the MagicalNativeAmerican Paul if he is wounded in chapter "Navajo": after he is brought back inside the house, Jodie cannot enter his room anymore, but can send Aiden through the locked door to use his healing powers him. This must be done in the very short break before the ritual to banish Ye'iitsoh begins, or Paul will die, and the game gives no indication that it is even an option, unless you have the presence of mind to remember where Paul's room is, as well as that Aiden can go through solid walls ''and'' can heal people.
[[/folder]]

[[folder:Flight Simulator]]
* Most branching points in ''VideoGame/AceCombat3Electrosphere'' are resolved by Nemo flying after one allied plane or the other (such as the decision to either follow Abyssal Dision and desert UPEO, or return to the UPEO home base with Erich early on[[note]]although it can be argued that this choice is very much prompted by the game[[/note]]), or by shooting or not shooting certain targets (e.g. [[spoiler:blowing up a transport plane piloted by Fiona, or destroying interceptors sent after it by your commander and deserting along with her]]).
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[[folder:Immersive Sim]]
* ''VideoGame/DeusEx'' has a moment where Anna detains Denton's brother, but the player knows that she has orders to kill him as soon as Denton is out of earshot. The player, as Denton, can either exit the room (leaving his brother to die) or kill Anna, his ostensible ally, to save him, and the game's later plot seamlessly adapts to however the player resolves the situation.
* ''VideoGame/DeusExHumanRevolution'' has a brief level where Jensen and Malik's jet is shot down over Hengsha, and the game throws a large number of well-entrenched enemies at them to trick player into believing this to be an EscapeSequence. "Successfully" escaping, however, leads to Malik's PlotlineDeath, as she is unable to take off again before the ambushers kill her. On the other hand, if Jensen somehow manages to take out ''all'' enemies in a very short time, Malik survives and meets up with Jensen later in the game.
* In ''VideoGame/ThiefDeadlyShadows'', you can decide whether to take late Captain Moira's hidden stash he left for his [[BrokenBird widow]] or leave it and head for the exit. If you do take it, a loyal manservant of the Moiras will later track you down and attempt to kill you in revenge.
* The High Chaos run of ''VideoGame/{{Dishonored}}'' forks at the very end into two very different finales, depending on whether you can rescue Emily from [[spoiler:Admiral Havelock]] before he leaps off the lighthouse with her. There is a multitude of possible solutions, with Emily's survival resting on quickly killing or otherwise dispatching her captor before he runs out of monologue and before he can react to whatever Corvo does.
* ''VideoGame/Dishonored2'' has a major branching point during the mission to the Stilton Manor that is not indicated to you in any but the most cryptic way: [[spoiler:when giving you the power to jump back in forth in time, the Outsider warns you that altering the past will affect the present, but for the bulk of the mission, this seems to only concern minor things, like clearing out a bloodfly hive in the present by disposing of an infested body in the past. But when you reach Aramis Stilton, the master of the manor and an all-around NiceGuy, in the past, you have the option to knock him out, so his past self cannot witness the events that [[GoMadFromTheRevelation drove him mad]], and his present self remains sane and retroactively allies himself with you. This changes not just the state of his manor, but of large chunk of the city around it in the present, essentially banishing the entire mission hitherto into a BadFuture that never came to pass]].
[[/folder]]

[[folder:Platform Games]]
* ''VideoGame/MegaManX2'': The main baddies, the X-Hunters, are holding the body parts of Zero, your comrade who was blown up in the first game. You can choose to either try retrieving it from them (by entering a stage where they're indicated to appear and then fighting them; they all appear in randomly chosen stages), or not. If you manage to do it, Zero will later do a BigDamnHeroes to save X from a black copy of Zero that they made in the final stage. If you don't, they'll steal back whatever parts of Zero you took from your base, and Zero will appear in the final stage BrainwashedAndCrazy and you have to fight him.
[[/folder]]

[[folder:Role-Playing Games]]
* ''VideoGame/TheElderScrollsVSkyrim'' has a lot of moments like this. For example, at the start of the [[MurderInc Dark Brotherhood]] quest line, its leader kidnaps you and forces you to execute one of three (largely) innocent [=NPCs=] to prove your worth. However, if you turn on her instead and manage to kill her, the game starts a whole new (albeit much shorter) questline where you help the Imperial secret service wipe out the rest of the Brotherhood in Skyrim. At other times, you may interrupt a [[PlotlineDeath scripted murder]] in progress (e.g. of Arivanya in Windhelm and of Margret in Markarth) by killing the killer as he sneaks up onto the victim: far from breaking the respective questlines, the game lets you continue on them, correctly accounting for the killer's death, while the victims later recognize you as their savior.
* The two endings of ''VideoGame/DarkSoulsI'' are reached by either lighting up the inconspicuous [[RespawnPoint bonfire]] in the middle of the Kiln of the First Flame, or by leaving the Kiln after defeating the final boss. The first one results in you becoming the new Lord of Cinder and prolonging the Age of Fire (as said bonfire ''is'' the First Flame itself), while leaving and thus letting the flame die plunges the world into the Age of Darkness.
[[/folder]]

[[folder:Shooter Games]]
* ''VideoGame/SpecOpsTheLine'' has many moments like this, usually centered around the shooting mechanic. For example, in one scene, you are asked to execute one of two criminals: a water thief or a murderer. This seems like a regular PlayerPersonalityQuiz, but the game also correctly recognizes your message if you instead shoot the soldiers presenting you with the choice. Later on, you are surrounded by an angry mob of civilians who just murdered your friend and have to scare them away with gunfire. The game does not tell you how to do that but gives you different [[VideoGameAchievements Achievements]] depending on whether you shoot into the crowd, or into the air or the sand. For more discussion of this, see [[https://www.youtube.com/watch?v=cJZIhcCA2lk this]] ''WebVideo/ExtraCredits'' episode.
* ''VideoGame/CallOfDutyBlackOps2'' features a moment where you're told to snipe Raul Menendez. Two supposedly allied {{Mooks}} take him out to the open with a bag over his head, and your CO orders you to shoot him in the head. You ''can'' do that, or you can shoot his legs. Either way, you're treated to a cutscene where it turns out "Menendez" is actually Alex Mason, and you've basically been tricked into shooting one of your {{best friend}}s. Whether you shot him in the head or the legs determines whether or not he turns up alive in the ending.
[[/folder]]
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