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* ''[[City of Heroes]]'' often has random civilians telling stories about your deeds. Note that other players in the region can hear it too.
** In fact, ''[[City of Heroes]]'' uses it in another way as well - instead of receiving of money for arresting villains and saving people, heroes receive "influence", a measure of the respect for their heroic deeds which can be exchanged for items.
** So does ''[[
*** This has been somewhat corrected since the original release. Whatever your most recent "notable mission chain" is that you've finished will be what the NPC's thank you for.
** As does ''[[
* In ''[[The Elder Scrolls IV Oblivion]]'' you have to settle for the occasional compliment ("You're the one who closed the demon gate! The Hero of Kvatch!"). Although you get these based on your actions regardless of your fame or infamy. The last two [[The Elder Scrolls|Elder Scrolls]] games, and possibly the earlier ones, also increase NPCs' disposition towards you as your fame rating increases.
** Oh, and you do get a statue of your character built (it's essentially a copy of your character model at the time the quest was completed but stone textured).
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*** Although, apparently, if you have enough torches in your inventory at the time of completion, your weapon will be [[Incendiary Exponent|on fire]]!
** ''Oblivion'' tracks fame and infamy separately so you can be greeted heartily when you approach a guard and then be chastised for being a thief when you talk to him.
** In ''[[The Elder Scrolls III Morrowind
* ''[[Fable
** Fable is an aversion in another way; you can murder a half-dozen people in broad daylight, then buy off your [[Karma Meter|bad karma]] with a tofu binge, so you can keep using the Physical Shield spell, [[Game Breaker|which makes you utterly unkillable]] and [[Level Grinding|helps you gain experience at an astonishing rate]].
* In ''[[Fallout 3]]'', having the best karma rating means that you'll occasionally have people run up to you while you're in Megaton and give you supplies. And if you have very evil karma, slavers in Paradise Falls will also occasionally run up and give you supplies.
** Go to either extreme, and you'll have either ultra-evil mercenaries (if you are good) or vigilante "lawmen" (if you are evil) attack you as random encounters. Also, one perk gives you a substantial bonus to your Speech skill, provided that you maintain a Neutral karma level. To put this in perspective, you can earn enough Karma points to be "Good" or "Evil" before you leave the tutorial level.
** And in ''[[Fallout 2]]'', if you choose to play after the end of the game and go to New Reno/Vault City, everyone will congratulate you and treat you like a hero.
** ''[[Fallout: New Vegas]]'' handles it a little differently - the karma meter is the same from 3 but is nearly useless. What really matters is your reputation with each faction. Since you can't lose popularity or infamy, people could end up singing your praises for all the [[Fetch Quest|Fetch Questing]] while grudging you over blowing up their outpost last week.
* Many of the ''[[Might and Magic]]'' games do this, and the people will also refuse to speak to or insult you if you have a bad rap. Conversely, if your reputation is shining and spotless, thieves and lowlifes will snub you and call you a goody-two-shoes.
** In M&MVI, if you want to get Dark Magic Master skill ranking, you have to drive your rep all the way down to "Notorious", easily accomplished by, say, massacring all the peasants in Free Haven. But once you have got your Master ranking, you can cool the heat by dropping a few dozen to a few hundred gold in the local temple's poor-box (if you don't have several hundred thousand by this point, you're mismanaging your money supply) and can very well get all the way back to "Saintly" before the end of the game. And though you can bring the peasants back to life (''Reanimate'' works just fine with no apparent after effects), this in itself does nothing for your reputation, nor does leaving out this step matter in the slightest.
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** Every game in the series has the locals recognize you for your deeds, but the most obvious is the fourth game, since the Mordavians begin the game distrustful and subtly hostile towards you and end up cheering for you as you clean up the valley.
* ''[[Final Fantasy XI]]'' keeps track of your fame levels in each nation. Obtaining a high level of fame will open up new quests and give you a discount at NPC stores in that country.
* ''[[
** Also, if you're good, then in the middle of fights, they might throw rocks at your enemies. It gets really helpful if they manage to stop a rocket-launcher-toting foe from blasting you long enough to blow him away first.
* ''[[
* In ''[[World of Warcraft]]'', reaching the highest reputation level with certain factions will occasionally result in some NPCs greeting/complimenting you as you walk past. The most commonly seen example is probably the two [[The Magocracy|Kirin Tor]] mages standing by the doorway of the Dalaran flight point.
** In addition to the reputation mechanic itself, there are several [[Easter Egg|Easter Eggs]] where NPCs acknowledge particularly important feats if the player character has done them, but has more impersonal dialogue if not. For example, if a player did the quest chain to enter Onyxia's lair way back in original, classic [[WoW]] (obsolete since 2008 if not earlier and removed from the game entirely a little after that), a certain lord general greets the player like an old friend when encountered in Northrend. If the player hadn't done that quest, though, they're just greeted like some stranger.
* ''[[
* ''[[Mass Effect
** These carry over into ''[[
*** Conversely, because of this, there will be some instances where people from the first game will chew you out for what happens in the second game. Fist; who was going to have Tali killed, can be found as a drunk in Omega if you spare him.
{{quote| Fist: I'm a good boy now, so ''PISS OFF.''}}
** Also it can turn a bit into [[Dude, Where's My Respect?]] when people who do know who you are [[Suicidal Overconfidence|NEVER SURRENDER]]. You stop feeling sorry for them after a while and wish they would die faster.
** And all of the choices from ''[[Mass Effect
* ''[[Grand Theft Auto San Andreas]]'' has various character ratings (fat, muscle, sex appeal, and respect), which affect how NPCs react in your presence. You can even say something back, determined by hitting Y or N. However, no amount of sex appeal or respect will completely stop people from telling CJ he smells bad.
* In ''[[Arcanum of Steamworks and Magick Obscura]]'' the PC gets better reaction from other characters (including shopkeepers who give them discounts) if he or she helped the inhabitants of a given settlement. Additionally, characters sometimes mention specific deeds of the PC and act accordingly. Of course, evil deeds get attention and respect of shady characters (including party members who base their decision to join the PC on his or her karma meter).
* ''[[Red Dead Redemption]]'' is interesting in that it has both positive and negative consequences for having a high "honor" rating. In law-abiding towns like Armadillo or Blackwater, shops will sell for less and buy for more, lawmen and citizens will overlook most crimes other than murder or bank robbery, jobs pay twice as much, and you have a random chance of encountering a nun who gives you an item that cuts enemy accuracy by 25%. Conversely, in [[Wretched Hive|Theives' Landing]] shops will charge you more and buy for less, you're more likely to get challenged to a duel, and citizens may randomly open fire on you the moment you ride into town.
* In ''[[Dwarf Fortress]]'', Dwarves love their history, and if your adventurer has done anything noteworthy within range of a fortress embark, they will canonize the player in artworks. As of 3.18, an adventurer acquires renown for slaying beasts and bandits within a single civilization, and will be greeted with respect, even awe if they have high enough reputation to get quests directly from region rulers. As your reputation goes up, you're also capable of recruiting more people to fight with you at once, getting as much as 9 1/2 times as much as a reputation-less adventure could.
* One of the few benefits of a high Swashbuckler Rating in ''[[
* In ''[[
* In ''[[Freelancer]]'', a faction with which you are Friendly will aid you in fights against factions they are Neutral towards, and won't attack you if you pick a fight with their allies.
** Of course, if you pick ''[[Violence Is the Only Option|too many]]'' fights with their allies, they will eventually stop being Friendly.
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