Multiple Endings: Difference between revisions

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* The variably-used ''Poor End'', when the player makes an immediately quick, game-ending decision, making this ending effectively a [[Nonstandard Game Over]].
* The variably-used ''Poor End'', when the player makes an immediately quick, game-ending decision, making this ending effectively a [[Nonstandard Game Over]].
* The longer and genuinely ''Bad End'', where the more devoted but failed gamer is rewarded with a more prolonged, depressive, or outright disturbing endings. See [[It's a Wonderful Failure]]. The phrase '''BAD END''' itself is an [[Iris Out]]-type meme, well-recognized in modern parody. Bad Ends are, paradoxically, sought out in certain dodgier videogames.
* The longer and genuinely ''Bad End'', where the more devoted but failed gamer is rewarded with a more prolonged, depressive, or outright disturbing endings. See [[It's a Wonderful Failure]]. The phrase '''BAD END''' itself is an [[Iris Out]]-type meme, well-recognized in modern parody. Bad Ends are, paradoxically, sought out in certain dodgier videogames.
* The ''Joke End'' perhaps the rarest of all, some games contain joke endings which are usually the most difficult to obtain, generally requiring the player to use some [[MacGuffin]] or play in a totally nonstandard way.
* The ''Joke End'' perhaps the rarest of all, some games contain joke endings which are usually the most difficult to obtain, generally requiring the player to use some [[MacGuffin]] or play in a totally nonstandard way.


A variant is "segmented endings": You always get the same ending, but depending on your performance you gain additional scenes that further conclude the plot or add new twists; this is often seen with [[New Game+]] so that players can use the same characters for all the endings. Some designers include truly "neutral" multiple ends, letting the player decide whether they're good or bad.
A variant is "segmented endings": You always get the same ending, but depending on your performance you gain additional scenes that further conclude the plot or add new twists; this is often seen with [[New Game+]] so that players can use the same characters for all the endings. Some designers include truly "neutral" multiple ends, letting the player decide whether they're good or bad.
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** If the game is finished after three hours it gives the bad ending: the King dies and Kid Kool gets nothing.
** If the game is finished after three hours it gives the bad ending: the King dies and Kid Kool gets nothing.
* In the [[Sega Genesis]] version of ''[[Beavis and Butthead]]'', you can get the normal ending (where the two end up attending a concert featuring the band GWAR), however, if you've collected the cat, the scissors, and strips of leather, you can go backstage and Beavis and Butt-Head actually ''participate'' in the concert!
* In the [[Sega Genesis]] version of ''[[Beavis and Butthead]]'', you can get the normal ending (where the two end up attending a concert featuring the band GWAR), however, if you've collected the cat, the scissors, and strips of leather, you can go backstage and Beavis and Butt-Head actually ''participate'' in the concert!
* The uncut ''[[Ace Combat 3 Electrosphere]]'' is so far the only ''[[Ace Combat]]'' game with multiple endings: one for each major faction (UPEO, General Resource, Neucom, and Ouroboros) and one lone-wolf ending (technically, also Ouroboros).
* The uncut ''[[Ace Combat 3 Electrosphere]]'' is so far the only ''[[Ace Combat]]'' game with multiple endings: one for each major faction (UPEO, General Resource, Neucom, and Ouroboros) and one lone-wolf ending (technically, also Ouroboros).
* ''[[Kirby 64 The Crystal Shards]]'' is notorious for 3 things: collecting items (the eponymous Shards and Enemy Info cards), three 4-player mini-games, and of course, cutscenes. The game has 2 endings that are unlocked depending on if you've collected ''all'' of the Shards or not. If you're 99% or under, {{spoiler|Kirby and friends leave Ripple Star after defeating Miracle Matter and the final shot you see is a sinister look on the Queen's face.}} If you've collected ''all'' of the Shards, {{spoiler|the restored crystal blasts the fairy queen with a light beam, expunging a cloud of Dark Matter from her that flies into space and creates the final world, Dark Star. Kirby and Ribbon must then fight 02 (which is quite difficult, since he is the ''real'' final boss). The real ending has Kirby and the others rewarded with crystal medals after defeating 02, and Ribbon kisses the little puffball, who proceeds to blush and trip down the stairs in a comical manner. Note that if you get all the Shards on your first try, the bad ending isn't [[Lost Forever]] in the cutscene menu if you didn't actually see it during normal gameplay; completing the game unlocks it in addition to the good one.}}
* ''[[Kirby 64 The Crystal Shards]]'' is notorious for 3 things: collecting items (the eponymous Shards and Enemy Info cards), three 4-player mini-games, and of course, cutscenes. The game has 2 endings that are unlocked depending on if you've collected ''all'' of the Shards or not. If you're 99% or under, {{spoiler|Kirby and friends leave Ripple Star after defeating Miracle Matter and the final shot you see is a sinister look on the Queen's face.}} If you've collected ''all'' of the Shards, {{spoiler|the restored crystal blasts the fairy queen with a light beam, expunging a cloud of Dark Matter from her that flies into space and creates the final world, Dark Star. Kirby and Ribbon must then fight 02 (which is quite difficult, since he is the ''real'' final boss). The real ending has Kirby and the others rewarded with crystal medals after defeating 02, and Ribbon kisses the little puffball, who proceeds to blush and trip down the stairs in a comical manner. Note that if you get all the Shards on your first try, the bad ending isn't [[Lost Forever]] in the cutscene menu if you didn't actually see it during normal gameplay; completing the game unlocks it in addition to the good one.}}
** Kirby games are fond of this in general, stopping at the boss of the last area and giving a mildly cryptic ending unless you collected all of their respective plot coupons. Dream Land 2 and 3 both gave the player a rundown of all the enemies in the game before showing a question mark on Dark Matter.
** Kirby games are fond of this in general, stopping at the boss of the last area and giving a mildly cryptic ending unless you collected all of their respective plot coupons. Dream Land 2 and 3 both gave the player a rundown of all the enemies in the game before showing a question mark on Dark Matter.
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* ''[[The Adventures of Sam & Max: Freelance Police|Sam and Max Freelance Police]]'' Season 3 (''The Devil's Playhouse''), [[Colon Cancer|Episode 5]] (''The City That Dares Not Sleep'') features {{spoiler|two slightly different endings, depending on what you think Sam's favorite part of Freelance Policing with Max is -- the adventuring or the crimefighting}}.
* ''[[The Adventures of Sam & Max: Freelance Police|Sam and Max Freelance Police]]'' Season 3 (''The Devil's Playhouse''), [[Colon Cancer|Episode 5]] (''The City That Dares Not Sleep'') features {{spoiler|two slightly different endings, depending on what you think Sam's favorite part of Freelance Policing with Max is -- the adventuring or the crimefighting}}.
* ''[http://twofoldsecret.com/games/whereweremain/ Where We Remain]'' has three endings:
* ''[http://twofoldsecret.com/games/whereweremain/ Where We Remain]'' has three endings:
** Normal Ending: You collect at least one flower over the course of the game and find the girl normally. She kisses you and the two of you presumably escape the island.
** Normal Ending: You collect at least one flower over the course of the game and find the girl normally. She kisses you and the two of you presumably escape the island.
** [[Earn Your Happy Ending|Cautiously Optimistic]] (if somewhat [[Bittersweet Ending]]) Ending: {{spoiler|You don't collect any flowers over the course of the game. When you find the girl, she asks you if you're tired of playing this game, reveals that she gave you [[Laser-Guided Amnesia]] and set up this "save the girl and collect flowers for her" game to keep you happy and unaware of the terrible events that you unwittingly caused, and gives you a choice between taking a raft and leaving the island or staying with her to continue the "game". Taking the raft causes you to leave the island and her behind, but also express optimism about being able to start a new life somewhere else.}}
** [[Earn Your Happy Ending|Cautiously Optimistic]] (if somewhat [[Bittersweet Ending]]) Ending: {{spoiler|You don't collect any flowers over the course of the game. When you find the girl, she asks you if you're tired of playing this game, reveals that she gave you [[Laser-Guided Amnesia]] and set up this "save the girl and collect flowers for her" game to keep you happy and unaware of the terrible events that you unwittingly caused, and gives you a choice between taking a raft and leaving the island or staying with her to continue the "game". Taking the raft causes you to leave the island and her behind, but also express optimism about being able to start a new life somewhere else.}}
** [[Bittersweet Ending|Definitely Bittersweet]] (and a bit of a [[Downer Ending]]) Ending: Available only on Expert difficulty. {{spoiler|When you find the girl, don't talk to her just yet. Keep on going into purple-doored caves until you find a black-haired girl who gives you the power to kill one spirit. Go back and touch the blond girl, take the raft, and leave the island. You've escaped, but you've done something terrible in the process, and you suspect that it's not the only terrible thing you've done in your life...}}
** [[Bittersweet Ending|Definitely Bittersweet]] (and a bit of a [[Downer Ending]]) Ending: Available only on Expert difficulty. {{spoiler|When you find the girl, don't talk to her just yet. Keep on going into purple-doored caves until you find a black-haired girl who gives you the power to kill one spirit. Go back and touch the blond girl, take the raft, and leave the island. You've escaped, but you've done something terrible in the process, and you suspect that it's not the only terrible thing you've done in your life...}}
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** In Normal mode, the final boss dies, but his last words are left ambiguous.
** In Normal mode, the final boss dies, but his last words are left ambiguous.
** In Hard mode, the ending is the same as Normal, except the final boss' body turns into a skeleton and there's an extra scene where Billy and Jimmy return to the city to find Marian restored to life.
** In Hard mode, the ending is the same as Normal, except the final boss' body turns into a skeleton and there's an extra scene where Billy and Jimmy return to the city to find Marian restored to life.
* The battle against Mortus in ''[[Comix Zone]]'' is a Timed Mission. Winning in time allows you to bring Alissa into the real world. Otherwise, you fail to save her and get an [[It's a Wonderful Failure]] ending.
* The battle against Mortus in ''[[Comix Zone]]'' is a Timed Mission. Winning in time allows you to bring Alissa into the real world. Otherwise, you fail to save her and get an [[It's a Wonderful Failure]] ending.
** There is also the [[Nonstandard Game Over]] if you die with no cotinues left, in which [[The Bad Guy Wins|Mortus is unleashed upon the real world.]]
** There is also the [[Nonstandard Game Over]] if you die with no cotinues left, in which [[The Bad Guy Wins|Mortus is unleashed upon the real world.]]


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== Video Games: First/Third Person Action ==
== Video Games: First/Third Person Action ==
* ''[[Call of Duty]]'': Sort of in ''World At War''.
* ''[[Call of Duty]]'': Sort of in ''World At War''.
** In the final mission of World at War's the American Campaign: {{spoiler|Roebuck and Polonsky get themselves into hand-to-hand combat with two Japanese soldiers that pull an I Surrender, Suckers. The player is given the option to save Roebuck or Polonsky. After the final battle, the character you picked to survive will go up to the body of the other, remove his dogtags, and hand them to you, as Roebuck gives a final narration. }}
** In the final mission of World at War's the American Campaign: {{spoiler|Roebuck and Polonsky get themselves into hand-to-hand combat with two Japanese soldiers that pull an I Surrender, Suckers. The player is given the option to save Roebuck or Polonsky. After the final battle, the character you picked to survive will go up to the body of the other, remove his dogtags, and hand them to you, as Roebuck gives a final narration. }}
** Before the final mission in World at War, Reznov will read a passage from Chernov's diary. If the player went and slaughtered helpless Germans during the Soviet Campaign, the passages will be critical, if the player spared them, the passages will praise the player. If the player did a mixture of both, the passages will paint the character as a moral question mark.
** Before the final mission in World at War, Reznov will read a passage from Chernov's diary. If the player went and slaughtered helpless Germans during the Soviet Campaign, the passages will be critical, if the player spared them, the passages will praise the player. If the player did a mixture of both, the passages will paint the character as a moral question mark.
* In ''[[Metal Gear Solid]]'', you can get an ending with either the [[The Woobie|loser sidekick]] (Otacon) or the [[Faux Action Girl|love interest]] (Meryl), depending on whether or not you pass the torture minigame and if Meryl makes it out alive. While the Meryl ending has now been confirmed as [[Canon|canonical]], with Meryl reappearing alive and kicking in ''[[Metal Gear Solid 4: Guns of the Patriots]]'', neither ending is explicitly referred to as the Good or the Bad ending (the game calls them Ending A and Ending B). Interestingly, the revelation from the ''non-canonical'' ending of ''Metal Gear Solid'' is also confirmed as canon ({{spoiler|Meryl is actually Colonel Campbell's illegitimate daughter, not his niece}}) in ''[[Metal Gear Solid 4: Guns of the Patriots]]'', setting up a major conflict.
* In ''[[Metal Gear Solid]]'', you can get an ending with either the [[The Woobie|loser sidekick]] (Otacon) or the [[Faux Action Girl|love interest]] (Meryl), depending on whether or not you pass the torture minigame and if Meryl makes it out alive. While the Meryl ending has now been confirmed as [[Canon|canonical]], with Meryl reappearing alive and kicking in ''[[Metal Gear Solid 4: Guns of the Patriots]]'', neither ending is explicitly referred to as the Good or the Bad ending (the game calls them Ending A and Ending B). Interestingly, the revelation from the ''non-canonical'' ending of ''Metal Gear Solid'' is also confirmed as canon ({{spoiler|Meryl is actually Colonel Campbell's illegitimate daughter, not his niece}}) in ''[[Metal Gear Solid 4: Guns of the Patriots]]'', setting up a major conflict.
** Before that, ''[[Metal Gear Solid 2: Sons of Liberty]]'' featured Snake sporting (and explicitly referencing) the infinite ammo bandanna, the player's reward for reaching Meryl's ending in the previous game, as a subtle hint that the Meryl ending was actually canon. The in-game novel, "The Shocking Conspiracy Behind Shadow Moses", offers a different explanation, suggesting that the protagonist of the novel found the bandanna on the beach at Shadow Moses, where Meryl found it in the game. The 'alien' who rescued the protagonist (Snake through the eyes of a [[Conspiracy Theorist]]) took the bandanna from him, and escaped with it, thus subtly implying that Snake got the Otacon ending. (Nastasha's book contradicts this ''again'' by saying it seemed Snake managed to rescue Meryl. Incidentally, the theme of the game was about choosing the path to follow when presented with conflicting information about the world, and not fussing about absolute reality.)
** Before that, ''[[Metal Gear Solid 2: Sons of Liberty]]'' featured Snake sporting (and explicitly referencing) the infinite ammo bandanna, the player's reward for reaching Meryl's ending in the previous game, as a subtle hint that the Meryl ending was actually canon. The in-game novel, "The Shocking Conspiracy Behind Shadow Moses", offers a different explanation, suggesting that the protagonist of the novel found the bandanna on the beach at Shadow Moses, where Meryl found it in the game. The 'alien' who rescued the protagonist (Snake through the eyes of a [[Conspiracy Theorist]]) took the bandanna from him, and escaped with it, thus subtly implying that Snake got the Otacon ending. (Nastasha's book contradicts this ''again'' by saying it seemed Snake managed to rescue Meryl. Incidentally, the theme of the game was about choosing the path to follow when presented with conflicting information about the world, and not fussing about absolute reality.)
** ''Substance'' features five non-canonical 'Snake Tales' missions. Four of these have two endings, and which one is chosen is usually determined by whether the player kills the final boss or not. Snake Tale A has ''five'', as skipping a large chunk of the mission makes it possible to fight the boss almost straight away with two alternate endings. The player can also re-enter the elevator Snake uses right at the beginning to end the scenario on a weird note. This could be considered a [[Nonstandard Game Over]] as it does lead the player to a game over screen (with no continue option though).
** ''Substance'' features five non-canonical 'Snake Tales' missions. Four of these have two endings, and which one is chosen is usually determined by whether the player kills the final boss or not. Snake Tale A has ''five'', as skipping a large chunk of the mission makes it possible to fight the boss almost straight away with two alternate endings. The player can also re-enter the elevator Snake uses right at the beginning to end the scenario on a weird note. This could be considered a [[Nonstandard Game Over]] as it does lead the player to a game over screen (with no continue option though).
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** Career Criminal: Arrested.
** Career Criminal: Arrested.
** Professional: Escapes in a police cruiser, managing to salvage a few diamonds in the process.
** Professional: Escapes in a police cruiser, managing to salvage a few diamonds in the process.
** Slightly-professional: Escape without the diamonds.
** Slightly-professional: Escape without the diamonds.
* ''[[Action Doom 2 Urban Brawl]]'' features some 5 endings depending on specific choices the player makes at specific parts (including whether you win or lose a specific boss fight), varying from the very good ({{spoiler|you reunite with your daughter}}), through the semi-good ({{spoiler|you never find your daughter or find a poor woman's kidnapped son, but marry the woman}}), down to bad ({{spoiler|you take too long and your daughter is gone; you find your daughter, but she is afraid of you and would rather stay with the villain; or you accidentally end up killing your daughter during the final boss fight.}})
* ''[[Action Doom 2 Urban Brawl]]'' features some 5 endings depending on specific choices the player makes at specific parts (including whether you win or lose a specific boss fight), varying from the very good ({{spoiler|you reunite with your daughter}}), through the semi-good ({{spoiler|you never find your daughter or find a poor woman's kidnapped son, but marry the woman}}), down to bad ({{spoiler|you take too long and your daughter is gone; you find your daughter, but she is afraid of you and would rather stay with the villain; or you accidentally end up killing your daughter during the final boss fight.}})


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== Video Games: Interactive Fiction ==
== Video Games: Interactive Fiction ==
* The [[Infocom]] [[Interactive Fiction]] romance game ''Plundered Hearts'' had several endings, depending on what you did in the final scene.
* The [[Infocom]] [[Interactive Fiction]] romance game ''Plundered Hearts'' had several endings, depending on what you did in the final scene.
* Typing "click heels" at any point during Windham Classics's ''[[The Wonderful Wizard of Oz]]'' gives a [[Nonstandard Game Over]] where you are back in Kansas, safe with your dog... but forever wonder "what would have been" if you stayed in Oz. There are also [[Nonstandard Game Over]] scenarios where you stay with the Munchkins, or go with the wizard back to Omaha.
* Typing "click heels" at any point during Windham Classics's ''[[The Wonderful Wizard of Oz]]'' gives a [[Nonstandard Game Over]] where you are back in Kansas, safe with your dog... but forever wonder "what would have been" if you stayed in Oz. There are also [[Nonstandard Game Over]] scenarios where you stay with the Munchkins, or go with the wizard back to Omaha.
* ''[[Slouching Towards Bedlam]]'' has five endings depending on how you deal with the Logos situation. No ending can be considered the "true" one, and the main point of the game is deciding for yourself if something like the Logos would be beneficial or harmful to humanity.
* ''[[Slouching Towards Bedlam]]'' has five endings depending on how you deal with the Logos situation. No ending can be considered the "true" one, and the main point of the game is deciding for yourself if something like the Logos would be beneficial or harmful to humanity.
* ''[http://parchment.googlecode.com/svn/trunk/parchment.html?story=http://parchment.toolness.com/if-archive/games/zcode/Galatea.zblorb.js Galatea]'', an [[Interactive Fiction]] game by Emily Short, has a variety of endings depending on how the player character interacts with the eponymous NPC. The PC can help Galatea become human, become lovers with her, provoke her into killing him, trade places with her... and that's just a small section of the endings. ''[[Alabaster]]'', made by the same author, has no less than 18 unique endings, most of them [[Bittersweet Ending]].
* ''[http://parchment.googlecode.com/svn/trunk/parchment.html?story=http://parchment.toolness.com/if-archive/games/zcode/Galatea.zblorb.js Galatea]'', an [[Interactive Fiction]] game by Emily Short, has a variety of endings depending on how the player character interacts with the eponymous NPC. The PC can help Galatea become human, become lovers with her, provoke her into killing him, trade places with her... and that's just a small section of the endings. ''[[Alabaster]]'', made by the same author, has no less than 18 unique endings, most of them [[Bittersweet Ending]].
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** ''[[Fable II]]'''s ending sequence actually ''lacks'' a "good" or "evil" choice. {{spoiler|Regardless of your goodness or evilness, you kill the guy you've been after for the entire game, either out of revenge (evil) or to save the world (good), and that's only implied. But, afterwards, you get the option of making a wish, and can choose to either revive everyone that died in the [[Big Bad]]'s evil scheme (the "good" choice), you can choose to revive your family and dog (the "neutral" choice), or you can wish for more money than you know what to do with (the "evil" choice). All choices have little effect on the world at large. Instead, the major world changes result entirely from your choices in the game: Old Town can be either pristine or a slum, the Temple of Light can flourish and be abandoned, and so on.}}
** ''[[Fable II]]'''s ending sequence actually ''lacks'' a "good" or "evil" choice. {{spoiler|Regardless of your goodness or evilness, you kill the guy you've been after for the entire game, either out of revenge (evil) or to save the world (good), and that's only implied. But, afterwards, you get the option of making a wish, and can choose to either revive everyone that died in the [[Big Bad]]'s evil scheme (the "good" choice), you can choose to revive your family and dog (the "neutral" choice), or you can wish for more money than you know what to do with (the "evil" choice). All choices have little effect on the world at large. Instead, the major world changes result entirely from your choices in the game: Old Town can be either pristine or a slum, the Temple of Light can flourish and be abandoned, and so on.}}
** ''Fable'' also has the flaw of your goodness and evilness being highly influenced by armour and clothing. One can easily switch back and forth by literally changing clothes (in fact, it is the only real way, as a good character in good clothing will have a very hard time becoming evil, even by slaughtering entire villages).
** ''Fable'' also has the flaw of your goodness and evilness being highly influenced by armour and clothing. One can easily switch back and forth by literally changing clothes (in fact, it is the only real way, as a good character in good clothing will have a very hard time becoming evil, even by slaughtering entire villages).
* Both console ''[[Kingdom Hearts]]'' games and ''[[Final Fantasy X 2|Final Fantasy X-2]]'' had "segmented endings".
* Both console ''[[Kingdom Hearts]]'' games and ''[[Final Fantasy X-2]]'' had "segmented endings".
* The ''[[Langrisser]]'' series features multiple endings in every game except for the first (ironically, [[No Export for You|the only game in the series to see an official release outside Japan]]). Not only are there multiple paths through the main plot, but the individual character epilogues can change depending on how actively they participated in battle, and how many times they were reduced to 0 HP.
* The ''[[Langrisser]]'' series features multiple endings in every game except for the first (ironically, [[No Export for You|the only game in the series to see an official release outside Japan]]). Not only are there multiple paths through the main plot, but the individual character epilogues can change depending on how actively they participated in battle, and how many times they were reduced to 0 HP.
** For example, in the SNES version of the second game, ''Der Langrisser'', the main character Erwin and his friend Hein start the game following the Light army of the Kalxath kingdom, but can join the Rayguard Empire depending on Erwin's answers to various questions in the early part of the game. If Erwin is the first to obtain the Holy Sword Langrisser in the battle for the weapon, he can betray the Empire and join with the forces of Chaos. Depending on his answers to other questions in the game, he can proceed to turn his back on the Chaos armies as well and pursue a path independent of all three factions. The paths involved are known respectively as the Light, Imperial, Chaos, and Independent paths, and each path features a different roster of playable allies (most of whom can also be enemy characters on other paths), as well as several possible battle paths depending on decisions made during the game. Though there are only four basic plot endings, the individual character epilogues which display afterward vary depending on whether the characters reached their highest class change, how many enemy units they killed, how many times they were reduced to 0 HP, and so on -- if they were particularly active in the battles, they go on to greatness throughout their lives, whereas if they were frequently reduced to 0 HP or sat at the back and did nothing, they fade into obscurity after the events of the game. Even within each of the four possible story paths (and the subpaths within those paths), there are dozens, if not hundreds, of possible permutations of epilogues for the characters.
** For example, in the SNES version of the second game, ''Der Langrisser'', the main character Erwin and his friend Hein start the game following the Light army of the Kalxath kingdom, but can join the Rayguard Empire depending on Erwin's answers to various questions in the early part of the game. If Erwin is the first to obtain the Holy Sword Langrisser in the battle for the weapon, he can betray the Empire and join with the forces of Chaos. Depending on his answers to other questions in the game, he can proceed to turn his back on the Chaos armies as well and pursue a path independent of all three factions. The paths involved are known respectively as the Light, Imperial, Chaos, and Independent paths, and each path features a different roster of playable allies (most of whom can also be enemy characters on other paths), as well as several possible battle paths depending on decisions made during the game. Though there are only four basic plot endings, the individual character epilogues which display afterward vary depending on whether the characters reached their highest class change, how many enemy units they killed, how many times they were reduced to 0 HP, and so on -- if they were particularly active in the battles, they go on to greatness throughout their lives, whereas if they were frequently reduced to 0 HP or sat at the back and did nothing, they fade into obscurity after the events of the game. Even within each of the four possible story paths (and the subpaths within those paths), there are dozens, if not hundreds, of possible permutations of epilogues for the characters.
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* ''[[Deus Ex: Invisible War|Deus Ex Invisible War]]'' had four endings for four parties. One could argue {{spoiler|nuclear winter, or starting a genocidal, technophobic, fascist regime}} are the bad endings, the other two {{spoiler|force their idea of a perfect society on the world.}} Thus, while the original created three endings, each with a bit of hope for a brighter tomorrow.
* ''[[Deus Ex: Invisible War|Deus Ex Invisible War]]'' had four endings for four parties. One could argue {{spoiler|nuclear winter, or starting a genocidal, technophobic, fascist regime}} are the bad endings, the other two {{spoiler|force their idea of a perfect society on the world.}} Thus, while the original created three endings, each with a bit of hope for a brighter tomorrow.
** And then there's the hidden [[Big Lipped Alligator Moment|Dance Club]] ending, which you can reach by [[Guide Dang It|flushing a toilet in the final level while carrying a flag]].
** And then there's the hidden [[Big Lipped Alligator Moment|Dance Club]] ending, which you can reach by [[Guide Dang It|flushing a toilet in the final level while carrying a flag]].
* ''[[Deus Ex: Human Revolution|Deus Ex Human Revolution]]'' had four endings {{spoiler|chosen by a push of a button that would explain to the world why the augmented population was going insane, or one that would kill yourself and everyone aboard the station you were on.}} Interestingly, [[The Stinger]] shows that, no matter what you did, the original ''Deus Ex'' will happen.
* ''[[Deus Ex: Human Revolution|Deus Ex Human Revolution]]'' had four endings {{spoiler|chosen by a push of a button that would explain to the world why the augmented population was going insane, or one that would kill yourself and everyone aboard the station you were on.}} Interestingly, [[The Stinger]] shows that, no matter what you did, the original ''Deus Ex'' will happen.
* ''[[Jade Empire]]'' did most of the above for well over 20 variations on its ending. It had different endings based on your [[Karma Meter]], the romantic relationships between yourself and your followers, and their Karma meters as well. It also had hidden pasts for two characters resulting in about three or four different endings per follower on top of the three main endings for your own alignment (Good/Evil/Dead/In Love With Hero/Secret Past/Secret past and In love with Hero/Evil with a secret past whilst in love with the hero... and you get the idea). These epilogues were only played after the main ending cutscene, however, which was chosen from 3 possibilities depending on whether the main character was good/evil/an idiot.
* ''[[Jade Empire]]'' did most of the above for well over 20 variations on its ending. It had different endings based on your [[Karma Meter]], the romantic relationships between yourself and your followers, and their Karma meters as well. It also had hidden pasts for two characters resulting in about three or four different endings per follower on top of the three main endings for your own alignment (Good/Evil/Dead/In Love With Hero/Secret Past/Secret past and In love with Hero/Evil with a secret past whilst in love with the hero... and you get the idea). These epilogues were only played after the main ending cutscene, however, which was chosen from 3 possibilities depending on whether the main character was good/evil/an idiot.
* ''[[Live a Live]]'' has no less than four endings, three of which are bad, and two versions of the good one. (The second bad one is triggered by the best battle choice box in gaming history: Fight / Pass / Item / Armageddon.)
* ''[[Live a Live]]'' has no less than four endings, three of which are bad, and two versions of the good one. (The second bad one is triggered by the best battle choice box in gaming history: Fight / Pass / Item / Armageddon.)
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** In ''[[Final Fantasy VI]]'', it is possible to finish the game with only Celes, Edgar, and Setzer; any characters you don't have in your group don't appear in the ending.
** In ''[[Final Fantasy VI]]'', it is possible to finish the game with only Celes, Edgar, and Setzer; any characters you don't have in your group don't appear in the ending.
*** {{spoiler|Terra}} will be forced into the ending regardless of whether you recruited her in the World of Ruin or not. [[The Dev Team Thinks of Everything|There is an additional scene before the final battle to allow this scenario to make sense, even]].
*** {{spoiler|Terra}} will be forced into the ending regardless of whether you recruited her in the World of Ruin or not. [[The Dev Team Thinks of Everything|There is an additional scene before the final battle to allow this scenario to make sense, even]].
** ''[[Final Fantasy X 2|Final Fantasy X-2]]'' had "segmented endings".
** ''[[Final Fantasy X-2]]'' had "segmented endings".
** ''[[Final Fantasy XIII-2]]'' is a bit weird. There are eight "Paradox Endings," most of which are bittersweet (and one of them is just weird). There is also a Secret Ending obtained after getting all 160 fragments, {{spoiler|in which Caius taunts the player by telling them that all possible timelines lead to him winning.}}
** ''[[Final Fantasy XIII-2]]'' is a bit weird. There are eight "Paradox Endings," most of which are bittersweet (and one of them is just weird). There is also a Secret Ending obtained after getting all 160 fragments, {{spoiler|in which Caius taunts the player by telling them that all possible timelines lead to him winning.}}
* In ''[[Marvel Ultimate Alliance]]'', once you've defeated [[Doctor Doom]], the Watcher explains how the decisions you made throughout the game (mostly whether or not you completed the [[Sidequest|Sidequests]]) will affect the [[Marvel Universe]] for the better or worse.
* In ''[[Marvel Ultimate Alliance]]'', once you've defeated [[Doctor Doom]], the Watcher explains how the decisions you made throughout the game (mostly whether or not you completed the [[Sidequest|Sidequests]]) will affect the [[Marvel Universe]] for the better or worse.
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* ''[[The Elder Scrolls]]'' series managed to dodge the need to stick with just one ending for the plot with ''Daggerfall'', by later stating that the reality-warping powers of the Numidium that everyone was fighting for made '''all''' the endings happen, with two possible exceptions (it remains unclear whether the Underking earned the death that he sought, and [[Unreliable Narrator|in-game sources]] suggest intervention by divine agents made the King of Worms at least not ''entirely'' a god). On the other hand, Sentinel, Daggerfall, Wayrest, and Orsinium all simultaneously expanded over the smaller territories of the Iliac Bay region, while the Empire ended up with more control over the four newly-formed counties than it possessed when the region was more divided.
* ''[[The Elder Scrolls]]'' series managed to dodge the need to stick with just one ending for the plot with ''Daggerfall'', by later stating that the reality-warping powers of the Numidium that everyone was fighting for made '''all''' the endings happen, with two possible exceptions (it remains unclear whether the Underking earned the death that he sought, and [[Unreliable Narrator|in-game sources]] suggest intervention by divine agents made the King of Worms at least not ''entirely'' a god). On the other hand, Sentinel, Daggerfall, Wayrest, and Orsinium all simultaneously expanded over the smaller territories of the Iliac Bay region, while the Empire ended up with more control over the four newly-formed counties than it possessed when the region was more divided.
** The ''Guardian Heroes'' series managed to dodge the need to, as well. This time, not by choosing all of the endings, but '''none''' of them. The "ending" that's the kick-off for ''Advance Guardian Heroes'' is loosely based on one of the endings from the first game, but redoes it as a bad ending; a variation that doesn't exist in the original game, which simply doesn't have any bad endings, just several, very different good ones.
** The ''Guardian Heroes'' series managed to dodge the need to, as well. This time, not by choosing all of the endings, but '''none''' of them. The "ending" that's the kick-off for ''Advance Guardian Heroes'' is loosely based on one of the endings from the first game, but redoes it as a bad ending; a variation that doesn't exist in the original game, which simply doesn't have any bad endings, just several, very different good ones.
* Fighting/rpg hybrid ''[[Legend of Legaia]]'' has 4 endings based on what the hero chooses to do with his life after the [[Final Battle]] with the [[Big Bad]].
* Fighting/rpg hybrid ''[[Legend of Legaia]]'' has 4 endings based on what the hero chooses to do with his life after the [[Final Battle]] with the [[Big Bad]].
* The ''[[Star Ocean]]'' [[RPG|RPGs]] feature this prominently.
* The ''[[Star Ocean]]'' [[RPG|RPGs]] feature this prominently.
** In the first ''[[Star Ocean 1|Star Oean]]'', the way the main character reacts with the other characters affects his [[Relationship Values]] with them, which in turn affect the way the story unfolds and which of the the [[Multiple Endings]] the player gets.
** In the first ''[[Star Ocean 1|Star Oean]]'', the way the main character reacts with the other characters affects his [[Relationship Values]] with them, which in turn affect the way the story unfolds and which of the the [[Multiple Endings]] the player gets.
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* The ''[[Geneforge]]'' series of games by Spiderweb does this pretty well. For each game, there are at least half a dozen different endings, depending on which faction you completed the main quests for, who you betrayed or killed, and various other actions through the course of the game (such as how many crazy-inducing augmentation canisters you used). However, there's only one canon ending per game, since the next game has to have a definite starting point.
* The ''[[Geneforge]]'' series of games by Spiderweb does this pretty well. For each game, there are at least half a dozen different endings, depending on which faction you completed the main quests for, who you betrayed or killed, and various other actions through the course of the game (such as how many crazy-inducing augmentation canisters you used). However, there's only one canon ending per game, since the next game has to have a definite starting point.
** The first three somewhat glossed it over, leaving the assumption that the choice made at the end of the previous games weren't so relevant to the beginning of each game. The last considered the 'stalemate' ending of the fourth to be canon, a compromise which also happened to be a fan favorite.
** The first three somewhat glossed it over, leaving the assumption that the choice made at the end of the previous games weren't so relevant to the beginning of each game. The last considered the 'stalemate' ending of the fourth to be canon, a compromise which also happened to be a fan favorite.
** Also note that this is one of the games where most of the endings suck. For instance, in the first game, your only chance at a traditional "good" ending is to {{spoiler|kill the villain and destroy the [[Artifact of Doom|Geneforge]] [[Nintendo Hard|without ever using]] a [[Upgrade Artifact|canister]]}}. Alternately, you can {{spoiler|use canisters, but destroy the Geneforge anyway. Your people will be saved, but the canisters permanently mark you as no longer fully human, and you're left financially rewarded but rejected and friendless}}. A couple of the other endings allow for your personal survival at the expense of your entire society, and most of the rest kill you and lead to a bloody war.
** Also note that this is one of the games where most of the endings suck. For instance, in the first game, your only chance at a traditional "good" ending is to {{spoiler|kill the villain and destroy the [[Artifact of Doom|Geneforge]] [[Nintendo Hard|without ever using]] a [[Upgrade Artifact|canister]]}}. Alternately, you can {{spoiler|use canisters, but destroy the Geneforge anyway. Your people will be saved, but the canisters permanently mark you as no longer fully human, and you're left financially rewarded but rejected and friendless}}. A couple of the other endings allow for your personal survival at the expense of your entire society, and most of the rest kill you and lead to a bloody war.
* ''[[Planescape: Torment]]'' has five endings, ranging from bittersweet to downright depressing. The main effect -- the immortal player character finds out how to die -- is retained for all of them; the rest of it mostly deals with what happens with him afterwards, and if your NPC friends survive.
* ''[[Planescape: Torment]]'' has five endings, ranging from bittersweet to downright depressing. The main effect -- the immortal player character finds out how to die -- is retained for all of them; the rest of it mostly deals with what happens with him afterwards, and if your NPC friends survive.
** Not to mention the [[Nonstandard Game Over]] endings -- one of which involves you {{spoiler|accepting the position of Silent King once the advisor [[I Know You Know I Know|knows that you know]] he's dead}} -- since this is a lifetime appointment, and you're immortal...
** Not to mention the [[Nonstandard Game Over]] endings -- one of which involves you {{spoiler|accepting the position of Silent King once the advisor [[I Know You Know I Know|knows that you know]] he's dead}} -- since this is a lifetime appointment, and you're immortal...
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*** As of late, Bioware has said they might consider allowing ''something'' to be imported for the everybody-dies ending, though for obvious reasons it's unlikely to include much in the way of actual gameplay.
*** As of late, Bioware has said they might consider allowing ''something'' to be imported for the everybody-dies ending, though for obvious reasons it's unlikely to include much in the way of actual gameplay.
** Being a game with a heavy emphasis on player choice, even the ''dungeons'' in ''[[Mass Effect (video game)|Mass Effect 1]]'' can have slightly different endings depending on what order you tackle them in and the choices you make in each dungeon. A good example is in Noveria, where the boss fight with {{spoiler|Matriarch Benezia}} will play out slightly differently depending on whether or not you have {{spoiler|Liara T'soni}} in your party, whether your brought her along with you, and whether or not you choose to save or wipe out the rachni. You also get an extra cutscene if you bring Wrex and decide to save the rachni, where he chews you out for saving an obviously evil bug race that the krogan dedicated themselves to wiping out years ago. And all that is just in ''the final act of one dungeon''. Let's not get started on [[Wham! Episode|Virmire]]...
** Being a game with a heavy emphasis on player choice, even the ''dungeons'' in ''[[Mass Effect (video game)|Mass Effect 1]]'' can have slightly different endings depending on what order you tackle them in and the choices you make in each dungeon. A good example is in Noveria, where the boss fight with {{spoiler|Matriarch Benezia}} will play out slightly differently depending on whether or not you have {{spoiler|Liara T'soni}} in your party, whether your brought her along with you, and whether or not you choose to save or wipe out the rachni. You also get an extra cutscene if you bring Wrex and decide to save the rachni, where he chews you out for saving an obviously evil bug race that the krogan dedicated themselves to wiping out years ago. And all that is just in ''the final act of one dungeon''. Let's not get started on [[Wham! Episode|Virmire]]...
*** The ending of ME2 can literally range anywhere from [[Everybody's Dead, Dave]] to the [[Golden Ending]] due to the absolutely deadly nature of the suicide mission. In addition, there's {{spoiler|keeping the Collector Base or not, sticking with Cerberus or not, the implications of not doing certain loyalty missions, particularly Samara's which has your ending leave an immoral serial killer on the loose, etc.}} Let's face it, the Mass Effect series and its game importing power take multiple endings [[Serial Escalation]].
*** The ending of ME2 can literally range anywhere from [[Everybody's Dead, Dave]] to the [[Golden Ending]] due to the absolutely deadly nature of the suicide mission. In addition, there's {{spoiler|keeping the Collector Base or not, sticking with Cerberus or not, the implications of not doing certain loyalty missions, particularly Samara's which has your ending leave an immoral serial killer on the loose, etc.}} Let's face it, the Mass Effect series and its game importing power take multiple endings [[Serial Escalation]].
** Interestingly, [[No Canon for the Wicked]] could be considered to be inverted -- if you start a new character in ''Mass Effect 2'', he/she will have made all the bad choices ({{spoiler|Wrex died, the council died, Shepard chose Udina rather than Anderson, the Rachni were wiped out -- the only highly significant one that may turn out 'as expected' is that Shepard will save Kaiden if female and Ashley if male}}). This led to many people starting from Mass Effect 2 to either import someone else's character with the desired decisions, or use a save editor to create the character they want. As discussed on [[Cutting Off the Branches]], some fans speculate this is a sneaky way of encouraging players to play the first game instead of jumping into the sequel blind. On the other hand. the [[PlayStation 3]] version, due to the first game never being released for that system, includes an interactive comic book that allows the players to make decisions about major events.
** Interestingly, [[No Canon for the Wicked]] could be considered to be inverted -- if you start a new character in ''Mass Effect 2'', he/she will have made all the bad choices ({{spoiler|Wrex died, the council died, Shepard chose Udina rather than Anderson, the Rachni were wiped out -- the only highly significant one that may turn out 'as expected' is that Shepard will save Kaiden if female and Ashley if male}}). This led to many people starting from Mass Effect 2 to either import someone else's character with the desired decisions, or use a save editor to create the character they want. As discussed on [[Cutting Off the Branches]], some fans speculate this is a sneaky way of encouraging players to play the first game instead of jumping into the sequel blind. On the other hand. the [[PlayStation 3]] version, due to the first game never being released for that system, includes an interactive comic book that allows the players to make decisions about major events.
* ''[[Mass Effect 3]]'' has three basic endings, details of which vary to some degree depending on the player's Readiness rating. Ultimately, the choice comes down to {{spoiler|annihilating the Reapers along with all other synthetic life in the galaxy, mind-controlling them and calling them off or fusing organics and synthetics into a new hybrid-form.}} The results however are very similar, {{spoiler|mostly in that the mass relay network blows up, Shepard dies, and the Normandy crashes on a jungle planet}}. This has ''not'' been [[Internet Backdraft|well received]] by fans.
* ''[[Mass Effect 3]]'' has three basic endings, details of which vary to some degree depending on the player's Readiness rating. Ultimately, the choice comes down to {{spoiler|annihilating the Reapers along with all other synthetic life in the galaxy, mind-controlling them and calling them off or fusing organics and synthetics into a new hybrid-form.}} The results however are very similar, {{spoiler|mostly in that the mass relay network blows up, Shepard dies, and the Normandy crashes on a jungle planet}}. This has ''not'' been [[Internet Backdraft|well received]] by fans.
** {{spoiler|It is possible for Shepherd to survive in the destroy the Reapers ending, if your military strength is high enough.}}
** {{spoiler|It is possible for Shepherd to survive in the destroy the Reapers ending, if your military strength is high enough.}}
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** ''[[Shin Megami Tensei|Megami Tensei II]]'' for the [[Nintendo Entertainment System|Famicom]] has two possible endings, depending on some choices the player makes during the game.
** ''[[Shin Megami Tensei|Megami Tensei II]]'' for the [[Nintendo Entertainment System|Famicom]] has two possible endings, depending on some choices the player makes during the game.
** The endings (Law, Chaos and Neutral) in ''[[Shin Megami Tensei I]]'' and ''[[Shin Megami Tensei II]]'' depends on the [[Silent Protagonist]]'s [[Character Alignment|alignment]] and his choices in who to side with.
** The endings (Law, Chaos and Neutral) in ''[[Shin Megami Tensei I]]'' and ''[[Shin Megami Tensei II]]'' depends on the [[Silent Protagonist]]'s [[Character Alignment|alignment]] and his choices in who to side with.
*** Incidentally, {{spoiler|the Law and Chaos endings both ''suck royally'', and the neutral one isn't much better.}} This has since become a hallmark of the series.
*** Incidentally, {{spoiler|the Law and Chaos endings both ''suck royally'', and the neutral one isn't much better.}} This has since become a hallmark of the series.
** ''[[Shin Megami Tensei Nocturne]]'' has 5 endings selected upon your actions before entering the final dungeon, based on who you've allied with, and in the US version whether or not you completed the bonus dungeon prior to entering. This actually affects more than just the ending, as it also affects the bosses you'll need to fight. There are total of 4 bosses you can fight in the final dungeon, but depending on your actions, you might be able to skip one of them.
** ''[[Shin Megami Tensei Nocturne]]'' has 5 endings selected upon your actions before entering the final dungeon, based on who you've allied with, and in the US version whether or not you completed the bonus dungeon prior to entering. This actually affects more than just the ending, as it also affects the bosses you'll need to fight. There are total of 4 bosses you can fight in the final dungeon, but depending on your actions, you might be able to skip one of them.
*** If you allied with Chiaki, then you'll still have to fight her, due to her "strong rules all" philosophy, as well as Isamu and Hikawa before facing the final boss.
*** If you allied with Chiaki, then you'll still have to fight her, due to her "strong rules all" philosophy, as well as Isamu and Hikawa before facing the final boss.
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* The ending of ''[[Tales of Symphonia]]'' changes depending on whoever is at the top of your [[Relationship Values]]. The sequel, naturally, [[Cutting Off the Branches|cuts off a branch]], but it manages to only make one ending impossible. {{spoiler|Zelos is still alive, you see.}}
* The ending of ''[[Tales of Symphonia]]'' changes depending on whoever is at the top of your [[Relationship Values]]. The sequel, naturally, [[Cutting Off the Branches|cuts off a branch]], but it manages to only make one ending impossible. {{spoiler|Zelos is still alive, you see.}}
** [[Tales of Symphonia: Dawn of the New World]] has 3 endings: The Best Ending, The Good Ending, and the Bad Ending. You get the Best Ending by {{spoiler|Getting both Ignus' and Tonitrus' Cores and losing to Lloyd and Marta}} and involves {{spoiler|Emil splitting from Ratatosk and returning to Earth to live a normal life}}. You get the Good Ending by {{spoiler|losing Ignus and/or Tonitrus to Lloyd}} and involves {{spoiler|Emil/Ratatosk and Richter staying in the Ginnungagap}}. You get the Bad ending by {{spoiler|winning the fight against Lloyd and Marta}} and involves {{spoiler|Emil killing himself because he injured Marta}}. The Bad Ending is pretty much a [[Nonstandard Game Over]].
** [[Tales of Symphonia: Dawn of the New World]] has 3 endings: The Best Ending, The Good Ending, and the Bad Ending. You get the Best Ending by {{spoiler|Getting both Ignus' and Tonitrus' Cores and losing to Lloyd and Marta}} and involves {{spoiler|Emil splitting from Ratatosk and returning to Earth to live a normal life}}. You get the Good Ending by {{spoiler|losing Ignus and/or Tonitrus to Lloyd}} and involves {{spoiler|Emil/Ratatosk and Richter staying in the Ginnungagap}}. You get the Bad ending by {{spoiler|winning the fight against Lloyd and Marta}} and involves {{spoiler|Emil killing himself because he injured Marta}}. The Bad Ending is pretty much a [[Nonstandard Game Over]].
* [[Girls Love]] RPG [[Embric of Wulfhammers Castle]] is ''built'' on its multiple endings, most of them implying different truths about the world setting and the actual events of the narrative; unique in that getting most endings doesn't actually end the game -- the credits roll, but the player can choose to return to the point just before the last ending they got. Characters lampshade this, and at one point someone says she doesn't accept anything as being true unless she encounters it three times.
* [[Girls Love]] RPG [[Embric of Wulfhammers Castle]] is ''built'' on its multiple endings, most of them implying different truths about the world setting and the actual events of the narrative; unique in that getting most endings doesn't actually end the game -- the credits roll, but the player can choose to return to the point just before the last ending they got. Characters lampshade this, and at one point someone says she doesn't accept anything as being true unless she encounters it three times.
* ''[[The Witcher]]'' mostly comes down to which faction you side with in the end: [[The Revolution Will Not Be Civilized|the Scoia'tael]], [[Knight Templar|the Order]], or [[Omnicidal Neutral|yourself]].
* ''[[The Witcher]]'' mostly comes down to which faction you side with in the end: [[The Revolution Will Not Be Civilized|the Scoia'tael]], [[Knight Templar|the Order]], or [[Omnicidal Neutral|yourself]].
* ''[[Radiant Historia]]'' plays with this interestingly. In most of the "Nodes" in each of the two histories, it is possible, through certain actions (some less obvious than others), to screw things up so badly that you get "treated" to a (oftentimes [[Nightmare Fuel|horrific]] and/or [[Tear Jerker|tragic]]) BAD END before being booted to the previous Node to try again. {{spoiler|The final ending will also change depending on which sidequests were completed.}}
* ''[[Radiant Historia]]'' plays with this interestingly. In most of the "Nodes" in each of the two histories, it is possible, through certain actions (some less obvious than others), to screw things up so badly that you get "treated" to a (oftentimes [[Nightmare Fuel|horrific]] and/or [[Tear Jerker|tragic]]) BAD END before being booted to the previous Node to try again. {{spoiler|The final ending will also change depending on which sidequests were completed.}}
* The German RPG-Maker Game [[Vampires Dawn]] had five different endings, depending on whether or not [[The Hero]] had a high [[Karma Meter|humanity score]] and how nice he was to his would-be [[Love Interest]]. The fifth ending depended on whether or not a certain sidequest was finished and was basically a [[Sequel Hook]] version of the Good/With Love Interest ending, where the [[Final Boss]] finds a way to revive himself. It was made the canon ending in the sequel.
* The German RPG-Maker Game [[Vampires Dawn]] had five different endings, depending on whether or not [[The Hero]] had a high [[Karma Meter|humanity score]] and how nice he was to his would-be [[Love Interest]]. The fifth ending depended on whether or not a certain sidequest was finished and was basically a [[Sequel Hook]] version of the Good/With Love Interest ending, where the [[Final Boss]] finds a way to revive himself. It was made the canon ending in the sequel.
** [[Vampires Dawn]] 2 had six endings. One for good, one for evil, and that for each of the three difficulty levels. In a bizarre inversion of [[Easy Mode Mockery]], the endings tended to walk down more and more to the cynical side of the [[Sliding Scale of Idealism Versus Cynicism]] as difficulty increased, with the Good/Easy ending being so happy to the point of appearing like a [[Fix Fic]], while the Good/Difficult ending was downright depressing (actually, most endings were. Good/Easy is the only one where none of the four main characters die, for that matter). However, the Evil/Difficult ending was a [[Crowning Moment of Awesome]], featuring {{spoiler|[[The Hero]] [[Omnicidal Neutral|soloing]] and [[Chronic Backstabbing Disorder|backstabbing EVERYONE]], then travelling back in time to prevent him ever becoming a vampire, then followed by [[The Reveal|The]] [[Narrator All Along|Reveal]]}}.
** [[Vampires Dawn]] 2 had six endings. One for good, one for evil, and that for each of the three difficulty levels. In a bizarre inversion of [[Easy Mode Mockery]], the endings tended to walk down more and more to the cynical side of the [[Sliding Scale of Idealism Versus Cynicism]] as difficulty increased, with the Good/Easy ending being so happy to the point of appearing like a [[Fix Fic]], while the Good/Difficult ending was downright depressing (actually, most endings were. Good/Easy is the only one where none of the four main characters die, for that matter). However, the Evil/Difficult ending was a [[Crowning Moment of Awesome]], featuring {{spoiler|[[The Hero]] [[Omnicidal Neutral|soloing]] and [[Chronic Backstabbing Disorder|backstabbing EVERYONE]], then travelling back in time to prevent him ever becoming a vampire, then followed by [[The Reveal|The]] [[Narrator All Along|Reveal]]}}.
* ''Venetica'' has two endings depending whether Scarlett, through dialogue options, fought for either revenge (good ending) or personal power (bad ending).
* ''Venetica'' has two endings depending whether Scarlett, through dialogue options, fought for either revenge (good ending) or personal power (bad ending).
* The [[Ar tonelico]] series has this, partially owing to its [[Dating Sim]] hybrid nature. For instance, the first game has seven endings based on which girl you choose and certain choices that will end the game early.
* The [[Ar tonelico]] series has this, partially owing to its [[Dating Sim]] hybrid nature. For instance, the first game has seven endings based on which girl you choose and certain choices that will end the game early.
* Hanako Games specializes in multiple endings. ''Cute Knight'' and its sequel ''Cute Knight Kingdom'' have twenty or thirty endings apiece, mostly depending on your job, sin level and the amount of adventuring you did, although there are a couple of "special endings" like marrying a prince or becoming a mermaid. ''Charm School'' has about twenty different endings for each of the three main characters, depending on which classes they took and whether they had a good or bad attitude at the end of the game. ''Magical Diary - Horse Hall'' has five or six major endings to your year at wizard school, and they've also got several dating sims.
* Hanako Games specializes in multiple endings. ''Cute Knight'' and its sequel ''Cute Knight Kingdom'' have twenty or thirty endings apiece, mostly depending on your job, sin level and the amount of adventuring you did, although there are a couple of "special endings" like marrying a prince or becoming a mermaid. ''Charm School'' has about twenty different endings for each of the three main characters, depending on which classes they took and whether they had a good or bad attitude at the end of the game. ''Magical Diary - Horse Hall'' has five or six major endings to your year at wizard school, and they've also got several dating sims.
* ''[[Dark Souls]]'' has two different endings based on what the player does after defeating the [[Final Boss]].
* ''[[Dark Souls]]'' has two different endings based on what the player does after defeating the [[Final Boss]].




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* ''[[R-Type|R-Type Final]]'' has several endings that are unlocked via [[New Game+]]: One can either destroy the Bydo core in the normal ending, {{spoiler|[[And Then John Was a Zombie|get turned into a]] [[Body Horror|Bydo]]}}, or {{spoiler|travel forward in time to, uh... [[Set Right What Once Went Wrong|Set Right What..]] [[Time Travel Tense Trouble|Will Go Wrong... maybe?]]}}.
* ''[[R-Type|R-Type Final]]'' has several endings that are unlocked via [[New Game+]]: One can either destroy the Bydo core in the normal ending, {{spoiler|[[And Then John Was a Zombie|get turned into a]] [[Body Horror|Bydo]]}}, or {{spoiler|travel forward in time to, uh... [[Set Right What Once Went Wrong|Set Right What..]] [[Time Travel Tense Trouble|Will Go Wrong... maybe?]]}}.
* ''[[Touhou]]'' is swimming in this trope. Every shot-type (between one and three for each character, and between two and four characters depending on the game) has its own good and bad (generally achieved by beating the final boss after continuing) endings. ''Imperishable Night'' added normal endings as well.
* ''[[Touhou]]'' is swimming in this trope. Every shot-type (between one and three for each character, and between two and four characters depending on the game) has its own good and bad (generally achieved by beating the final boss after continuing) endings. ''Imperishable Night'' added normal endings as well.
* ''[[In the Hunt]]'' plays with this:
* ''[[In the Hunt]]'' plays with this:
** Beat the game with two players, and both players are [[Fighting Your Friend|forced to fight each other]] for no apparent reason. If one player succeeds in destroying the other, he/she becomes the new leader of [[The Empire]]. If time runs out, both submarines sink to the bottom of the sea.
** Beat the game with two players, and both players are [[Fighting Your Friend|forced to fight each other]] for no apparent reason. If one player succeeds in destroying the other, he/she becomes the new leader of [[The Empire]]. If time runs out, both submarines sink to the bottom of the sea.
** With one player, get to the final form of the final boss without using any continues, and you get a bad end where your submarine fails to [[Outrun the Fireball]]. Use up more than one credit before you get to it and you get the good ending. Yes, this game gives you a bad end for playing well.
** With one player, get to the final form of the final boss without using any continues, and you get a bad end where your submarine fails to [[Outrun the Fireball]]. Use up more than one credit before you get to it and you get the good ending. Yes, this game gives you a bad end for playing well.
* ''[[Razing Storm]]'' normally ends at Stage 4, after taking down the huge skull battleship. However, you can also end your game on Stage 3 by allowing the missiles at the end of the stage to destroy the bridge your squad is on. However, the game tries to keep it positive with your squad coming out of the wreckage unharmed and acknowledging that they still completed their mission (which was to assassinate the [[Big Bad]] in Stage 3-1).
* ''[[Razing Storm]]'' normally ends at Stage 4, after taking down the huge skull battleship. However, you can also end your game on Stage 3 by allowing the missiles at the end of the stage to destroy the bridge your squad is on. However, the game tries to keep it positive with your squad coming out of the wreckage unharmed and acknowledging that they still completed their mission (which was to assassinate the [[Big Bad]] in Stage 3-1).
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== Video Games: Strategy ==
== Video Games: Strategy ==
* The ''[[Command and Conquer]]'' series usually has 2 or more sides to play as with different endings. When a sequel comes out, the series developers usually choose the good side as victor and use that for the story.
* The ''[[Command & Conquer]]'' series usually has 2 or more sides to play as with different endings. When a sequel comes out, the series developers usually choose the good side as victor and use that for the story.
** Tiberium Wars may have very well broken the mold, as the story and timeline of each side is [[Big Words|intricately interwoven to form something that's relatively coherent.]]
** Tiberium Wars may have very well broken the mold, as the story and timeline of each side is [[Big Words|intricately interwoven to form something that's relatively coherent.]]
** The expansion pack to ''Tiberian Sun'', called ''Firestorm'', is also unusual in that both the GDI and NOD campaigns are theoretically both canon, as both sides are fighting against a common enemy. In actuality, however, there are still a few discrepancies between the two endings, and the GDI one is considered definitive.
** The expansion pack to ''Tiberian Sun'', called ''Firestorm'', is also unusual in that both the GDI and NOD campaigns are theoretically both canon, as both sides are fighting against a common enemy. In actuality, however, there are still a few discrepancies between the two endings, and the GDI one is considered definitive.
** In addition, it's commonly believed that the ''[[Command and Conquer]]'' universe as a whole branches out into either the ''Red Alert'' or ''Tiberium'' games depending on who wins in the first Red Alert game. This comes from the fact that the first ''Red Alert'' was meant as a prequel to the original series, and there are various hints in that direction in its cutscenes. However, due to later revelations, this no longer makes sense; for example, GDI couldn't come into existence if the Soviets won, as its precursor organization, NATO, wouldn't exist.
** In addition, it's commonly believed that the ''[[Command & Conquer]]'' universe as a whole branches out into either the ''Red Alert'' or ''Tiberium'' games depending on who wins in the first Red Alert game. This comes from the fact that the first ''Red Alert'' was meant as a prequel to the original series, and there are various hints in that direction in its cutscenes. However, due to later revelations, this no longer makes sense; for example, GDI couldn't come into existence if the Soviets won, as its precursor organization, NATO, wouldn't exist.
* ''[[Pikmin]]'' has three endings: The Good End where you complete the primary objective and escape the planet with the three Pikmin Onions in tow, a Good+ End where a number of differently-colored Onions join the mix, and a somewhat disturbing but strangely cute Bad End where the main character dies and the Pikmin bring him back as one of their own.
* ''[[Pikmin]]'' has three endings: The Good End where you complete the primary objective and escape the planet with the three Pikmin Onions in tow, a Good+ End where a number of differently-colored Onions join the mix, and a somewhat disturbing but strangely cute Bad End where the main character dies and the Pikmin bring him back as one of their own.
* This was featured more than a few times in the ''[[Wing Commander (video game)|Wing Commander]]'' series.
* This was featured more than a few times in the ''[[Wing Commander (video game)|Wing Commander]]'' series.
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* This is actually mostly averted in ''[[Suika]]''. The first chapter has one ending, the second chapter has one ending, the third has two, but only one appears to be canon. The fourth has multiple endings and a true ending when you've unlocked both of the best endings from it. This unlocks an alternate route in the second chapter focusing on Mie and Souji's [[Broken Ace]] personality.
* This is actually mostly averted in ''[[Suika]]''. The first chapter has one ending, the second chapter has one ending, the third has two, but only one appears to be canon. The fourth has multiple endings and a true ending when you've unlocked both of the best endings from it. This unlocks an alternate route in the second chapter focusing on Mie and Souji's [[Broken Ace]] personality.
* There are seven heroines in ''[[Canvas 2]]'', and each one has her own ending.
* There are seven heroines in ''[[Canvas 2]]'', and each one has her own ending.
* In ''[[Matches and Matrimony]]'', there are seven unlockable endings in which the player character gets married to one of [[Jane Austen]]'s heroes (or villains) -- and two in which she remains single.
* In ''[[Matches and Matrimony]]'', there are seven unlockable endings in which the player character gets married to one of [[Jane Austen]]'s heroes (or villains) -- and two in which she remains single.
* ''[[Nine Hours, Nine Persons, Nine Doors|Nine Hours Nine Persons Nine Doors]]'' features 5-6 endings. {{spoiler|They're ''all'' canon, but the true ending is more canon than the others.}}
* ''[[Nine Hours, Nine Persons, Nine Doors|Nine Hours Nine Persons Nine Doors]]'' features 5-6 endings. {{spoiler|They're ''all'' canon, but the true ending is more canon than the others.}}
According to sources, this will be more than doubled on the sequel, with 24 endings.
According to sources, this will be more than doubled on the sequel, with 24 endings.
* ''[[Kara no Shoujo]]'' has no real good ending and a lot of downer endings. There are only two or three endings that can really qualify as bittersweet... {{spoiler|and the true ending is not really one of them.}}
* ''[[Kara no Shoujo]]'' has no real good ending and a lot of downer endings. There are only two or three endings that can really qualify as bittersweet... {{spoiler|and the true ending is not really one of them.}}
* ''[[A Profile]]'' has five endings, two each for Miku and Rizu and one for Miou, the last heroine. None of these are bad endings, and as a whole, are all rather optimistic.
* ''[[A Profile]]'' has five endings, two each for Miku and Rizu and one for Miou, the last heroine. None of these are bad endings, and as a whole, are all rather optimistic.
* ''[[Katawa Shoujo]]'' has a Good End and Bad End for each of the five girls, plus an extra neutral end for two of them {{spoiler|(Rin and Hanako)}}, and a Bad End you get at the end of Act 1 if you haven't managed to get one girl by the end. In this one, Hisao has a [[Memetic Mutation|manly picnic]] with Kenji, gets drunk, [[It's a Wonderful Failure|and falls off the roof and dies]]. The other bad ends {{spoiler|generally just involves the girl becoming angry/sad at Hisao and their relationship breaking apart... which, of course, makes them much more [[Tear Jerker|heartbreaking]].}}
* ''[[Katawa Shoujo]]'' has a Good End and Bad End for each of the five girls, plus an extra neutral end for two of them {{spoiler|(Rin and Hanako)}}, and a Bad End you get at the end of Act 1 if you haven't managed to get one girl by the end. In this one, Hisao has a [[Memetic Mutation|manly picnic]] with Kenji, gets drunk, [[It's a Wonderful Failure|and falls off the roof and dies]]. The other bad ends {{spoiler|generally just involves the girl becoming angry/sad at Hisao and their relationship breaking apart... which, of course, makes them much more [[Tear Jerker|heartbreaking]].}}
** {{spoiler|Lilly's}} bad ending is unique in that the game stops after a certain scene late in the route, {{spoiler|when she says goodbye to Hisao and Hanako}}, instead of showing a scene you would not see otherwise. If, however, the player has made all the right decisions, the story continues until it reaches the good ending.
** {{spoiler|Lilly's}} bad ending is unique in that the game stops after a certain scene late in the route, {{spoiler|when she says goodbye to Hisao and Hanako}}, instead of showing a scene you would not see otherwise. If, however, the player has made all the right decisions, the story continues until it reaches the good ending.
* ''[[Frozen Essence]]'' has ''six'' paths to choose from, and each of them have both a Light End and a Dark End. The Light Ends generally have Mina being happily together with her love interest or at least being alive and reasonably happy, while the Dark Ends generally have her dying, being resealed, or being trapped in a [[Stockholm Syndrome|very twisted relationship]] with her love interest. In addition, the Life path has ''three'' more endings: two are more like [[Nonstandard Game Over|Non Standard Game Overs]] than anything else, but the third one happens to be the game's True End.
* ''[[Frozen Essence]]'' has ''six'' paths to choose from, and each of them have both a Light End and a Dark End. The Light Ends generally have Mina being happily together with her love interest or at least being alive and reasonably happy, while the Dark Ends generally have her dying, being resealed, or being trapped in a [[Stockholm Syndrome|very twisted relationship]] with her love interest. In addition, the Life path has ''three'' more endings: two are more like [[Nonstandard Game Over|Non Standard Game Overs]] than anything else, but the third one happens to be the game's True End.
* ''[[Winter Shard]]'' has eight endings: a [[Nonstandard Game Over]] early in the game, a "worst" ending where Frederone dethrones [[Evil Overlord|Krotus]] and rules the entire world with an iron fist, two variations of the "worst" ending where Frederone dethrones Krotus but isn't quite as ruthless as he is in the worst ending, a neutral ending where Frederone remains in [[Undying Loyalty]] to Krotus, a "better" variation of the neutral ending where Marliene joins Frederone in his [[Undying Loyalty]], a "better" ending where Frederone and Rosetta are married, and a "true" ending that's the most conclusive but [[Bittersweet Ending|bittersweet]] one.
* ''[[Winter Shard]]'' has eight endings: a [[Nonstandard Game Over]] early in the game, a "worst" ending where Frederone dethrones [[Evil Overlord|Krotus]] and rules the entire world with an iron fist, two variations of the "worst" ending where Frederone dethrones Krotus but isn't quite as ruthless as he is in the worst ending, a neutral ending where Frederone remains in [[Undying Loyalty]] to Krotus, a "better" variation of the neutral ending where Marliene joins Frederone in his [[Undying Loyalty]], a "better" ending where Frederone and Rosetta are married, and a "true" ending that's the most conclusive but [[Bittersweet Ending|bittersweet]] one.
* The ''[[Yarudora]]'' series, an [[Full Motion Video|interactive anime]] visual novel franchise by Sony initially released in 1998, had this trope as one of its big specialities. Each ''Yarudora'' game would sport ''lots'' of Endings, divided in 3 categories: Good (usually 3 to 5 ones), Normal (usually 3 to 5 ones too), and Bad (usually 17 to 20 ones; ''[[Visual Novel/Yukiwari No Hana|Yukiwari No Hana]]'' had '''32'''). This series, and its first game, ''[[Double Cast]]'', in particular (due not only to the interactive anime style and the numerous gruesome bad endings, but also because {{spoiler|''Double Cast'''s main heroine is ultimately revealed to have a [[Yandere]] [[Split Personality]]}}, were so revolutionary at the time, they would become a primary inspiration for the creators of ''[[School Days]]'' cited above.
* The ''[[Yarudora]]'' series, an [[Full Motion Video|interactive anime]] visual novel franchise by Sony initially released in 1998, had this trope as one of its big specialities. Each ''Yarudora'' game would sport ''lots'' of Endings, divided in 3 categories: Good (usually 3 to 5 ones), Normal (usually 3 to 5 ones too), and Bad (usually 17 to 20 ones; ''[[Visual Novel/Yukiwari No Hana|Yukiwari No Hana]]'' had '''32'''). This series, and its first game, ''[[Double Cast]]'', in particular (due not only to the interactive anime style and the numerous gruesome bad endings, but also because {{spoiler|''Double Cast'''s main heroine is ultimately revealed to have a [[Yandere (disambiguation)]] [[Split Personality]]}}, were so revolutionary at the time, they would become a primary inspiration for the creators of ''[[School Days]]'' cited above.
* ''[[Aoi Shiro]]'' has several different types of ending. Each in addition to the numerous bad ends where the protagonist Syouko dies or becomes possessed by the <<Sword>> each co-protagonist has two or three 'Normal Ends' where everyone survives but wind up parting ways and a 'Good Ending' where they are Syouko stay together or are re-united with the same pattern for the Grand Route involving all the main heroines together. There are also a handful of route independent 'Normal Ends' that cut the story short be leaving early.
* ''[[Aoi Shiro]]'' has several different types of ending. Each in addition to the numerous bad ends where the protagonist Syouko dies or becomes possessed by the <<Sword>> each co-protagonist has two or three 'Normal Ends' where everyone survives but wind up parting ways and a 'Good Ending' where they are Syouko stay together or are re-united with the same pattern for the Grand Route involving all the main heroines together. There are also a handful of route independent 'Normal Ends' that cut the story short be leaving early.


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** {{spoiler|Best Ending}}: Embrace escapism until you're asked if you want to {{spoiler|save the passengers. You can't actually save them, but since you achieved enlightenment, you end up giving them comfort in their final hours.}}
** {{spoiler|Best Ending}}: Embrace escapism until you're asked if you want to {{spoiler|save the passengers. You can't actually save them, but since you achieved enlightenment, you end up giving them comfort in their final hours.}}
* ''[[Super Mario World (video game)|Super Mario World]]'' had a subtly different version of the enemy role call for you at the end if you found all of the "exits", with the enemies taking their fall forms instead of their summer ones.
* ''[[Super Mario World (video game)|Super Mario World]]'' had a subtly different version of the enemy role call for you at the end if you found all of the "exits", with the enemies taking their fall forms instead of their summer ones.
* The [[Space Channel 5]] series has a Bad Ending and a Good Ending depending upon if you hit the final 3 chus in the game. In the first game, the bad ending has the satellite for the station fall apart and Ulala groan as the show is cut off, and in the second game's bad ending, it blacks out, implying that [[Beware the Silly Ones|Purge vaporized everyone in the arena, killing himself in the process.]]
* The [[Space Channel 5]] series has a Bad Ending and a Good Ending depending upon if you hit the final 3 chus in the game. In the first game, the bad ending has the satellite for the station fall apart and Ulala groan as the show is cut off, and in the second game's bad ending, it blacks out, implying that [[Beware the Silly Ones|Purge vaporized everyone in the arena, killing himself in the process.]]
* ''[[Catherine]] has multiple endings depending on Vincent's [[Karma Meter]].
* ''[[Catherine]] has multiple endings depending on Vincent's [[Karma Meter]].
** Bad Katherine: {{spoiler|Vincent asks Katherine to take him back, but she refuses.}}
** Bad Katherine: {{spoiler|Vincent asks Katherine to take him back, but she refuses.}}
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** The [[DVD Commentary]] and future series confirms the good ending was official (which you would already figure if you had any sense) and also has ''four more'' endings.
** The [[DVD Commentary]] and future series confirms the good ending was official (which you would already figure if you had any sense) and also has ''four more'' endings.
* The infamous interactive Quicktime movie ''Play With Me'' features multiple endings. Subversion: They're ALL the bad ending.
* The infamous interactive Quicktime movie ''Play With Me'' features multiple endings. Subversion: They're ALL the bad ending.
* [http://www.writing.com Writing.com] features [[Choose Your Own Adventure|Interactive Stories]] where stories can have multiple endings, depending on the reader's choices.
* [http://www.writing.com Writing.com] features [[Choose Your Own Adventure|Interactive Stories]] where stories can have multiple endings, depending on the reader's choices.
* This [http://www.bytejacker.com/episodes/082 Bytejacker Episode] has the host run all over town looking for a UV filter for the cameraman. After searching for maps in trees and fighting strangers via rock paper scissors he ends up getting a bad ending for taking too long.
* This [http://www.bytejacker.com/episodes/082 Bytejacker Episode] has the host run all over town looking for a UV filter for the cameraman. After searching for maps in trees and fighting strangers via rock paper scissors he ends up getting a bad ending for taking too long.
* In ''[[Today I Die]]'', the protagonist can free herself from a metaphorical depression on her own, or with the help of a young man. Although they're both happy endings, people tend to find one more appealing than the other.
* In ''[[Today I Die]]'', the protagonist can free herself from a metaphorical depression on her own, or with the help of a young man. Although they're both happy endings, people tend to find one more appealing than the other.
* ''I Wish I Were The Moon,'' made by the same person as ''[[Today I Die]],'' has nine endings, which are mostly [[Bittersweet Ending|bittersweet.]]
* ''I Wish I Were The Moon,'' made by the same person as ''[[Today I Die]],'' has nine endings, which are mostly [[Bittersweet Ending|bittersweet.]]
* ''[[Bowser's Kingdom]]'' episode 666 has two endings. One has Geno breaking free from Zombie Steve's grasp and taking out the rest of the zombies. The other has Hal and Jeff turn into zombies and talking about the positive side about being zombies while feasting on Luigi's corpse. Jeff complains about how bad they smell.
* ''[[Bowser's Kingdom]]'' episode 666 has two endings. One has Geno breaking free from Zombie Steve's grasp and taking out the rest of the zombies. The other has Hal and Jeff turn into zombies and talking about the positive side about being zombies while feasting on Luigi's corpse. Jeff complains about how bad they smell.