Video Game Caring Potential: Difference between revisions
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{{trope}}
[[File:
Not all games [[Video Game Cruelty Potential|inspire base cruelty]] in players; some games make you feel like a [[Mama Bear]] or [[Papa Wolf]] to the little AI bots in your virtual world. You'll go out of your way to save [[Nominal Importance|Sgt. Chavez]] because his [[Final Speech]] is just too [[Tear Jerker|heartbreaking to bear]], or [[Mecha
In short, the game presents characters in such a way that [[No
[[A God Is You|God games]] are usually a strange mix of both, with players gleefully massacring some characters while carefully protecting others. If a mission objective requires you to protect someone, it becomes an [[Escort Mission]].
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Can lead to a chronic case of [[Save Scumming]], especially if the NPCs to be protected are [[Made of Plasticine]].
{{examples
== Action Adventure ==
* ''[[Heavy Rain]]'' will likely make you seriously sympathize with the main characters and propel you to make sure [[Anyone Can Die|they stay alive]]. [[Video Game Cruelty Potential|But on the other hand, maybe you'll be tempted to use the saw during the Lizard Trial..]]
* [[Pandoras Tower]] has Elena.You can keep her company, chat with her, give her gifts, and in exchange she will make medicine and translate the documents you find, even if you do nothing of the above.Also, even though beating a boss resets the [[Stalked
* ''[[ADOM]]'': You get this message even if your character is a bloodthirsty trollish berserker or dark elf necromancer:
{{quote|
** [[Nethack|"The spell hits the <monster>! The <monster> is killed! The spell hits Rex! Poor Rex is killed!]] Heartbreaking...
* ''[[A Boy and His Blob]]'' for the Wii features a ''Hug'' button just for this purpose.
* ''[[Cannon Fodder (
* ''[[
* This is the purpose of ''[[Creatures]]'', more or less.
* The semi-sentient AI population, Darwinians, in [[Introversion]]'s [[
* ''[[
** There's also the Bird Men in {{spoiler|Magicant}}. If you get one of them killed on your way to {{spoiler|the Sea of Eden}}, another one will gladly join your side if you go back to their house. {{spoiler|However, there's a marked grave just outside of the house for every one of them you let die.}}
* A cute game is trying to keep the AI-controlled player second player in ''[[Final Fight]]''. [[Video Game Cruelty Potential|And punishing them for their stupidity when they don't get out of the way]]. This is actually somewhat useful, as having two players means double the powerups.
* ''[[The Godfather (
** Made worse by their lack of survival instincts! GET OUT OF THE WAY, SAL! THERE'S A HIGH SPEED CHASE TAKING PLACE HERE!
** Also, the security guards at banks. They're not even mob affiliated, they're just doing their jobs! For the small banks, you can get away with robbing it and not killing any of them. Doesn't work for the big banks....
** There's also your Corleone allies who always help you out whenever they see you in trouble, and the guys you hire to help take down enemy strongholds. It's rather sad to see them get killed in action on your behalf.
* ''[[
* ''[[Ico]]'' is all about this. You spend the entire game worrying about how Yorda is doing. Her ability to open doors certainly helps as well.
** The first time Ico calls her across a gap she can't possibly leap, and she jumps ''anyway'', trusting Ico to [[Take My Hand|catch her and pull her up]].
*** Although still images don't do it justice, you can get a good idea of the heart-in-throat moments from [https://web.archive.org/web/20140108152949/http://www.rose-tainted.net/ico/essays/17.jpg this picture].
** Heck, Ico calling for Yorda and leading her by the hand through hordes of Dark Spirits. Or Ico fighting his way ''through'' those hordes to pull her out of their grasp with all the ferocity a ten-year-old boy can muster.
*** All of this is made even more interesting because Yorda speaks an unknown language; Ico (and the player) haven't a clue what she's saying, and they have to communicate via body language. That she's so darned important to you when you can't even understand her is impressive, to say the least.
* Of course, the main inspiration for ''Ico'' was ''[[Another World (
* Surprisingly, ''[[The Incredible Hulk: Ultimate Destruction]]'' of all games has this trope. If you press the special button (Y in the [[Game Cube]] version) while holding someone Hulk normally slams them into the ground. But if you do so while holding a civilian, Hulk just puts them down gently and pats them on the head.
** [[Video Game Cruelty Potential|Of course, you can always follow this up by punting them halfway across the city...]]
* In ''[[Limbo]],'' the protagonist is just a silent little kid in a [[Deliberately Monochrome|freakish monochrome]] world where [[Everything Is Trying to Kill You]]. If you don't have any platformer or puzzler skills at the start, you ''will'' develop them just to get him through.
* ''[[The Legend of Zelda:
** It helps to remember that every character will only experience the [[True Ending]], since Link will [[Reset Button|reset]] time until he gets it right.
** You can totally get the Postman's Hat and reunite Kafei and Anju on the same run. Be sure to get the Letter to Mother, warp back to town after helping Kafei, go straight to the post office and give the postman the Letter. Receive Postman's Hat. Run back to the inn. You're welcome.
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* ''[[Overlord]]'' can enter into this at times - your Minions are ultra-expendable, but the basic (brown) ones can pick up pieces of equipment from fallen enemies... (actually, they all can, but while the other variants just get generic graphical upgrades that reflect how good their equipment is, you can actually SEE what the Browns are carrying). Since certain pieces of equipment are unique, gained from defeating specific bosses or one-time-only encounters - or just plain rare - you can easily end up wanting to protect the one who's wearing a golden crown and wielding a giant fondue fork, partially because they're unique and powerful items (which will be [[Lost Forever]] if he dies) and partially because they serve as souvenirs of an interesting boss-fight.
** Of course, some of them can also become valued simply for comedic value, such as the one wearing a tophat and wielding a [[Nerf Arm|bouquet of flowers]], or the one wearing a full beard (the previous owner didn't need it anymore).
** The sequel encourages players to keep their minions alive more, since the Minions now have names, personalities, manageable equipment, mounts, levels, and the ability to raise favorites from the dead at a graveyard. However as an [[Evil Overlord]] you're mainly motivated by the fact that you don't want powerful Minions carrying special equipment such as [[BFS
*** Course in the sequel if you really care about your favourite Minion you can bring him back to life. At a cost, to save a level 10 Minion for example will require you to kill 100 in trade.
* Losing ''[[Pikmin]]'' can cause players to feel bad. Something about their screams is upsetting, and then there are those water vapour ghosts to remind you how badly you let them all down. It's even worse if you just leave some behind after dark. Not to mention they're basically dying for capitalism in the second game.
** ''Pikmin don't have graves, you know.''
** Which makes the massive Pikmin carnage in ''[[Super Smash Bros.]] Brawl'' somewhat of a [[Player Punch]] for those who also played ''[[Pikmin]]''.
** Also, in the first game, Olimar himself, as an extension of the player, becomes attached to the little critters, as evidenced in his log entries. He amusedly notes their various quirks as the days go by, and he berates himself if they get caught in a bomb blast or if the Pikmin race dies out.
* GLaDOS spends an entire level in ''[[Portal (
** In the sequel, you encounter a turret-bot reclamation facility that is called [[Maximum Fun Chamber|"The Turret Redemption Slide."]] Among the piles of scrapped robots, there is a functioning one, easily spotted due to its active laser sight. If you pick it up and carry it off, it says "Thank you" in that strangely endearing robotic voice.
** Generally, the turrets talk to the player in a very endearing way. "Please put me down,", "Where are you?" and "Good night," are all great examples of this.
* The first level of ''[[
** Well, his mental personification explodes. If it helps, Dogan probably wanted to leave Coach Oleander's mind anyway.
** There are also articles of emotional luggage scattered throughout all the mental levels. They are all so sad and crying because they miss their tags...[[What Do You Mean It Wasn't Made
** It's not hard for fixing Fred, Gloria, and Edgar to end up feeling like a personal responsibility. They start off more funny than anything but interesting, then you get to know them [[Journey to
* In ''[[Shadow of the Colossus]]'', {{spoiler|the trusty steed named Agro helps the player get from point A to point B. The player eventually bonds with him. Heartbreaking when after riding across a collapsing bridge, Agro throws you safely to the other side before falling to his death...only for you to find out during the credits that he is still alive, but with a broken leg.}}
** Sadistically, the game manages to make you care about practically every other Colossus you kill. This doesn't keep you from being pulled along, with the character, on his grim path, or being perversely thrilled by the challenge even while knowing [[My God, What Have I Done?|you will be devastated by your own actions]] in a moment.
*** Some of them you can't feel bad for killing, like that damned boar, but yes, about half of them make you feel like you've destroyed something ancient and majestic.
** Go up to Agro without a weapon out (with your hand showing as the cursor) and tap the attack button. Wander will stroke his horse's flank lovingly. No reason, just a sign he cares about his mount.
*** Of course, this may be a subtle admonishment for a player [[Video Game Cruelty Potential|trying to attack their horse.]]
* In ''[[Shadow of Destiny]]'', the player can take the time to fetch a kitten and let a small girl adopt it. There's no reward for doing so, just giving a child a kitten.
* The point of ''[[
* ''[[
* This happens once or twice in the introductory level of ''[[Metroid Prime]] 3: Corruption''. If you act quickly enough, you can save the lives of various Galactic Federation marines {{spoiler|when the GFS Olympus comes under attack by Space Pirates}}. You'll receive a reward for saving one in particular, who is injured and firing at his aggressors from behind a crate.
* In the ''[[Sonic Adventure Series|Sonic Adventure]]'' games for the [[Sega Dreamcast|Dreamcast]] and [[Game Cube]], the player can partake in a mini-game to raise Chao, which are essentially tiny (and cute) alien-like creatures. Powerups acquired in the main game can be brought back to 'Chao World', and used to raise the chao's stats and change their appearance, among other things. The joy a player gets when their Chao evolve from a baby to their next form is hard to reproduce. The mini-game can also be a source of [[Video Game Cruelty Potential|cruelty potential]], if you're really feeling sadistic.
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** Certain characters will die outside of your control in final stages of each game. There's absolutely nothing you can do about it; their deaths are part of the ending. But despite the sheer number of characters, the games tend to make you care enough about them that it's still a [[Player Punch]].
* A guy on [[YouTube]] going by the name of [http://www.youtube.com/user/BurningDogFace Burning Dog Face] created a full Let's Play of ''[[American McGee's Alice]]'' and [http://www.youtube.com/watch?v=N-k1YZksqwk sounded quite genuinely distressed at one character's death at the hands of the Red Queen.] It ''was'' quite a [[Player Punch]].
{{quote|
** He also sounded very pleased at the end when {{spoiler|Wonderland is restored along with all the characters and Alice is finally able to leave the asylum}}... You can't blame him!
** All of Burning Dog Faces videos have a bit of this trope. He generally goes for the villains with the most morally questionable or cruel behaviour first, and leaves the ones with more [[Sympathetic Villain|sympathetic motives]] until last.
* The AI partners in ''[[Dynasty Warriors: Gundam]] 2'' aren't good for much aside from distracting enemy aces. However, it feels good to help out your partners and hear them express their gratitude. Mission Mode encourages you to do this, as having friendly relations with other pilots can unlock bonus missions, and there's even a set of missions specifically for improving relations with them. Conversely, when you're on opposite sides with the character you like, they'll express horror and rage when they see you're their enemy now and thoroughly guilt-trip you. To top it off, Kamille's path in Mission Mode allows you to reverse the [[Downer Ending]] of ''[[Mobile Suit Zeta Gundam
* ''[[
* ''[[Assassin's Creed: Brotherhood
** As you progress through the game, the background chatter of NPCs will include statements like "things are really getting better" and "there will be a special throne in Hell for Cesare Borgia when this is all over."
* In the last part of the first ''[[God of War (
* You could say one objective of ''[[Dead Rising 2]]'' is all about this. You play as [[Papa Wolf|Chuck Greene]] whose daughter, Katey was [[Zombie Infectee|bitten by a zombie]], to prevent her transformation into one of the walking dead, she requires a shot of Zombrex every 24 hours. Seeing how this is...well, [[Timed Mission|Dead Rising]], it's another thing you have to neatly fit into your schedule. You have to find Zombrex while finding the truth, then also administer a shot to save her. It's really easy to start caring for little Katey, you can even [[Sidetracked
* You can't save most of the guards slaughtered by the Joker and his goons in ''[[Batman: Arkham Asylum]]'', but everyone you ''do'' save thanks you profusely, and the other surviving guards express their gratitude for you just being there. You even get an achievement on one level for saving all the guards and an escaped prisoner.
** This is made somewhat worse, however, when you return to the same areas and {{spoiler|find the bodies of those same guards.}}
* The last chapter of Telltale's ''[[Tales of Monkey Island]]'' ends in a brutal [[No
* Among the inmates of ''[[Batman: Arkham City]]'' are any number of innocent political prisoners. You'll hear them long before you see them, screaming and pleading for help as they're assaulted by criminals. And while you don't ''have'' to stop what you're doing and save them, it's very satisfying to [[Big Damn Heroes|dive in]], kick their tormentors to the curb, and hear them thank you like only someone trapped in a war zone can.
== Air Combat ==
* ''[[Ace Combat]]'' games usually have a [[Redshirt Army]] alongside the player's plane. While it's possible to go ahead and focus on destroying the targets while leaving the other planes to go down, there's some satisfaction to be gained in helping allies to fend off enemy planes and gain air superiority. ''Fires of Liberation'' explicates this by rewarding the player for helping out in secondary operations, such as by letting them call down [[Macross Missile Massacre
** More importantly, your [[Wing Man|wingmen/-women]]. If you don't feel sad about PJ in ''Belkan War'', you have emotional capacity of a tree stump, but on the other hand, can you really get yourself mad enough at Pixy, after all you've been through together, can you? And how about Edge, Grimm, and Chopper in ''AC5''
* In Star Wars: Battle for Naboo, you play a Naboo pilot leading a resistance movement against the Trade Federation occupying the planet. At various points, farmers are being slaughtered and their homes razed by droids. It's hard not to veer away from the main objective to quickly dispatch the metal bastards, especially as you listen to the terrified screams and desperate pleas over the comm channel.
** Likewise, when you free prisoners from internment camps and lead them to safety. Only one or two of the vehicles have to make it, but it feels terrible knowing that they've suffered in those camps for weeks, only to die just when freedom was within sight. Unfortunately, it's damn near impossible to keep all of them alive.
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* Used during the "Years of Yarncraft" storyline from ''[[Sluggy Freelance]]'', when Torg and Zoe play a [[Massively Multiplayer Online Role Playing Game|MMORPG]] and save some virtual puppies from being drowned. ''Then'' they discover that the bad guy they stopped [[Perpetually Static|just comes back to drown more puppies]], only now they can't stop him because they already completed the quest. Eventually [[Crosses the Line Twice|the mountain of dead puppies blots out the sun]].
* ''[[Die Anstalt]]''. These poor little fluffy animals are so screwed up, you can't help but feel for them and genuinely want them to get better. Especially the alligator. Dear God. The poor thing [[Stealth Pun|cries]] when you finally [[Crowning Moment of Heartwarming|help him]].
* ''[[Heavy Rain]]'' makes it very hard not to get attached to the characters. Especially considering all the horrible things they go through. {{spoiler|[[The Woobie|Ethan]] is the most obvious example considering the death of Jason, and how determined the poor guy is to get Shaun back despite the trials. Just try not to care about him. And then there's struggling [[By
** Ethan's interactions with Shaun and Jason can also make you rather protective of them.
* In the [[Ace Attorney]] games, your partner Maya may be an annoyingly naive, [[Big Eater|burger demolishing]] [[Genki Girl|bundle of energy]], but it still feels like a punch in the gut ''every time'' she's accused of murder and/or kidnapped. [[
* The [[Minoto Series|Minoto version]] of "[[
* Numerous players in [[Minecraft]] have adopted pet slimes, since a bug prevents them from despawning. The recent addition of wolves and cats also encourages this, since they can be tamed and will subsequently fight alongside you or shun creepers respectively as long as you can keep them healthy.
** The [[Let's Play]]'er [[Snap Wave]] adopted a pet creeper he named Mr. Creepy, which saved his life on numerous occasions. He almost started crying after it died.
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== First Person Shooter ==
* ''[[
** A sequence in the end turns it [[Up to Eleven]] when {{spoiler|you become personally responsible for protecting a little sister who's been made into a normal girl. Usually the Little Sisters are invulnerable, but not anymore... meaning that she has no survival instinct. But she trusts her daddy to keep her safe....}}
** Even moreso in the sequel. You'd be shocked how much more incentive you have to protect them when they call you 'daddy' and all the creepily cute dialogue they have is directed at ''you''.
** In ''Bioshock 2'', Mark Meltzer and by extension his missing daughter Cindy. Anyone who followed the ARG Something In The Sea is very familiar with Mark, and you can find audio diaries detailing his search for Cindy in the game. Many players became obsessed with the idea of helping Mark. {{spoiler|[[Player Punch|Horribly, horribly]] [[Subverted Trope]] when you later kill what seems to be a run of the mill Rumbler Big Daddy - only to approach his corpse and discover that it was Mark, who chose to be turned into one in order to protect Cindy. And God help you if you harvested the Little Sister who was with him...}}
** It's not just the Little Sisters. There are players who actively try to find a way to collect and cure the girls without harming the Big Daddies...or failing that, get through the game [[Self
** Elizabeth in ''Infinite'' seems to be designed for this. The player character is tasked with finding and protecting her, and she's very powerful. She's also very cute, has [[Of Corsets Sexy]], her head proportions and hair seem to make her look younger, and overusing her powers actually harms her.
* Your squad members from ''[[Call of Duty]]'' would probably count if the interesting ones weren't [[Gameplay Ally Immortality|immortal for plot reasons]].
** There are achievements for saving certain soldiers in ''[[Call of Duty 4]]'' and ''World at War''.
** The first game strips Private Elder of his invulnerable status after Sergeant Moody gives you the explosives during the assault on Brecourt Manor, meaning he'll usually buy the farm about the time you reach the last gun. [[Self
** In ''[[Call of Duty 4]]'', you get an achievement for saving an innocent farmer in one of the missions from being gunned down.
** In the Vorkuta level in ''Black Ops'', you'll face several times your prisoner allies being clubbed down by the guards. You've the potential to try to save them by stabbing the guards with your shiv to death. The sad part however is that no matter as fast as you try to be, the prisoners dies anyway.
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** Not to mention they can sometimes die for real, while you continuously give them your healing items to ease their suffering.
* The resistance soldiers that join you in ''[[Half Life]] 2'' ("Follow Freeman!") are infinite in number and they die easily. They're more or less supposed to be cannon fodder, making your life a little easier, but there is something inspiring about losing as few of them as possible. ''Especially'' the ones that look like [[Concerned|Gordon Frohman]].
** Which also happens to look just like [[Half Life: Full Life Consequences|John Freeman]], making them even more worth saving.
** On a more specific note, you ''will'' become very attached to Alyx. She's arguably tougher than Gordon is thanks to her insane health regeneration (thankfully sparing you the normal pain of an [[Escort Mission]]) and can fight off zombies at close range, but you ''will'' go out of your way to protect her regardless. And when {{spoiler|she's near-fatally wounded by a Hunter at the beginning of Episode 2}} you ''will'' do anything to save her.
** Don't forget dear old Dog, adorable pile of ambulatory scrap metal that he is. Each and every one of his appearances is an absolute delight. He's just so darn enthusiastic about, well... everything. Oh, and his interactions with Alyx are practically guaranteed to make you smile.
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** The Huragok. They, alone, pose no threat; instead they shield the nearby Covenant. However, in ODST, if you defeat the Covenant they're shielding, the Engineer/Huragok will...explode. It's...a bit of a lose/lose situation. It can end up either I Have to Leave One Covenant Alive Caring Potential (there's an achievement for not killing a single Huragok, ''explosions included'') or Screw It They're Going to Die Anyways But I'm Still Sad Caring Potential.
** In Reach certain troopers will join you as fireteams which now means the people who are essentially [[Red Shirt]] now have names making it more tragic when they eventually die.
* ''[[Deus Ex: Invisible War
** ''[[Deus Ex: Human Revolution
*** Players have [[Roaring Rampage of Rescue|outright abandoned]] their [[Pacifist Run|pacifist runs]] without regret to {{spoiler|save her}}, either because non-lethal takedowns weren't getting the job fast enough or because ''those bastards deserved it''. Similar [[Roaring Rampage of Revenge|rampages]] have also occurred upon players finding {{spoiler|Malik's body in the Harvester hideout (assuming she wasn't saved)}} and/or witnessing the absolute ''massacre'' of terrified, innocent civilians in the {{spoiler|Alice Garden Pods}} hotel.
** HR gives you the option to talk several people out of suicide, and one man into releasing a hostage. You don't have to, but you get a nice bonus (Silver Tongue achievement) if you do.
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* ''[[Fatal Frame]] II'' gives you a twin sister to protect. She's a bit of a hassle because her knee is permanently injured, so she's slower, but what you soon learn is that {{spoiler|she's like that because of Mio's (the playable character) fault, yet she never blamed her for it. Mio, however, is overwhelmed by [[Guilt Based Gaming|guilt]] over this, so she is very protective of Mayu.}} These feelings are well transmitted into the player during the game, and so, Mayu's safety becomes an indisputable priority.
** {{spoiler|This is true unless you read the fanbook for the game or look in between the lines, where you will figure out that Mayu purposely fell and broke her knee, intending to use it to keep her sister close.}}
* In ''[[
* ''[[Left 4 Dead]]'' can be this way sometimes when it comes to the survivor AI. Sure, they may get in the way sometimes when you are shooting and they may always snatch up health items first, but it's hard not to care about them when they are so willing to give up their health kits and pain pills to keep you alive, even if they are on the verge of death themselves.
** YMMV on this. Many players find the AI so intolerable ("What the hell!? You could have saved me from that Smoker, you were standing right next to it!") that they [[Makes Us Even|punish the computer players by withholding assistance and letting them suffer.]]
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** Also in Deferi sector, there's an optional encounter with a Breen starship. Your tactical officer will detect Deferi lifesigns aboard, so you're given the option to hail the ship. The Breen will let you talk to the (Obviously scared) Deferi captive, who pretends to be an exchange officer. At this point, there are several choices: You can buy the Deferi slave outright with Latinum, you can destroy the ship with the Deferi still aboard, or you can employ a sensor-disrupting tactic to beam the Deferi straight to your ship. In an especially unusual twist, you can then either destroy the Breen ship or take the Deferi and leave the Breen ship intact. This is one case where not only is it wise to show compassion for your allies, but for your enemy as well.
* Arguably invoked in ''Vindictus'' : Ellis, who happens to be an annoyingly naive cadet who follows around an army official and happens to eventually grow on you. Eventually, {{spoiler|in Ainle, where you are supposedly exploring a dungeon with him, you watch his face get smashed in by a boss. Against the camera.}}
* Ever lose a cat in ''[[
*** Hell, it's easy to get attached to any of the pets. You'd be surprised how much you can like a giant crab.
** Probably a better example: When players die in runescape, all of the items they lost on death are kept under a short-lived gravestone. Given that the most dangerous areas and a long way from the nearest respawn, it's not unlikely that you'll lose a lot because you couldn't get back in time. However, other players can repair your gravestone, giving you precious minutes so you can get your armour back... [[Video Game Cruelty Potential|or they can just watch the gravestone wither away and take what used to be yours...]]
* [[
* ''[[Guild Wars]]'' second chapter, Factions, has a mission on the Luxon side, Gyala Hatchery. Normally, escort missions can be a pain, particularly if the AI you are guiding is prone to wading into combat (I'm looking at -you-, Rurik). Gyala Hatchery inspires players to go for the Master-level mission completion due to the fact that you must protect [[Ridiculously Cute Critter|3 newly hatched Seige Turtles, which waddle around in the middle of the group]]. Sure, they'll grow up to be artillery-carrying weapons of mass destruction, but it's hard not to feel bad when one bites the dust.
== RPG ==
* [[
** Minsc in ''[[Baldurs Gate II]]''. His epilogue will have you shed a tear, guaranteed.
** ''[[Neverwinter Nights]]'' gives you Deekin. Anyone who can be cruel to Deekin is a monster with no soul. And those few who didn't care for him probably found themselves attached to Grobnar from ''Neverwinter Nights 2.''
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*** Kicking {{spoiler|Sun Li's}} ass is ''very'' satisfying after hearing him insult Dawn Star (the sweetest, nicest person in your party) to her face. It's also a CMOH to free the enslaved spirit of {{spoiler|Sun Kim, who had been forced into being Death's Hand for his corrupted brothers' benefit}}.
** Picking the Colonist backstory in ''[[Mass Effect]]'' results in a sidequest where you find a character who was from the same colony as you, but who was captured and enslaved and became severely messed up. She was rescued, but grabbed a weapon away and hid. She talks about herself in the [[Third Person Person|third person]], and you can either rush in and jab her with a sedative or talk to her, approaching slowly, and administer it without spooking her. On the way you can learn some of the details about what happened and tell her it's not her fault. If you play it right, you can convince her to take the sedative herself, then, as she falls asleep in your arms, whisper the following to her:
{{quote|
*** That scene in particular is a [[Shout
*** In the sequel, you get an email from her with her using the first person, thanking you and saying she's getting better. Yep, [[Good Feels Good]].
** ''[[Mass Effect 2]]'' is replete with these. In particular, Miranda, Thane, Kasumi and Tali's loyalty all have endings that are bound to warm even the hardest hearts. And, of course, {{spoiler|the Paragon Interrupt to hug Tali.}}
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*** Sharing a bottle of brandy with Dr. Chakwas.
*** The ending of the Overlord DLC: {{spoiler|leaving David with his brother to suffer more of his experiments}} is something [[Even Evil Has Standards|even the most die-hard of Renegade players shy away from]]. The ending also has die-hard Paragons clamour for an option to {{spoiler|take David and kill Archer.}}
*** Early on in the game you're hunting down Garrus and find out about a concerted effort by nearly every local crime syndicate to take down a vigilante. They're sending in wave after wave of dumb mercenaries as cannon
** ''[[Dragon Age]]: Origins'' has this both in companion-related quests and in dialogue at camp. Though in one case there's an odd subversion: Alistair's companion quest. {{spoiler|He wants to go to Denerim to meet his long-lost half-sister. No matter what dialogue options you choose, there is no way for this encounter to end well, and Alistair is badly upset by it... but if you choose the "some people are selfish" dialogue option afterwards, this turns out to be a crucial turning point that can result in Alistair being "hardened"... which opens up some positive outcomes later on. In fact, if you're playing as a female character romancing him, it's the only way your relationship will survive if you end up making him king.}}
*** Leliana and Alistair are this in general, especially if you romance one of them. They're both just too damn sweet and [[Adorkable]].
*** The team's resident [[Dark Action Girl]], Morrigan, comes across as a [[Stupid Evil]] [[Jerkass]] to most of the cast. This can also extend to the player. But if the PC shows her respect and treats her well, it is possible to befriend or romance her. Considering what a dick she can be at times, it can be very satisfying to see Morrigan [[Defrosting the Ice Queen|slowly soften up when she's around you]] and basically tell you that you are the only person she gives a damn about.
*** Your [[Team Pet|dog.]] From the way he fetches items for you, fights alongside you, interacts with your teammates, and rolls around happily on his back when you pet him at camp, even the most ruthless Warden will probably be nice to their poochie.
** ''[[
*** [https://web.archive.org/web/20121114134527/http://bagoflimbs.deviantart.com/art/DA2-Wuv-at-first-sight-253907206 This short comic] neatly sums up every player's reaction upon first meeting her.
** Non-Bioware but definitely closely related example: talking to the Handmaiden after Atris nearly tortures her to death with Force Lightning for falling in love with you in [[Knights of the Old Republic]] 2.
*** Possibly more so is the speech Visas/Mical (depending on player character gender) gives you after the final trip to Dantooine if you were nice to her/him.
* Many of Nippon Ichi's game have ending flags based on the number of allies you killed. In particular, the first ''[[
* ''[[
* ''[[The Elder Scrolls IV
** Well, there's [[Fan Boy|one who comes back to life naturally]], but he inspires more Cruelty than Caring.
** It's also easy to become loyal to causes within the game. Try not to feel proud when you wear a Kvatch cuirass after saving the town.
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* ''[[Fable]] 2'' allows you to marry and have a son or daughter, which will rapidly mature into an adorable child that calls you "dah-dee" or "mum-mee" depending on your gender. {{spoiler|[[Big Bad]] Lucius kills them at the end of the game. Which hurts ''less'' than when he kills ''your dog''.}}
** {{spoiler|You can get them back though, but you'll lose all that money and sacrifice everybody else who has died}}. Guess it depends on what you care most for...it's got to be the dog surely!
* A great many players developed an attachment to Dogmeat of the ''[[Fallout]]'' series, going to great lengths to keep him alive despite being more of a liability than anything else. ( [[
** He actually comes back [[Took a Level
** [[Fallout]] in general can involve a lot of this for a good character. Things like saving Big Town give you a real warm and fuzzy feeling, even if you don't ask for a reward.
*** Especially if you don't ask for a reward. Although it makes money a little harder to come by, the role-playing satisfaction inherent in being good to Big Town and Megaton and Rivet City and anywhere else decent people are just trying to get by is one of the best parts of the game for a good character.
** In ''Fallout 3'', reports of your exploits are also spread by the disc jockey Three Dog, who pays increasing tribute to you. You also get random encounters from inhabitants of the wasteland thanking you for everything you're going for them. It can increase the warm-and-fuzziness.
* ''[[Final Fantasy IV:
* That sort of thing happens in ''[[Final Fantasy Tactics]]'' with Miluda, which is an enemy example. You have to fight her twice and there's no way around it.
** It's quite the Wham moment the first time you go to the effort of having a Mediator with Invite in the party specifically for that fight, go out of your way to incapacitate all of her allies, and then learn that no, there's no way you can convince her to join your side.
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* In [[Final Fantasy X]], during Operation Mi'ihen, {{spoiler|Sin wipes out an entire beach of Al Bhed and Crusaders}} but its' their Chocobos' faces that hurt the most.
** Same story in the opening sequence for [[Final Fantasy XII]].
* ''[[
* Although [[RPG
* ''[[Persona 3]]'' and ''[[Persona 4|4]]'' have this in the form of [[Level Up At Intimacy 5|Social Links]]. There is something incredibly satisfying in maxing someone's link out, knowing they're going to be alright, [[The Cutie|Nanako]] in particular, with her "I love you, Big Bro!". {{spoiler|Nanako almost certainly [[Invoked Trope|invokes]] this, considering [[Player Punch|what happens to her]].}} [[Updated Rerelease|Persona 3 Portable]] takes this [[Up to Eleven]] with {{spoiler|[[Ensemble Darkhorse|Shinjiro]]}}. Maxing out ''his'' Social Link can {{spoiler|make his death ''not happen''.}}
* Pikachu in ''[[Pokémon Red and Blue
** In the remakes of ''[[
*** Not only that, but can get to interact with them in a much deeper level. At first they will get angry at you repeatedly, but if you care well about them they will go as far as play with you and look for flowers and things to give to you.
** Nicknaming your Pokémon will inevitably lead to you caring about them. And getting pissed at enemies who KO your little Pichu. [[Disproportionate Retribution|And then you bust out your Level 100 Charizard and roast the NPC's team of Grass-types.]]
** Ever since the happiness system was introduced in Gen II, you try to keep your Pokémon happy, even if only for those that evolve because of it. Interestingly, there's a move that increases in power for this (Return), and one for [[Video Game Cruelty Potential|how much they hate you]] (Frustration).
** Forging a deeper connection with your Pokémon is pretty much the whole point of a [[Nuzlocke Comics|Nuzlocke]] [[Self
*** [https://web.archive.org/web/20191121133645/http://pettynuzlockelg.smackjeeves.com/ Petty], an author of a Nuzlocke comic, just knows how to pull at your heartstrings every time she has a friend die.
** Something completely unrelated to the Pokémon themselves, however, is an optional side-quest in ''[[
* The ''[[Quest for Glory]]'' adventure/RPG series has the character classes of fighter, mage, thief and paladin. Becoming and playing as the latter requires going well out of the way of the rest of the game mechanics to do Right. Some of a paladin's deeds are too rewarding to count as simple altruism (returning a reward, telling a disarmed enemy to re-arm -> [[Flaming Sword]]), others likely count (snuggling a rotting undead -> one released spirit, you smelling and waist deep in a lake).
* In ''[[Snatcher]]'', you can reconcile with your wife, or help an elderly Freeman return to his family before death. You are not rewarded for doing so beyond the congratulations of your [[Robot Buddy]].
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** Whose heart shall I break, Shani's or Triss'? Caring potential for Alvin may factor into the decision, as either woman has something to provide him.
* One of the first quests in ''[[Ancient Domains of Mystery]]'' provides this (along with [[That One Sidequest]]): Why would you risk your brand-new level one character going up against giant ants (fast carapace-armored psych-immune killing machines), an underground river (in a world with [[Super Drowning Skills]]) and four more levels of early-game hell? Because an adorable little girl admiringly calls you a "true hero" for bringing back her puppy dog. That's why.
* There's much caring potential in [[Fallout: New Vegas]]. First, there's the companions, each of them is well written, well voiced, incredibly helpful, and, thankfully, in casual mode, quite immortal. However, in Hardcore mode, they can (and almost certainly will) die. For this reason, more than a few people avoid taking companions with them in Hardcore mode, seeing as how they [[
** Then there's the towns, filled with nice, charming, helpful citizens who will give you discounts and free stuff once you've done them a few small favors. Makes it a hell of a lot harder for you to come back in your next playthrough and [[Video Game Cruelty Potential|murder them all horribly with a chainsaw,]] [[You Bastard|doesn't it?]]
* In [[Golden Sun]] 1, the town of Kolima has all of its residents turned into trees - frozen in whatever position they were in at the time. If you visit the town before this happens, you'll see a group of kids playing by a river just outside of the town. They stand on each others' shoulders to try to get a persimmon out of the tree. When you come back and they've become trees, the children were still standing on each other, and so they collapsed, with one of the children landing in the river. At this point, you can either walk into the water and pull the kid-tree into the shallows, or go on with your business. Once the plot's moved on and the people are restored to human form, the child will thank you and give you a little reward. It doesn't take much effort to save her, and the reward is small. However, if you don't save her, the other two children she was playing with will mope around and give heartrendingly sad statements about the fate of their friend. That alone is enough to make you want to restart...
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*** Some demons will actually beg for their lives if you beat them within an inch of it. It's surprisingly satisfying to have something like a giant snake demon thank you for sparing him, or even join you out of appreciation.
* Near the end of [[Bastion]], the player is given the opportunity to save {{spoiler|Zolf}}, rather than leaving {{spoiler|him}} to die. If you choose the first option, {{spoiler|the Ura become so impressed with your [[Determinator]] status that they back down and let both of you leave alive.}}
* There's a '''''lot''''' you can do in [[
** Not to mention that it gets a lot harder to {{spoiler|let your character "die" frivolously}} once you've played the game to the end and know the true cost of {{spoiler|each of [[Balancing
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** Don't forget the excruciating level of detail injuries go into. One of the few times I felt bad about something in a video game was watching a little ASCII smiley face slowly crawl along. Checking his wounds, he'd lost both legs, one arm, and one lung to goblin assault.
** Nor the detailed relationships between all your dwarves with spouses, children, lovers, friends, acquaintances, enemies, and several levels between.
** Add to that making personality a factor in
** Your original 7 dwarves work ''so hard'' to get your fortress off the ground. It's not fun when one of them dies, especially if it's a particularly stupid death. (Which is unfortunately very easy to accomplish.)
** There is a notable gameplay aspect to this tendency in DF. Even if you don't particularly care about a given entity in the game, ''your dwarves do''. If your dwarf's pet or family member or close friend dies, they can get ''[[Ax Crazy|very upset]]''.
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* Just try not to feel any affection for your fake spouse and child in ''[[Harvest Moon]]''. Even after every [[Scripted Event]] has been shown and there is nothing left to do, it is near impossible to stop playing thanks to the [[Playable Epilogue]].
** If you played any Harvest Moon game, it's a good bet that you have been in a panic about finding some random citizen's birthday, and saying a prayer that they like the Radish that you didn't sell specially to give to them! And I won't even mention your animals (Everyone else panicked and brought their dog in at the chance of rain, right?)
*** Sometimes,
* Also played straight in ''[[Majesty]]: The Fantasy Kingdom Sim''. In an innovative, if sometimes frustrating twist, you do not have direct control over your troops; rather, you are the sovereign of the land, and you hire heroes and they wander about questing on their own. It's like a more interactive version of Progress Quest, really. With nifty sprite graphics. If you want something attacked, either wait for the hero to wander by it, which will cause other heroes to hear the sounds of battle and join in; build a guard tower close by to direct your free guardsmen there; or place a bounty on the object and they will attack until either they destroy the object (for example, the elven buildings in the abducted prince quest) or pick it up and bring it home (for example, the titular items in the "Bell, Book, and Candle" quest).
* In the iPhone game [[Pocket God]], you control a small tribe on an island. You can kill them in various horrible ways (feeding them swordfish, drowning them etc), but you can also set the sky to sunset and the little looks of wonder on their faces is possibly the cutest thing ever. You can also light a fire, make it night-time, and watch them all curl up in a group to sleep like they didn't just spend all day getting attacked by dinosaurs and ice monsters.
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* Though not strictly a video game, ''[[Vocaloid]]'' is a brilliant demonstration of this principle. Think about it: It's a digital ''voice simulator'' built on samples of a voice actor or actress' donated data, each with a cute anime-style mascot character, but with no explicit personality. After you've listened to those characters sing, it's hard not to think of them as people and even have incredible loyalty to the programs you use the most.
** Miku Hatsune is a full-on Idol, and ''adorable''. Although her most popular video is her cute [http://www.youtube.com/watch?v=kbbA9BhCTko Ievan Polka] (waving a leek), [http://www.youtube.com/watch?v=jf1pg3NI6Do this one] will leave you wanting to [[The Woobie|hold and love and protect her]]. [[Crowning Music of Awesome]], [[Crowning Moment of Heartwarming]].
** And then there's ''[http://www.youtube.com/watch?v=_xtEy951Dic The Disappearance of Miku]'' where she [[Final Speech|sings her last song]], recognizing that [[What Measure Is a Non
*** To the uninitiated, [http://www.youtube.com/watch?v=MKv7cw_Z1P4 many] [http://www.youtube.com/watch?v=Qb4xkEiewIw songs] tend to elicit reactions like, "It's a ''computer program!'' Why am I ''[[Utsuge|crying?]]''"
* In ''[http://www.choiceofgames.com/broadsides/ Choice of Broadsides]'', you can become good friends (and even lovers if you take the [[Gay Option]]!) with Villeneuve, an [[Friendly Enemy|honorable pirate]]. If you do so and have high enough combat skills, you can choose to merely disarm him/her instead of outright killing him/her, upon which he/she will surrender voluntarily and say that if he/she has to give up his/her ship, [[Worthy Opponent|at least it's to you]]. Tends to be much more satisfying than just offing him/her.
* ''[[Monster Rancher]]'' has plenty of this as you work your Mons up to tournament champions. Doubly so if it's a game where they can die.
* Caring for cute little lambs, ducklings, and puppies is one of the reasons ''[[
* [[Animal Crossing]] can bring this up, seeing as it's basically a neighborhood simulator. You can easily get attached to your villagers, who are all [[Amazing Technicolor Wildlife|cute, colorful]] [[Ridiculously Cute Critter|animals]] that you can befriend and [[Cuteness Proximity|snuggy wuggy woogy wub]]. This effect can be [[Perverse Sexual Lust|even worse]] for furries playing the game.
** It can be extremely heartbreaking if one moves away because of your neighbor limit. Sometimes, neighbors will move to friend's towns. This can potentially cause a estranged relationship with that real-life friend.
* [[My Little Pony: Friendship Gardens]] runs off this. You create your own Little Pony and can feed her apples, play games with her, brush her hair, teach her how to jump, and generally keep her happy -- {{spoiler|[[Tear Jerker|and then, in the end, let her go free.]]}}
== Space Combat ==
* Brilliantly done in the ''[[
** In the first game you return home after a hyperdrive test run only to find your planet in flames and some aliens destroying the cryo trays with the last remnants of your race. One of the trays is already damaged by the time you arrive, and in a "normal" course of events the invaders will destroy it before you can destroy them. There is no reprimand for that and no bonuses for saving the tray, but, goddammit, there is a hundred thousand people in it!
*** This troper failed the first time... He immediately started all over and next time had six salvage corvetes, all ready to capture three enemy ships destroying defenseless cryotray. "The subjects didn't survive interrogation." indeed.
** In the "Cataclysm" sequel you encounter a civilian convoy under attack by [[The Virus|viral]] missiles. Here extra lengths to protect the transports are more or less justified from the pragmatic point of view, since each converted transport starts launching missiles itself, and once the enemy runs out of clean transports it turns on you. Still you can't help but feel a moral obligation to protect as many transports as possible. Espescially once you ''hear'' the screams of a ship's crew being "converted" and realise just how many people are supposed to be in there...
** The finale of Homeworld 2 reenacts the tragedy that destroyed the original homeworld when three planet destroyers start barraging the surface of your core planet with nukes. Intercepting every rocket is be a bit annoying, as it must be done manually and you'll have to constantly switch between the tactical screen, where the rockets are visible, and the game screen, where all the fighting takes place, but these inconviniences are completely blotted out by a single thought: "Not a single rocket must reach the surface. You hear me? NOT A SINGLE ONE!!!"
* In ''[[Star Trek: Bridge Commander]]'', you encounter a vessel belonging to the enemy who, during a large firefight, has kept out of battle with their shields down. Your crew makes note of it before it turns away and warps out. You encounter the same ship later, guarding your objective, but again, with its shields down and making no effort to attack you. This is where you ought to slow down, take a breath, and think, "What Would Captain Picard Do?" Open hailing frequencies. The result is gaining a new ally and making the last level much easier, your sector admiral giving you huge glowing praise, more detail about what's going on with the plot, and the satisfaction that Gene Roddenberry's view of the universe is still alive and well, even in an action game.
* ''Starlancer'', a space fighter from the makers of ''Wing Commander'', has an entire squadron of [[Red Shirt
** Speaking of ''[[Wing Commander (
** Also, in ''[[Wing Commander (
== Strategy ==
* In the latest ''[[Advance Wars]]'', troops now get "Veteran" statuses etc. for defeating troops- making individual units theoretically more unique. This was done to discourage the [[Zerg Rush|Infantry Spam]] tactics from previous games. Unfortunately, with the boosts so meager for the unit's usual unlikeliness to survive for much longer, it doesn't work very well.
** ''Game Boy Wars 3'', on the other hand, has Materials in addition to the standard Gold for building units. The price gaps with Materials are much smaller in the game than the ones with money in other
*** As if the EXP system (which was also in Super Famicom Wars) wasn't enough, eh? Add unit promotion in GBW3 and there's plenty of reason to stay alive.
** The latest ''Advance Wars'' also changed how the Technique-rating was calculated. Before, you could spam units towards the end of the game to make your survival look good, but that actually ''lowers'' it in the new one. Now, the best strategy is to let many of them live.
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** Democratic-type governments in general are the "grow and make money like crazy" systems in all ''Civilization''-type games.
*** In ''II'' and ''III'' they give a direct boost to the economy by boosting Trade/Commerce.
*** In ''[[Sid
**** This comes nowhere close to showing the game caring potential. Just consider [http://alphacentauri2.info/articles/?sa=view;article=5 "Interlude 6 : despair"], which the player receives if his first mindworm unit is killed, along with its commander, who's a friend and pupil. {{spoiler|"For all the gene splicing and longevity treatments, all the manmade miracles of M.Y. $[[NUM 0]], death remains as final, as capricious, and as desolate as it has ever been. No matter what happens now, no matter what journey of wonder humankind now embarks upon, $[[VOKI 8]] will never see it, never know the end of it. And no matter how many centuries you continue to cheat eternity, you will never again have the company of your student and friend. And you cannot cheat eternity forever."}} Makes you want to just keep it far from any real battle.
*** In ''IV'', Representation increases Research and Happiness in large cities, and Universal Suffrage increases the amount of money produced by Towns (the direct boost to income is provided by Free Trade economics).
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** This is exacerbated by the popular supercombatant strategy, where one goes through the process of summoning a select commander, loading them up with hand picked magical items, and sending them off to war. Seeing these guys on the receiving end of a well made trap is just depressing.
** Don't forget about national heroes.
* In ''[[
* The ''[[Jagged Alliance]]'' series always penalizes you if you let too many of your hires die. If named characters lack a proper burial (say, you dumped the body in a river instead of securing the area in order to transport it out) then your reputation will plummet and only the will-work-for-anyone dregs will join you. For generic guards, if too many die it will be harder or more expensive to secure their replacements.
** If you help the local villagers (instead of trying to use them as meat shields), your reputation in the town (which affects a town tax-rate stat) won't plummet.
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* ''[[Ogre Battle]]'' has several special characters that you can draw into your ranks as you move through the game. Some of them are likable characters and you can feel like crap for getting them killed. Even the generic characters make your heart wrench when they fall in battle. Although, this can be because you spent countless hours leveling them to reach a certain class and you hard work just died out.
* ''[[Original War]]'' is built around this trope. Every human unit in the game is a unique individual with RPG-like stats, and when they die, they are [[Killed Off for Real]]. It is often better to deploy inferior remote-controlled or computer-controlled vehicles just to avoid risking your precious soldiers. (Honestly this is a lot like the use of military robots in [[Real Life]].)
* Played straight in the ''[[
* In ''[[Halo]] Wars'', it is common to become attached to units with stars, to the extent of not actually using them for fear of their deaths. Especially your starting scout unit.
* Somewhat averted in CDV games, notably the Conquest series. Despite almost EVERY SINGLE UNIT having its own experience, morale, and even phobias! American Conquest is especially bad for this, as human wave tactics are pretty much the only way to take a fort due to the sheer number of defences. See, even though you have all these stats, non-hero units tend to take damage like the squishy pink fleshlings that they are... Just created or alive since the start of the battle, a few shots from a musket will ruin any militia or trapper's day. The damage indicator is more an indicator of how accurate their weapons are, as you may see if you watch the spot of the impact graphic closely. Bullet impacts seem to deal percents, not numerical, while high health only really helps in melee. Also, cannonballs can mow through troops ridiculously accurate for their time period. One of the largest reasons behind the human wave requirement is how deadly fort cannons can be.
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** ''[[Updated Rerelease|Fire Emblem: Shadow Dragon]]'' introduced a system whereupon the game will provide your army with generic units if your numbers get too low, and secret chapters only accessible if you have below certain numbers of units, finally providing players with the perfect opportunity to take the pain of resetting in earlier games out on their army... yet the overall tendency of players is still often to reset on every death.
*** The amount of self-inflicted butchery needed to hit the secret chapters is something that won't occur naturally to most players. In fact, most guides and FAQs for the game strongly urge you to do a separate play-through to see the secret chapters.
* ''[[Knights in The Nightmare]]'' supplies you with 112 loyal knights (plus three additional recruits) whose [[Dead to Begin With|tragic deaths]] you're forced to watch. They're your only available means of fighting demons, but if you don't pay careful attention to their vitality, they will die again,
** And because it just needs to be
*** Probably because this is what Meria wants most, there's no way to get it for her. [[Downer Ending|Thanks, Sting.]]
* In ''[[Raiden Fighters]]'', one of the stages has a tank boss firing at houses before proceeding to attack you. If you use your [[Attack Drone
* ''[[Men of War]]'' is likely the best WWII RTS for caring potential. Let's review: All soldiers have their own names and inventories. The ability to loot gear off the dead means that a bit of effort makes soldiers much more effective. The ability to loot hats off the dead means personal touches. The AI is helpful beyond contemporary standards, e.g. when an enemy tank rounds a corner, a soldier throws an AP grenade, takes cover in the opposite direction, and tends his wounds. A lack of hand-holding means room for crazy plans. The option to switch to FPS controls for individual soldiers means opportunities for death-defying heroism. A fairly interactive environment means, for example, removing weapons from disabled tanks and adding them to the defensive lines, or some fool driving through a battlefield on a hijacked tractor, hauling machine guns and ammo. Playing the game means sending these people to die by the hundreds. Ladies and gentlemen, video games as a learning tool.
* ''[[Mount
* ''[[Total Annihilation]]: Kingdoms'' gives units bronze, silver, and gold ranks as they rack up kills. And, after awhile, you grow attached to them, to the point where one may send out their whole army of flying dragons of doom to incinerate the enemy if they dare to kill your 'pet'
* In [[X-COM]], it is ''extremely'' hard not to get attached to a few of your veteran soldiers. Sadly, since [[Anyone Can Die]], your favorites will almost inevitably be killed off <s>unless you keep them stationed on the dropship or your base</s> by a blaster bomb into the dropship or an attack on your base.
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* In ''[http://www.kongregate.com/games/Pencilkids/monkey-go-happy/ Monkey Go Happy,]'' you're tasked with making a cute, crying monkey happy on each level. It's hard not to feel for the little guy, sitting there crying and trembling. The sequels take it further, adding a second, smaller monkey in the second game, and a baby monkey in the third.
** Welcome Grandpa in number 4!
* The computer game [[Star Trek]]: [[Birth Of The Federation]] (think [[Civilization]] in the style of [[Star Trek]]) can occasionally invoke this trope. When the Borg [[You Will Be Assimilated|assimilate]] a race you know and love from the series (or, you know, [[Earth Is the Center of
** Of course, this game has an equal, if not greater, amount of [[Video Game Cruelty Potential]].
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