Video Game Cruelty Punishment: Difference between revisions

Content added Content deleted
m (update links)
m (clean up)
Line 1: Line 1:
{{trope}}
{{trope}}
[[File:rsz_vg_cats_chicks_9005.jpg|link=VG Cats|frame|Attack the [[The Legend of Zelda (video game)|Cucco]] at your own peril.]]
[[File:rsz vg cats chicks 9005.jpg|link=VG Cats|frame|Attack the [[The Legend of Zelda (video game)|Cucco]] at your own peril.]]


Some games let the player [[Video Game Cruelty Potential|do things that are a bit... immoral]]. Many players are just fine with that and will gladly take advantage off it; after all, the video game is a consequence-free world, one where you can do things such as [[Grand Theft Auto|shotgun a crowd of innocent bystanders]], [[The Punisher|torture mooks for information and kill them even when they tell you what you need to know]], or [[God of War (series)|be an all-around jerk]]. After all, the exact reason most people find these games fun is because they can do horrible things with no negative effects. At worst, you'll slide toward the evil end of the game's [[Karma Meter]] and the storyline will play out differently.
Some games let the player [[Video Game Cruelty Potential|do things that are a bit... immoral]]. Many players are just fine with that and will gladly take advantage off it; after all, the video game is a consequence-free world, one where you can do things such as [[Grand Theft Auto|shotgun a crowd of innocent bystanders]], [[The Punisher|torture mooks for information and kill them even when they tell you what you need to know]], or [[God of War (series)|be an all-around jerk]]. After all, the exact reason most people find these games fun is because they can do horrible things with no negative effects. At worst, you'll slide toward the evil end of the game's [[Karma Meter]] and the storyline will play out differently.
Line 10: Line 10:
[[Hostage Spirit Link]] is a specific form of this, though in that case it is generally used to prevent you from [[A-Team Firing|madly spraying fire every time you open a door]] rather than to punish you for being cruel.
[[Hostage Spirit Link]] is a specific form of this, though in that case it is generally used to prevent you from [[A-Team Firing|madly spraying fire every time you open a door]] rather than to punish you for being cruel.


The most common subtropes are probably [[I Fought the Law and The Law Won]] and [[Shoplift and Die]], in which your comeuppance comes in the form of overpowered [[NPC|NPCs]] intent on either [[Cardboard Prison|locking you up]] or [[No-Holds-Barred Beatdown|beating you down]].
The most common subtropes are probably [[I Fought the Law and The Law Won]] and [[Shoplift and Die]], in which your comeuppance comes in the form of overpowered [[NPC]]s intent on either [[Cardboard Prison|locking you up]] or [[No-Holds-Barred Beatdown|beating you down]].


Contrast [[Mercy Rewarded]] and [[What the Hell, Player?]], which are less overt methods of chastising you.
Contrast [[Mercy Rewarded]] and [[What the Hell, Player?]], which are less overt methods of chastising you.
Line 19: Line 19:
* ''Zelda'':
* ''Zelda'':
** Attacking Cuccos (and sometimes other animals, such as the pigs in ''[[The Legend of Zelda: The Wind Waker|The Legend of Zelda the Wind Waker]]'') results in them fighting back ''in swarms''. Endless, '''invincible''' swarms. The [[Fan Nickname]] for this is the "Cucco Revenge Squad."
** Attacking Cuccos (and sometimes other animals, such as the pigs in ''[[The Legend of Zelda: The Wind Waker|The Legend of Zelda the Wind Waker]]'') results in them fighting back ''in swarms''. Endless, '''invincible''' swarms. The [[Fan Nickname]] for this is the "Cucco Revenge Squad."
** In the battle mode of ''[[The Legend of Zelda: Four Swords Adventures|The Legend of Zelda Four Swords Adventures]]'', this is actually a sneaky tactic -- Attack a Cucco inside a building enough times and a swarm of them will appear and attack your pals, since they do not attack anyone inside buildings, you're safe!
** In the battle mode of ''[[The Legend of Zelda: Four Swords Adventures|The Legend of Zelda Four Swords Adventures]]'', this is actually a sneaky tactic—Attack a Cucco inside a building enough times and a swarm of them will appear and attack your pals, since they do not attack anyone inside buildings, you're safe!
** There's an interesting variation on this in ''[[The Legend of Zelda: Twilight Princess|Twilight Princess]]'', where you temporarily control the Cucco you've been attacking.
** There's an interesting variation on this in ''[[The Legend of Zelda: Twilight Princess|Twilight Princess]]'', where you temporarily control the Cucco you've been attacking.<br /><br />There's also a bird selling red potion and lantern oil in the forest just before the forest temple in ''[[The Legend of Zelda: Twilight Princess|The Legend of Zelda Twilight Princess]]''. You pay by dropping rupees into a box, but nothing stops you from just walking out without paying a single rupee. However, doing so causes the bird to violently attack you any time you try to go shopping again. Doesn't seem that bad, until you're in desperate need of that red potion or lamp oil...[[Subverted Trope|Subverted,]] however, in that you can put in just one rupee and the only negative reaction you'll get is the bird telling you not to be so cheap; you can get away with this as many times as you like.

There's also a bird selling red potion and lantern oil in the forest just before the forest temple in ''[[The Legend of Zelda: Twilight Princess|The Legend of Zelda Twilight Princess]]''. You pay by dropping rupees into a box, but nothing stops you from just walking out without paying a single rupee. However, doing so causes the bird to violently attack you any time you try to go shopping again. Doesn't seem that bad, until you're in desperate need of that red potion or lamp oil...[[Subverted Trope|Subverted,]] however, in that you can put in just one rupee and the only negative reaction you'll get is the bird telling you not to be so cheap; you can get away with this as many times as you like.
*** Spoofed in [http://www.dorkly.com/video/18879/dorkly-bits-link-to-the-past-with-a-portal-gun this Dorkly Bits parody] of ''[[The Legend of Zelda: A Link to the Past|The Legend of Zelda a Link To T He Past]]''. Link, having acquired a ''[[Portal (series)|Portal]]'' gun, uses the Cuccos to ''kill Ganon''.
*** Spoofed in [http://www.dorkly.com/video/18879/dorkly-bits-link-to-the-past-with-a-portal-gun this Dorkly Bits parody] of ''[[The Legend of Zelda: A Link to the Past|The Legend of Zelda a Link To T He Past]]''. Link, having acquired a ''[[Portal (series)|Portal]]'' gun, uses the Cuccos to ''kill Ganon''.
** Also, stealing from the store in ''[[The Legend of Zelda: Link's Awakening|The Legend of Zelda Links Awakening]]'' causes all the [[NPC|NPCs]] to refer to you as THIEF for the rest of the game. Plus the [[Shoplift and Die|shopkeeper zaps you to death]] if you're dumb enough to go back into the store.
** Also, stealing from the store in ''[[The Legend of Zelda: Link's Awakening|The Legend of Zelda Links Awakening]]'' causes all the [[NPC]]s to refer to you as THIEF for the rest of the game. Plus the [[Shoplift and Die|shopkeeper zaps you to death]] if you're dumb enough to go back into the store.
*** In the DX (color) version, the photographer will actually snap a commemorative photo, too.
*** In the DX (color) version, the photographer will actually snap a commemorative photo, too.
**** And you need to do it to achieve [[100% Completion]].
**** And you need to do it to achieve [[100% Completion]].
Line 32: Line 34:
** In the original ''[[The Legend of Zelda (video game)|The Legend of Zelda]]'' on the NES, hitting the old man with the sword or other weapon will cause the fires to shoot at you if you are in an underground dungeon.
** In the original ''[[The Legend of Zelda (video game)|The Legend of Zelda]]'' on the NES, hitting the old man with the sword or other weapon will cause the fires to shoot at you if you are in an underground dungeon.
** In ''[[The Legend of Zelda: Oracle of Seasons and Oracle of Ages|Oracle of Seasons]]'', after defeating the King Moblin, you find him in a house in Sunken City, crafting bombs. You can throw a lit bomb into his stockpile, then flee the house and watch it blow up with him inside of it. Try this repeatedly, and the third time he catches you and [[Nonstandard Game Over|traps you inside the house when it blows]].
** In ''[[The Legend of Zelda: Oracle of Seasons and Oracle of Ages|Oracle of Seasons]]'', after defeating the King Moblin, you find him in a house in Sunken City, crafting bombs. You can throw a lit bomb into his stockpile, then flee the house and watch it blow up with him inside of it. Try this repeatedly, and the third time he catches you and [[Nonstandard Game Over|traps you inside the house when it blows]].
* In the NES game ''[[Nightshade]]'', you are a [[Superhero]]. You gain reputation for defeating [[Mook|mooks]], and the more reputation you have, the more people will help you. Very high reputation yields such rewards as a healing booth (which you ''[[Nintendo Hard|will]]'' need). Attacking someone defenseless, however, causes your reputation to take a nose dive.
* In the NES game ''[[Nightshade]]'', you are a [[Superhero]]. You gain reputation for defeating [[mook]]s, and the more reputation you have, the more people will help you. Very high reputation yields such rewards as a healing booth (which you ''[[Nintendo Hard|will]]'' need). Attacking someone defenseless, however, causes your reputation to take a nose dive.
* ''[[Beyond Good & Evil (video game)|Beyond Good and Evil]]'' lets you fire on friendly boats and airships from your hovercraft. However, if you keep shooting at them, they'll eventually call the police on you, who will fine you. Some [[NPC]] ships are quicker to phone the cops than others... And if you maneuver quickly, you can actually ''avoid'' the police!
* ''[[Beyond Good & Evil (video game)|Beyond Good and Evil]]'' lets you fire on friendly boats and airships from your hovercraft. However, if you keep shooting at them, they'll eventually call the police on you, who will fine you. Some [[NPC]] ships are quicker to phone the cops than others... And if you maneuver quickly, you can actually ''avoid'' the police!
* In ''[[Star Fox Adventures]]'', repeatedly attacking Tricky with Krystal's staff early on has no repercussions. However, doing it too many times after he's learned the Flame command results in him attempting to set Fox on fire.
* In ''[[Star Fox Adventures]]'', repeatedly attacking Tricky with Krystal's staff early on has no repercussions. However, doing it too many times after he's learned the Flame command results in him attempting to set Fox on fire.
Line 41: Line 43:
* ''[[The Goonies (video game)|The Goonies]] II'' allowed you to strike friendly characters with your fists or a hammer. If you hit certain characters, though, they refused to help you in the future.
* ''[[The Goonies (video game)|The Goonies]] II'' allowed you to strike friendly characters with your fists or a hammer. If you hit certain characters, though, they refused to help you in the future.
** There's another spot, though, where the only way to get [[Last Lousy Point|the missing Magic Implement]] is to ''[[Moral Event Horizon|beat the crap out of an old lady]]'' by hitting her repeatedly.
** There's another spot, though, where the only way to get [[Last Lousy Point|the missing Magic Implement]] is to ''[[Moral Event Horizon|beat the crap out of an old lady]]'' by hitting her repeatedly.
* In ''[[Armored Core|Armored Core for Answer]]'', [[Video Game Cruelty Potential|you're allowed to take a]] [[Moral Event Horizon|mission where you]] [[Complete Monster|kill 100,000,000 people]]. If you complete that mission, you're rewarded with the mission "[[Scrappy Level|Occupation of Arteria Carpals]]", a mission where you have to defeat 4 [[A Mech by Any Other Name|NEXTs]] -- a ''single'' NEXT qualifies as [[That One Boss]], so this is definitely a punishment. (Although, if you use lots of [[Wave Motion Gun|Kojima]] [[Game Breaker|Weaponry]], it's [[Karma Houdini|relatively easy to win]].)
* In ''[[Armored Core|Armored Core for Answer]]'', [[Video Game Cruelty Potential|you're allowed to take a]] [[Moral Event Horizon|mission where you]] [[Complete Monster|kill 100,000,000 people]]. If you complete that mission, you're rewarded with the mission "[[Scrappy Level|Occupation of Arteria Carpals]]", a mission where you have to defeat 4 [[A Mech by Any Other Name|NEXTs]]—a ''single'' NEXT qualifies as [[That One Boss]], so this is definitely a punishment. (Although, if you use lots of [[Wave Motion Gun|Kojima]] [[Game Breaker|Weaponry]], it's [[Karma Houdini|relatively easy to win]].)
* In the first ''[[Soul Reaver]]'' game (which is the second ''[[Legacy of Kain]]'' game), civilians and vampire hunters will fall on their knees and worship you -- even let you feed on them -- unless you start killing them, in which case the civilians will run away and the vampire hunters will attack you. They're not especially dangerous, but they can be inconvenient.
* In the first ''[[Soul Reaver]]'' game (which is the second ''[[Legacy of Kain]]'' game), civilians and vampire hunters will fall on their knees and worship you—even let you feed on them—unless you start killing them, in which case the civilians will run away and the vampire hunters will attack you. They're not especially dangerous, but they can be inconvenient.
* Although not as severe as some of the other punishments, biting some of the larger animals (specifically the tigers and bears) in ''[[Okami]]'' will cause them to attack you.
* Although not as severe as some of the other punishments, biting some of the larger animals (specifically the tigers and bears) in ''[[Okami]]'' will cause them to attack you.
* In ''[[Ganbare Goemon|The Legend of the Mystical Ninja]]'', attacking innocent people in towns will cause a swarm of angry guards to assault you. They will keep spawning unless you leave the area.
* In ''[[Ganbare Goemon|The Legend of the Mystical Ninja]]'', attacking innocent people in towns will cause a swarm of angry guards to assault you. They will keep spawning unless you leave the area.
* In ''[[Tomb Raider]] II'', attacking the Tibetan warrior monks in the Barkhang Monastery will result in ''every single monk in the entire level'' going for Lara's blood - and it can be easily done if the player is simply trying to help the monks out in their fights against [[Big Bad|Bartoli's]] [[Mook|mooks]] and accidentally target a monk instead of a gunman. They aren't hard to kill, but since there's so many of them it can be easy to become overpowered.
* In ''[[Tomb Raider]] II'', attacking the Tibetan warrior monks in the Barkhang Monastery will result in ''every single monk in the entire level'' going for Lara's blood - and it can be easily done if the player is simply trying to help the monks out in their fights against [[Big Bad|Bartoli's]] [[mook]]s and accidentally target a monk instead of a gunman. They aren't hard to kill, but since there's so many of them it can be easy to become overpowered.
* Sort of a minor one in the [[Nintendo DS]] version of ''Lego Batman'': Once you unlock Alfred as a character, he'll usually be peaceably standing around as an NPC in the batcave. You can attack him, but once you do, he'll come after you with a bat.
* Sort of a minor one in the [[Nintendo DS]] version of ''Lego Batman'': Once you unlock Alfred as a character, he'll usually be peaceably standing around as an NPC in the batcave. You can attack him, but once you do, he'll come after you with a bat.


Line 90: Line 92:
* In ''[[Halo]]: Combat Evolved'', if you kill your captain in the first mission, you'll be locked inside the bridge and a squad of invincible marines will rush in to butcher you.
* In ''[[Halo]]: Combat Evolved'', if you kill your captain in the first mission, you'll be locked inside the bridge and a squad of invincible marines will rush in to butcher you.
** In the hands of a pair of bored teenagers who played HALO too much, this becomes the ultimate boss fight.
** In the hands of a pair of bored teenagers who played HALO too much, this becomes the ultimate boss fight.
** Throughout all of the Halo games, killing enough marines will get them to turn against you and kill you. The exception is the plot-important ones with [[Gameplay Ally Immortality]], as you can't kill them -- but they will still turn against you if you kill enough marines, and it's still impossible to kill them.
** Throughout all of the Halo games, killing enough marines will get them to turn against you and kill you. The exception is the plot-important ones with [[Gameplay Ally Immortality]], as you can't kill them—but they will still turn against you if you kill enough marines, and it's still impossible to kill them.
* In ''[[Call of Duty]] World At War'''s DS version, meleeing an ally will result in him returning the favor -- killing you in one hit.
* In ''[[Call of Duty]] World At War'''s DS version, meleeing an ally will result in him returning the favor—killing you in one hit.
* Inverted in ''[[Modern Warfare 2]]''. {{spoiler|Trying to save the civilians in the infamous No Russian scenario by killing their attackers nets you an instant game over. Likewise, trying to block their line of fire by standing in front of them will result in them just shooting you. The most you can do is not actively participate in the slaughter.}}
* Inverted in ''[[Modern Warfare 2]]''. {{spoiler|Trying to save the civilians in the infamous No Russian scenario by killing their attackers nets you an instant game over. Likewise, trying to block their line of fire by standing in front of them will result in them just shooting you. The most you can do is not actively participate in the slaughter.}}
** In the German/Japanese version, this is all you can do. {{spoiler|Shooting the civilians nets you an instant game over, as well.}}
** In the German/Japanese version, this is all you can do. {{spoiler|Shooting the civilians nets you an instant game over, as well.}}
Line 114: Line 116:
* Use one nuke in the ''[[Civilization]]'' series, and your popularity drops to [[Acceptable Targets|President Bush Jr. lows]]. Use a ''lot'' of nukes, and the global environment can collapse!
* Use one nuke in the ''[[Civilization]]'' series, and your popularity drops to [[Acceptable Targets|President Bush Jr. lows]]. Use a ''lot'' of nukes, and the global environment can collapse!
* Similarly, in ''[[Sid Meier's Alpha Centauri]]'', using a Planet Buster causes every other faction in the game to declare war on you.
* Similarly, in ''[[Sid Meier's Alpha Centauri]]'', using a Planet Buster causes every other faction in the game to declare war on you.
** More than that, using Planet Busters (or just excessively damaging the environment in general) is a bad idea - when you hit the planet, [[Genius Loci|the Planet ]]''[[Genius Loci|hits back]]'', sending a nearly overwhelming swarm of its worst [[Horde of Alien Locusts|mind worms]] to chew through your bases' defenses. [[In Soviet Russia, Trope Mocks You|In Alpha Centauri, you don't destroy planet. Planet destroys YOU!]]
** More than that, using Planet Busters (or just excessively damaging the environment in general) is a bad idea - when you hit the planet, [[Genius Loci|the Planet]]''[[Genius Loci|hits back]]'', sending a nearly overwhelming swarm of its worst [[Horde of Alien Locusts|mind worms]] to chew through your bases' defenses. [[In Soviet Russia, Trope Mocks You|In Alpha Centauri, you don't destroy planet. Planet destroys YOU!]]
** "Minor" atrocities like using nerve gas, using biological warfare, or nerve-stapling or destroying base populations, will result in the planetary council imposing trade sanctions against you, and the faction you committed the crime against will almost certainly remain your sworn enemy for the rest of the game.
** "Minor" atrocities like using nerve gas, using biological warfare, or nerve-stapling or destroying base populations, will result in the planetary council imposing trade sanctions against you, and the faction you committed the crime against will almost certainly remain your sworn enemy for the rest of the game.
* Using nuclear weapons in ''[[Rise of Nations]]'' reduces the "Armageddon Clock". Too many means the game ends in apocalypse.
* Using nuclear weapons in ''[[Rise of Nations]]'' reduces the "Armageddon Clock". Too many means the game ends in apocalypse.
Line 138: Line 140:
** [[Internet Tough Guy]] is also getting kinda common, even if it started out meaning something different.
** [[Internet Tough Guy]] is also getting kinda common, even if it started out meaning something different.
** ''[[EVE Online]]'' has this in spades, along with appropriate Video Game Cruelty Punishment - It's not just [[City Guards|CONCORD]] that'll get you either. Better ask if that innocent carebear miner has any friends before you click 'Declare War' or you may find you've just picked a fight with a guy that [[Superweapon Surprise|has friends in a very large alliance]].
** ''[[EVE Online]]'' has this in spades, along with appropriate Video Game Cruelty Punishment - It's not just [[City Guards|CONCORD]] that'll get you either. Better ask if that innocent carebear miner has any friends before you click 'Declare War' or you may find you've just picked a fight with a guy that [[Superweapon Surprise|has friends in a very large alliance]].
*** Though such systems often backfire horrendously -- people who happen to have a lot of allies can do whatever they want to other players and call their "friends" in to support them if it goes badly.
*** Though such systems often backfire horrendously—people who happen to have a lot of allies can do whatever they want to other players and call their "friends" in to support them if it goes badly.
* ''[[Guild Wars]]'' used to have a reference to the "Cucco Revenge Squad" described above -- normally, killing animals is fine, but there was one particular moa bird which, if killed, would cause a horde of other moa birds to appear out of nowhere and attack you.
* ''[[Guild Wars]]'' used to have a reference to the "Cucco Revenge Squad" described above—normally, killing animals is fine, but there was one particular moa bird which, if killed, would cause a horde of other moa birds to appear out of nowhere and attack you.




Line 146: Line 148:
* In the ''[[Sonic Adventure]]'' series, if you severely abuse your [[Mon|Chao]], they won't listen to you or let you pick them up, and if you're ''really'' cruel, they won't eat, and will even [[Killed Off for Real|die earlier, without a chance to reincarnate.]]
* In the ''[[Sonic Adventure]]'' series, if you severely abuse your [[Mon|Chao]], they won't listen to you or let you pick them up, and if you're ''really'' cruel, they won't eat, and will even [[Killed Off for Real|die earlier, without a chance to reincarnate.]]
* Namco's obscure platformer ''Beraboh Man'' featured a friendly robot at the end of each level who would give you power-ups and life-restoring food. You could punch it to net a series of funny messages like "OW! What are you doing?" and "You will regret hitting a friend". You will indeed if you do it too many times, because the robot ''will get pissed at you and won't show up anymore for 4-5 levels''. The game is already [[Nintendo Hard]] by itself (and almost without healing items in-game), so it's not a wise choice to "hit friends"!
* Namco's obscure platformer ''Beraboh Man'' featured a friendly robot at the end of each level who would give you power-ups and life-restoring food. You could punch it to net a series of funny messages like "OW! What are you doing?" and "You will regret hitting a friend". You will indeed if you do it too many times, because the robot ''will get pissed at you and won't show up anymore for 4-5 levels''. The game is already [[Nintendo Hard]] by itself (and almost without healing items in-game), so it's not a wise choice to "hit friends"!
* There's a truly bizarre variant in ''[[Mega Man Zero]] 2''. The Crystal Cave area is full of Reploids under enemy control; you're supposed to save them, but if you kill them instead, you ''get a 1-up''! (Maybe the life you took has been [[Death Note|added to your own]]?) On the other hand, this is hell on your rank for the mission, and they won't become helpful [[NPC|NPCs]] at the Resistance Base like other Reploids you've saved.
* There's a truly bizarre variant in ''[[Mega Man Zero]] 2''. The Crystal Cave area is full of Reploids under enemy control; you're supposed to save them, but if you kill them instead, you ''get a 1-up''! (Maybe the life you took has been [[Death Note|added to your own]]?) On the other hand, this is hell on your rank for the mission, and they won't become helpful [[NPC]]s at the Resistance Base like other Reploids you've saved.
* In ''[[Lyle in Cube Sector]]'', a couple of puzzles require you to batter around a cow and a baby bird, respectively. Don't do this more than absolutely necessary, or else they will wreak horrible revenge on you.
* In ''[[Lyle in Cube Sector]]'', a couple of puzzles require you to batter around a cow and a baby bird, respectively. Don't do this more than absolutely necessary, or else they will wreak horrible revenge on you.
* In the old platformer ''Elf'', aside from ubiquitous bad guys that you have to shoot, there are also cute little animals like bunnies and ducklings. Shooting them brings up messages like "boo!" and so forth. However, shoot too many of them, and once you complete the game, the beautiful girl you were trying to save has [[Broken Aesop|become really ugly]].
* In the old platformer ''Elf'', aside from ubiquitous bad guys that you have to shoot, there are also cute little animals like bunnies and ducklings. Shooting them brings up messages like "boo!" and so forth. However, shoot too many of them, and once you complete the game, the beautiful girl you were trying to save has [[Broken Aesop|become really ugly]].
Line 176: Line 178:
* In the recent remake of ''[[The Bard's Tale]],'' your character was an unmitigated bastard at times. This often came back to bite him on the rear. One town he accidentally burnt down by releasing a dragon [[Man On Fire|set him on fire]]; being Snarky with a child gets you [[Groin Attack|kicked where it counts]]; and if you [[Kick the Dog|drive off the lovable pooch]] at the start of the game, later on you have to fight an undead version of a previous enemy rather than get an ally.
* In the recent remake of ''[[The Bard's Tale]],'' your character was an unmitigated bastard at times. This often came back to bite him on the rear. One town he accidentally burnt down by releasing a dragon [[Man On Fire|set him on fire]]; being Snarky with a child gets you [[Groin Attack|kicked where it counts]]; and if you [[Kick the Dog|drive off the lovable pooch]] at the start of the game, later on you have to fight an undead version of a previous enemy rather than get an ally.
** Nice is the ''slightly'' better choice the ''majority'' of the time. Of course, there's no way to find out beforehand, and a few choices make no real difference (Nice to the innkeeper = lousy room, Snarky to the innkeeper = great room; neither affects any of your stats or future events). There are a number of cases were Snarky is obviously better in the short run, but it costs you later on (a future service is more expensive, for example). Really more a [[Guide Dang It]] than anything.
** Nice is the ''slightly'' better choice the ''majority'' of the time. Of course, there's no way to find out beforehand, and a few choices make no real difference (Nice to the innkeeper = lousy room, Snarky to the innkeeper = great room; neither affects any of your stats or future events). There are a number of cases were Snarky is obviously better in the short run, but it costs you later on (a future service is more expensive, for example). Really more a [[Guide Dang It]] than anything.
* Ubiquitous in ''[[Ultima IV]]'', a RPG and possibly the video game with the most ethical depth yet (released in 1985 - sigh.) The series is between [[Big Bad|Big Bads]], and the point of the game is to develop the main character into a beacon of virtue for the people. Breaking into people's houses and taking their stuff actively distances the player from completing the game. Interestingly this goes beyond simple cruelty to also boasting of one's accomplishments (breaking Humility), not being the last to flee a battle (breaking Valor), etc.
* Ubiquitous in ''[[Ultima IV]]'', a RPG and possibly the video game with the most ethical depth yet (released in 1985 - sigh.) The series is between [[Big Bad]]s, and the point of the game is to develop the main character into a beacon of virtue for the people. Breaking into people's houses and taking their stuff actively distances the player from completing the game. Interestingly this goes beyond simple cruelty to also boasting of one's accomplishments (breaking Humility), not being the last to flee a battle (breaking Valor), etc.
** ''[[Ultima VIII]]: Pagan'' would dispense with the whole [[Karma Meter|concept of gauging the player's morality]]. Instead, if the Avatar was ever caught stealing, causing bodily harm or committing any other misdemeanor in the city, he would [[Can't Get Away with Nuthin'|promptly]] see the town sorcerer teleport to the crime scene and ([[Ludicrous Gibs|graphically]]) blow him up. No trial, no defense, no escape. [[Cutscene Incompetence|There was absolutely nothing the player could do but accept his fate]].
** ''[[Ultima VIII]]: Pagan'' would dispense with the whole [[Karma Meter|concept of gauging the player's morality]]. Instead, if the Avatar was ever caught stealing, causing bodily harm or committing any other misdemeanor in the city, he would [[Can't Get Away with Nuthin'|promptly]] see the town sorcerer teleport to the crime scene and ([[Ludicrous Gibs|graphically]]) blow him up. No trial, no defense, no escape. [[Cutscene Incompetence|There was absolutely nothing the player could do but accept his fate]].
*** The [[IT-HE Software]] site features two ways of nullifying him, only using the [[Good Bad Bugs|ingame physics.]]
*** The [[IT-HE Software]] site features two ways of nullifying him, only using the [[Good Bad Bugs|ingame physics.]]
Line 187: Line 189:
* ''[[The Elder Scrolls]] III: Morrowind'' lets you kill any character in the game. However, killing anyone plot-relevant before you get your mission from them will make the game's main storyline impossible to complete.
* ''[[The Elder Scrolls]] III: Morrowind'' lets you kill any character in the game. However, killing anyone plot-relevant before you get your mission from them will make the game's main storyline impossible to complete.
** Supposedly, anyway. You can still beat the game...assuming you [[Guide Dang It|already know how]]. And the game does, at least, have the decency to tell you when you've rendered it unwinnable (or unwinnable without a strategy guide, at least.)
** Supposedly, anyway. You can still beat the game...assuming you [[Guide Dang It|already know how]]. And the game does, at least, have the decency to tell you when you've rendered it unwinnable (or unwinnable without a strategy guide, at least.)
* ''[[The World Ends With You]]'' plays this straight and also inverts this: at one point in the game, while you can refuse to save [[NPC|NPCs]] from "Taboo Noise", you get a minor reward for saving them. However, after you beat the game, you can replay that chapter and refuse to save anyone to find that chapter's secret item. You still have to fight one set, however (the set attacking {{spoiler|Sota}}) - refusing to get involved causes Neku to ''start'' saying that he wants to move on, but then mentally slap himself and attack the Noise.
* ''[[The World Ends With You]]'' plays this straight and also inverts this: at one point in the game, while you can refuse to save [[NPC]]s from "Taboo Noise", you get a minor reward for saving them. However, after you beat the game, you can replay that chapter and refuse to save anyone to find that chapter's secret item. You still have to fight one set, however (the set attacking {{spoiler|Sota}}) - refusing to get involved causes Neku to ''start'' saying that he wants to move on, but then mentally slap himself and attack the Noise.
** It also [[Lampshade|lampshades]] this with the item's hint: "Just for you, jerkface!"
** It also [[lampshade]]s this with the item's hint: "Just for you, jerkface!"
* ''[[Contact (video game)|Contact]]'' lets you go around and massacre random civilians if you so choose. You even get a sword that is specifically effective if you wish to do so! However, doing so makes you take massive hits to your [[Karma Meter]], causing otherwise-friendly NPCs to attack you on sight (or, more likely, run away because they know they don't stand a chance). However, one of the possible girlfriends likes bad boys...
* ''[[Contact (video game)|Contact]]'' lets you go around and massacre random civilians if you so choose. You even get a sword that is specifically effective if you wish to do so! However, doing so makes you take massive hits to your [[Karma Meter]], causing otherwise-friendly NPCs to attack you on sight (or, more likely, run away because they know they don't stand a chance). However, one of the possible girlfriends likes bad boys...
* Killing children in ''[[Fallout]] 2'' brands you as a Childkiller and results in bounty hunters chasing you down. Fairly well armed bounty hunters who level with you to an extent.
* Killing children in ''[[Fallout]] 2'' brands you as a Childkiller and results in bounty hunters chasing you down. Fairly well armed bounty hunters who level with you to an extent.
Line 203: Line 205:
** Especially the very talkative guy standing in the diner.
** Especially the very talkative guy standing in the diner.
** This also can help trigger the [[Nonstandard Game Over]] for this game, though this triggers by doing anything that violates the masquerade, not just actions fitting in the trope. For example, murdering people counts as a masquerade violation, but so does letting a human see you if you're playing a Nosferatu (a clan of vampires that are all physically deformed).
** This also can help trigger the [[Nonstandard Game Over]] for this game, though this triggers by doing anything that violates the masquerade, not just actions fitting in the trope. For example, murdering people counts as a masquerade violation, but so does letting a human see you if you're playing a Nosferatu (a clan of vampires that are all physically deformed).
* In Spiderweb Software's ''[[Geneforge]]'' series of games, not only your actions, but your attitude can affect gameplay. Taking the wrong attitude in conversations with NPC can substantially affect the way that certain [[NPC|NPCs]] and factions respond to you later in the game; changing some from favorable to neutral, to outright aggressively hostile. Getting caught attempting to steal anything from an NPC (items you aren't permitted to take are labeled as "not yours") can result in being immediately attacked; and destroy your reputation with various NPC and factions. In some cases, this can earn you an immediate [[Nonstandard Game Over]] if you anger a plot-critical NPC.
* In Spiderweb Software's ''[[Geneforge]]'' series of games, not only your actions, but your attitude can affect gameplay. Taking the wrong attitude in conversations with NPC can substantially affect the way that certain [[NPC]]s and factions respond to you later in the game; changing some from favorable to neutral, to outright aggressively hostile. Getting caught attempting to steal anything from an NPC (items you aren't permitted to take are labeled as "not yours") can result in being immediately attacked; and destroy your reputation with various NPC and factions. In some cases, this can earn you an immediate [[Nonstandard Game Over]] if you anger a plot-critical NPC.
* In the primitive area on ''[[Super Paper Mario]]'' you come across [[Brainwashed and Crazy]] cavemen whom you've been sent to rescue. Killing them will actually remove points from your score (the game's EXP system.)
* In the primitive area on ''[[Super Paper Mario]]'' you come across [[Brainwashed and Crazy]] cavemen whom you've been sent to rescue. Killing them will actually remove points from your score (the game's EXP system.)
* In ''[[Threads of Fate]]'', the {{spoiler|first}} fight against the dragon Wylaf ends when his health is halfway depleted. However, attack him beyond this point too many times, while ignoring his admonishments to drop your weapons, and he will respond by charbroiling you to a crisp in a [[Cutscene]]. Needless to say, this is an instant [[Game Over]].
* In ''[[Threads of Fate]]'', the {{spoiler|first}} fight against the dragon Wylaf ends when his health is halfway depleted. However, attack him beyond this point too many times, while ignoring his admonishments to drop your weapons, and he will respond by charbroiling you to a crisp in a [[Cutscene]]. Needless to say, this is an instant [[Game Over]].
* If you choose the Dark Side path in the first ''[[Knights of the Old Republic]],'' {{spoiler|more than half the crew would turn on you, forcing you to kill them.}} A cut ending specifically for Dark Sided females added an additional twist to turn it into an Everybody Dies ending {{spoiler|by having Carth show up and making a final appeal. The player could then turn on Bastila, allowing the Republic fleet to destroy the Star Forge, with Revan and Carth still aboard}}.
* If you choose the Dark Side path in the first ''[[Knights of the Old Republic]],'' {{spoiler|more than half the crew would turn on you, forcing you to kill them.}} A cut ending specifically for Dark Sided females added an additional twist to turn it into an Everybody Dies ending {{spoiler|by having Carth show up and making a final appeal. The player could then turn on Bastila, allowing the Republic fleet to destroy the Star Forge, with Revan and Carth still aboard}}.
* In ''[[Baldur's Gate]]'', if you go around slaughtering civilians, a squad of Flaming Fist mercenaries shows up to slaughter you. They're nearly impossible for a character at your level to kill, and even if you do manage to beat them more will keep showing up later on.
* In ''[[Baldur's Gate]]'', if you go around slaughtering civilians, a squad of Flaming Fist mercenaries shows up to slaughter you. They're nearly impossible for a character at your level to kill, and even if you do manage to beat them more will keep showing up later on.
** Additionally, in this one and the sequel, getting caught pickpocketing, killing [[NPC|NPCs]], or summoning something that kills [[NPC|NPCs]] activates a toned-down version of Everything Trying to Kill You.
** Additionally, in this one and the sequel, getting caught pickpocketing, killing [[NPC]]s, or summoning something that kills [[NPC]]s activates a toned-down version of Everything Trying to Kill You.
** ''Baldur's Gate'' and its sequel are ''deeply'' unfriendly to evil characters. If you take the 'evil' option in a given quest, expect to receive a smaller reward or no reward at all. If you allow your reputation to fall into the ranges where your evil-aligned companions start complimenting you, expect prices to shoot through the roof and (at extremes) your good-aligned companions to abandon you. All of this is in addition to the above mentioned swarms of infinitely respawning guards when you let your reputation fall too low. And to add to the injury, you only have four evil-aligned characters (one only appears in the expansion) so get used to a non-full party, or squeeze in some [[Token Good Teammate]] who is at best [[Chaotic Neutral]].
** ''Baldur's Gate'' and its sequel are ''deeply'' unfriendly to evil characters. If you take the 'evil' option in a given quest, expect to receive a smaller reward or no reward at all. If you allow your reputation to fall into the ranges where your evil-aligned companions start complimenting you, expect prices to shoot through the roof and (at extremes) your good-aligned companions to abandon you. All of this is in addition to the above mentioned swarms of infinitely respawning guards when you let your reputation fall too low. And to add to the injury, you only have four evil-aligned characters (one only appears in the expansion) so get used to a non-full party, or squeeze in some [[Token Good Teammate]] who is at best [[Chaotic Neutral]].
*** On the other hand, Edwin, Viconia and Korgan/ {{spoiler|Sarevok}} are arguably the most powerful of their respective classes...
*** On the other hand, Edwin, Viconia and Korgan/ {{spoiler|Sarevok}} are arguably the most powerful of their respective classes...
Line 225: Line 227:
** ''.Flow'' in particular has a rather brutal punishment for trying to beat one of the local [[Goddamn Bats]] over the head while he's drinking: Countering your attack and then outright killing you in retaliation, which forces you out of your trance, but not before a short cutscene showing Sabitsuki's decapitated and busted up corpse. Also in general it seems that angering one will anger the rest while you're still zoned in, and one in particular happens to be a Demonic Spider...
** ''.Flow'' in particular has a rather brutal punishment for trying to beat one of the local [[Goddamn Bats]] over the head while he's drinking: Countering your attack and then outright killing you in retaliation, which forces you out of your trance, but not before a short cutscene showing Sabitsuki's decapitated and busted up corpse. Also in general it seems that angering one will anger the rest while you're still zoned in, and one in particular happens to be a Demonic Spider...
* ''[[Demon's Souls]]'' took punishment to the extreme. If the player, whether intentionally or not, attacks an NPC, the NPC will continue to fight you until you kill them (if you die, the NPC will continue to attack you after you respawn). If you kill the NPC, he/she will never come back. This is true even if the story cannot be continued without that NPC. Considering that there are no save points, or any other way to "undo" the damage, this can be [[Unwinnable by Design|literally game breaking]]. Especially cruel given the length of the game.
* ''[[Demon's Souls]]'' took punishment to the extreme. If the player, whether intentionally or not, attacks an NPC, the NPC will continue to fight you until you kill them (if you die, the NPC will continue to attack you after you respawn). If you kill the NPC, he/she will never come back. This is true even if the story cannot be continued without that NPC. Considering that there are no save points, or any other way to "undo" the damage, this can be [[Unwinnable by Design|literally game breaking]]. Especially cruel given the length of the game.
** Luckily, most NPCs don't aggro with one hit -- you usually have to strike them multiple times before they [[Turns Red|get pissed off]].
** Luckily, most NPCs don't aggro with one hit—you usually have to strike them multiple times before they [[Turns Red|get pissed off]].
** The Maiden in Black and Monumental seem to be the only ones needed to finish the game, and they either revive or are immortal. Deaths of other characters will deny you services, but are endurable.
** The Maiden in Black and Monumental seem to be the only ones needed to finish the game, and they either revive or are immortal. Deaths of other characters will deny you services, but are endurable.
* In [[Mass Effect 2]] you can choose to help either the [[Knight Errant|Justicar]] Samara or her sociopathic [[Black Widow|Ardat-Yakshi]] daughter Morinth during their [[Mexican Standoff]]. Helping one means the other dies. If the player chooses Morinth, not only are they deprived of one of a war asset and one of the most poignant scenes in [[Mass Effect 3]], but they also have to fight Morinth during the game's final stage after she's been turned into a [[Demonic Spider|banshee]] by the Reapers (and she makes no other appearances during the game).
* In [[Mass Effect 2]] you can choose to help either the [[Knight Errant|Justicar]] Samara or her sociopathic [[Black Widow|Ardat-Yakshi]] daughter Morinth during their [[Mexican Standoff]]. Helping one means the other dies. If the player chooses Morinth, not only are they deprived of one of a war asset and one of the most poignant scenes in [[Mass Effect 3]], but they also have to fight Morinth during the game's final stage after she's been turned into a [[Demonic Spider|banshee]] by the Reapers (and she makes no other appearances during the game).
Line 291: Line 293:
== [[Tabletop Games]] ==
== [[Tabletop Games]] ==
* In most ''[[The World of Darkness]]'' games, all characters have [[Karma Meter|a stat that tracks how moral they are]]; it's generally a good idea to keep this stat high. Vampires who are low on Humanity are more prone to frenzy, where you go on a brief uncontrollable rampage, in a setting where keeping a low profile is important. It also increases the length of torpor. They also have trouble interacting with regular mortals, as their [[Uncanny Valley]] nature starts to come to the forefront. Of course, being a [[Complete Monster]] who will stoop to any atrocity will eventually drop your Humanity score to zero, which reduces the character to a mindless beast which is no longer suitable for play.
* In most ''[[The World of Darkness]]'' games, all characters have [[Karma Meter|a stat that tracks how moral they are]]; it's generally a good idea to keep this stat high. Vampires who are low on Humanity are more prone to frenzy, where you go on a brief uncontrollable rampage, in a setting where keeping a low profile is important. It also increases the length of torpor. They also have trouble interacting with regular mortals, as their [[Uncanny Valley]] nature starts to come to the forefront. Of course, being a [[Complete Monster]] who will stoop to any atrocity will eventually drop your Humanity score to zero, which reduces the character to a mindless beast which is no longer suitable for play.
** Beyond that, certain acts are so nasty that the games have special rules built to ensure violators are punished, especially in the ''[[Old World of Darkness]]''; committing them results in ''instant'' loss of [[Karma Meter]]. The major one in both settings is diablerie, a vampire eating another vampire's soul to steal his power. In the ''[[New World of Darkness]]'' gameline ''[[Promethean: The Created]]'', committing lacuna (stealing another Promethean's vitriol, a form of [[Character Level|Experience Points]] gained by completing milestones -- or in other words, sabotaging another Promethean's Pilgrimage for petty gain) is another instant-punishment act.
** Beyond that, certain acts are so nasty that the games have special rules built to ensure violators are punished, especially in the ''[[Old World of Darkness]]''; committing them results in ''instant'' loss of [[Karma Meter]]. The major one in both settings is diablerie, a vampire eating another vampire's soul to steal his power. In the ''[[New World of Darkness]]'' gameline ''[[Promethean: The Created]]'', committing lacuna (stealing another Promethean's vitriol, a form of [[Character Level|Experience Points]] gained by completing milestones—or in other words, sabotaging another Promethean's Pilgrimage for petty gain) is another instant-punishment act.
** Other ''[[New World of Darkness]]'' games: For [[Werewolf: The Forsaken|werewolves]], low Harmony increases the number of triggers for [[Unstoppable Rage|Death Frenzy]] and makes dealing with spirits harder; for [[Mage: The Awakening|mages]], low Wisdom increases the power of Paradox, which as well as the inherent problems, can lead to them being targeted by fellow mages; [[Geist: The Sin Eaters|Sin-Eaters]] with low Synergy find interacting with ghosts and performing ceremonies harder, as well as having their own Geist make more and more unreasonable demands and eventually start ''possessing'' them; and for [[Changeling: The Lost|Changelings]], low Clarity results in muddled perception (as you can't tell what's real and what's fantasy), causes them to be ostracised by their peers, and makes them a bigger target for the [[The Fair Folk|True Fae]]. ... And, when coupled with high Wyrd, begins to {{spoiler|''turn them into one of the True Fae.''}}
** Other ''[[New World of Darkness]]'' games: For [[Werewolf: The Forsaken|werewolves]], low Harmony increases the number of triggers for [[Unstoppable Rage|Death Frenzy]] and makes dealing with spirits harder; for [[Mage: The Awakening|mages]], low Wisdom increases the power of Paradox, which as well as the inherent problems, can lead to them being targeted by fellow mages; [[Geist: The Sin Eaters|Sin-Eaters]] with low Synergy find interacting with ghosts and performing ceremonies harder, as well as having their own Geist make more and more unreasonable demands and eventually start ''possessing'' them; and for [[Changeling: The Lost|Changelings]], low Clarity results in muddled perception (as you can't tell what's real and what's fantasy), causes them to be ostracised by their peers, and makes them a bigger target for the [[The Fair Folk|True Fae]]. ... And, when coupled with high Wyrd, begins to {{spoiler|''turn them into one of the True Fae.''}}
** The ''[[Old World of Darkness]]'' game ''[[Changeling: The Dreaming]]'' had Banality and Bedlam for players to worry about. Too much Banality - which, if you weren't careful, could be ''very'' easy to pick up and was kind of difficult to shed - and the Changeling would forget who they were, at least until they got an infusion of glamor (assuming it was early-stage Banality; late stages might leave the Changeling so drained of glamor that they wouldn't ever remember anything about magic or who they really were). Bedlam, on the other hand, was caused by spending too much time ''away'' from normal, mundane things and was actually more dangerous since it caused the person to become disconnected from reality of any sort. First-stage Bedlam could easily be self-medicated by wandering off to go steep in low levels of Banality for a while, but second and third-stage Bedlam were actively dangerous since they were ''much'' more difficult to treat and cure (third-stage Bedlam was, in fact, impossible to cure) and the delusions could lead to the character doing anything from trying to hug a dangerous monster, or attacking their allies, to -- using an example from the Nocker Kithbook - experimenting with Banality and then unleashing your experiments on a whole city of Changelings. The whole thing was designed to emphasise how Changelings were really stuck between the two worlds - too magical to live in the human world, too human to live in the Dreaming.
** The ''[[Old World of Darkness]]'' game ''[[Changeling: The Dreaming]]'' had Banality and Bedlam for players to worry about. Too much Banality - which, if you weren't careful, could be ''very'' easy to pick up and was kind of difficult to shed - and the Changeling would forget who they were, at least until they got an infusion of glamor (assuming it was early-stage Banality; late stages might leave the Changeling so drained of glamor that they wouldn't ever remember anything about magic or who they really were). Bedlam, on the other hand, was caused by spending too much time ''away'' from normal, mundane things and was actually more dangerous since it caused the person to become disconnected from reality of any sort. First-stage Bedlam could easily be self-medicated by wandering off to go steep in low levels of Banality for a while, but second and third-stage Bedlam were actively dangerous since they were ''much'' more difficult to treat and cure (third-stage Bedlam was, in fact, impossible to cure) and the delusions could lead to the character doing anything from trying to hug a dangerous monster, or attacking their allies, to—using an example from the Nocker Kithbook - experimenting with Banality and then unleashing your experiments on a whole city of Changelings. The whole thing was designed to emphasise how Changelings were really stuck between the two worlds - too magical to live in the human world, too human to live in the Dreaming.
** Meanwhile, over in [[Fan Work]] ''[[Genius: The Transgression]]'', low Obligation leads to trouble interacting with [[Muggles]]. Which gets to be a ''bit'' of a problem when you consider that you need human contact to keep said [[Karma Meter]] up. Oh, and that mad science tends to be ''expensive'', so if you can't hold down a day job, no death rays for you.
** Meanwhile, over in [[Fan Work]] ''[[Genius: The Transgression]]'', low Obligation leads to trouble interacting with [[Muggles]]. Which gets to be a ''bit'' of a problem when you consider that you need human contact to keep said [[Karma Meter]] up. Oh, and that mad science tends to be ''expensive'', so if you can't hold down a day job, no death rays for you.
* ''[[Cthulhu Tech]]'' essentially runs on this trope; killing innocents, even unintentionally, ranks up with reading the [[Brown Note|unabridged Necronomnicon]] on dinging the sanity meter. Being responsible for a massacre beats everything but seeing [[Cosmic Horror|Cthulhu himself]] when it comes to driving player character crazy.
* ''[[Cthulhu Tech]]'' essentially runs on this trope; killing innocents, even unintentionally, ranks up with reading the [[Brown Note|unabridged Necronomnicon]] on dinging the sanity meter. Being responsible for a massacre beats everything but seeing [[Cosmic Horror|Cthulhu himself]] when it comes to driving player character crazy.
Line 300: Line 302:
* Earlier editions of ''[[Dungeons and Dragons]]'' had the Paladin's code of conduct, which kept him acting in a [[Lawful Good]] manner and ''not'' randomly slaughtering people. Breaking the code would result in the paladin losing his powers until he [[The Atoner|atoned]] for his wrongdoing. Of course, this was all too easy to abuse by [[Killer Game Master|jackass DMs]] who would try to railroad the paladin into a situation where he must violate the code.
* Earlier editions of ''[[Dungeons and Dragons]]'' had the Paladin's code of conduct, which kept him acting in a [[Lawful Good]] manner and ''not'' randomly slaughtering people. Breaking the code would result in the paladin losing his powers until he [[The Atoner|atoned]] for his wrongdoing. Of course, this was all too easy to abuse by [[Killer Game Master|jackass DMs]] who would try to railroad the paladin into a situation where he must violate the code.
** Certain other classes, such as Clerics, also had their powers depend on a code of conduct, but these tended not to be enforced as strictly as the Paladin's.
** Certain other classes, such as Clerics, also had their powers depend on a code of conduct, but these tended not to be enforced as strictly as the Paladin's.
** The [[Game Master]] might also implement other measures to keep psycho [[PC|PCs]] in check, such as changing their [[Character Alignment]] to suit their actual [[Stupid Evil]] style of play, or sending the local authorities after them. This is also one of the reasons why no sane DM would award experience points for killing civilian or "friendly" targets.
** The [[Game Master]] might also implement other measures to keep psycho [[PC]]s in check, such as changing their [[Character Alignment]] to suit their actual [[Stupid Evil]] style of play, or sending the local authorities after them. This is also one of the reasons why no sane DM would award experience points for killing civilian or "friendly" targets.
** Tsk, tsk. The best response to rampaging PC's is to realize that 1) they are not the only adventurers in the world, 2) someone whom they have wronged can spend a lot of money to hire those willing to revenge the wrongs, 3) there are always adventurers, good aligned churches, orders of paladins, noble-minded wizards, and so on willing to respond to murderous bastards who are to quick to butcher innocent people, and 4) spells like Speak With Dead and Clairvoyance can make identifying the culprits rather easy. Good GMs make the punishment seem to come organically from the game world without needing to use game mechanics.
** Tsk, tsk. The best response to rampaging PC's is to realize that 1) they are not the only adventurers in the world, 2) someone whom they have wronged can spend a lot of money to hire those willing to revenge the wrongs, 3) there are always adventurers, good aligned churches, orders of paladins, noble-minded wizards, and so on willing to respond to murderous bastards who are to quick to butcher innocent people, and 4) spells like Speak With Dead and Clairvoyance can make identifying the culprits rather easy. Good GMs make the punishment seem to come organically from the game world without needing to use game mechanics.
*** Sort of. If you don't want to have alignment change in response to character actions, don't have it in your game. Warning players that they're not playing in character or in alignment is an excellent first deterrent. A lot of players don't want to be evil. And there's also the matter of not rewarding experience points for things that aren't in character. (The flipside, though, is that in a Diabolic/Chaotic Evil campaign, the GM SHOULD reward players with XP for killing innocents, commensurate with the real risk that killing them involves).
*** Sort of. If you don't want to have alignment change in response to character actions, don't have it in your game. Warning players that they're not playing in character or in alignment is an excellent first deterrent. A lot of players don't want to be evil. And there's also the matter of not rewarding experience points for things that aren't in character. (The flipside, though, is that in a Diabolic/Chaotic Evil campaign, the GM SHOULD reward players with XP for killing innocents, commensurate with the real risk that killing them involves).
Line 331: Line 333:
* In ''Glo-Ri-A'' you can rape a character in the prologue, but afterwards she ''shoots the main character dead'', and the player gets an admonition to "Play More Serious!"
* In ''Glo-Ri-A'' you can rape a character in the prologue, but afterwards she ''shoots the main character dead'', and the player gets an admonition to "Play More Serious!"
** This was lampshaded in a [[Something Awful]] review: [http://www.somethingawful.com/d/hentai-game-reviews/gloria.php Negative consequences for rape in a Hentai game?! WELL I NEVER!]
** This was lampshaded in a [[Something Awful]] review: [http://www.somethingawful.com/d/hentai-game-reviews/gloria.php Negative consequences for rape in a Hentai game?! WELL I NEVER!]
* Similarly, there are a couple of points in ''[[Tsukihime]]'' where you're actually offered the choice of letting Shiki give in to his [[Dark Side]] and rape one of the girls. This will get you [[Bad End|Bad Ended]] shortly thereafter, though [[Broken Bridge|not always for a directly related reason]].
* Similarly, there are a couple of points in ''[[Tsukihime]]'' where you're actually offered the choice of letting Shiki give in to his [[Dark Side]] and rape one of the girls. This will get you [[Bad End]]ed shortly thereafter, though [[Broken Bridge|not always for a directly related reason]].
* ''[[School Days]]''. There are ordinary and harem endings, technically, but the game became infamous for three [[Memetic Mutation|Nice Boat]] ends, to wit a [[Break the Cutie|kind and bookish character]] [[Driven to Suicide]] right in front of the main character, that same character [[Murder the Hypotenuse|murdering the hypotenuse]] [[Axe Crazy|with a hacksaw]], and said hypotenuse returning the favour with a cleaver. {{spoiler|Guess how the anime adaptation ended}}.
* ''[[School Days]]''. There are ordinary and harem endings, technically, but the game became infamous for three [[Memetic Mutation|Nice Boat]] ends, to wit a [[Break the Cutie|kind and bookish character]] [[Driven to Suicide]] right in front of the main character, that same character [[Murder the Hypotenuse|murdering the hypotenuse]] [[Axe Crazy|with a hacksaw]], and said hypotenuse returning the favour with a cleaver. {{spoiler|Guess how the anime adaptation ended}}.