

In NieR, at the end of part one, when Kaine is blocking the door in the library that a giant regenerating Shade is in, you are given the option of petrifying her, or not.Skyward Sword does this a couple of other places too, and tends to make the answer more about personality than choice, making the above a demonstration that no interpretation of Link could possibly refuse to help Zelda.In Skyward Sword, when Zelda asks you to wake her up thousands of years later, you have the option to answer "Of Course!", "I promise" and "I will".Also in Majora's Mask, if you say "No" when Kafei asks if you can keep a secret he'll say "Listen, when someone asks you something like that, you're supposed to say 'yes'" (or something along those lines).However, speak to him as Deku Link and he won't take no for an answer. He asks you if you want to look through it first, and you can refuse.

In the Astral Observatory, you can look through the old man's telescope by talking to him. A more obscure one exists in Majora's Mask.But in the color version of Link's Awakening, if you say "no" enough times to the photographer, you get an alternate photo in which you're knocked out.Also, in the same game if you say "No" when the Great Deku Tree asks if you're ready to enter him and fight the evils inside, he'll assume that you want to train some more and not open up until you talk to him again.In her case, she actually reacts to your refusal, but then the conversation loops right back to the same question. Princess Zelda from The Legend of Zelda Ocarina of Time does it, among others.3 Examples where there is no "wrong" answer available to choose.2 Examples where giving the "wrong" answer has little or no effect.1 Examples where you are forced to give the "right" answer.Compare Stupidity Is the Only Option, Morton's Fork. Named after one of the first instances of the trope, from the original Dragon Quest. In those games, your decisions can and will direct the plot, albeit usually on a pre-programmed branch.Īnother way to make these questions relevant is to tie them into Relationship Values-your decisions might not change the plot, but they will change how other characters perceive you. This trope doesn't apply for games that make heavy use of a Karma Meter, such as the Ogre Battle series, or most western RPGs. In some games, particularly in Sierra adventure games, answering a choice incorrectly can leave the game in an Unwinnable state, for example the salesman in Space Quest I, who you have to refuse the first offer from, then wait for him to reappear so he offers you a jetpack, which is critical later on. Either way, this represents the game forcing you to Follow the Plotted Line, period. Such questions are usually pretty obvious (the Big Bad asking you to become his disciple, for example), though, so it's easy to avoid falling into that trap. Occasionally a game utilizing this trope will toss in a question where an incorrect answer results in a Nonstandard Game Over (God knows why). In particularly Egregious cases, such as the page image, the dialogue tree will give you multiple "yes" options but not a single "no". You might see some altered dialogue or a slightly different scene, but the plot itself will remain largely unchanged. Either the other characters will just ignore the answer and get on with what you're supposed to be doing, or they'll ask the question over and over until you make the "correct" choice.

The problem, however, is this: The writer already has the script plotted out, and your decision, whatever it is, is going to affect all of jack squat. Therefore, it's becoming increasingly common for the other characters to turn to you and ask (in the form of a multiple-choice question and Dialogue Tree) what they should do in any given situation. He's also, however, the player's avatar in the game world. He's the leader, the point-man, calling the shots. In video games, the main character has two jobs: in the plot, he is The Hero of his motley crew of rebellious aristocracy, mysterious girls, and many others. The video game version of You Can't Fight Fate.
