Summary
- Many games let you “win” by doing nothing, turning patience or passivity into meaningful endings.
- Games reward waiting or mercy: Far Cry’s secret ending; MGS3’s sniper timer; Undertale’s pacifist route.
- Inaction can be peaceful, subversive, or tragic; games make stillness a valid narrative choice and closure.
As a gamer, I’ve found that the thrill of video games often lies in the interactive storytelling and the freedom we have to shape our journey within these imaginary realms. It’s empowering to traverse fictional worlds on my own terms, making choices that lead me to my own conclusions. However, every now and then, I stumble upon a game that seems to bend the rules a bit – one where success or even completion is within reach without needing to input much. It feels like a nice change of pace, but it’s not the challenge I usually seek when diving into the gaming world.
This inaction can manifest in various ways – for instance, it could involve the player having to patiently wait for the game to recognize the progression of time, or it might take the form of a non-violent playthrough (pacifist run). In both scenarios, the power to influence the outcome of an event or even the entire game by simply not acting creates a distinctive level of immersion that makes the player feel as if they are shaping their own fate.
Warning! Spoilers Ahead!
Far Cry 4
Ending Before It Truly Begins
In the game Far Cry 4, there’s a hidden ending that appreciates the player’s restraint instead of their aggression. At the beginning of the game, Pagan Min asks the protagonist to wait while he steps away. While many players disregard this instruction, if the player chooses to be patient and remain seated at the table, Pagan Min eventually returns and takes them to a family shrine, thereby resolving the conflict.
This secret outcome expedites the game’s finish within 30 minutes or less, playing cunningly with anticipation and transforming inactivity into accomplishment. Rather than an explosive conflict, this finale offers an unexpected peaceful settlement, making it one of gaming’s most renowned instances of “success” stemming from non-action.
Metal Gear Solid 3: Snake Eater
Patience Pays Off
In the game Metal Gear Solid 3, one of the most unconventional boss battles in gaming history was introduced. This sniper character, named The End, is a renowned marksman who relentlessly pursues the protagonist, Snake, across an expansive battlefield. Although the encounter can be handled in a typical manner, Hideo Kojima added an unorthodox option: just wait it out.
If players choose to either put the game on hold for a week or alter the console’s internal clock, The End will succumb to old age, and they’ll be awarded victory without needing to fire a single shot. This unique approach makes the encounter into a reflective experience about patience and the unavoidable passage of time. It’s an intriguing deviation from typical gameplay dynamics.
Undertale
Pacifism In The Face Of Evil
In simpler terms, the game Undertale is unique because it suggests that avoiding conflict can still result in victory, contrary to most role-playing games that primarily focus on combat. Instead of fighting every enemy, players have the option to show mercy by sparing them repeatedly, which ultimately leads to a True Pacifist ending, culminating in a deeply emotional resolution.
This route stands out for its demand for patience and self-control. Gamers are challenged to hold back on attacking, especially during exasperating situations. In such instances, passive actions, viewed as acts of compassion, surprisingly lead to the most favorable outcomes. Consequently, it offers a unique scenario where inactivity contributes to a more profound, satisfying conclusion, resulting in a remarkable narrative that rewards the player.
The Stanley Parable
Ignoring The Commands Of The Narrator Entirely
The game named “The Stanley Parable” excels at challenging conventional gaming norms by presenting various endings based on your choices. In certain situations, choosing not to act leads to unusual results. For instance, remaining idle in an office or refraining from pressing buttons, the game recognizes your inaction and alters its course accordingly.
Remarkably, one option gives the player an opportunity to restart the game following the opening door sequence, essentially securing victory right from the start. Rather than compelling players to act, this game accepts inactivity as a viable decision with its own outcomes. It transforms idleness into advancement, providing insight on free will and showing that inaction can be as potent as action.
Pathologic
Survival In The Face Of Disease And Suffering
The game titled “Pathologic” is well-known for its grim ambiance and challenging mechanics. Surviving in this game necessitates ongoing dedication, but it also offers multiple solutions. If players choose not to intervene in the spreading epidemic, allowing events to take their course, the city will be consumed by the disease, resulting in the end of the game regardless.
Although the outcome may not be favorable, this strategy still presents as a viable choice for players to employ, ensuring their continued existence. This scenario culminates in a chilling resolution, where triumph and defeat intermingle, leading to an eerie feeling of accomplishment amidst desolation and deterioration.
Far Cry 5
Choosing Not To Intervene At All
In the style of the preceding games, Far Cry 5 offers players the freedom to complete the game without engaging in the main storyline. Initially, the player’s mission is to apprehend cult leader Joseph Seed; however, if they choose to disobey, the sheriff will order a withdrawal, effectively ending the game.
In this rephrased version, the conflict’s entire narrative is given a new perspective. Instead of participating in a violent war against Eden’s Gate, choosing to withdraw prevents the ensuing chaos altogether. Ubisoft creatively acknowledges self-restraint with a subtle yet decisive resolution, and while it may not be as thrilling an ending for the game, it still offers an intriguing surprise for players to discover.
Bendy And The Dark Revival
Getting Back To Work Rather Than Inviting The Horrors
In “Bendy and the Dark Revival”, the decisions made by the player significantly shape their adventure through a world drenched in ink. However, just before the horror unfolds fully, players have an option to linger without action, and as a result, Audrey will continue her tasks and the game’s credits will play out.
Discovering small surprises or hidden aspects such as these can significantly enhance the overall enjoyment, since it seems the game is tailored to grasp player strategies, thereby offering a chance for players to attempt various approaches and ultimately find success.
The Witch’s House
Escaping The Forest And The Terrors Within
The Witch’s House is infamous for penalizing hasty players, yet it boasts an uncommon ending that correlates directly with inactivity. In this concealed finale, the protagonist Viola must stand absolutely motionless for a full hour while the game is active. If the player remains idle, the witch’s roses and enchantment within the forest gradually disappear, enabling Viola to escape unchallenged.
The result of this game’s development alters its overall impact, especially when paired with information from “The Diary of Ellen.” It becomes clear that Ellen’s magical powers were only temporary, and Viola’s damaged body could have persisted beyond those powers. By simply not acting at all, players discover an ending that transforms the story’s tragic narrative, shedding light on aspects that would have remained hidden if they had ventured into the house instead.
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2025-08-25 22:05