I actually designed a stealth-action game that had multiple endings. One was quite dark, one was happy, and one was kind of in-between. The idea was that you had two hidden scores, an Opportunity score (how many optional objectives you addressed) and an Atrocity score (how many bad things you did in the process, kind of like chaos in Dishonored). If your Atrocity score was too high, you got the bad ending no matter what. If Atrocity was low and Opprrtunity was low as well, you got the in-between ending. A high Opportunity score (and low Atrocity) triggered the best ending.
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Interesting idea. For some reason reminds me of anither game. There was this flash game I played when I was a li’l Aifos, where you had two gauges that determined your ending. First, you had your standard morality gauge. If you had good or bad, you’d get the respective ending, but on the rare occasion you hit neutral the other gauge kicked in. The other gauge was your “cool” gauge. Performing incredible feats, such as, say, jumping through a ring of fire, would net you “cool” points, while performing “lame” feats, like stepping on a rake and hitting yourself in the face, would decrease it. This gave you five endings—good, bad, cool, lame, and neutral. During the lame ending, as you walk up to the final boss, you trip, and fall on the ground, ending the game.
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Sounds almost like a Silent Hill joke ending.