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.
Video games are all about interactivity and player agency, giving people the opportunity to explore fictional worlds however they choose and to reach conclusions on their own terms. But sometimes, a game allows players to succeed or even finish the game without having to input much at all.
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This inaction can be literal, like making the player physically wait until the game becomes self-aware of the passage of time, or more drawn-out in the form of a pacifist run. In either case, the ability to alter the outcome of an event or a whole game by doing nothing adds a unique level of engagement that makes the player feel truly in control of their destiny.
Warning! Spoilers Ahead!
Far Cry 4
Ending Before It Truly Begins
Far Cry 4
- Released
- November 18, 2014
- ESRB
- M for Mature: Blood, Intense Violence, Nudity, Sexual Themes, Strong Language, Use of Drugs
- Developer(s)
- Ubisoft Montreal
- Genre(s)
- FPS, Open-World
- OpenCritic Rating
- Mighty
Far Cry 4 is notorious for its secret ending that rewards the player's patience over their blood lust. At the game’s start, Pagan Min tells the protagonist to wait while he steps away, and while most players ignore this request, if the player simply waits at the table, he eventually returns and escorts them to a family shrine, resolving the conflict.
This hidden conclusion allows the game to end in less than half an hour, cleverly playing with expectations and turning inaction into completion. Instead of a bloody uprising, this ending leads to a surprisingly calm resolution, and it remains one of gaming’s most famous examples of “winning” by doing nothing.
Metal Gear Solid 3: Snake Eater
Patience Pays Off
Metal Gear Solid 3: Snake Eater (2004)
- Released
- November 17, 2004
- ESRB
- M For Mature 17+ due to Blood and Gore, Intense Violence, Language, Sexual Themes
- Developer(s)
- Konami
- Platform(s)
- PlayStation 2
Metal Gear Solid 3 introduced one of the most unusual boss fights in gaming history. The sniper known as The End is a legendary marksman who stalks Snake through a vast battlefield. While the fight can be played out traditionally, Kojima included an alternative solution: simply wait.
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If players either pause the game for a week or adjust the console’s internal clock, The End dies of old age, and the victory is granted without firing a shot, transforming the encounter into a meditation on patience and inevitability. It's simple yet effective and stands out for its defiance of the norm and general flow of gameplay.
Undertale
Pacifism In The Face Of Evil
Undertale
- Released
- September 15, 2015
Undertale is built on the idea that doing nothing aggressive can still lead to triumph. While many RPGs emphasize combat, this game allows players to spare every enemy by refusing to fight and choosing “Mercy” again and again, which unlocks a True Pacifist ending, granting a heartfelt conclusion.
What makes this route memorable is that it requires perseverance and restraint. Players must resist attacking, even in the most frustrating encounters. Inaction, framed as kindness, ultimately results in the best possible resolution, making it a rare example where doing nothing creates a richer, more rewarding narrative payoff.
The Stanley Parable
Ignoring The Commands Of The Narrator Entirely
The Stanley Parable
- Released
- October 17, 2013
The Stanley Parable thrives on subverting player expectations, offering multiple endings depending on decisions. In several instances, doing nothing at all produces unique outcomes. Whether standing in an office without leaving or refusing to push buttons, the game acknowledges the player’s lack of action and adapts accordingly.
Notably, one ending allows the player to reset the game and effectively win just after the first set of doors. Instead of pushing players to act, the game makes inaction a valid choice with its own conclusions. It turns passivity into progression, offering commentary on free will and demonstrating that silence and idleness can be just as powerful as action.
Pathologic
Survival In The Face Of Disease And Suffering
Pathologic
Display card community and brand rating widget Display card open critics widget Display card main info widget- Released
- June 9, 2005
Pathologic is infamous for its bleak atmosphere and punishing mechanics. Survival requires constant effort, yet the game also acknowledges alternate routes. If players refuse to intervene in the spreading plague and allow events to unfold, the disease consumes the city, and the game ends regardless.
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It might not be a positive outcome, but it remains a valid option for players to use to ensure their survival. The result is a haunting conclusion, where victory and failure blur together to create a strange sense of completion in the midst of death and decay.
Far Cry 5
Choosing Not To Intervene At All
Far Cry 5
- Released
- March 27, 2018
- ESRB
- M for Mature: Blood and Gore, Intense Violence, Sexual Themes, Strong Language, Use of Drugs and Alcohol
- Developer(s)
- Ubisoft Montreal, Ubisoft Toronto
- Genre(s)
- FPS, Open-World
- Platform(s)
- PC, PlayStation 4, Stadia, Xbox One
- OpenCritic Rating
- Strong
Far Cry 5 follows the tradition of the previous game and allows players to end the game without even entering the main story. At the game’s opening, the player is tasked with arresting cult leader Joseph Seed, but if they refuse, the sheriff orders a retreat, and the game ends.
This ending reframes the entire conflict. Rather than engaging in a bloody war against Eden’s Gate, walking away avoids the chaos entirely. Ubisoft cleverly rewards restraint with a quiet but definitive conclusion, and while it might not be a particularly exciting way to end the game, it's still a cool addition for players to stumble upon.
Bendy And The Dark Revival
Getting Back To Work Rather Than Inviting The Horrors
Bendy And The Dark Revival
Display card community and brand rating widget Display card open critics widget Display card main info widget- Released
- November 15, 2022
- ESRB
- T For Teen Due To Blood and Gore, Violence
- Developer(s)
- Joey Drew Studios
- Genre(s)
- Horror
- Platform(s)
- PC, PS4, PS5, Xbox One, Xbox Series X, Xbox Series S
- OpenCritic Rating
- Weak
In Bendy and the Dark Revival, every narrative choice defines the outcome of the player’s journey through its ink-soaked nightmare in a big way. But right before the horror truly begins, players can simply hang about and do nothing, and then Audrey will get back to work and the credits will roll.
Having little secrets like this makes the whole experience feel more engaging, as the game understands how players think and allows them to truly try anything to succeed.
The Witch's House
Escaping The Forest And The Terrors Within
The Witch's House MV
Display card community and brand rating widget Display card open critics widget Display card main info widget- Released
- October 31, 2018
- ESRB
- T For Teen: Blood and Gore, Violence
- Developer(s)
- Fummy
- Platform(s)
- Steam, Nintendo Switch, PlayStation 4, Xbox One, Xbox Series X, Xbox Series S
The Witch’s House is notorious for punishing players who rush forward, but it also has an unusual conclusion tied directly to inaction. In this hidden ending, the protagonist Viola must remain completely still for an entire hour with the game window active. If the player does nothing, the witch’s roses and the magic surrounding the forest eventually fade, allowing Viola to walk free without confrontation.
This outcome changes the game’s implications, and combined with lore from The Diary of Ellen, it reveals that Ellen’s sorcery was always temporary, and Viola’s mutilated body could have outlasted it regardless. By doing absolutely nothing, players uncover an ending that reframes the story’s tragedy, revealing far more than if they entered the house instead.
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