Star Control: Origins lets you do a lot of dumb things. Starting off in command of humanity's latest and greatest spaceship, your orders are to travel to Neptune's moon of Triton. On the way there, you're free to fly into the sun and melt your entire crew or explore the planet Venus and watch your planetary lander immediately get obliterated.
This game doesn't hold your hand in the way most RPGs do, where you're forced sit through a tedious tutorial and it takes a long time to encounter a possible failure state. Most RPGs only have failure states in the context of combat, where multiple choices tend to only affect combat and narrative outcomes, rather than wider gameplay and progression consequences.
In Star Control: Origins, you can attack a new alien on sight and ruin the potential to have an alliance with them, or you can strip an ally of too many of their ships, so they get annoyed and no longer help you when it counts. When writing dialog for even minor alien races, we try to distance ourselves from the RPG tropes such as "if someone offers me something, I should take it because it will end up paying off later on!" Maybe it will, and maybe it won't. Space is big, and there's a lot of junk out there.