History Main / CharacterLevel

25th May '16 8:25:39 PM SneaselSawashiro
Is there an issue? Send a Message



to:

* As of ''[[VideoGame/SamuraiWarriors Samurai Warriors 2]]'', a more clear-cut level-up system was used for unlocking character move lists and the like, where as previous games merely used a ranking point system. By that proxy, battlefield drops that increased individual stats were abandoned in later ''Warriors/Musou'' games in favor of said stats grow per level instead.
25th May '16 6:48:59 PM SneaselSawashiro
Is there an issue? Send a Message


* In ''VideoGame/TheWorldEndsWithYou'', you and your partner go up a level as soon as you gain enough experience. The beam of light that accompanies this phenomenon has been observed to damage enemies. Notably, leveling only increases your HP and bravery[[note]]items require you to have a minimum amount of bravery to equip them[[/note]],; attack and defense can only be increased by eating food. You can also lower your effective level in the menu (only affecting HP, not bravery) to raise your drop rate multiplier.

to:

* In ''VideoGame/TheWorldEndsWithYou'', you and your partner go up a level as soon as you gain enough experience. The beam of light that accompanies this phenomenon has been observed to damage enemies. Notably, leveling only increases your HP and bravery[[note]]items require you to have a minimum amount of bravery to equip them[[/note]],; attack and defense can only be permanently increased by eating food. You can also lower your effective level in the menu (only affecting HP, not bravery) to raise your drop rate multiplier.
25th May '16 6:31:10 PM SneaselSawashiro
Is there an issue? Send a Message


* The Capcom game VideoGame/KnightsOfTheRound had this system, where EXP was gained from defeating enemies and picking up things; basically, it's through the score system that the character you play as gets more elaborate weapons and armor as they level up.

to:

* The Capcom game VideoGame/KnightsOfTheRound ''VideoGame/KnightsOfTheRound'' had this system, where EXP was gained from defeating enemies and picking up things; basically, it's through the score system that the character you play as gets more elaborate weapons and armor as they level up.



** The whole Knights of Valour series had this via the score meter leveling up your character when a certain amount of points are achieved; leveling up was less subtle and was only at the end of each stage in the second installment. Level 70 was the max level to reach in the third game's HD installment.
** Paving way for the third installment of the above series, Oriental Legend 2 also had this by proxy, only it could go up to Level 100; new moves could be unlocked per set level for all characters.

to:

** The whole Knights ''Knights of Valour Valour'' series had this via the score meter leveling up your character when a certain amount of points are achieved; leveling up was less subtle and was only at the end of each stage in the second installment. Level 70 was the max level to reach in the third game's HD installment.
** Paving way for the third installment of the above series, Oriental ''Oriental Legend 2 2'' also had this by proxy, only it could go up to Level 100; new moves could be unlocked per set level for all characters.
25th May '16 6:30:23 PM SneaselSawashiro
Is there an issue? Send a Message



to:

* The Capcom game VideoGame/KnightsOfTheRound had this system, where EXP was gained from defeating enemies and picking up things; basically, it's through the score system that the character you play as gets more elaborate weapons and armor as they level up.
* Used A LOT in IGS' games:
** The whole Knights of Valour series had this via the score meter leveling up your character when a certain amount of points are achieved; leveling up was less subtle and was only at the end of each stage in the second installment. Level 70 was the max level to reach in the third game's HD installment.
** Paving way for the third installment of the above series, Oriental Legend 2 also had this by proxy, only it could go up to Level 100; new moves could be unlocked per set level for all characters.
*** All the later games with this form of system could have main character(s) selected + current level saved onto an IC card for the arcade machines.
25th May '16 6:25:37 PM SneaselSawashiro
Is there an issue? Send a Message


* The NES version of the first ''VideoGame/{{Double Dragon|1}}'' game added a leveling mechanic - you start the game with only basic punches and kicks (and a headbutt), gradually giving him access to the rest of his moves as he levels-up.

to:

* The NES version of the first ''VideoGame/{{Double Dragon|1}}'' game added a leveling mechanic - you start the game with only basic punches and kicks (and a headbutt), gradually giving him Billy access to the rest of his moves as he levels-up.
29th Feb '16 6:21:16 AM MegaMarioMan
Is there an issue? Send a Message


* The ''Franchise/RatchetAndClank'' games feature this, generally in increasingly extreme forms as the series progresses, but for your weapons; Each time you kill something with any particular weapon, the WEAPON earns experience. When it gets enough, it levels up. Later games allow it to become a new, more powerful type of weapon at the end of a multi-step leveling sequence. Most of the games have a cap on the level you can reach, but in the NewGamePlus you can use the money you've acquired to buy the upgraded form, which will put the weapon at the next level, as well as allow you to get more experience for your weapon until you reach the ''second'' level cap.



* The Ratchet & Clank games feature this, in generally increasingly extreme forms as the series progresses, but for your weapons: Each time you kill something with any particular weapon, the WEAPON earns experience. When it gets enough, it levels up. Later games allow it to become a new, more powerful type of weapon at the end of a multi-step leveling sequence. Some games only allow higher levels to be reached after you unlock the hard mode of the game and are playing in it.

to:

* The Ratchet & Clank games feature this, in generally increasingly extreme forms as the series progresses, but for your weapons: Each time you kill something with any particular weapon, the WEAPON earns experience. When it gets enough, it levels up. Later games allow it to become a new, more powerful type of weapon at the end of a multi-step leveling sequence. Some games only allow higher levels to be reached after you unlock the hard mode of the game and are playing in it.
24th Feb '16 5:32:31 AM IamTheCaligula
Is there an issue? Send a Message


* In ''VideoGame/{{Undertale}}'', levels, abbrevated as LV, are called LOVE. As is typical for this trope, you increase your LOVE by gaining EXP from killing enemies. [[spoiler: At the end of the game, it is revealed that EXP and LOVE are acronyms; [[WhamLine EXP stands for "EXecution Points"]] and are a way of measuring how much of a [[YouBastard horrible, ruthless murderer you've been]] while [[KarmaMeter LOVE stands for "Level Of ViolencE"]] and is a way of measuring how much of an [[VillainProtagonist unfeeling, careless sociopath]] motivated only by your own KillingIntent you've become. [[DeconstructedTrope The more you kill, the easier it becomes to distance yourself. The more you distance yourself, the less you will hurt. The more easily you can bring yourself to hurt others]].]]

to:

* In ''VideoGame/{{Undertale}}'', levels, abbrevated as LV, are called LOVE. As is typical for this trope, you increase your LOVE by gaining EXP from killing enemies. [[spoiler: At the end of the game, it is revealed that EXP and LOVE are acronyms; [[WhamLine EXP stands for "EXecution Points"]] and are is a way of measuring how much of a [[YouBastard horrible, ruthless murderer you've been]] while [[KarmaMeter LOVE stands for "Level Of ViolencE"]] and is a way of measuring how much of an [[VillainProtagonist unfeeling, careless unfeeling sociopath]] motivated only by your own KillingIntent you've become. [[DeconstructedTrope [[ItGetsEasier The more you kill, the easier it becomes to distance yourself. yourself.]] [[DeconstructedTrope The more you distance yourself, the less you will hurt. hurt.]] [[GainingTheWillToKill The more easily you can bring yourself to hurt others]].]]
23rd Feb '16 6:26:33 PM K_Vantas
Is there an issue? Send a Message


* Averted in ''TabletopGame/{{GURPS}}''. Characters slowly gain Character Points that are used to improve skills, powers or stats. Theoretically a character built on more points is more powerful but the system explicitly notes that even a discrepancy of 25 points is fairly minor.

to:

* Averted in ''TabletopGame/{{GURPS}}''. Characters slowly gain Character Points that are used to improve skills, powers or stats. Theoretically a character built on more points is more powerful but the system explicitly notes that even a discrepancy of 25 points is fairly minor. Given the number and variety of ways you can invest those points, it's also entirely possible to have a high-point character be "weaker" than a low-point one in terms of combat power. You could build a 1000 point super-chef with no combat skills who would be swiftly trounced by a 100 point character who put that into hitting things. Of course, not all games are based on combat and what is "powerful" depends on the game at hand.
8th Jan '16 9:34:16 PM Vios
Is there an issue? Send a Message

Added DiffLines:

* In ''VideoGame/GemsOfWar'' (well, the RPGElements thereof), player characters have levels, with increases providing boosts to stats like health and attack. Experience is gained from battles (including defeats, albeit in different quantities). However, other troops also have their own levels, and they work differently they have to be specifically levelled up by spending Souls, which can be obtained from battles and other places. You'll generally have more troops than Souls to level them, so you have to choose which ones to focus on.
3rd Jan '16 2:43:24 AM IamTheCaligula
Is there an issue? Send a Message


* In ''VideoGame/{{Undertale}}'', levels, abbrevated as LV, are called LOVE. As is typical for this trope, you increase your LOVE by gaining EXP from killing enemies. [[spoiler: At the end of the game, it is revealed that EXP and LOVE are acronyms; [[WhamLine EXP stands for "EXecution Points"]] and are a way of measuring how much of a [[YouBastard horrible, ruthless murderer you've been]] while [[KarmaMeter LOVE stands for "Level Of ViolencE"]] and is a way of measuring how much of an [[VillainProtagonist unfeeling, careless sociopath you've become]]. [[DeconstructedTrope The more you kill, the easier it becomes to distance yourself. The more you distance yourself, the less you will hurt. The more easily you can bring yourself to hurt others]].]]

to:

* In ''VideoGame/{{Undertale}}'', levels, abbrevated as LV, are called LOVE. As is typical for this trope, you increase your LOVE by gaining EXP from killing enemies. [[spoiler: At the end of the game, it is revealed that EXP and LOVE are acronyms; [[WhamLine EXP stands for "EXecution Points"]] and are a way of measuring how much of a [[YouBastard horrible, ruthless murderer you've been]] while [[KarmaMeter LOVE stands for "Level Of ViolencE"]] and is a way of measuring how much of an [[VillainProtagonist unfeeling, careless sociopath sociopath]] motivated only by your own KillingIntent you've become]].become. [[DeconstructedTrope The more you kill, the easier it becomes to distance yourself. The more you distance yourself, the less you will hurt. The more easily you can bring yourself to hurt others]].]]
This list shows the last 10 events of 60. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=Main.CharacterLevel