History Main / CharacterLevel

18th Sep '16 12:02:48 PM nombretomado
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* In the first ''ASDFMovie'' a character levels up after randomly punching another character in the face.

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* In the first ''ASDFMovie'' ''WebAnimation/ASDFMovie'' a character levels up after randomly punching another character in the face.
24th Aug '16 9:10:11 AM Valen
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* ''VideoGame/DragonFable'' plays it straight. Due to the [[NoFourthWall self-referential nature of the game,]] it's often used for meta jokes.
--->'''Dragon:''' I should probably just eat this hero now. [[GenreSavvy It will save me a lot of trouble in 30 levels or so.]]
23rd Aug '16 1:27:44 PM blackmage0
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[[folder: Literature ]]
* ''Literature/TheGam3'': Each player in the Game has a level, gaining levels grants points to spend on abilities or stats. The main character's starting level is 3. The average and median levels of publicly listed players is given as 3460 and 1337. There is no level cap.
[[/folder]]
24th Jun '16 12:35:05 PM IamTheCaligula
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* 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 is a way of measuring how much of a [[YouBastard 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 sociopath]] you've become. [[ItGetsEasier The more you kill, the easier it becomes to distance yourself.]] [[DeconstructedTrope The more you distance yourself, the less you will hurt.]] [[GainingTheWillToKill The more easily you can bring yourself to hurt others]].]]

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* In ''VideoGame/{{Undertale}}'', levels, abbrevated abbreviated 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 is a way of measuring how much of a [[YouBastard 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 sociopath]] you've become. [[ItGetsEasier The more you kill, the easier it becomes to distance yourself.]] [[DeconstructedTrope The more you distance yourself, the less you will hurt.]] [[GainingTheWillToKill The more easily you can bring yourself to hurt others]].]]
25th May '16 8:25:39 PM SneaselSawashiro
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* 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
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* 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.

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* 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
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* 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.

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* 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.

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** 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
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* 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
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* 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.

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* 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
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* 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.

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* 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.
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