History Main / ExperiencePoints

11th Mar '17 11:19:58 AM nombretomado
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* The online mode in ''MetalGearSolid4'', uses a slight twist. Each character has levels, and levels determine who you get automatically matched up against, but all EXP is, in fact, based on the player's overall performance, rather than a basic EXP scale. That means that it ranks your ratios from each match, and determines how much EXP you gain. To make things fair, if you don't preform above a set scale, then you can lose EXP and levels.

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* The online mode in ''MetalGearSolid4'', ''VideoGame/MetalGearSolid4GunsOfThePatriots'', uses a slight twist. Each character has levels, and levels determine who you get automatically matched up against, but all EXP is, in fact, based on the player's overall performance, rather than a basic EXP scale. That means that it ranks your ratios from each match, and determines how much EXP you gain. To make things fair, if you don't preform above a set scale, then you can lose EXP and levels.
21st Feb '17 5:26:12 PM nombretomado
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** In ''CrisisCore: VideoGame/FinalFantasyVII'' Zack levels up whenever the slot machine that grants him special attacks comes up 777, apparently at random. In fact, it does keep track of experience points, though never shows the player their total, and the probability of it coming up 777 is based on how much experience above the threshold for the next level you have.

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** In ''CrisisCore: ''VideoGame/CrisisCore: VideoGame/FinalFantasyVII'' Zack levels up whenever the slot machine that grants him special attacks comes up 777, apparently at random. In fact, it does keep track of experience points, though never shows the player their total, and the probability of it coming up 777 is based on how much experience above the threshold for the next level you have.
20th Feb '17 2:34:19 AM jormis29
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* The old MarvelComics RPG put out by TSR had Karma. Player characters would get Karma at the end of every adventure chapter if they accomplished mission objectives, which they could spend on either permanently raising attributes and abilities or on modifying dice rolls in-game. Karma could also be contributed to a community pool in order to help your teammates out in a tight spot. However, being heroes, they lose Karma if they fail objectives or do heinous things. They will lose ALL of their experience points (with the exception of any Karma specifically set aside, either before a session begins or after it ends, in a sort of "savings account" toward improving your character later on) if they kill anyone, including villains, and even if it was by accident (thanks to an unlucky roll of the dice, for example). The rulebook (written quite a few years before the NinetiesAntiHero concept would become endemic) actually cites this as the reason why "murderous" characters like Wolverine or the Punisher rarely add new tricks to their repertoire.

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* The old MarvelComics RPG put out by TSR Creator/{{TSR}}'s ''TabletopGame/MarvelSuperHeroes'' had Karma. Player characters would get Karma at the end of every adventure chapter if they accomplished mission objectives, which they could spend on either permanently raising attributes and abilities or on modifying dice rolls in-game. Karma could also be contributed to a community pool in order to help your teammates out in a tight spot. However, being heroes, they lose Karma if they fail objectives or do heinous things. They will lose ALL of their experience points (with the exception of any Karma specifically set aside, either before a session begins or after it ends, in a sort of "savings account" toward improving your character later on) if they kill anyone, including villains, and even if it was by accident (thanks to an unlucky roll of the dice, for example). The rulebook (written quite a few years before the NinetiesAntiHero concept would become endemic) actually cites this as the reason why "murderous" characters like Wolverine or the Punisher rarely add new tricks to their repertoire.
19th Feb '17 4:48:48 AM DaibhidC
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* In ''Webcomic/{{Homestuck}} a fridge levels up after being thrown at imps. It makes more sense in-- ... [[MakesJustAsMuchSenseInContext actually it doesn't]].

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* In ''Webcomic/{{Homestuck}} ''Webcomic/{{Homestuck}}'' a fridge levels up after being thrown at imps. It makes more sense in-- ... [[MakesJustAsMuchSenseInContext actually it doesn't]].
19th Feb '17 4:48:29 AM DaibhidC
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* In [[spoiler:Homestuck]] a fridge levels up after being thrown at imps. It makes more sense in-- ... [[MakesJustAsMuchSenseInContext actually it doesn't]].

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* In [[spoiler:Homestuck]] ''Webcomic/{{Homestuck}} a fridge levels up after being thrown at imps. It makes more sense in-- ... [[MakesJustAsMuchSenseInContext actually it doesn't]].
19th Jan '17 12:15:10 PM superkeijikun
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* Most of the ''VideoGame/{{Yakuza}} series has a traditional experience points system, but ''VideoGame/{{Yakuza 0}}'' forgoes experience points in exchange for using money earned from sidequests and random battles to purchase new skills and abilities. This plays into the game's [[TheEighties 80's setting]], during Japan's "Bubble Economy": an era of economic prosperity.

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* Most of the ''VideoGame/{{Yakuza}} ''VideoGame/{{Yakuza}}'' series has a traditional experience points system, but ''VideoGame/{{Yakuza 0}}'' forgoes experience points in exchange for using money earned from sidequests and random battles to purchase new skills and abilities. This plays into the game's [[TheEighties 80's setting]], during Japan's "Bubble Economy": an era of economic prosperity.
19th Jan '17 12:14:54 PM superkeijikun
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Added DiffLines:

* Most of the ''VideoGame/{{Yakuza}} series has a traditional experience points system, but ''VideoGame/{{Yakuza 0}}'' forgoes experience points in exchange for using money earned from sidequests and random battles to purchase new skills and abilities. This plays into the game's [[TheEighties 80's setting]], during Japan's "Bubble Economy": an era of economic prosperity.
31st Dec '16 11:56:23 PM SneaselSawashiro
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[[folder:Edutainment Game]]
* In ''VideoGame/WolfQuest'', you get experience points when you kill coyotes, hares, elk, etc., and also when you do things such as mark territory. With enough points, you earn rewards: the ability to name your pups, easier to mark territory, a bonus den choice, or even a pure white pup (despite the parents' colors).


Added DiffLines:

[[folder:Edutainment Game]]
* In ''VideoGame/WolfQuest'', you get experience points when you kill coyotes, hares, elk, etc., and also when you do things such as mark territory. With enough points, you earn rewards: the ability to name your pups, easier to mark territory, a bonus den choice, or even a pure white pup (despite the parents' colors).
[[/folder]]
31st Dec '16 11:55:41 PM SneaselSawashiro
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Added DiffLines:

[[folder:Beat Em Up Game]]
* A very rare example seen in most of IGS' developed games, such as the ''Knights of Valour'' series, ''Oriental legend 2'', and so forth.
** Creator/{{Capcom}} however, also followed suit in the same year (1999) with their ''Knights of the Round'', which was one of the few beat 'em ups to use an EXP system.
25th Nov '16 9:16:28 PM nombretomado
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** The ''Roleplay/GlobalGuardiansPBEMUniverse'' uses the ''HeroSystem''... um... [[DepartmentOfRedundancyDepartment system]].

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** The ''Roleplay/GlobalGuardiansPBEMUniverse'' uses the ''HeroSystem''...''TabletopGame/HeroSystem''... um... [[DepartmentOfRedundancyDepartment system]].
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