History Main / ExperiencePoints

12th Sep '17 9:10:19 PM SullenFrog
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* ''VideoGame/{{Sundered}}'' has Shards, which are obtained from defeated enemies and miscellaneous breakable objects. The player can spend Shards in the Trapezohedron’s Tree, either to upgrade your stats or to unlock passive buffs and benefits.
10th Aug '17 3:37:18 AM Grudgeal
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* In VideoGame/{{Undertale}}, EXP is awarded by defeating monsters; this is also lampshaded similarly to in ''[=KotorII=]''. [[spoiler:Sans reveals that EXP stands for [[KarmaMeter Execution Points]]: EXP showcases [[KillingIntent how easily you are able to harm others]] and [[LackOfEmpathy dismiss both the harm to others and to yourself]] by hardening your mind and soul. Simply put, gaining EXP ''makes you a bad person''.]]

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* In VideoGame/{{Undertale}}, EXP is awarded by defeating monsters; this is also lampshaded similarly to in ''[=KotorII=]''. ''[=Kotor II=]'' above. [[spoiler:Sans reveals near the end that EXP stands for [[KarmaMeter Execution Points]]: Points]]. EXP showcases [[KillingIntent how easily you are able to harm others]] and [[LackOfEmpathy dismiss both the harm to others and to yourself]] by hardening your mind and soul. Simply put, gaining you gain EXP by killing people, which makes it easier for you to kill people. Gaining EXP ''makes you a bad person''.]]
10th Aug '17 3:32:13 AM Grudgeal
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* In VideoGame/{{Undertale}}, you may think you're being rewarded for killing enemies with ExperiencePoints. [[spoiler: Nope, in this game EXP actually stands for [[KarmaMeter Execution Points]].]]

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* In VideoGame/{{Undertale}}, you may think you're being rewarded for killing enemies with ExperiencePoints. [[spoiler: Nope, in EXP is awarded by defeating monsters; this game is also lampshaded similarly to in ''[=KotorII=]''. [[spoiler:Sans reveals that EXP actually stands for [[KarmaMeter Execution Points]].Points]]: EXP showcases [[KillingIntent how easily you are able to harm others]] and [[LackOfEmpathy dismiss both the harm to others and to yourself]] by hardening your mind and soul. Simply put, gaining EXP ''makes you a bad person''.]]
20th May '17 2:02:51 PM nombretomado
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* ''DemonsSouls'' uses Souls as a dual currency/experience points. You can spend them on items and weapon upgrades… or spend them on improving your stats, eventually gaining Soul Levels as you do.

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* ''DemonsSouls'' ''VideoGame/DemonsSouls'' uses Souls as a dual currency/experience points. You can spend them on items and weapon upgrades… or spend them on improving your stats, eventually gaining Soul Levels as you do.



* The first ''ValkyrieProfile'' has, in addition to the normal experience points you get from battles, Story Exp., which goes into a communal bank instead of directly to one character. You can then divvy up that experience in whatever portions you want to any of your characters. It's particularly handy when you get a new, under-leveled character and want to get him or her up to speed, or at least a head start on catching up.

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* The first ''ValkyrieProfile'' ''VideoGame/ValkyrieProfile'' has, in addition to the normal experience points you get from battles, Story Exp., which goes into a communal bank instead of directly to one character. You can then divvy up that experience in whatever portions you want to any of your characters. It's particularly handy when you get a new, under-leveled character and want to get him or her up to speed, or at least a head start on catching up.
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.
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