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* In ''Fanfic/TheSwarmOfWar'', the Zerg, both individually and as a collective, turn out to be capable of using psionic energy (including that of slain enemies) to mutate into stronger forms.

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* In ''Fanfic/TheSwarmOfWar'', the Zerg, both individually and as a collective, turn out to be capable of using psionic energy (including that of slain enemies) to mutate into stronger forms. In other words, they gain experience points when killing.
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[[folder:Fanfic]]
* In ''Fanfic/TheSwarmOfWar'', the Zerg, both individually and as a collective, turn out to be capable of using psionic energy (including that of slain enemies) to mutate into stronger forms.
[[/folder]]
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[[quoteright:256:[[KirbySuperStar http://static.tvtropes.org/pmwiki/pub/images/kirby_rpgelements.jpg]]]]

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[[quoteright:256:[[KirbySuperStar [[quoteright:256:[[VideoGame/KirbySuperStar http://static.tvtropes.org/pmwiki/pub/images/kirby_rpgelements.jpg]]]]



* Parodied in ''KirbySuperStar'', as pictured at the top of the page. In the "Great Cave Offensive" sub-game, you fight a supposedly "RPG-style" boss known as the Computer Virus, which takes the form of generic MedievalEuropeanFantasy enemies like knights and dragons (as opposed to the ''VideoGame/{{Kirby}}'' series's more bizarre fare), complete with a little text box at the top of the screen that announces the player's or boss's blocks or attacks and a [[StylisticSuck tinny, 8-bit style rendition]] of the main boss theme. The player, though, continues to control Kirby in the normal {{platformer}} style throughout the battle, so it isn't actually an UnexpectedGameplayChange (it just looks like one.) When you win, the menu awards you various (spurious) spoils, including {{Experience Point}}s, "hunger points," "happy smile points," "exam score points," and so on.

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* Parodied in ''KirbySuperStar'', ''VideoGame/KirbySuperStar'', as pictured at the top of the page. In the "Great Cave Offensive" sub-game, you fight a supposedly "RPG-style" boss known as the Computer Virus, which takes the form of generic MedievalEuropeanFantasy enemies like knights and dragons (as opposed to the ''VideoGame/{{Kirby}}'' series's more bizarre fare), complete with a little text box at the top of the screen that announces the player's or boss's blocks or attacks and a [[StylisticSuck tinny, 8-bit style rendition]] of the main boss theme. The player, though, continues to control Kirby in the normal {{platformer}} style throughout the battle, so it isn't actually an UnexpectedGameplayChange (it just looks like one.) When you win, the menu awards you various (spurious) spoils, including {{Experience Point}}s, "hunger points," "happy smile points," "exam score points," and so on.
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* ''Franchise/{{Castlevania}}'' has firmly entrenched RPG Elements into its gameplay ever since ''[[VideoGame/CastlevaniaSymphonyOfTheNight Symphony of the Night]]'' came out, about the same time it adapted the [[{{Metroidvania}} free-roaming environs]] popularized by the ''{{Metroid}}'' series. It tried free-roaming gameplay with RPG elements before in ''[[VideoGame/CastlevaniaIISimonsQuest Simon's Quest]]'', but the results led to mixed reactions among fans and critics alike.

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* ''Franchise/{{Castlevania}}'' has firmly entrenched RPG Elements into its gameplay ever since ''[[VideoGame/CastlevaniaSymphonyOfTheNight Symphony of the Night]]'' came out, about the same time it adapted the [[{{Metroidvania}} free-roaming environs]] popularized by the ''{{Metroid}}'' ''Franchise/{{Metroid}}'' series. It tried free-roaming gameplay with RPG elements before in ''[[VideoGame/CastlevaniaIISimonsQuest Simon's Quest]]'', but the results led to mixed reactions among fans and critics alike.
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* ''VideoGame/{{Castlevania}}'' has firmly entrenched RPG Elements into its gameplay ever since ''[[CastlevaniaSymphonyOfTheNight Symphony of the Night]]'' came out, about the same time it adapted the [[{{Metroidvania}} free-roaming environs]] popularized by the ''{{Metroid}}'' series. It tried free-roaming gameplay with RPG elements before in ''[[CastlevaniaIISimonsQuest Simon's Quest]]'', but the results led to mixed reactions among fans and critics alike.
* The ''VideoGame/{{Ys}}'' series, though some would declare them straight {{Action RPG}}s. The gameplay, mostly in the style of ''Zelda II'', is too far afield to accept as a true RPG for many, though.

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* ''VideoGame/{{Castlevania}}'' ''Franchise/{{Castlevania}}'' has firmly entrenched RPG Elements into its gameplay ever since ''[[CastlevaniaSymphonyOfTheNight ''[[VideoGame/CastlevaniaSymphonyOfTheNight Symphony of the Night]]'' came out, about the same time it adapted the [[{{Metroidvania}} free-roaming environs]] popularized by the ''{{Metroid}}'' series. It tried free-roaming gameplay with RPG elements before in ''[[CastlevaniaIISimonsQuest ''[[VideoGame/CastlevaniaIISimonsQuest Simon's Quest]]'', but the results led to mixed reactions among fans and critics alike.
* The ''VideoGame/{{Ys}}'' ''Franchise/{{Ys}}'' series, though some would declare them straight {{Action RPG}}s. The gameplay, mostly in the style of ''Zelda II'', is too far afield to accept as a true RPG for many, though.
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* The Firaxis remake of ''[[VideoGame/{{X-COMEnemyUnknown2012}} X-COM]]'' introduces soldier classes and level perks. All soldiers start at "Rookie" level with standard assault rifles and pistols but can quickly become "Squadies", as all it takes is one kill. At this point, the game randomly assigns the soldier a class ([[FriendlySniper Sniper]], [[ShortRangeShotgun Assault]], [[TheHeavy Heavy]], [[CombatMedic Support]]). Each class has its own primary weapon: Sniper has a sniper rifle, Assault has a shotgun (can use assault rifle), Heavy has a light machinegun (or heavy laser/plasma) and a one-shot bazooka (replacing a pistol), Support keeps the assault rifle. All but the Heavy class can switch to their sidearms. As the soldiers get promoted all the way to ColonelBadass, they get an ability each rank (usually one out of two) related to their class. For example, Heavy class can boost the SplashDamage of their rockets and fire twice per turn. Assault class can get the ability to dodge the first reaction shot by the enemy, as well as other defensive bonuses, so that the soldier can either get close enough for their ShortRangeShotgun, or draw fire away from others then take potshots/throw grenades. Support class's abilities can either focus on [[TheMedic healing and giving defensive buffs]] to allies, or, focus on giving excessive over-watch fire [[CombatMedic (they always get the most kills for players on the harder difficulties)]]. Once the psychic lab is unlocked, soldiers can be tested, and those with psychic potential can get PsychicPowers based on their (separate) psi-rank.

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* The Firaxis remake of ''[[VideoGame/{{X-COMEnemyUnknown2012}} X-COM]]'' ''VideoGame/XCOMEnemyUnknown'' introduces soldier classes and level perks. All soldiers start at "Rookie" level with standard assault rifles and pistols but can quickly become "Squadies", as all it takes is one kill. At this point, the game randomly assigns the soldier a class ([[FriendlySniper Sniper]], [[ShortRangeShotgun Assault]], [[TheHeavy Heavy]], [[CombatMedic Support]]). Each class has its own primary weapon: Sniper has a sniper rifle, Assault has a shotgun (can use assault rifle), Heavy has a light machinegun (or heavy laser/plasma) and a one-shot bazooka (replacing a pistol), Support keeps the assault rifle. All but the Heavy class can switch to their sidearms. As the soldiers get promoted all the way to ColonelBadass, they get an ability each rank (usually one out of two) related to their class. For example, Heavy class can boost the SplashDamage of their rockets and fire twice per turn. Assault class can get the ability to dodge the first reaction shot by the enemy, as well as other defensive bonuses, so that the soldier can either get close enough for their ShortRangeShotgun, or draw fire away from others then take potshots/throw grenades. Support class's abilities can either focus on [[TheMedic healing and giving defensive buffs]] to allies, or, focus on giving excessive over-watch fire [[CombatMedic (they always get the most kills for players on the harder difficulties)]]. Once the psychic lab is unlocked, soldiers can be tested, and those with psychic potential can get PsychicPowers based on their (separate) psi-rank.
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**** And map "Blizzard Dota". Which ExactlyWhatItSoundsLike.

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**** And map "Blizzard Dota". Which ExactlyWhatItSoundsLike.
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* To-do list helper [[http://www.getyedone.com/ Challenge Accepted]] (formerly [=GetYeDone=]) takes this to its logical extreme by applying RPG elements to real life--you can create "quests" (e.g., "Chores") and attach "tasks" (e.g., "Do the dishes") to them. Completing tasks earns you EXP proportional to how difficult said task is, and you have skills (e.g., "Academia", "Bookwormery", "Spawnwrangling") and attributes (e.g., bravery, kindness, responsibility) which increase when you complete tasks. What do these experience points and stat increases get you? Clean dishes. (Or a phone call to your parents, a decently-written school essay, a good workout, etc.)
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* Similarly, ''VideoGame/TheLegendOfZeldaSkywardSword'' is noted to have several RPG elements via the item upgrade system, the usage of stock medals (similar to the badges in ''Super Mario RPG'' and ''Pokémon''), the deeper focus on swordplay and, to a lesser extent, the measurement of sidequest rewards via gratitude crystals.
* Even earlier than ''Zelda II'' was an {{Infocom}} [[InteractiveFiction text adventure]], ''Beyond Zork''. Your character had various stats, could use potions and herbs, and even attack monsters, yet it had all of the trademarks of the previous VideoGame/{{Zork}} games (including the mindbending puzzles). Surprisingly, it worked.

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* Similarly, ''VideoGame/TheLegendOfZeldaSkywardSword'' is noted to have several RPG elements via the item upgrade ItemCrafting system, the usage of stock medals (similar to the badges in ''Super Mario RPG'' and ''Pokémon''), the deeper focus on swordplay and, to a lesser extent, the measurement of sidequest rewards via gratitude crystals.
* Even earlier than ''Zelda II'' was There's also an {{Infocom}} [[InteractiveFiction text adventure]], ''Beyond Zork''. Your character had various stats, could use potions and herbs, and even attack monsters, yet it had all of the trademarks of the previous VideoGame/{{Zork}} games (including the mindbending puzzles). Surprisingly, it worked.
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Seems to occur most often in [[FirstPersonShooter FPSes]], [[TurnBasedStrategy strategy]] [[RealTimeStrategy games]] (usually VeteranUnit), [[SportsGame sports sims]], and the occasional FightingGame, especially those that allow you to build your own character from the ground up.

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Seems to occur most often in [[FirstPersonShooter FPSes]], [[TurnBasedStrategy strategy]] [[RealTimeStrategy games]] (usually VeteranUnit), [[SportsGame sports sims]], and the occasional FightingGame, especially those that allow you to build your own character from the ground up. Compare CommonTacticalGameplayElements.

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* ''VideoGame/{{Castlevania}}'' has firmly entrenched RPG Elements into its gameplay ever since ''[[CastlevaniaSymphonyOfTheNight Symphony of the Night]]'' came out, about the same time it adapted the [[{{Metroidvania}} free-roaming environs]] popularized by the ''{{Metroid}}'' series.
** It tried free-roaming gameplay with RPG elements before in ''[[CastlevaniaIISimonsQuest Simon's Quest]]'', but the results were broken and nigh-unplayable.
* Arguably, the ''VideoGame/{{Ys}}'' series, though some would declare them straight {{Action RPG}}s. The gameplay, mostly in the style of ''Zelda II'', is too far afield to accept as a true RPG for many, though.

to:

* ''VideoGame/{{Castlevania}}'' has firmly entrenched RPG Elements into its gameplay ever since ''[[CastlevaniaSymphonyOfTheNight Symphony of the Night]]'' came out, about the same time it adapted the [[{{Metroidvania}} free-roaming environs]] popularized by the ''{{Metroid}}'' series.
**
series. It tried free-roaming gameplay with RPG elements before in ''[[CastlevaniaIISimonsQuest Simon's Quest]]'', but the results were broken led to mixed reactions among fans and nigh-unplayable.
critics alike.
* Arguably, the The ''VideoGame/{{Ys}}'' series, though some would declare them straight {{Action RPG}}s. The gameplay, mostly in the style of ''Zelda II'', is too far afield to accept as a true RPG for many, though.



** The VideoGame/DeusEx series is arguably an actual RPG. The repercussions of a lot of your actions in the first game are extremely subtle changes down the line. Many characters do react differently to you depending on how you handle yourself during missions. They aren't open world games, but they also aren't far off from how many table top [=RPGs=] conduct themselves (you can't really wander away or completely ignore the overall mission, but how you handle yourself and act does impact the mission further down).

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** The VideoGame/DeusEx series is arguably an actual RPG.series. The repercussions of a lot of your actions in the first game are extremely subtle changes down the line. Many characters do react differently to you depending on how you handle yourself during missions. They aren't open world games, but they also aren't far off from how many table top [=RPGs=] conduct themselves (you can't really wander away or completely ignore the overall mission, but how you handle yourself and act does impact the mission further down).
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* ''VideoGame/RiverCityRansom'' is one of the original Beat 'Em Up RPGs - enemies dropped pocket change, which could be used to buy food that permanently increased your various stats.

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* ''VideoGame/RiverCityRansom'' is one of the original Beat 'Em Up RPGs [=RPG=]s - enemies dropped pocket change, which could be used to buy food that permanently increased your various stats.
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* ''VideoGame/CharlieMurder'', being inspired by ''[[Videogame/RiverCityRansom]]'' as well as other RPGElements games like ''[[VideoGame/Borderlands]]'', makes use of the "food gives perma-buffs to stats" model of ''RCR'', though it also has level-ups, stat boosting clothing, spells, and skill points.

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* ''VideoGame/CharlieMurder'', being inspired by ''[[Videogame/RiverCityRansom]]'' ''VideoGame/RiverCityRansom'' as well as other RPGElements games like ''[[VideoGame/Borderlands]]'', ''VideoGame/{{Borderlands}}'' and ''VideoGame/{{Diablo}}'', makes use of the "food gives perma-buffs to stats" model of ''RCR'', though it also has level-ups, stat boosting clothing, spells, and skill points.
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* ''VideoGame/RiverCityRansom'' is one of the original Beat 'Em Up RPGs - enemies dropped pocket change, which could be used to buy food that permanently increased your various stats.
* ''VideoGame/CharlieMurder'', being inspired by ''[[Videogame/RiverCityRansom]]'' as well as other RPGElements games like ''[[VideoGame/Borderlands]]'', makes use of the "food gives perma-buffs to stats" model of ''RCR'', though it also has level-ups, stat boosting clothing, spells, and skill points.
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* Speaking of ''Franchise/RatchetAndClank'', your {{BFG}}s level up with use, and your health bar levels up as you score kills.

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* Speaking of In ''Franchise/RatchetAndClank'', your {{BFG}}s level up with use, and your health bar levels up as you score kills.
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* Similarly, ''VideoGame/TheLegendOfZeldaSkywardSword'' is noted to have several RPG elements via the item upgrade system, the deeper focus on swordplay and, to a lesser extent, the measurement of sidequest rewards via gratitude crystals.

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* Similarly, ''VideoGame/TheLegendOfZeldaSkywardSword'' is noted to have several RPG elements via the item upgrade system, the usage of stock medals (similar to the badges in ''Super Mario RPG'' and ''Pokémon''), the deeper focus on swordplay and, to a lesser extent, the measurement of sidequest rewards via gratitude crystals.
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* SkillScoresAndPerks

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* {{Character Class|System}}es and SkillScoresAndPerks
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* Digital distribution platform {{Steam}} has introduced a leveling system, heavily tied to its Steam Trading Cards. A higher Steam level earns you [[BraggingRightsReward bragging rights]], friends-list slots (useful not only for gamers with a lot of friends, but for ''VideoGame/TeamFortress 2'' traders who like to keep in touch with people they know are reliable buyers and sellers of scrap, promos, and unusuals), and profile customization slots (again, not just for showing off - among the Profile Showcases you can earn is a display of items for trade, or an additional text box which can be used to list your services.)

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* Digital distribution platform {{Steam}} has introduced a leveling system, heavily tied to its Steam Trading Cards. A higher Steam level earns you [[BraggingRightsReward bragging rights]], friends-list slots (useful not only for gamers with a lot of friends, but for ''VideoGame/TeamFortress 2'' traders who like to keep in touch with people they know are reliable buyers and sellers of scrap, metal, promos, and unusuals), and profile customization slots (again, not just for showing off - among the Profile Showcases you can earn is a display of items for trade, or an additional text box which can be used to list your services.)
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* Digital distribution platform {{Steam}} has introduced a leveling system, heavily tied to its Steam Trading Cards. A higher Steam level earns you [[BraggingRightsReward bragging rights]], friends-list slots (useful not only for gamers with a lot of friends, but for ''VideoGame/TeamFortress 2'' traders who like to keep in touch with people they know are reliable buyers and sellers of scrap, promos, and unusuals), and profile customization slots (again, not just for showing off - among the Profile Showcases you can earn is a display of items for trade, or an additional text box which can be used to list your services.)
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* ''EuroTruckSimulator 2'' features experience points and levels, which are tied into both unlocking new trucks and customization options and the game's skill system, which serves the dual purpose of unlocking new routes and making said routes more profitable, which in turn lets you afford the new trucks and customization options.

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* ''EuroTruckSimulator ''VideoGame/EuroTruckSimulator 2'' features experience points and levels, which are tied into both unlocking new trucks and customization options and the game's skill system, which serves the dual purpose of unlocking new routes and making said routes more profitable, which in turn lets you afford the new trucks and customization options.
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* ''EuroTruckSimulator 2'' features experience points and levels, which are tied into both unlocking new trucks and customization options and the game's skill system, which serves the dual purpose of unlocking new routes and making said routes more profitable, which in turn lets you afford the new trucks and customization options.
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* ''VideoGame/{{Strife}}'', based on the ''VideoGame/{{Doom}}'' engine, gives your characters two stats {Accuracy and Stamina--determines maximum health) which you can upgrade throughout the game by visiting specific trainers. You can also find and carry around gold to buy stuff in shops.
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* ''VideoGame/{{Daikatana}}'' was ([[{{Vaporware}} infamously]]) supposed to be an innovative blend of RPG Elements and the ''{{Quake}}'' FPS system. Delays, developer infighting, and just plain bad design resulted in the final release being... schizophrenic, to say the least.

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* ''VideoGame/{{Daikatana}}'' was ([[{{Vaporware}} infamously]]) supposed to be an innovative blend of RPG Elements and the ''{{Quake}}'' ''VideoGame/{{Quake}}'' FPS system. Delays, developer infighting, and just plain bad design resulted in the final release being... schizophrenic, to say the least.
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Namespace stuff


* A pair of games known as the ''CrimeCrackers'' duology were released by Media Vision as Japan Only titles for the Playstation [one of them in fact being one of the first ten games ever released for it]. These games used anime-style art for the characters and environments made by {{Kokomai}} of "Akaijutsu Club" and used an engine that was more of a middle ground between VideoGame/Wolfenstein3D/BlakeStone and VideoGame/{{Doom}}'s engines, but also allowed things like transporting elevators to give the illusion of multiple floors in the same map (like [[VideoGame/DukeNukem Duke Nukem 3D]] which included elevators that teleported you as one of it's mapping effects), a specialized guarding system for blocking attacks from enemies, the ability to level up via Experience Points [for the second game only], and probably one of the least used RPG elements in First Person Shooters, a multiple-characters-in-the-same-party set up [3 in the first game, 4 in the second game with the option to switch characters at the start of most levels]. Some environments could even damage all of your characters simultaneously, and of course if all of them died, it was game over. The targeting system is also a bit out of place compared to other first person shooters, stopping you in place while you aim a crosshair at anything on screen and your shots will shoot towards the crosshair instead of straight ahead]. It was probably not the biggest thing since sliced bread, but it's existence was the inspiration for another FPS [[VideoGame/NaferiasReignInvasionOfTheDarkMistress modification for Duke Nukem 3D]] with far more build up on the RPG Elements (among other things) so far.

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* A pair of games known as the ''CrimeCrackers'' ''Crime Crackers'' duology were released by Media Vision as Japan Only [[NoExportForYou Japan-only]] titles for the Playstation [one PlayStation (one of them in fact being was even one of the first ten games ever released for it]. that console). These games used anime-style art for the characters and environments made by {{Kokomai}} Kokomai of "Akaijutsu Club" and used an engine that was more of a middle ground between VideoGame/Wolfenstein3D/BlakeStone ''VideoGame/{{Wolfenstein 3D}}[=/=]VideoGame/BlakeStone'' and VideoGame/{{Doom}}'s ''VideoGame/{{Doom}}'''s engines, but also allowed things like transporting elevators to give the illusion of multiple floors in the same map (like [[VideoGame/DukeNukem Duke Nukem 3D]] which included elevators that teleported you as one of it's its mapping effects), a specialized guarding system for blocking attacks from enemies, the ability to level up via Experience Points [for the (the second game only], only), and probably one of the least used RPG elements in First Person Shooters, a multiple-characters-in-the-same-party set up [3 (3 in the first game, 4 in the second game with the option to switch characters at the start of most levels].levels). Some environments could even damage all of your characters simultaneously, and of course if all of them died, it was game over. The targeting system is also a bit out of place compared to other first person shooters, stopping you in place while you aim a crosshair at anything on screen and your shots will shoot towards the crosshair instead of straight ahead]. It was probably not the biggest thing since sliced bread, but it's existence was the inspiration for another FPS [[VideoGame/NaferiasReignInvasionOfTheDarkMistress modification for Duke Nukem 3D]] with far more build up on the RPG Elements (among other things) so far.

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* The GameBoyColor version of ''MarioGolf''. You'll gain ExperiencePoints from completing events and winning tournaments in-game, which you can use to [[CharacterLevel level up]] your character and increase stats like distance and straightness of your shot.
** In fact, any portable version of a Mario Sports game made by [[ShiningForce Came]][[VideoGame/GoldenSun lot]] (''Mario Golf'' and ''Mario Tennis'' series) so far has had RPG Elements and a StoryMode in them where your goal is to become the greatest player ever by defeating [[SeriesMascot Mar]][[SuperMarioBros io]]. However, ''Mario Tennis'' for 3DS [[http://www.nintendolife.com/news/2012/04/camelot_justifies_no_rpg_mode_in_mario_tennis_open won't.]]

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* The GameBoyColor version of ''MarioGolf''. You'll gain ExperiencePoints from completing events and winning tournaments in-game, which you can use to [[CharacterLevel level up]] your character and increase stats like distance and straightness of your shot.
**
shot. In fact, any portable version of a Mario Sports game made by [[ShiningForce Came]][[VideoGame/GoldenSun lot]] (''Mario Golf'' and ''Mario Tennis'' series) so far has had RPG Elements and a StoryMode in them where your goal is to become the greatest player ever by defeating [[SeriesMascot Mar]][[SuperMarioBros io]]. However, ''Mario Tennis'' for 3DS [[http://www.nintendolife.com/news/2012/04/camelot_justifies_no_rpg_mode_in_mario_tennis_open won't.won't have RPG elements at all.]]

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Natter


** In fact, any portable version of a Mario Sports game made by [[ShiningForce Came]][[VideoGame/GoldenSun lot]] (''Mario Golf'' and ''Mario Tennis'' series) so far has had RPG Elements and a StoryMode in them where your goal is to become the greatest player ever by defeating [[SeriesMascot Mar]][[SuperMarioBros io]]. It remains to see if the 3DS ''Mario Tennis'' game will follow in their footsteps.
*** [[SubvertedTrope Sadly]], [[http://www.nintendolife.com/news/2012/04/camelot_justifies_no_rpg_mode_in_mario_tennis_open it won't.]]

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** In fact, any portable version of a Mario Sports game made by [[ShiningForce Came]][[VideoGame/GoldenSun lot]] (''Mario Golf'' and ''Mario Tennis'' series) so far has had RPG Elements and a StoryMode in them where your goal is to become the greatest player ever by defeating [[SeriesMascot Mar]][[SuperMarioBros io]]. It remains to see if the 3DS However, ''Mario Tennis'' game will follow in their footsteps.
*** [[SubvertedTrope Sadly]],
for 3DS [[http://www.nintendolife.com/news/2012/04/camelot_justifies_no_rpg_mode_in_mario_tennis_open it won't.]]
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Darn


* Similarly, ''VideoGame/TheLegendOfZeldsSkywardSword'' is noted to have several RPG elements via the item upgrade system, the deeper focus on swordplay and, to a lesser extent, the measurement of sidequest rewards via gratitude crystals.

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* Similarly, ''VideoGame/TheLegendOfZeldsSkywardSword'' ''VideoGame/TheLegendOfZeldaSkywardSword'' is noted to have several RPG elements via the item upgrade system, the deeper focus on swordplay and, to a lesser extent, the measurement of sidequest rewards via gratitude crystals.

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* Similarly, ''VideoGame/TheLegendOfZeldsSkywardSword'' is noted to have several RPG elements via the item upgrade system, the deeper focus on swordplay and, to a lesser extent, the measurement of sidequest rewards via gratitude crystals.



* In ''{{Okami}}'', when you do a good deed (from making trees blossom to [[MundaneMadeAwesome helping cook the ultimate dish]]) you are rewarded with so-called "praise spheres" which more or less function as experience points, allowing you to increase your [[ManaMeter ink]], your [[LifeMeter solar energy]] or your [[ItMakesSenseInContext number of stomachs]]. The health is also partly increased with hidden [[HeartContainer solar fragments]].

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* In ''{{Okami}}'', ''VideoGame/{{Okami}}'', when you do a good deed (from making trees blossom to [[MundaneMadeAwesome helping cook the ultimate dish]]) you are rewarded with so-called "praise spheres" which more or less function as experience points, allowing you to increase your [[ManaMeter ink]], your [[LifeMeter solar energy]] or your [[ItMakesSenseInContext number of stomachs]]. The health is also partly increased with hidden [[HeartContainer solar fragments]].
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[[folder:Simulation Game]]
* ''VideoGame/WarThunder'', a WorldWar2 multiplayer air combat game, uses these for progression. As players build up experience flying for various countries, more plane options are opened for them. Further, characters accumulate "Silver Lions" which function as currency, and any new plays must be bought. The plans themselves can be upgraded with more of this currency, with new weapons or upgrades, but only after passing certain experience thresholds for each plane. On top of that, the plan crew accumulates experience, which can then be spent improving their skills, allowing them things like greater tolerance for G forces or the ability to identify and lock onto targets at greater distances.
[[/folder]]
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* Speaking of ''VideoGame/RatchetAndClank'', your {{BFG}}s level up with use, and your health bar levels up as you score kills.

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* Speaking of ''VideoGame/RatchetAndClank'', ''Franchise/RatchetAndClank'', your {{BFG}}s level up with use, and your health bar levels up as you score kills.

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