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* ''VideoGame/{{Raiden}} V'' deviates itself from other games in the series by throwing in MissionControl, {{roguelike}} missions, [[LifeMeter shield]] and [[EvolvingAttack ten levels of weapon upgrades each]]. [[EquipmentBasedProgression The latter being a requirement to reach the]] TrueFinalBoss.

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* ''VideoGame/{{Raiden}} V'' ''VideoGame/RaidenV'' deviates itself from other games in the series by throwing in MissionControl, {{roguelike}} missions, [[LifeMeter shield]] and [[EvolvingAttack ten levels of weapon upgrades each]]. [[EquipmentBasedProgression The latter being a requirement to reach the]] TrueFinalBoss.
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* ''VideoGame/KerbalSpaceProgram'''s astronauts, in Career mode, gain experience from flying around and visiting moons or other planets. (Apparently KASA doesn't train them before launch.) Leveling up unlocks additional skills for pilots and engineers, and increases research/mining speed for scientists/engineers. They also have stats--stupidity, courage, and whether or not they're "badass"--but an individual kerbal's stats never change, and only affect their facial expressions.
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That is an outdated reference and Word Cruft. It adds nothing to the example and is not as cute as you think it is.


* Welcome to Dream Land, where everything's made up and the points don't matter. This trope is parodied in ''VideoGame/KirbySuperStar'', as pictured at the top of the page. In the "Great Cave Offensive" minigame, you fight Computer Virus, an "RPG-style" boss which takes the form of generic RPG enemies like a slime, witch, dark knight and dragon (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 [[{{Retraux}} tinny, 8-bit style rendition]] of the main boss theme. Computer Virus even becomes temporarily invincible when it's his turn to attack, simulating TurnBasedCombat, though the player continues to control Kirby in the normal {{platformer}} style throughout the battle. When you win, the menu awards you various (spurious) spoils, including {{Experience Point}}s, [[BigEater "hunger points"]], [[CheerfulChild "happy smile points"]], [[PopQuiz "exam score points"]], and so on. In ''[[VideoGameRemake Super Star Ultra]]'', you are told at the end, "You gain X experience points! (Not that it matters.)" and if you're playing as Meta Knight, different stats go up at the end.

to:

* Welcome to Dream Land, where everything's made up and the points don't matter. This trope is parodied Parodied in ''VideoGame/KirbySuperStar'', as pictured at the top of the page.''VideoGame/KirbySuperStar''. In the "Great Cave Offensive" minigame, you fight Computer Virus, an "RPG-style" boss which takes the form of generic RPG enemies like a slime, witch, dark knight and dragon (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 [[{{Retraux}} tinny, 8-bit style rendition]] of the main boss theme. Computer Virus even becomes temporarily invincible when it's his turn to attack, simulating TurnBasedCombat, though the player continues to control Kirby in the normal {{platformer}} style throughout the battle. When you win, the menu awards you various (spurious) spoils, including {{Experience Point}}s, [[BigEater "hunger points"]], [[CheerfulChild "happy smile points"]], [[PopQuiz "exam score points"]], and so on. In ''[[VideoGameRemake Super Star Ultra]]'', you are told at the end, "You gain X experience points! (Not that it matters.)" and if you're playing as Meta Knight, different stats go up at the end.
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* Parodied in ''VideoGame/KirbySuperStar'', as pictured at the top of the page. In the "Great Cave Offensive" minigame, you fight Computer Virus, an "RPG-style" boss which takes the form of generic RPG enemies like a slime, witch, dark knight and dragon (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 [[{{Retraux}} tinny, 8-bit style rendition]] of the main boss theme. Computer Virus even becomes temporarily invincible when it's his turn to attack, simulating TurnBasedCombat, though the player continues to control Kirby in the normal {{platformer}} style throughout the battle. When you win, the menu awards you various (spurious) spoils, including {{Experience Point}}s, [[BigEater "hunger points"]], [[CheerfulChild "happy smile points"]], [[PopQuiz "exam score points"]], and so on. In ''[[VideoGameRemake Super Star Ultra]]'', you are told at the end, "You gain X experience points! (Not that it matters.)" and if you're playing as Meta Knight, different stats go up at the end.

to:

* Parodied Welcome to Dream Land, where everything's made up and the points don't matter. This trope is parodied in ''VideoGame/KirbySuperStar'', as pictured at the top of the page. In the "Great Cave Offensive" minigame, you fight Computer Virus, an "RPG-style" boss which takes the form of generic RPG enemies like a slime, witch, dark knight and dragon (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 [[{{Retraux}} tinny, 8-bit style rendition]] of the main boss theme. Computer Virus even becomes temporarily invincible when it's his turn to attack, simulating TurnBasedCombat, though the player continues to control Kirby in the normal {{platformer}} style throughout the battle. When you win, the menu awards you various (spurious) spoils, including {{Experience Point}}s, [[BigEater "hunger points"]], [[CheerfulChild "happy smile points"]], [[PopQuiz "exam score points"]], and so on. In ''[[VideoGameRemake Super Star Ultra]]'', you are told at the end, "You gain X experience points! (Not that it matters.)" and if you're playing as Meta Knight, different stats go up at the end.
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None


* ''VideoGame/{{Raiden}} V'' deviates itself from other games in the series by throwing MissionControl, {{roguelike}} missions, [[LifeMeter shield]] and [[EvolvingAttack ten levels of weapon upgrades each]]. [[EquipmentBasedProgression The latter being a requirement to reach the]] TrueFinalBoss.

to:

* ''VideoGame/{{Raiden}} V'' deviates itself from other games in the series by throwing in MissionControl, {{roguelike}} missions, [[LifeMeter shield]] and [[EvolvingAttack ten levels of weapon upgrades each]]. [[EquipmentBasedProgression The latter being a requirement to reach the]] TrueFinalBoss.
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None

Added DiffLines:

* ''VideoGame/{{Raiden}} V'' deviates itself from other games in the series by throwing MissionControl, {{roguelike}} missions, [[LifeMeter shield]] and [[EvolvingAttack ten levels of weapon upgrades each]]. [[EquipmentBasedProgression The latter being a requirement to reach the]] TrueFinalBoss.
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Unnecessary hyphenation - fixed


* ''VideoGame/SwimIkachan'' has experience points earned by either killing enemies or eating a limited supply of fishes that increase player's maximum hit-points when enough is collected.

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* ''VideoGame/SwimIkachan'' has experience points earned by either killing enemies or eating a limited supply of fishes that increase player's maximum hit-points hitpoints when enough is collected.



* Strangely, Square's ''VideoGame/WorldOfMana'' series started out as a straight action-RPG, but every game since the Japanese-only ''VideoGame/SeikenDensetsu3'' has had fewer RPG elements than the previous title. ''VideoGame/DawnOfMana'' manages to be a straight-out third-person action game with fewer RPG elements than ''VideoGame/RatchetAndClank.''

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* Strangely, Square's ''VideoGame/WorldOfMana'' series started out as a straight action-RPG, action RPG, but every game since the Japanese-only ''VideoGame/SeikenDensetsu3'' has had fewer RPG elements than the previous title. ''VideoGame/DawnOfMana'' manages to be a straight-out third-person action game with fewer RPG elements than ''VideoGame/RatchetAndClank.''



* A pair of games known as the ''VideoGame/CrimeCrackers'' duology were released by Media Vision as [[NoExportForYou Japan-only]] titles for the UsefulNotes/PlayStation (one of them was even one of the first ten games ever released for that console). 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/{{Wolfenstein 3D}}[=/=]VideoGame/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 its mapping effects), a specialized guarding system for blocking attacks from enemies, the ability to level up via Experience Points (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 ''VideoGame/CrimeCrackers'' duology were released by Media Vision as [[NoExportForYou Japan-only]] titles for the UsefulNotes/PlayStation (one of them was even one of the first ten games ever released for that console). These games used anime-style art {{Animesque}} artstyles for the characters and environments made by Kokomai of "Akaijutsu Club" and used an engine that was more of a middle ground between ''VideoGame/{{Wolfenstein 3D}}[=/=]VideoGame/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 its mapping effects), a specialized guarding system for blocking attacks from enemies, the ability to level up via Experience Points (the second game only), and probably one of the least used RPG elements in First Person Shooters, a multiple-characters-in-the-same-party multiple-character 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.



* Parodied in ''VideoGame/KirbySuperStar'', as pictured at the top of the page. In the "Great Cave Offensive" sub-game, you fight Computer Virus, an "RPG-style" boss which takes the form of generic RPG enemies like a slime, witch, dark knight and dragon (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 [[{{Retraux}} tinny, 8-bit style rendition]] of the main boss theme. Computer Virus even becomes temporarily invincible when it's his turn to attack, simulating TurnBasedCombat, though the player continues to control Kirby in the normal {{platformer}} style throughout the battle. When you win, the menu awards you various (spurious) spoils, including {{Experience Point}}s, [[BigEater "hunger points"]], [[CheerfulChild "happy smile points"]], [[PopQuiz "exam score points"]], and so on. In ''[[VideoGameRemake Super Star Ultra]]'', you are told at the end, "You gain X experience points! (Not that it matters.)" and if you're playing as Meta Knight, different stats go up at the end.

to:

* Parodied in ''VideoGame/KirbySuperStar'', as pictured at the top of the page. In the "Great Cave Offensive" sub-game, minigame, you fight Computer Virus, an "RPG-style" boss which takes the form of generic RPG enemies like a slime, witch, dark knight and dragon (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 [[{{Retraux}} tinny, 8-bit style rendition]] of the main boss theme. Computer Virus even becomes temporarily invincible when it's his turn to attack, simulating TurnBasedCombat, though the player continues to control Kirby in the normal {{platformer}} style throughout the battle. When you win, the menu awards you various (spurious) spoils, including {{Experience Point}}s, [[BigEater "hunger points"]], [[CheerfulChild "happy smile points"]], [[PopQuiz "exam score points"]], and so on. In ''[[VideoGameRemake Super Star Ultra]]'', you are told at the end, "You gain X experience points! (Not that it matters.)" and if you're playing as Meta Knight, different stats go up at the end.



** Taken to its extremes in ''VideoGame/CommandAndConquerTiberianTwilight'', where players have to gain experience from playing within their profiles, which is necessary to unlock new units for use in both campaign and multi-player mode. This has resulted in a need for grinding to unlock the powerful units and superweapons.

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** Taken to its extremes in ''VideoGame/CommandAndConquerTiberianTwilight'', where players have to gain experience from playing within their profiles, which is necessary to unlock new units for use in both campaign and multi-player multiplayer mode. This has resulted in a need for grinding to unlock the powerful units and superweapons.



* ''VideoGame/{{Spellforce}}'' walks the fine line between being an RTS with RPG elements and being an RPG with RTS elements, depending on whether one is playing Free-Roam or Story mode. (Story mode focuses mainly on the RPG angle; in the "Breath of Winter" expansion, this leads to a massive difficulty spike when the encounters suddenly become ten levels too high for your hero to effectively deal with).

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* ''VideoGame/{{Spellforce}}'' walks the fine line between being an RTS with RPG elements and being an RPG with RTS elements, depending on whether one is playing Free-Roam Free Roam or Story mode. (Story mode focuses mainly on the RPG angle; in the "Breath of Winter" expansion, this leads to a massive difficulty spike when the encounters suddenly become ten levels too high for your hero to effectively deal with).



* The UsefulNotes/{{Playstation}} port of ''VideoGame/PointBlank'' is a collection of minigames in which you use a gun controller (like Duck Hunt). It has a one-player RPG mode that replaces regular RPG battles with the minigames. The stats don't affect the actual minigames, but determine which ones you play, how many losses you can take before GameOver, etc.

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* The UsefulNotes/{{Playstation}} port of ''VideoGame/PointBlank'' is a collection of minigames in which you use a gun controller (like Duck Hunt). It has a one-player singleplayer RPG mode that replaces regular RPG battles with the minigames. The stats don't affect the actual minigames, but determine which ones you play, how many losses you can take before GameOver, etc.



* The Firaxis remake of ''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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* The Firaxis remake of ''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 machine gun (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 overwatch 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.



* Digital distribution platform UsefulNotes/{{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/TeamFortress2'' traders who like to keep in touch with people they know are reliable buyers and sellers of 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 UsefulNotes/{{Steam}} has introduced a leveling system, heavily tied to its Steam Trading Cards. A higher Steam level earns you [[BraggingRightsReward bragging rights]], friends-list friends list slots (useful not only for gamers with a lot of friends, but for ''VideoGame/TeamFortress2'' traders who like to keep in touch with people they know are reliable buyers and sellers of 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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* The UsefulNotes/GameBoyColor version of ''VideoGame/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 Story Mode in them where your goal is to become the greatest player ever by defeating [[SeriesMascot Mar]][[SuperMarioBros io]], so they aren't so much "sports games with RPG elements" as [[InvertedTrope "RPGs with golf/tennis games in place of battles."]] However, ''Mario Tennis Open'' for 3DS [[http://www.nintendolife.com/news/2012/04/camelot_justifies_no_rpg_mode_in_mario_tennis_open does,'t have RPG elements at all.]]

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* The UsefulNotes/GameBoyColor version of ''VideoGame/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]] Camelot (''Mario Golf'' and ''Mario Tennis'' series) so far has had RPG Elements and a Story Mode in them where your goal is to become the greatest player ever by defeating [[SeriesMascot Mar]][[SuperMarioBros io]], Mario, so they aren't so much "sports games with RPG elements" as [[InvertedTrope "RPGs with golf/tennis games in place of battles."]] However, ''Mario Tennis Open'' for 3DS [[http://www.nintendolife.com/news/2012/04/camelot_justifies_no_rpg_mode_in_mario_tennis_open does,'t does't have RPG elements at all.]]
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None


* The UsefulNotes/GameBoyColor version of ''VideoGame/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 Story Mode in them where your goal is to become the greatest player ever by defeating [[SeriesMascot Mar]][[SuperMarioBros io]], so they aren't so much "sports games with RPG elements" as [[InvertedTrope "RPGs with golf/tennis games in place of battles."]] However, ''Mario Tennis Open'' for 3DS [[http://www.nintendolife.com/news/2012/04/camelot_justifies_no_rpg_mode_in_mario_tennis_open won't have RPG elements at all.]]

to:

* The UsefulNotes/GameBoyColor version of ''VideoGame/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 Story Mode in them where your goal is to become the greatest player ever by defeating [[SeriesMascot Mar]][[SuperMarioBros io]], so they aren't so much "sports games with RPG elements" as [[InvertedTrope "RPGs with golf/tennis games in place of battles."]] However, ''Mario Tennis Open'' for 3DS [[http://www.nintendolife.com/news/2012/04/camelot_justifies_no_rpg_mode_in_mario_tennis_open won't does,'t have RPG elements at all.]]
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None


** The ''VideoGame/DeusEx'' 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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** * The ''VideoGame/DeusEx'' 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/CallOfDuty [[VideoGame/ModernWarfare 4]]''. See [[http://www.penny-arcade.com/comic/2007/11/9/ this comic]]. For clarification: as with an RPG, every kill you make rewards you with experience. Gain enough, you rank up and get access to more equipment. As it's ''Call of Duty'', [[FollowTheLeader this has become very popular in multiplayer shooters since then]].

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* ''VideoGame/CallOfDuty [[VideoGame/ModernWarfare 4]]''. See [[http://www.penny-arcade.com/comic/2007/11/9/ this comic]]. comic.]] For clarification: as with an RPG, every kill you make rewards you with experience. Gain enough, you rank up and get access to more equipment. As it's ''Call of Duty'', [[FollowTheLeader this has become very popular in multiplayer shooters since then]].
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None


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

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* In ''Franchise/RatchetAndClank'', your {{BFG}}s level up with use, and your health bar levels up as you score kills. Apparently a justified example where Nanotech, the technology responsible for your health meter and your weapons, is absorbed from fallen enemies, eventually increasing your stock (levelling up your health) as well as your weapons' (increasing their power)
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These have been around almost as long as console and computer [=RPG=]s have, and became more common during the mid-90s, which time a HUGE number of developers seemed to want to add more complexity to their games (and they hoped increased sales thanks to the prestige that came from having "RPG Elements" printed on the back of the box), even if the elements in question weren't anything more than HitPoints. Generally ignored is the fact that these "RPG Elements" are not even universal to actual [=RPG=]s.

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These have been around almost as long as console and computer [=RPG=]s have, and became more common during the mid-90s, which time a HUGE number of developers seemed to want to add more complexity to their games (and they hoped increased sales thanks to the prestige that came from having "RPG Elements" printed on the back of the box), even if the elements in question weren't anything more than HitPoints. Generally ignored is the fact that these "RPG Elements" are not even universal to actual [=RPG=]s.
HitPoints.



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Not sure how this even happened


** ''VideoGame/TheLegendOfZeldaSkywardSword'' is noted to have several RPG elements via the ItemCrafting system, the usage of stock medals (similar to the badges in ''VideoGame/SuperMarioRPG'' and ''Franchise/{{Pokémon}}''), the deeper focus on swordplay and, to a lesser extent, the measurement of sidequest rewards via gratitude crystals.

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** ''VideoGame/TheLegendOfZeldaSkywardSword'' is noted to have several RPG elements via the ItemCrafting system, the usage of stock medals (similar to the badges in ''VideoGame/SuperMarioRPG'' and ''Franchise/{{Pokémon}}''), ''Franchise/{{Pokemon}}''), the deeper focus on swordplay and, to a lesser extent, the measurement of sidequest rewards via gratitude crystals.
Is there an issue? Send a MessageReason:
None


* 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/TeamFortress2'' traders who like to keep in touch with people they know are reliable buyers and sellers of 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.)

to:

* Digital distribution platform {{Steam}} UsefulNotes/{{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/TeamFortress2'' traders who like to keep in touch with people they know are reliable buyers and sellers of 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.)
Is there an issue? Send a MessageReason:
None


* Parodied in ''VideoGame/KirbySuperStar'', as pictured at the top of the page. In the "Great Cave Offensive" sub-game, you fight Computer Virus, an "RPG-style" boss which takes the form of generic RPG enemies like a slime, witch, dark knight and dragon (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 [[{{Retraux}} tinny, 8-bit style rendition]] of the main boss theme. Computer Virus even becomes temporarily invincible when it's his turn to attack, simulating TurnBasedCombat, though the player 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, [[BigEater "hunger points"]], [[CheerfulChild "happy smile points"]], [[PopQuiz "exam score points"]], and so on. In ''[[VideoGameRemake Super Star Ultra]]'', you are told at the end, "You gain X experience points! (Not that it matters.)" and if you're playing as Meta Knight, different stats go up at the end.

to:

* Parodied in ''VideoGame/KirbySuperStar'', as pictured at the top of the page. In the "Great Cave Offensive" sub-game, you fight Computer Virus, an "RPG-style" boss which takes the form of generic RPG enemies like a slime, witch, dark knight and dragon (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 [[{{Retraux}} tinny, 8-bit style rendition]] of the main boss theme. Computer Virus even becomes temporarily invincible when it's his turn to attack, simulating TurnBasedCombat, though the player continues to control Kirby in the normal {{platformer}} style throughout the battle, so it isn't actually an UnexpectedGameplayChange (it just looks like one).battle. When you win, the menu awards you various (spurious) spoils, including {{Experience Point}}s, [[BigEater "hunger points"]], [[CheerfulChild "happy smile points"]], [[PopQuiz "exam score points"]], and so on. In ''[[VideoGameRemake Super Star Ultra]]'', you are told at the end, "You gain X experience points! (Not that it matters.)" and if you're playing as Meta Knight, different stats go up at the end.
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* Parodied in ''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. In ''[[VideoGameRemake Super Star Ultra]]'', you are told at the end, "You gain X experience points! (Not that it matters.)". If you're playing as Meta Knight, different stats go up at the end.

to:

* Parodied in ''VideoGame/KirbySuperStar'', as pictured at the top of the page. In the "Great Cave Offensive" sub-game, you fight a supposedly Computer Virus, an "RPG-style" boss known as the Computer Virus, which takes the form of generic MedievalEuropeanFantasy RPG enemies like knights a slime, witch, dark knight and dragons dragon (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 [[{{Retraux}} tinny, 8-bit style rendition]] of the main boss theme. The player, though, Computer Virus even becomes temporarily invincible when it's his turn to attack, simulating TurnBasedCombat, though the player continues to control Kirby in the normal {{platformer}} style throughout the battle, so it isn't actually an UnexpectedGameplayChange (it just looks like one.) one). When you win, the menu awards you various (spurious) spoils, including {{Experience Point}}s, [[BigEater "hunger points," points"]], [[CheerfulChild "happy smile points," points"]], [[PopQuiz "exam score points," points"]], and so on. In ''[[VideoGameRemake Super Star Ultra]]'', you are told at the end, "You gain X experience points! (Not that it matters.)". If )" and if you're playing as Meta Knight, different stats go up at the end.

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You're not playing an [[RolePlayingGame RPG]]. However, your character gains [[CharacterLevel experience and levels]] as if you were. Instead of being a mere test of skill, in which the only thing that makes the game easier or harder is your ability as a player, your control over the PlayerCharacter is abstracted so that you must [[AnAdventurerIsYou build a unique path for them]]. Often their talents improve the more you practice or train, maybe there's a class system, or some sort of system that allows for tweakable abilities.

Well-implemented, this will give a game added depth and customizability, or allow players who might not be as good to spend a little time leveling up to make the game easier, creating a roundabout way of introducing DifficultyLevels to the game. Badly implemented, it seems like tacked-on attempt to appeal to a broader demographic, or be seen (critically) as a better game.

to:

You're not playing an [[RolePlayingGame RPG]]. However, your character gains [[CharacterLevel experience and levels]] as if you were. Instead of being a mere test of skill, in which the only thing that makes the game easier or harder is your ability as a player, your control over the PlayerCharacter is abstracted so that you must [[AnAdventurerIsYou build a unique path for them]]. Often their talents improve the more you practice or train, maybe there's a class system, or some sort of system [[SkillSlotSystem system]] that allows for tweakable abilities.

Well-implemented, this will can give a game added depth and customizability, or allow players who might not be as good to spend a little time leveling up to make the game easier, creating a roundabout way of introducing to introduce DifficultyLevels to the game. Badly implemented, it seems like tacked-on attempt to appeal to a broader demographic, or be seen (critically) as a better game.



* ExperiencePoints and CharacterLevel
* {{Character Class|System}}es and SkillScoresAndPerks
* {{Inventory Management Puzzle}}s

to:

* ExperiencePoints and CharacterLevel
[[CharacterLevel Character Levels]]
* {{Character Class|System}}es [[CharacterClassSystem Character Classes]] and SkillScoresAndPerks
[[SkillScoresAndPerks Skill Scores]].
* {{Inventory Management Puzzle}}sEquipmentBasedProgression and [[EvolvingAttack Evolving Attacks]]
* StandardStatusEffects and {{StatusBuff}}s



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. Not to be confused with ElementalPowers used in [=RPGs=].

to:

Seems to occur most often in [[FirstPersonShooter FPSes]], [[TurnBasedStrategy strategy]] [[RealTimeStrategy games]] (usually VeteranUnit), [[SportsGame sports sims]], ActionAdventure games, and the occasional FightingGame, especially those that allow you to build your own character from the ground up. Compare CommonTacticalGameplayElements. Not to be confused with ElementalPowers used in [=RPGs=].
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* ''VideoGame/DarkWizard'' for SegaCD used units that leveled up, could be equipped with exchangable gear (if they weren't monster types), and even evolved or got class changes, despite being fundamentally a strategy game.

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* ''VideoGame/DarkWizard'' for SegaCD UsefulNotes/SegaCD used units that leveled up, could be equipped with exchangable gear (if they weren't monster types), and even evolved or got class changes, despite being fundamentally a strategy game.
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** ''VideoGame/PuzzleQuest'' is similar. The more matches you do at a time, the more damage you do to the enemy.

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* The ''[[VideoGame/WizardsAndWarriors Wizards and Warriors]]'' series.
* Parodied in ''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.
** In ''[[VideoGameRemake Super Star Ultra]]'', you are told at the end, "You gain X experience points! (Not that it matters.)". If you're playing as Meta Knight, different stats go up at the end.

to:

* %%* The ''[[VideoGame/WizardsAndWarriors Wizards and Warriors]]'' ''VideoGame/WizardsAndWarriors'' series.
* Parodied in ''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.
**
on. In ''[[VideoGameRemake Super Star Ultra]]'', you are told at the end, "You gain X experience points! (Not that it matters.)". If you're playing as Meta Knight, different stats go up at the end.



* ''VideoGame/SonicAndTheSecretRings'' and ''VideoGame/SonicUnleashed'' implemented a level-up system and experience points that enhances their overall gameplay.
** ''VideoGame/SonicBattle'' did this first, to an extent. The skill points system is even discussed in-game.

to:

* ''VideoGame/SonicAndTheSecretRings'' and ''VideoGame/SonicUnleashed'' implemented a level-up system and experience points that enhances their overall gameplay.
** ''VideoGame/SonicBattle'' did this first, to an extent. The
gameplay. Also done in ''VideoGame/SonicBattle'', where the skill points system is even discussed in-game.



* ''VideoGame/TombRaiderAngelOfDarkness'' saw a lot of derision for its random RPG elements that added nothing to the game, other than a ludicrous way to bar progress until you did something to make Lara arbitrarily gain the ability she needed to progress.

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* ''VideoGame/TombRaiderAngelOfDarkness'' ''VideoGame/TombRaiderAngelOfDarkness'':
** The game
saw a lot of derision for its random RPG elements that added nothing to the game, other than a ludicrous way to bar progress until you did something to make Lara arbitrarily gain the ability she needed to progress.



** ''VideoGame/LaraCroftAndTheGuardianOfLight'' does this subtly with powerups that grant permanent health and ammo capacity upgrades, along with collectible artifacts and weapons that provide bonuses, with superior ones provided as progress is made.

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** * ''VideoGame/LaraCroftAndTheGuardianOfLight'' does this subtly with powerups that grant permanent health and ammo capacity upgrades, along with collectible artifacts and weapons that provide bonuses, with superior ones provided as progress is made.
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* The ''[[VideoGame/WizardsAndWarriors Wizards and Warriors]]'' series.

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

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** ''VideoGame/TheLegendOfZeldaSkywardSword'' is noted to have several RPG elements via the ItemCrafting system, the usage of stock medals (similar to the badges in ''VideoGame/SuperMarioRPG'' and ''Franchise/Pokémon''), ''Franchise/{{Pokémon}}''), the deeper focus on swordplay and, to a lesser extent, the measurement of sidequest rewards via gratitude crystals.



** A somewhat more diverse experience setup was provided in the SpinOff game ''Colonization'' (the original, at least). Through constant use, a Free Colonist could eventually and randomly level up to become an Expert (civilian) or Veteran Soldier, and Petty Criminals and Indentured Servants could both become Free Colonists. Likewise, once your colonies declare independence, your Veteran Soldiers could level up even further to Continental status.
*** The revised version based on the ''Civ IV'' engine keeps the "Unit Promotions" mechanic from ''Civ IV', which has the side-effect of forcing your troops to level via combat so they are ready to fight off the Europeans once you declare independence. The "befriend & arm the natives" and "coexist peacefully" strategies from the old game aren't really workable if you want an effective militia in the new version.
* In ''VideoGame/SinsOfASolarEmpire'', capital ships gain experience points, increasing their fighter cap, and granting the use of special abilities, which could be upgraded by throwing a skill point into them.
** You can upgrade a capital ship twice right out of the space dock if you have enough cash. Three times if you research a certain technology. This gives them an early edge against other capital ships.

to:

** A somewhat more diverse experience setup was provided in the SpinOff game ''Colonization'' (the original, at least). Through constant use, a Free Colonist could eventually and randomly level up to become an Expert (civilian) or Veteran Soldier, and Petty Criminals and Indentured Servants could both become Free Colonists. Likewise, once your colonies declare independence, your Veteran Soldiers could level up even further to Continental status.
***
status. The revised version based on the ''Civ IV'' engine keeps the "Unit Promotions" mechanic from ''Civ IV', which has the side-effect of forcing your troops to level via combat so they are ready to fight off the Europeans once you declare independence. The "befriend & arm the natives" and "coexist peacefully" strategies from the old game aren't really workable if you want an effective militia in the new version.
* In ''VideoGame/SinsOfASolarEmpire'', capital ships gain experience points, increasing their fighter cap, and granting the use of special abilities, which could be upgraded by throwing a skill point into them.
**
them. You can upgrade a capital ship twice right out of the space dock if you have enough cash. Three times if you research a certain technology. This gives them an early edge against other capital ships.
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** ''VideoGame/TheLegendOfZeldaSkywardSword'' is noted to have several RPG elements via the 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.

to:

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



* Creator/Capcom's TabletopGame/DungeonsAndDragons-based beat 'em ups ''Tower of Doom'' and ''Shadow Over Mystara'' are loosely based on the tabletop RPG itself. Strangely though, even though your character has ExperiencePoints, they function as just a score if anything, as your characters simply level up once per chapter.

to:

* Creator/Capcom's Creator/{{Capcom}}'s TabletopGame/DungeonsAndDragons-based beat 'em ups ''Tower ''[[VideoGame/DungeonsAndDragonsChroniclesOfMystara Tower of Doom'' Doom]]'' and ''Shadow ''[[VideoGame/DungeonsAndDragonsChroniclesOfMystara Shadow Over Mystara'' Mystara]]'' are loosely based on the tabletop RPG itself. Strangely though, even though your character has ExperiencePoints, they function as just a score if anything, as your characters simply level up once per chapter.



* ''VideoGame/CallOfDuty 4''. See [[http://www.penny-arcade.com/comic/2007/11/9/ this comic]]. For clarification: as with an RPG, every kill you make rewards you with experience. Gain enough, you rank up and get access to more equipment. As it's ''Call of Duty'', [[FollowTheLeader this has become very popular in multiplayer shooters since then]].
* A pair of games known as the ''VideoGame/CrimeCrackers'' duology were released by Media Vision as [[NoExportForYou Japan-only]] titles for the PlayStation (one of them was even one of the first ten games ever released for that console). 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/{{Wolfenstein 3D}}[=/=]VideoGame/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 its mapping effects), a specialized guarding system for blocking attacks from enemies, the ability to level up via Experience Points (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.

to:

* ''VideoGame/CallOfDuty 4''.[[VideoGame/ModernWarfare 4]]''. See [[http://www.penny-arcade.com/comic/2007/11/9/ this comic]]. For clarification: as with an RPG, every kill you make rewards you with experience. Gain enough, you rank up and get access to more equipment. As it's ''Call of Duty'', [[FollowTheLeader this has become very popular in multiplayer shooters since then]].
* A pair of games known as the ''VideoGame/CrimeCrackers'' duology were released by Media Vision as [[NoExportForYou Japan-only]] titles for the PlayStation UsefulNotes/PlayStation (one of them was even one of the first ten games ever released for that console). 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/{{Wolfenstein 3D}}[=/=]VideoGame/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 its mapping effects), a specialized guarding system for blocking attacks from enemies, the ability to level up via Experience Points (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.



* ''StarWars: VideoGame/DarkForcesII'' and later installments of the VideoGame/DarkForcesSaga. The player gets to pick force powers as the game progresses and can drift towards an evil/good character.

to:

* ''StarWars: ''Franchise/StarWars: VideoGame/DarkForcesII'' and later installments of the VideoGame/DarkForcesSaga. The player gets to pick force powers as the game progresses and can drift towards an evil/good character.



* ''SuperPaperMario'' departed from previous games in the ''PaperMario'' series by being a platform game with RPG Elements rather than an RPG with some platforming elements.

to:

* ''SuperPaperMario'' departed from previous games in the ''PaperMario'' ''VideoGame/PaperMario'' series by being a platform game with RPG Elements rather than an RPG with some platforming elements.



** ''Lara Croft And The Guardian Of Light'' does this subtly with powerups that grant permanent health and ammo capacity upgrades, along with collectible artifacts and weapons that provide bonuses, with superior ones provided as progress is made.

to:

** ''Lara Croft And The Guardian Of Light'' ''VideoGame/LaraCroftAndTheGuardianOfLight'' does this subtly with powerups that grant permanent health and ammo capacity upgrades, along with collectible artifacts and weapons that provide bonuses, with superior ones provided as progress is made.



* ''{{DROD}} RPG'' is a PuzzleGame with RPG Elements, [[NonIndicativeName not actually an RPG]]. The player and all enemies have HP, attack and defense stats that mathematically determine the outcome of any combat, and the puzzle is to choose what enemies to fight and in what order so as to gain power-ups and progress without running out of HP.

to:

* ''{{DROD}} ''[[VideoGame/DeadlyRoomsOfDeath DROD]] RPG'' is a PuzzleGame with RPG Elements, [[NonIndicativeName not actually an RPG]]. The player and all enemies have HP, attack and defense stats that mathematically determine the outcome of any combat, and the puzzle is to choose what enemies to fight and in what order so as to gain power-ups and progress without running out of HP.



** In ''Command & Conquer: Generals'', the player can level up by killing enemy units and demolishing enemy structures. Then the player can spend the skill points for special units and superweapons.
** Taken to its extremes in ''Command & Conquer: Tiberian Twilight'', where players have to gain experience from playing within their profiles, which is necessary to unlock new units for use in both campaign and multi-player mode. This has resulted in a need for grinding to unlock the powerful units and superweapons.

to:

** In ''Command & Conquer: Generals'', ''VideoGame/CommandAndConquerGenerals'', the player can level up by killing enemy units and demolishing enemy structures. Then the player can spend the skill points for special units and superweapons.
** Taken to its extremes in ''Command & Conquer: Tiberian Twilight'', ''VideoGame/CommandAndConquerTiberianTwilight'', where players have to gain experience from playing within their profiles, which is necessary to unlock new units for use in both campaign and multi-player mode. This has resulted in a need for grinding to unlock the powerful units and superweapons.



* ''{{Spellforce}}'' walks the fine line between being an RTS with RPG elements and being an RPG with RTS elements, depending on whether one is playing Free-Roam or Story mode. (Story mode focuses mainly on the RPG angle; in the "Breath of Winter" expansion, this leads to a massive difficulty spike when the encounters suddenly become ten levels too high for your hero to effectively deal with).

to:

* ''{{Spellforce}}'' ''VideoGame/{{Spellforce}}'' walks the fine line between being an RTS with RPG elements and being an RPG with RTS elements, depending on whether one is playing Free-Roam or Story mode. (Story mode focuses mainly on the RPG angle; in the "Breath of Winter" expansion, this leads to a massive difficulty spike when the encounters suddenly become ten levels too high for your hero to effectively deal with).



* ''VideoGame/DwarfFortress'' has two modes of play. One is a {{Roguelike}}, and the other is similar to ''VideoGame/TheSims'' or ''VideoGame/DungeonKeeper''. Naturally, they both allow the dwarfs to gain skills and whatnot.

to:

* ''VideoGame/DwarfFortress'' has two modes of play. One is a {{Roguelike}}, and the other is similar to ''VideoGame/TheSims'' ''Franchise/TheSims'' or ''VideoGame/DungeonKeeper''. Naturally, they both allow the dwarfs to gain skills and whatnot.



* The {{Playstation}} port of ''VideoGame/PointBlank'' is a collection of minigames in which you use a gun controller (like Duck Hunt). It has a one-player RPG mode that replaces regular RPG battles with the minigames. The stats don't affect the actual minigames, but determine which ones you play, how many losses you can take before GameOver, etc.

to:

* The {{Playstation}} UsefulNotes/{{Playstation}} port of ''VideoGame/PointBlank'' is a collection of minigames in which you use a gun controller (like Duck Hunt). It has a one-player RPG mode that replaces regular RPG battles with the minigames. The stats don't affect the actual minigames, but determine which ones you play, how many losses you can take before GameOver, etc.



* The GameBoyColor version of ''VideoGame/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 Story Mode in them where your goal is to become the greatest player ever by defeating [[SeriesMascot Mar]][[SuperMarioBros io]], so they aren't so much "sports games with RPG elements" as [[InvertedTrope "RPGs with golf/tennis games in place of battles."]] However, ''Mario Tennis Open'' for 3DS [[http://www.nintendolife.com/news/2012/04/camelot_justifies_no_rpg_mode_in_mario_tennis_open won't have RPG elements at all.]]

to:

* The GameBoyColor UsefulNotes/GameBoyColor version of ''VideoGame/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 Story Mode in them where your goal is to become the greatest player ever by defeating [[SeriesMascot Mar]][[SuperMarioBros io]], so they aren't so much "sports games with RPG elements" as [[InvertedTrope "RPGs with golf/tennis games in place of battles."]] However, ''Mario Tennis Open'' for 3DS [[http://www.nintendolife.com/news/2012/04/camelot_justifies_no_rpg_mode_in_mario_tennis_open won't have RPG elements at all.]]



* 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 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.)

to:

* 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'' ''VideoGame/TeamFortress2'' traders who like to keep in touch with people they know are reliable buyers and sellers of 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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* The third ''VideoGame/TaikoNoTatsujin'' game for the DS, ''Dororon! Yokai Daikessen'', includes an RPG mode. From what's normally a rhythm game series. You travel a world map, get into random battles, gain level ups, visit towns, buy equipment, and fight bosses, just like a regular RPG. The main change is that battles is presented like songs are in the games. Every correct note you hit causes damage to your opponent, but enemies will sometimes use tricks to try and [[InterfaceScrew obscure your vision]] or generally make it harder to hit notes.

to:

* The third ''VideoGame/TaikoNoTatsujin'' ''VideoGame/TaikoDrumMaster'' game for the DS, ''Dororon! Yokai Daikessen'', includes an RPG mode. From what's normally a rhythm game series. You travel a world map, get into random battles, gain level ups, visit towns, buy equipment, and fight bosses, just like a regular RPG. The main change is that battles is presented like songs are in the games. Every correct note you hit causes damage to your opponent, but enemies will sometimes use tricks to try and [[InterfaceScrew obscure your vision]] or generally make it harder to hit notes.

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Re-formatted the Advance Wars section


* In ''VideoGame/AdvanceWars: Dual Strike'', victories earn your [=COs=] experience points which increase their rank. The higher their rank, the more bonuses you can assign to them at the beginning of a battle.
* ''Advance Wars: Days Of Ruin'' has units level up when they kill a unit, going from rank 1, rank 2, and rank V. Each rank provides a very slight power boost compared to the previous rank.

to:

* In ''VideoGame/AdvanceWars: Dual Strike'', victories earn the ''VideoGame/AdvanceWars'' series:
** Winning battles in ''Dual Strike'' gives
your [=COs=] experience points which increase their rank. The higher their rank, the more bonuses you can assign to them at the beginning of a battle.
* ''Advance Wars: Days ** Units in ''Days Of Ruin'' has units level up when they kill a unit, going from rank 1, rank 2, and rank V. Each rank provides a very slight power boost compared to the previous rank.
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Link fixed, now goes to Diggles


* In ''VideoGame/{{Wiggles}}'' (also known as ''Diggles''[[note]][[Videogame/DungeonsOfDredmor Not those diggles]][[/note]]), the eponymous dwarfs learn [[CharacterPoints abilities]] similar to RPG characters, but for a change by ''actually doing stuff related to the ability'', e.g. gaining one point in "wood" by building something.

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* In ''VideoGame/{{Wiggles}}'' (also known as ''Diggles''[[note]][[Videogame/DungeonsOfDredmor ''VideoGame/{{Diggles}}'' [[note]][[Videogame/DungeonsOfDredmor Not those diggles]][[/note]]), diggles]][[/note]], the eponymous dwarfs learn [[CharacterPoints abilities]] similar to RPG characters, but for a change by ''actually doing stuff related to the ability'', e.g. gaining one point in "wood" by building something.
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assuming Spionage is a typo. fixed to Espionage.


* Probably one of the first RTS to have levels for units was ''VideoGame/SevenKingdoms''. Every unit had a Combat Skill and a Leadership Skill (which only mattered when they were Generals) and spies additionally had a Spionage Skill. Each of these rose over time either when training in a Fort or in Combat (except for Spionage). Some items or special events could also affect these scores. The first game in the series also had another skill for workers, but that was dropped in the sequel.

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* Probably one of the first RTS to have levels for units was ''VideoGame/SevenKingdoms''. Every unit had a Combat Skill and a Leadership Skill (which only mattered when they were Generals) and spies additionally had a Spionage an Espionage Skill. Each of these rose over time either when training in a Fort or in Combat (except for Spionage). Some items or special events could also affect these scores. The first game in the series also had another skill for workers, but that was dropped in the sequel.
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fixed broken link to Dragonshard to a red link. Yay?


* Often overlooked RTS ''VideoGame/Dragonshard'', being based on the TabletopGame/{{Eberron}} campaign setting of ''TabletopGame/DungeonsAndDragons'', has RPG elements out the wazoo. In addition to requiring gold and crystal shards for building, killing enemies also gives you experience points, which lets you make certain unit types stronger. Not to mention the levelling up of hero characters and the meticulous inventory management aspect. In fact, it can get so complicated that micromanaging becomes a requirement, and failure to do so results in a quick death from the computer AI.

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* Often overlooked RTS ''VideoGame/Dragonshard'', ''VideoGame/{{Dragonshard}}'', being based on the TabletopGame/{{Eberron}} campaign setting of ''TabletopGame/DungeonsAndDragons'', has RPG elements out the wazoo. In addition to requiring gold and crystal shards for building, killing enemies also gives you experience points, which lets you make certain unit types stronger. Not to mention the levelling up of hero characters and the meticulous inventory management aspect. In fact, it can get so complicated that micromanaging becomes a requirement, and failure to do so results in a quick death from the computer AI.
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None


* ''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/{{Strife}}'', based on the ''VideoGame/{{Doom}}'' engine, gives your characters two stats {Accuracy (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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