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* ''VideoGame/{{Parkasaurus}}'': If an exhibit contains two dinosaurs of the same species and opposite sexes, the player can place a nest in there. If the dinosaurs are happy enough, an egg will appear the next day, and it will inherit colours and traits from its parents.

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Irrelevant.


* ''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.
-->'''Lara:''' My legs feel stronger!
--->'''Lara:''' My boobs feel bigger!
** There was also money on the ground at various points that would respawn if you left the area and come back to it. That, and the game had shallow [[DialogueTree dialogue trees]] that no impact on the plot, other than a few obvious insta-fail replies.
* ''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/TombRaiderAngelOfDarkness'':
''Franchise/TombRaider'':
** ''VideoGame/TombRaiderTheAngelOfDarkness'': 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.
-->'''Lara:''' My legs feel stronger!
--->'''Lara:''' My boobs feel bigger!
** There was also money on the ground at various points that would respawn if you left the area and come back to it. That, and the game had shallow [[DialogueTree dialogue trees]] that no impact on the plot, other than a few obvious insta-fail replies.
*
''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 games allow normal units to gain experience and 3 ranks of veterancy that makes them stronger and more durable. The highest ranks sometimes get special abilities such as slow self-healing. In most cases however, the game does not allow the player to carry their most experienced troops over to the next mission.

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** The ''Tiberian Sun'' and games released later allow normal units to gain experience and 3 ranks of veterancy that makes them stronger and more durable. The highest ranks sometimes get special abilities such as slow self-healing. In most cases however, the game does not allow the player to carry their most experienced troops over to the next mission.
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** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' is perhaps the most RPG-like the series has ever been since ''Zelda II''. There's a much greater focus on ResourcesManagementGameplay, different equipment have different stats (something that the Zelda series has generally avoided until now), and it has a sort of "experience" system where you can trade the Spirit Orbs you win from Shrines for Health or Stamina upgrades.

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** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' is perhaps the most RPG-like the series has ever been since ''Zelda II''. There's a much greater focus on ResourcesManagementGameplay, different equipment have different stats and stat buffs can be obtained from consumable items as well (something that the Zelda series has generally avoided until now), and it has a sort of "experience" system where you can trade the Spirit Orbs you win from Shrines for Health or Stamina upgrades.
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* ''VideoGame/SuperPaperMario'' departed from previous games in the ''VideoGame/PaperMario'' series by being a platform game with RPG Elements rather than an RPG with some platforming elements. Likewise, the later games in the series have been action-platformer games with RPG elements such as a separate battle screen and item-based combat rather than [=RPGs=] in the stricter sense.

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* ''VideoGame/SuperPaperMario'' departed from previous games in the ''VideoGame/PaperMario'' series by being a platform game with RPG Elements rather than an RPG with some platforming elements. Likewise, the later games in the series have been action-platformer games with RPG elements such as a separate battle screen and item-based combat EquipmentBasedProgression rather than [=RPGs=] in the stricter sense.
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* ''VideoGame/SuperPaperMario'' departed from previous games in the ''VideoGame/PaperMario'' series by being a platform game with RPG Elements rather than an RPG with some platforming elements. Likewise, the later games in the series have been action-platformer games with RPG elements such as item-based combat rather than [=RPGs=] in the stricter sense.

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* ''VideoGame/SuperPaperMario'' departed from previous games in the ''VideoGame/PaperMario'' series by being a platform game with RPG Elements rather than an RPG with some platforming elements. Likewise, the later games in the series have been action-platformer games with RPG elements such as a separate battle screen and item-based combat rather than [=RPGs=] in the stricter sense.
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* In ''VideoGame/NuclearThrone'' you play as one of several mutants who can level up via radiation. Once leveled up, you can pick one of four randomly-selected mutations that grants you a special ability, ranging from being able to run faster to gaining health from killing enemies. Each playable mutant has mutations exclusive to themselves, which boosts their pre-existing abilities.
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* ''VideoGame/SuperPaperMario'' departed from previous games in the ''VideoGame/PaperMario'' series by being a platform game with RPG Elements rather than an RPG with some platforming elements.

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* ''VideoGame/SuperPaperMario'' departed from previous games in the ''VideoGame/PaperMario'' series by being a platform game with RPG Elements rather than an RPG with some platforming elements. Likewise, the later games in the series have been action-platformer games with RPG elements such as item-based combat rather than [=RPGs=] in the stricter sense.
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* RelationshipValues and {{Alliance Meter}}s
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* In the first ''VideoGame/ShepherdsCrossing'' game, the hunting mechanic takes the form of a turn-based battle system. You must teach your dogs and other hunting animals an array of skills, then use those skills in a turn-based battle to bring down foes. Some of the hunts simply have you trying to kill your prey, but the "hunts" against yaks and sheep are actually you rounding up animals that have escaped their owners, and as such, [[SheatheYourSword you must figure out how to bring them in without hurting them.]]
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Added an example from the new work page.

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* ''VideoGame/{{Pixelo}}'': You earn XP and gold every time you beat a puzzle. When you level up, you gain new badges which can give EXP and gold, unlock puzzles, or improve other stats. Beating certain puzzles also unlocks abilities or badges.

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[[folder:Web Original]]
* Website/YouTube commentator [[https://www.youtube.com/channel/UCOeGOrxFYa7dPIvJpNpMcVw Aeron Tempest]] uses various RPG elements in his commentaries, including experience, stats, levels, ranks, and character skins.


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[[folder:Web Original]]
* Website/YouTube commentator [[https://www.youtube.com/channel/UCOeGOrxFYa7dPIvJpNpMcVw Aeron Tempest]] uses various RPG elements in his commentaries, including experience, stats, levels, ranks, and character skins.
[[/folder]]
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[[folder:Visual Novels]]
* In ''VisualNovel/{{CLANNAD}}'', after Tomoya successfully pulls off a prank on FÅ«ko, the action will sometimes freeze and a congratulatory "you mastered a new skill!" message will appear to an old video game-style tune. ''Mastered "Shooting Juice up the Nose!"'' Also, when Sunohara wants to join Tomoya and Nagisa to help the theater club, Tomoya's perspective for his response [[ShoutOut changes]] to that of the ''VisualNovel/LittleBusters'' VisualNovel, and [[ButThouMust all of the choices are attacks...]]
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* The ''Literature/NightWatch'' and ''Day Watch'' games have characters learn a new spell per level. The classes are limited to three: [[VoluntaryShapeshifting Shapeshifter]], Enchanter, and Mage. Shifters specialize in spells that turn them into various animals with melee attacks, Enchanters turn ordinary objects into amulets (i.e. support class), and Mages focus on combat spells (e.g. fireballs). Guns are also present, but there's no way to improve accuracy with them, although they can be used if the character is low on mana.

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* The ''Literature/NightWatch'' ''VideoGame/NightWatch'' and ''Day Watch'' games have characters learn a new spell per level. The classes are limited to three: [[VoluntaryShapeshifting Shapeshifter]], Enchanter, and Mage. Shifters specialize in spells that turn them into various animals with melee attacks, Enchanters turn ordinary objects into amulets (i.e. support class), and Mages focus on combat spells (e.g. fireballs). Guns are also present, but there's no way to improve accuracy with them, although they can be used if the character is low on mana.
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somehow,

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* SkillScoresAndPerks
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* ''Videogames/GodOfWar'' to certain degree, where red souls from fallen foes are used to upgrade your weapons. Not the case of HP and Magic meter, which are upgraded by collecting a number of certain trinklets.

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* ''Videogames/GodOfWar'' ''Videogame/GodOfWar'' to certain degree, where red souls from fallen foes are used to upgrade your weapons. Not the case of HP and Magic meter, which are upgraded by collecting a number of certain trinklets.
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* In ''Videogame/Onimusha'' games one of central mechanics is absorbing souls of slain enemies via Oni Gauntlet by holding a corresponding button. Said orbs replenish HP, mana, but also constitute experience points with which you can upgrade your weapons. ''Dawn of Dreams'' went much further than other games: you can upgrade your armor as well (which for first 30 levels also increases the number of items one can equip) and heroes themselves actually level up, which nets skill points used to learn new moves.

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* In ''Videogame/Onimusha'' ''Videogame/{{Onimusha}}'' games one of central mechanics is absorbing souls of slain enemies via Oni Gauntlet by holding a corresponding button. Said orbs replenish HP, mana, but also constitute experience points with which you can upgrade your weapons. ''Dawn of Dreams'' went much further than other games: you can upgrade your armor as well (which for first 30 levels also increases the number of items one can equip) and heroes themselves actually level up, which nets skill points used to learn new moves.
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* In ''Videogame/Onimusha'' games one of central mechanics is absorbing souls of slain enemies via Oni Gauntlet by holding a corresponding button. Said orbs replenish HP, mana, but also constitute experience points with which you can upgrade your weapons. ''Dawn of Dreams'' went much further than other games: you can upgrade your armor as well (which for first 30 levels also increases the number of items one can equip) and heroes themselves actually level up, which nets skill points used to learn new moves.


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* ''Videogames/GodOfWar'' to certain degree, where red souls from fallen foes are used to upgrade your weapons. Not the case of HP and Magic meter, which are upgraded by collecting a number of certain trinklets.
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* One game of the ''VideoGame/{{Grow}}'' series is ''Grow RPG'', which has a hero with [=HPs=], stats and an inventory, but you don't directly play has him. You must place objects, then once you're finished, you get to see you him go on his quest on his own, meaning the RPG part is pretty much cinematic and cosmetic has you can know in advance if you won or not by watching your objects' levels.

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* One game of the ''VideoGame/{{Grow}}'' series is ''Grow RPG'', which has a hero with [=HPs=], stats and an inventory, but you don't directly play has him. You must place objects, objects in a certain order, then once you're finished, you get to see you him go on his quest on his own, meaning the RPG part is pretty much cinematic and is just cosmetic has as you can know in advance if you won or not by watching your objects' levels.levels. But it wouldn't be fun if it just stopped here since you would have played for nothing.
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* Unlike earlier installments in ''VideoGame/TheSims'' series, ''VideoGame/TheSimsMedieval'' has RPG elements; the Sims you play as can be one of ten professions, and they gain experience points and level up, increasing what they can do in their profession (a Wizard will get more spells and potions available, a Knight will learn more ways to fight, etc.) It still mostly plays like a Sims game as managing the Sim's needs and mood is as important as managing XP, if not more so.
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* One game of the ''VideoGame/{{Grow}}'' series is ''Grow RPG'', which has a hero with [=HPs=], stats and an inventory, but you don't directly play has him. You must place objects, then once you're finished, you get to see you him go on his quest on his own, meaning the RPG part is pretty much cinematic and cosmetic has you can know in advance if you won or not by watching your objects' levels.
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* The ''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 ''Franchise/{{Ys}}'' ''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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* The third ''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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* The third ''VideoGame/TaikoDrumMaster'' ''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.
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This was a bad example that I added of my own crappy webfiction like ten years ago.


* The web serial ''Memetic Narration'' ([[http://writetocreate.com/category/memetic-narration/ found here]]) features a group of teenagers who fight turn-based rpg battles against evil embodiments of internet memes within a computer. Their abilities in said battles are determined by "leveling up" their personal relationships.
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* ''VideoGame/AzureStrikerGunvolt'' features a very basic levels-and-skills system, where Gunvolt earns EXP for killing enemies, and will level up upon getting enough EXP, which increases his max HP and may sometimes earn him a new skill. You can also synth new gear using materials and equip them to Gunvolt to change his parameters and abilities.
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* ''VideoGame/TheYawhg'' is mostly a ChooseYourOwnAdventure game, but the stats you raise in the six weeks prior to the YAWHG's arrival are critical to determining the outcome of various choices you make.

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* ''VideoGame/TheYawhg'' is mostly a ChooseYourOwnAdventure [[{{Gamebooks}} Choose Your Own Adventure]] game, but the stats you raise in the six weeks prior to the YAWHG's arrival are critical to determining the outcome of various choices you make.
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** ''VideoGame/HyruleWarriors'' has {{Character Level}}s and a SkillTree.
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* In ''VideoGame/SuperSmashBrosUltimate'', the Hero from ''VideoGame/DragonQuest'' has gameplay elements borrowed from his home series. His special attacks are reliant on a ManaMeter and won't work if he lacks MP (which, thankfully, he can recover from landing normal attacks), and one of his specials pulls up a menu with a selection of powerful spells, similar to the [=RPGs=]'s turn-based battles.
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** Played straight in [[VideoGame/DragonQuestBuilders the sequel]] as the Builder now gains experience points to level up when they (or allied [=NPCs=]), kill monsters. Leveling up will not make the player deal more damage directly, though it does increase their health and stamina, unlock new weapons and skills, and make their partner Malroth more powerful.

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** Played straight in [[VideoGame/DragonQuestBuilders [[VideoGame/DragonQuestBuilders2 the sequel]] as the Builder now gains experience points to level up when they (or allied [=NPCs=]), kill monsters. Leveling up will not make the player deal more damage directly, though it does increase their health and stamina, unlock new weapons and skills, and make their partner Malroth more powerful.

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* ''VideoGame/DragonQuestBuilders'' subverts this: the Builder is not a hero and thus does not gain experience from killing monsters. Instead, they get stronger by crafting better tools, weapons, and armor. Their home base, on the other hand, gains experience as you build more rooms, with some rooms providing persistent bonuses.

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* ''VideoGame/DragonQuestBuilders'' subverts this: the Builder [[ArcWords is not a hero hero]] and thus does not gain experience from killing monsters. Instead, they get stronger by crafting better tools, weapons, and armor. Their home base, on the other hand, gains experience as you build more rooms, with some rooms providing persistent bonuses.bonuses.
** Played straight in [[VideoGame/DragonQuestBuilders the sequel]] as the Builder now gains experience points to level up when they (or allied [=NPCs=]), kill monsters. Leveling up will not make the player deal more damage directly, though it does increase their health and stamina, unlock new weapons and skills, and make their partner Malroth more powerful.

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