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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 {{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-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.

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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 Platform/PlayStation (one of them was even one of the first ten games ever released for that console). These games used {{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-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.



* An OlderThanTheNES example: ''VideoGame/DungeonsOfDaggorath'' for the Tandy UsefulNotes/ColorComputer 2- ostensibly an early first-person dungeon-crawler, but deeper. Killing creatures increased your strength, and therefore both your health and damage; your strength was also the factor in "revealing" magical items that were more powerful than mundane ones once revealed. You were free to roam through the first three levels of the Dungeon at will, but as the second level's creatures would splatter you in one hit, and the ''third'' level had magical creatures that you couldn't even ''see'' without a magical torch, you were far better off hunting down every last creature before moving on.

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* An OlderThanTheNES example: ''VideoGame/DungeonsOfDaggorath'' for the Tandy UsefulNotes/ColorComputer Platform/ColorComputer 2- ostensibly an early first-person dungeon-crawler, but deeper. Killing creatures increased your strength, and therefore both your health and damage; your strength was also the factor in "revealing" magical items that were more powerful than mundane ones once revealed. You were free to roam through the first three levels of the Dungeon at will, but as the second level's creatures would splatter you in one hit, and the ''third'' level had magical creatures that you couldn't even ''see'' without a magical torch, you were far better off hunting down every last creature before moving on.



* The UsefulNotes/{{Playstation}} port of ''VideoGame/PointBlank1994'' is a collection of minigames in which you use a gun controller (like Duck Hunt). It has a 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.

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* The UsefulNotes/{{Playstation}} Platform/{{Playstation}} port of ''VideoGame/PointBlank1994'' is a collection of minigames in which you use a gun controller (like Duck Hunt). It has a 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 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, most portable versions of a ''Mario Golf'' or ''Mario Tennis'' game made by Camelot, with the exception of ''Mario Tennis Open'', have had RPG Elements and a Story Mode in them where in the first few, your goal is to become the greatest player ever by defeating Mario, so they aren't so much "sports games with RPG elements" as [[InvertedTrope "RPGs with golf/tennis games in place of battles."]]
* ''World Court Tennis'' for the UsefulNotes/TurboGrafx16 has a "Quest" mode in which you walk around an overworld and have RandomEncounters with other tennis players.

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* The UsefulNotes/GameBoyColor Platform/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, most portable versions of a ''Mario Golf'' or ''Mario Tennis'' game made by Camelot, with the exception of ''Mario Tennis Open'', have had RPG Elements and a Story Mode in them where in the first few, your goal is to become the greatest player ever by defeating Mario, so they aren't so much "sports games with RPG elements" as [[InvertedTrope "RPGs with golf/tennis games in place of battles."]]
* ''World Court Tennis'' for the UsefulNotes/TurboGrafx16 Platform/TurboGrafx16 has a "Quest" mode in which you walk around an overworld and have RandomEncounters with other tennis players.



* ''VideoGame/DarkWizard'' for 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/DarkWizard'' for UsefulNotes/SegaCD Platform/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.



* 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}} 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.)
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** This is also prevalent in ''VideoGame/SonicFrontiers''. Traditional EXP levels can be obtained to unlock new skills on Sonic's skill tree (with Tails, Amy and Knuckles having their own, separate experience and Skill Trees in "The Final Horizon"'s "Another Story" scenario), while Sonic can also collect two types of seeds, as well as Koco, to improve his speed, ring capacity, attack power and defense (Again, with Tails, Amy and Knuckles having their own individual stats levelled the same way in "Another Story"), ranging from the minimum at Level 1 to the Maximum at level 99.
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* 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/DungeonsAndDragonsDragonshard'', 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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Moving this from a weird folder into the description.


It seems to occur most often in [[FirstPersonShooter FPSs]], [[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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It seems to occur most often in [[FirstPersonShooter FPSs]], [[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. If a non-video game has RPG elements, it might be an RPGMechanicsVerse. Not to be confused with ElementalPowers used in [=RPGs=].



[[folder:Meta]]
* RPGMechanicsVerse
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** Reached its zenith in ''VideoGame/YuGiOhReshefOfDestruction'', where compared to its immediate predecessor VideoGame/YuGiOhTheSacredCards, duelist level, deck capacity and domino (cash) gains have been greatly reduced (think just 1 or 3 points more in deck capacity after every duel) while the deck costs of power cards has been greatly increased (with “Raigeki” in particular having its deck cast tripled, from 50 to 150). This, in addition to the game ramping up in difficulty more abruptly, ensures that most players will not see the endgame, lest they spend thrice as much time grinding as actually progressing. And even then, victory is not assured, as by the time you get to Marik, the game’s computer-controlled duellists start to actively cheat (like running 3 copies of Swords of Revealing Light in their decks—which you can’t—or starting the duel with more than 8000 life points).

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** Reached its zenith in ''VideoGame/YuGiOhReshefOfDestruction'', where compared to its immediate predecessor VideoGame/YuGiOhTheSacredCards, duelist level, deck capacity and domino (cash) gains have been greatly reduced (think just 1 or 3 points more in deck capacity after every duel) while the deck costs of power cards has been greatly increased (with “Raigeki” in particular having its deck cast cost tripled, from 50 to 150). This, in addition to the game ramping up in difficulty more abruptly, ensures that most players will not see the endgame, lest they spend thrice as much time grinding as actually progressing. And even then, victory is not assured, as by the time you get to Marik, the game’s computer-controlled duellists start to actively cheat (like running 3 copies of Swords of Revealing Light in their decks—which you can’t—or starting the duel with more than 8000 life points).
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** Reached its zenith in ''VideoGame/YuGiOhReshefOfDestruction'', where compared to its immediate predecessor VideoGame/YuGiOhTheSacredCards, duelist level, deck capacity and domino (cash) gains have been greatly reduced (think just 1 or 3 points more in deck capacity after every duel) while the deck costs of power cards has been greatly increased (with “Raigeki” in particular having its deck cast tripled, from 50 to 150). This, in addition to the game ramping up in difficulty more abruptly, ensures that most players will not see the endgame, lest they spend thrice as much time grinding as actually progressing. And even then, victory is not assured, as by the time you get to Marik, the game’s computer-controlled duellists start to actively cheat (like running 3 copies of Swords of Revealing Light in their decks—which you can’t—or starting the duel with more than 8000 life points).
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* In the ''VideoGame/PaleoPines'' demo, your helpers gain experience whenever they perform actions. Levelling up gives them more stamina.

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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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* In ''VideoGame/SuperSmashBrosUltimate'', ''VideoGame/SuperSmashBrosBrawl'': Unlike the Trophies, which are merely part of an overarching CollectionSidequest like in other ''Smash'' games, the Stickers do serve a gameplay purpose, and it's by way of this trope. In Adventure Mode, there's a blank space menu where the player can place stickers, whose size and shape also introduce an InventoryManagementPuzzle factor. The stickers boost stats and attributes to the characters that are being used in the campaign, though they have no effect in the other game modes.
* ''VideoGame/SuperSmashBrosUltimate'':
** You can equip Spirits that level up as you fight and can even evolve into stronger spirits. You can also equip support Spirits to give you support abilities similar to equipping a customizable weapon or armor.
** There's a skill tree in Adventure Mode that lets you boost the power of your attacks and provide other benefits.
** 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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* In ''VideoGame/DreamsInTheWitchHouse2023'', the PlayerCharacter, Walter Gilman, has three stats related to his studies at the Miskatonic University, which can increase over the span of the game if the player makes him spend his time studying certain books. There is his Math stat, which governs his general academic knowledge of advanced mathematics and physics, his Exam stat, which governs his grasp on the current course he is studying for, and his Occult stat, which governs his knowledge of more esoteric subjects like ancient and obscure folklore and religions. The Math and Occult stats are tested as Walter tries to develop his radical theory for his term paper, where he plans to produce irrefutable scientific evidence that proves the existence of magic and its relation to mathematics, while the Exam stat is tested whenever Walter is undergoing an academic exam where it allows him to remember the right answers to the questions he is asked.
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* ''VideoGame/ZanZarahTheHiddenPortal'': All faeries gain EXP and level up through combat, can be equipped with increasingly powerful offensive/defensive spells, lose and gain mana/HP. There is also something like a PlayerParty: namely, Amy's five chosen faeries that follow her into battles (although only one can be fielded and directly controlled by the player at any time).
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* ''VideoGame/TheLegendOfSpyro'': All games utilize an experience system where gems representing points are obtained from defeated enemies, as well as certain large gem clusters found around the game world. Once enough of these have been gathered, they can be spent to upgrade and strengthen Spyro's and, in the third game, Cynder's attacks. In addition, the last two games allow Spyro, and later Cynder, to permanently increase their health and mana bars by collecting special items, and ''Dawn of the Dragon'' introduces an equipment system where Spyro and Cynder can put on various pieces of armor found through the game that grant different buffs and abilities if worn.

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* ''VideoGame/TheLegendOfSpyro'': All games utilize an experience system where gems representing points are obtained from defeated enemies, as well as certain large gem clusters found around the game world. Once enough of these have been gathered, they can be spent to upgrade and strengthen Spyro's and, in the third game, Cynder's attacks. In addition, the last two games allow Spyro, and later Cynder, to permanently increase their health and mana bars by collecting special items, and ''Dawn ''[[VideoGame/TheLegendOfSpyroDawnOfTheDragon Dawn of the Dragon'' Dragon]]'' introduces an equipment system where Spyro and Cynder can put on various pieces of armor found through the game that grant different buffs and abilities if worn.
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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 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 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 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 most portable version versions of a Mario Sports game made by Camelot (''Mario ''Mario Golf'' and or ''Mario Tennis'' series) so far has game made by Camelot, with the exception of ''Mario Tennis Open'', have had RPG Elements and a Story Mode in them where in the first few, your goal is to become the greatest player ever by defeating 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 have RPG elements at all.]]"]]
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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/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 ''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/GranTurismo'' is the game for which the term [[{{Pun}} "CarPG"]] was coined. It was the game that brought an RPG-style experience system to racing games, with the money you earned in races functioning as your experience points that you then spent to both purchase new cars and "level up" your existing ones by buying new and improved parts for them. The in-game economy in ''VideoGame/{{Forza}}'' and countless other simulation racing games is based heavily on the one that Polyphony Digital created here.

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* ''LightNovel/BakaAndTestSummonTheBeasts'', where IQ means [[RankedByIQ rank]], examination means SeriousBusiness and academic performance means ExperiencePoints.


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[[folder:Literature]]
* ''Literature/BakaAndTestSummonTheBeasts'', where IQ means [[RankedByIQ rank]], examination means SeriousBusiness and academic performance means ExperiencePoints.
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* ''VideoGame/TwinGoddesses'': After earning gold from fights, the player will then have the opportunity before the next fight to buy items that offer certain benefits such as increased health, strength for some kinds of attacks, and 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 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.

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* The UsefulNotes/{{Playstation}} port of ''VideoGame/PointBlank'' ''VideoGame/PointBlank1994'' is a collection of minigames in which you use a gun controller (like Duck Hunt). It has a 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.
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* In the Flash game ''VideoGame/EpicBattleFantasy 3.3: Bullet Heaven'', you can collect coins from killed enemies and buy upgrades like more lives, stronger and faster shots, etc. Of course, these stats cap at a certain point; it seems to be more of a way to let newcomers to the BulletHell genre start out slow and work their way up. Any non-hardcore player will need max upgrades to survive the later levels and bonus levels.

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* In the Flash game ''VideoGame/EpicBattleFantasy 3.3: Bullet Heaven'', ''VideoGame/BulletHeaven'', you can collect coins from killed enemies and buy upgrades like more lives, stronger and faster shots, etc. Of course, these stats cap at a certain point; it seems to be more of a way to let newcomers to the BulletHell genre start out slow and work their way up. Any non-hardcore player will need max upgrades to survive the later levels and bonus levels.
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Direct link.


** ''VideoGame/HyruleWarriors'' has {{Character Level}}s and a SkillTree.

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** ''VideoGame/HyruleWarriors'' has {{Character Level}}s and a SkillTree.[[SkillScoresAndPerks skill tree]].
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Knife Nut has been disambiguated per this TRS thread. Wicks and examples don't fit existing tropes will be deleted.


* ''VideoGame/AliceMadnessReturns'' managed to cram in some RPG Elements in addition to its HackAndSlash combat, heavy platforming focus and minigames. Your main weapons ([[KnifeNut Vorpal Blade]], [[GatlingGood Pepper Grinder]], [[GrenadeLauncher Teapot Cannon]] and [[DropTheHammer Hobby Horse]]) all had four tiers and were improved by investing points into them (although the 4th tier was available only as a DLC). That, and there was an occasional DialogueTree, although it didn’t have much impact on things.

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* ''VideoGame/AliceMadnessReturns'' managed to cram in some RPG Elements in addition to its HackAndSlash combat, heavy platforming focus and minigames. Your main weapons ([[KnifeNut Vorpal Blade]], (Vorpal Blade, [[GatlingGood Pepper Grinder]], [[GrenadeLauncher Teapot Cannon]] and [[DropTheHammer Hobby Horse]]) all had four tiers and were improved by investing points into them (although the 4th tier was available only as a DLC). That, and there was an occasional DialogueTree, although it didn’t have much impact on things.
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[[folder:Tower Defense]]
* ''VideoGame/PlantsVsZombies'' doesn't have any RPG elements, but ''VideoGame/PlantsVsZombies2'' introduces the ability to level up your plants using coins and seed packets. In the Chinese version, they also unlock special abilities as they level up.
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* ''VideoGame/TheLegendOfSpyro'': All games utilize an experience system where gems representing points are obtained from defeated enemies, as well as certain large gem clusters found around the game world. Once enough of these have been gathered, they can be spent to upgrade and strengthen Spyro's and, in the third game, Cynder's attacks. In addition, the last two games allows Spyro, and later Cynder, to permanently increase their health and mana bars by collecting special items, and ''Dawn of the Dragon'' introduces an equipment system where Spyro and Cynder can put on various pieces of armor found through the game that grant different buffs and abilities if worn.

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* ''VideoGame/TheLegendOfSpyro'': All games utilize an experience system where gems representing points are obtained from defeated enemies, as well as certain large gem clusters found around the game world. Once enough of these have been gathered, they can be spent to upgrade and strengthen Spyro's and, in the third game, Cynder's attacks. In addition, the last two games allows allow Spyro, and later Cynder, to permanently increase their health and mana bars by collecting special items, and ''Dawn of the Dragon'' introduces an equipment system where Spyro and Cynder can put on various pieces of armor found through the game that grant different buffs and abilities if worn.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/TheLegendOfSpyro'': All games utilize an experience system where gems representing points are obtained from defeated enemies, as well as certain large gem clusters found around the game world. Once enough of these have been gathered, they can be spent to upgrade and strengthen Spyro's and, in the third game, Cynder's attacks. In addition, ''Dawn of the Dragon'' introduces an equipment system where Spyro and Cynder can put on various pieces of armor found through the game that grant different buffs and abilities if worn, and allows the two dragons to permanently increase their health and mana bars by collecting special energy gems.

to:

* ''VideoGame/TheLegendOfSpyro'': All games utilize an experience system where gems representing points are obtained from defeated enemies, as well as certain large gem clusters found around the game world. Once enough of these have been gathered, they can be spent to upgrade and strengthen Spyro's and, in the third game, Cynder's attacks. In addition, the last two games allows Spyro, and later Cynder, to permanently increase their health and mana bars by collecting special items, and ''Dawn of the Dragon'' introduces an equipment system where Spyro and Cynder can put on various pieces of armor found through the game that grant different buffs and abilities if worn, and allows the two dragons to permanently increase their health and mana bars by collecting special energy gems.worn.
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* ''VideoGame/TheLegendOfSpyro'': All games utilize an experience system where gems representing points are obtained from defeated enemies, as well as certain large gem clusters found around the game world. Once enough of these have been gathered, they can be spent to upgrade and strengthen Spyro's and, in the third game, Cynder's attacks. In addition, ''Dawn of the Dragon'' introduces an equipment system where Spyro and Cynder can put on various pieces of armor found through the game that grant different buffs and abilities if worn, and allows the two dragons to permanently increase their health and mana bars by collecting special energy gems.
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* ''Videogame/BatmanArkhamAsylum'' and [[Videogame/BatmanArkhamSeries its sequels]] have experience points, delivered after either combat or plot progression (including the sidequests), that along with [[AfterCombatRecovery restoring the health]] enables to purchase upgrades to equipment and [[SkillScoresAndPerks skills]].
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tightened up the prose


Well-implemented, this 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 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.

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.

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Well-implemented, this 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 to introduce DifficultyLevels to the game. Badly implemented, it seems like a tacked-on attempt to appeal to a broader demographic, or to be seen (critically) as a better game.

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



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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Seems It seems to occur most often in [[FirstPersonShooter FPSes]], FPSs]], [[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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* StandardStatusEffects and {{Status Buff}}s

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* StandardStatusEffects StatusEffects and {{Status Buff}}s

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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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* In ''Franchise/RatchetAndClank'', your {{BFG}}s level up Starting with use, and your health bar levels up as you score kills. Apparently a justified example where Nanotech, the technology responsible ''[[VideoGame/RatchetAndClankGoingCommando Going Commando]]'', ''Franchise/RatchetAndClank'' would heavily feature two XP systems: one for your health meter and one for [[{{BFG}} your weapons, is absorbed weapons]], explained as earning Nanotech from fallen enemies, eventually increasing your stock (levelling enemies. Health would ugprade with any kill, while weapons upgrade through use, gaining more power and functionality. In 2003 this implementation of RPG elements had never really been done before, let alone in an ''action-platformer'', and ten years later XP was in practically every video game with combat in it (practically every non-RPG example on this page was released after ''Going Commando''). Why? [[RuleOfFun Because getting more powerful is fun and rewarding no matter the genre]].
** Starting with ''VideoGame/RatchetAndClankUpYourArsenal'', weapons could upgrade multiple times. This allowed them to get stronger incrementally, making them more viable in the time before the big level
up your health) as well as your weapons' (increasing their power)the enemies get more and more health in the meantime.
** In ''VideoGame/RatchetAndClankFutureToolsOfDestruction'', XP was changed from being earned from kills to being earned from damage. The former meant that a weapon could take away 99% of an enemy's health, but only the weapon that dealt the killing blow would get XP (this also meant that support weapons, like turrets and drones, could effectively kill steal). The change to the latter meant that even the weakest gun in the game would still earn something just for participating.
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* ''VideoGame/{{Yakuza}}'': Beating up enemies or eating out gives experience points that are used to unlock new moves and increase stats. You can stash away weapons and consumable items in your inventory for later use, and you can equip two accessories that give an attack/defense boost and possibly additional effects. Some games even have a SetBonus.
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I had a memory lapse and thought this was a different page while I was editing this.


* ''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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* ''VideoGame/{{Parkasaurus}}'': If an exhibit contains two dinosaurs of the same species The employees in ''VideoGame/{{Parkasaurus}}'' all have stats and opposite sexes, gain experience. Whenever they level up, 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.choose which stat to increase.

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