->'''Ruby''': It'll pummel us into sewage! Uh, uh. No thanks. There's got to be a better way...\\
'''[=LuccaRPG=]''': Well... no, because this is an RPG, and the only way to get around in an RPG is to ''fight things!''\\
'''Gwyn''': Ruby, I wish there were, but there's not. We've just got to outsmart it.\\
'''[=LuccaRPG=]''': Outsmart it by hitting it a lot. ''Yes!''
-->-- LetsPlay ''VideoGame/LunarEternalBlue'' [[http://www.youtube.com/watch?v=fyz7uTDXXyU Part 8]]

When a video game is described as having "RPGElements", you generally don't expect that to mean a [[StoryBranching branching story path]] with lots of opportunities for you to decide how the character acts. That's more like an AdventureGame. No, it usually just means that you kill enemies, take their stuff, and LevelUp.

Of course, the way that character choice is expressed in rules-heavy [=RPGs=] is through your choice of character exerting a direct influence on how you are, and aren't, able to play the game. Since most computer games are primarily about combat, that character customization naturally boils down to choosing between different ways to kill things.

This is exacerbated if combat is the primary or sole source of ExperiencePoints, money, or other resources, so that ViolenceIsTheOnlyOption. But that's no problem, since there are MonstersEverywhere. However, it is possible that it is an actual legitimate RPG; it's just that everyone considers the [[PlayTheGameSkipTheStory plot a side benefit at best]].

So many [=RPGs=] do this, it's easier just to list the aversions.

Where other genres are concerned, this leads into RPGElements, which usually work exactly the same.
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!!Aversions

[[foldercontrol]]

[[folder: First Person Shooter ]]

* ''VideoGame/DeusEx'', which almost always had multiple ways to proceed through any given part of a level, only some of which involve killing anyone. In fact, you don't get cash or XP for fighting people, as all XP is doled out by prescripted locational triggers.
** ''TheNamelessMod'' wisely follows this design philosophy. In fact, ''VideoGame/DeusEx'' had five required kills (though all are commonly [[SequenceBreaking skipped by hardcore players]].) ''TheNamelessMod'' has none.
** ''VideoGame/DeusExHumanRevolution'' awards a lot more XP for sneaking around enemies unnoticed and peacefully solving the quests instead of rushing into combat all-out. Though the non-Director's Cut version does have unavoidable, full face-to-face boss fights; a stealth or non-combat character can have a hell of a time with those.
* ''{{Strife}}'' was one of the first First-person Shooters to include RPGElements, but managed to avert this trope. In addition to being able to enhance the player character's abilities, it also included [=NPCs=] that you could talk to, as well as MultipleEndings. And even then, ability upgrades weren't obtained by killing enemies for ExperiencePoints, but instead were obtained over the course of the story. Namely, these came in the form of training sessions and biotech implants which became available one by one as you advanced in the main storyline.
* ''VideoGame/ThePrecursors'', unusually for a game that is partly FirstPersonShooter, allows you to complete most missions with diplomacy or stealth. You can even kind of [[NonLethalKO not-kill]] enemies in Space Battles, they usually run away when low on health.

[[/folder]]

[[folder: Role Playing Game ]]

* In the ''VideoGame/{{Fallout}}'' CRPG series, it is possible to gain a great deal of XP and even complete the game just by talking to people, sneaking around, messing with machines, or stealing stuff.
** This holds true even for ''[[VideoGame/FalloutNewVegas New Vegas]]''. 10 INT and 10 CHR is just as much as a GameBreaker as carrying around 20 Epic weapons, and a good portion of the stuff you find has non-combat value.
* ''PlanescapeTorment'', where there are exactly two people that absolutely have to be fought and one of those is part of the tutorial.
* ''VideoGame/MassEffect1'' gives you XP for not just mowing down hordes of MechaMooks, but for talking to people, successfully picking locks and hacking computers, finding things, and even ''looking at points of interest''. Although most of the XP you get comes from mowing down the mooks, and actually advancing through the plot pretty much requires it. Though you can still gain 10+ levels on the Citadel, where the vast majority of missions are talking and diplomacy-based.
** Not only do enemies give a far greater proportion of your EXP than anything else, and avoiding enemies with negotiation does not get you the same EXP as killing them (in one notable example, there was a base filled with fairly easily killed enemies. They were peaceful unless you couldn't come to an agreement with their leader or shot them… but you could still talk to the leader after shooting them (and get no Renegade points, which are supposed to be what you get for being impulsive and using violence over persuasion). So the most EXP was acquired by killing everybody in a base, and then convincing their leader that you didn't want to hurt anybody.
** ''VideoGame/MassEffect2'', on the other hand, doesn't give ''any'' [=XP=] for killing enemies; all experience is gained by completing quests. However, this doesn't make much of a difference in practice since, like the previous game, most quests involve killing large amounts of enemies.
* ''UltimaVII''; while the early games in the series were essentially the TropeMaker, ''The Black Gate'' focuses so much on dialogue and puzzle-solving that you can play 6-7 hours in before even encountering any combat, and then discover you have no idea how combat works in the game.
* While not an aversion, the second ''KnightsOfTheOldRepublic'' game turned this trope into a plot point: [[spoiler:the Jedi masters see the Exile grow stronger in the Force by killing people, and claim this to be proof that the Exile has been turned into a walking wound in the Force.]]
* ''MightAndMagic'' games tend to play this trope very straight, but you could top level ten or so in the final installment without getting in a single fight. [[ObviousBeta This, of course, was unintentional]].
* ''{{Geneforge}}'', while strongly combat-oriented, isn't exactly combat-focused. The fourth game even allows for a PacifistRun, though it's described as unreasonably difficult. It's either less or more straight because there's no way to LevelGrind, so if you miss opportunities to level up by killing everything that moves, it'll be harder to kill the enemies in the next, tougher area of the game if you do resort to combat.
** The series also has branching story paths in each game, and the player character has a strong impact on the course of the game.
* ''[[VideoGame/{{Elvira}} Elvira II: Jaws of Cerberus]]'' also gives you experience for casting spells and [[CartographySidequest visiting previously unseen map squares]].
* ''AlphaProtocol'' gave you a good amount of EXP for sneaking past enemies, and also gave you EXP for hacking, lockpicking, and circuit breaking. There are also many bonuses and allies to be gained by besting a foe in combat but choosing to spare their life, though the game has been criticized for lulling players of pacifist or stealthy characters into a false sense of security prior to surprising them when [[BeefGate these elements evaporate upon the introduction of unavoidable boss battles]].
* ''VampireTheMasqueradeBloodlines'' ''tried'' to avert this, it really did; both experience and money is gained through plot triggers and quest solving rather than fighting. Several quests give you more XP for being stealthy or non-violent. However, [[strike: sometimes]] most of the time you've just gotta throw down and kill something to complete the quest, and the last stages of the game are straight-up brawlfests complete with evil bosses who will crush a non-combat character.
* In ''RuneFactory3'', while you still only gain experience towards leveling up from combat, everything else you do in the game also has a direct effect on your stats, be it fishing, farming, mining, cooking... even ''walking'' and ''sleeping'' will power you up in some way.
** Even in the games in the series which don't use this system, although you still need to fight to progress in the story, there's a huge emphasis on non-combat activities such as farming, raising monsters, crafting, and social interaction with townspeople. Given the series started as a ''HarvestMoon'' spinoff, this isn't terribly surprising.
* ''JadeEmpire'' gives you experience points for reading the book stands and scrolls found all over the game world. The yield from each read increases the more you've read before, with some prodigious sums at the end. There's even a gem you can equip that increases the bonus you get. You can essentially get massive levels from ''light reading''. Most of the time it not even essential information, just background setting material.
* ''Franchise/TheElderScrolls'' games avert this trope by tying all EXP gain to the use of skills and rewarding levels after a certain number of skill level up points have been earned. What this means in practice is that a Warrior character who smashes everything that moves with an axe, a Mage who makes extensive use of charms to make others do his dirty work for him, and a Thief who sneaks around and robs people blind will all level up at roughly the same rate.
** The bulk of the series is combat related, though, so if you level too much in a non-combat skill your opponents can become too much for you to handle due to LevelScaling.
** This trope does heavily stick out in the Mages Guild (or equivalent) questlines though: being set in universities or research institutions, NPC mages are often shown doing weird and wonderful things and investigating the fabric of the universe, but for obvious reasons the player is left unable to actually do anything with magic other than fight or buff using other people's spells.
* ''{{Recettear}}'' completely averts this in the core game aspect of running the store. Your Merchant level increases based on sucessful sales, nothing else. Played straight for the Dungeon-crawling aspect.
** Its inspiration, the AtelierSeries, also holds true to this. The point of the games are to successfully operate an alchemy lab, and you basically dungeon crawl solely to get ingredients or field-test creations (direct combat is left up to the overpowered mercenaries you can hire for protection.) A couple of games in the series reversed this for a standard "save the world" plot, but they were the exceptions rather than the norm.
* ''EmbricOfWulfhammersCastle'' feels far more like an AdventureGame, or a TabletopGame in video game form, than anything else. Combat is limited to certain scenarios that are only unlocked later in the game; experience is mostly earned through interaction with the [[LoadsAndLoadsOfCharacters game's many characters.]] To drive the point home, any actual fights are introduced with the message, "Negotiations have failed!"
* TellTaleGames tend to do this. They will feature the occasional fight but the game is mostly interactive story and roleplay.
* ''WorldOfWarcraft'' is mostly combat oriented, but you also get experience from discovering new areas, completing quests that don't involve combat such as most fishing and cooking dailies, gathering herbs and ore and surveying for archeology fragments.

[[/folder]]

[[folder: Visual Novel ]]

* The cursed RPG in ''VideoGame/NanashiNoGame'' has absolutely no combat. Or leveling. The very concept of a console RPG is deconstructed to the point that all you do is walk around and talk to people. [[spoiler:And pick up hidden items.]]

!!Non-video game examples:

[[/folder]]

[[folder: Tabletop Games ]]

* While the monstrously popular ''TabletopGame/DungeonsAndDragons'' largely plays this straight, many new indie [=RPG=]s have been trying to avert it in claimed contrast with ''Dungeons & Dragons''. In recent years, there's been an RPG ([[http://www.atomicsockmonkey.com/products/di.asp Dead Inside]] by Atomic Sock Monkey Press) described as “reverse ''D&D''” and one where you help people in order to regrow your lost soul. Ironically, ''Dungeons & Dragons'' itself has had experience rewards for non-combative actions since the 1980s, longer than almost all of its competitors have even existed (though they typically only existed through the intervention of [[GameMaster Rule Zero]].)
** The original editions of D&D only gave you experience for the treasure you successfully collected, regardless of whether or not you defeated the monster. Fights were actually things to avoid, as they expended your resources with no direct reward.
** The 3.5 rulebook even gives another example - if your goal is to get a minotaur's treasure, then obtaining the treasure means that you have overcome the challenge, regardless of whether you did this by killing the minotaur or by sneaking past it. Either way, you earn the same amount of XP.
*** 2nd Edition stresses that the XP rewards are for ''defeating'' enemies, which includes intimidating them into surrender, tricking them, etc. as well as just killing them, and basically states that if you could talk a dragon out of destroying the village, you probably deserve ''more'' XP than you would get for killing it.
** And in 4th Edition, there are even explicit rules for gaining XP for solving Skill Challenges - roughly speaking, skill tests that are particularly important to progress in an adventure. There are also guidelines for how much XP the GM should award for completed quests.
** The party also gains experience for overcoming traps. This may mean disabling it, finding an alternate route, or setting it off and somehow surviving it.
** In reality, it's only because of console and computer gaming that the concept of experience-''only''-as-reward-for-monster-killing exists, as the limits of a computer program are still heavily trumped by human imagination and ingenuity. Every edition of [=DnD=] encourages in print the rewarding of xp for overcoming non combat challenges. Its just that depending on the edition and the type of challenge, there may or may not be explicit rules for calculating this XP.
* ''TabletopGame/{{Pathfinder}}'' mostly follows ''D&D'' conventions (it is a spinoff of 3rd edition), granting experience rewards based on your "overcoming" a challenge, regardless of whether you did so through combat, stealth, diplomacy, etc. The Adventure Paths also have guidelines for what level a character should be at a certain point in the storyline, so the GM can dispense with experience entirely and just level the party when they get to the right story event.
* Averted in ''{{Risus}}''. The majority of the (four-page) rulebook describes the all-important combat rules, and the Risus RPG really does equal combat. However, combat doesn't necessarily equal violence - possible combats described include playing chess, getting an unreliable vending machine to work, beating rush-hour traffic to stop the BigBad…
* ''TheDarkEye'''s commercially available adventure sets have experience gains for killing, but most points come from finishing the adventure (Not finishing it alive, but solving it). In the 3rd edition, most creatures had no experience rewards anymore, and in the 4th edition, players only get experience for seeing or dealing with a creature for the first time (like it's a new experience). The first edition was released in 1983.
** [[CompletelyMissingThePoint What would you do with XP when you're dead?]]
* Averted in ''{{Rifts}}'', of all things. The experience tables list rewards for accomplishing goals or neutralizing threats, with no direct correlation between enemies killed and XP gained.
* In ''TheRiddleOfSteel'', characters have special stats called Spiritual Attributes. Five of these are selected at character creations, with the details filled out by the player (for instance, one Spiritual Attribute may be Drive: To rescue his daughter). Whenever an action contributes to the goal, temperament or ethics of a Spiritual Attribute, that Spiritual Attribute grows. They can be used to ways:
** They can be used in-game temporarily to contribute to rolls that are relevant to the Spiritual Attribute. From the example above, the character would get bonus dice equal to his Drive for any task related to saving his daughter.
** They can be spent permanently at the end of a game session to include regular attributes, weapon proficiencies and so on and so forth. The only way to level up is to roleplay.
* Since most tabletop [=RPGs=] are still aimed at "action" genres, where combat is a common mode of conflict resolution by definition, and since combat is also supposed to be dangerous and exciting (yet also preferably "fair" so the players don't feel cheated if their character suffers appropriate consequences) and thus nothing to be passed over with just a couple of die rolls before moving on with the plot, games still tend to have combat systems that can easily be an order of magnitude or two more complex than their rules for resolving ''non''-combat challenges (which frequently ''are'' handled with just a die roll or two before moving on). This quite naturally tends to reinforce the impression that this trope is in effect regardless of how things actually work out at any individual gaming table in practice.
* However, some [=RPGs=]' creators avert this and state that putting a combat system distinct from the rest of the resolution system leads the players to rely mostly on fights (similarly, the presence of a magic system would hint the importance of supernatural forces in the verse). Most games with no focus on combat do solve conflicts of any nature the same way, be it a rough negotiation or a duel.Games like ''sweet agatha'' or ''breaking the ice'', focusing on investigation and romance respectively do not have such systems, since it is unlikely any physical confrontation will happen.
* Massively averted in ''TabletopGame/GoldenSkyStories''. Not only is combat resolved with a single opposed check like any other contest between two different characters, but it's actively disincentivized -- if you have a Connection to the town of more more than 2, getting in a fight will drop it back to 2, hurting your ability to generate the Wonder used to fuel your Henge's supernatural abilities and wasting the Dreams and roleplaying used to increase it. Thus, violence is an ''absolute'' last resort to be used only when there's absolutely no other options for solving the current problem.

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