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* In ''VideoGame/BoxxyQuestTheGatheringStorm'', HP stands for “Heart Points,” and mana/magic is called RP, which means “Rawr Points.”[[/folder]]
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* In ''VideoGame/BoxxyQuestTheGatheringStorm'', HP stands for “Heart Points,” and mana/magic is called RP, which means “Rawr Points.”[[/folder]]
”
* ''VideoGame/BugFables'', much like [[VideoGame/PaperMario the series]] that inspired it, has unique names for their {{Mana}} and ExperiencePoints. The former is called TP, or "Teamwork Points", and the latter, while still abbreviating as EXP, are called Exploration Points. Levels are also called Ranks here, while Level Ups are called Rank Ups.
[[/folder]]
* ''VideoGame/BugFables'', much like [[VideoGame/PaperMario the series]] that inspired it, has unique names for their {{Mana}} and ExperiencePoints. The former is called TP, or "Teamwork Points", and the latter, while still abbreviating as EXP, are called Exploration Points. Levels are also called Ranks here, while Level Ups are called Rank Ups.
[[/folder]]
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Gender-neutral language
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* In ''Pinball/{{Hyperball}}'', the player must [[HoldTheLine defend his position]] from attacking lightning bolts; each strike causes him to lose one of his "Energy Centers".
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* In ''Pinball/{{Hyperball}}'', the player must [[HoldTheLine defend his their position]] from attacking lightning bolts; each strike causes him them to lose one of his their "Energy Centers".
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* ''RAVON'' has a non-conventional ''GameplayGrading system'': the ranks are, in order of lowest to highest: M, K, G, F, A, B, O. Yeah that's right, a B rank is ''higher'' than an A rank. This actually has an explanation: the grades are themed after [[https://en.wikipedia.org/wiki/Stellar_classification stellar classificatons]].
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* ''RAVON'' ''RAVON'':
** The game has a non-conventional ''GameplayGrading system'': the ranks are, in order of lowest to highest: M, K, G, F, A, B, O. Yeah that's right, a B rank is ''higher'' than an A rank. This actually has an explanation: the grades are themed after [[https://en.wikipedia.org/wiki/Stellar_classification stellarclassificatons]].classificatons]].
** What other games call a "full combo" or "no misses" is called a Nova. What other games call "all Perfect" is called a Supernova.
** The game has a non-conventional ''GameplayGrading system'': the ranks are, in order of lowest to highest: M, K, G, F, A, B, O. Yeah that's right, a B rank is ''higher'' than an A rank. This actually has an explanation: the grades are themed after [[https://en.wikipedia.org/wiki/Stellar_classification stellar
** What other games call a "full combo" or "no misses" is called a Nova. What other games call "all Perfect" is called a Supernova.
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* ''VideoGame/SeventhDragon'' uses "Life" (LF) to refer to HitPoints. Somewhat downplayed with Mana (MN), which refers to MP, although it's still a deviation from the usual RPG jargon.
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* In ''Chunithm''[='=]s sibling game ''O.N.G.E.K.I.'', the judge ranks are called Critical Break (highest), Break, Hit, and Miss (lowest).
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* In ''Chunithm''[='=]s sibling game ''O.N.G.E.K.I.'', ''VideoGame/{{ONGEKI}}'', the judge ranks are called Critical Break (highest), Break, Hit, and Miss (lowest).(lowest).
* ''RAVON'' has a non-conventional ''GameplayGrading system'': the ranks are, in order of lowest to highest: M, K, G, F, A, B, O. Yeah that's right, a B rank is ''higher'' than an A rank. This actually has an explanation: the grades are themed after [[https://en.wikipedia.org/wiki/Stellar_classification stellar classificatons]].
* ''RAVON'' has a non-conventional ''GameplayGrading system'': the ranks are, in order of lowest to highest: M, K, G, F, A, B, O. Yeah that's right, a B rank is ''higher'' than an A rank. This actually has an explanation: the grades are themed after [[https://en.wikipedia.org/wiki/Stellar_classification stellar classificatons]].
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* ''VideoGame/AlbionOnline'' has "fame" as the equivalent of ExperiencePoints.
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* ''VideoGame/SoundVoltex'' and ''VideoGame/{{MUSECA}}'' refer to the timing ratings as Critical (perfect), Near (slightly off), and Error (miss).
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* In ''Chunithm''[='=]s sibling game ''O.N.G.E.K.I.'', the judge ranks are called Critical Break (highest), Break, Hit, and Miss (lowest).
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** Which is similar to Spanish translations of video games, which when referring to health usually use either "Puntos de Salud" (Health Points) or "Puntos de Vida" (Life Points), while ''Franchise/FinalFantasy'' translations pretty consistently use the simple term "Vitalidad" (Vitality).
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** Which is similar to Spanish translations of video games, which when referring to health usually use either "Puntos de Salud" (Health Points) or "Puntos de Vida" (Life Points), while ''Franchise/FinalFantasy'' ''Final Fantasy'' translations pretty consistently use the simple term "Vitalidad" (Vitality).
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* ''Trespasser'' has no explicit hitpoints. Instead your character has a heart-shaped tattoo on her breast, which you can see by looking down. The heart's condition reflects your remaining Smeerps.
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* ''Trespasser'' ''VideoGame/JurassicParkTrespasser'' has no explicit hitpoints. Instead your character has a heart-shaped tattoo on her breast, which you can see by looking down. The heart's condition reflects your remaining Smeerps.
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* Unlike the previous game, ''VideoGame/KillingFloor2'' replaced British Pounds with "dosh". Partly because it doesn't take place in Britain anymore (not that converting between Euros and Pounds is an issue for grey-market gun dealers, but whatever), and partly because [[AscendedMeme that's all the players called it in the first place]].
* In ''VideoGame/PAYDAYTheHeist'', XP is called "Reputation" and is measured in cash, which is earned when completing objectives and stealing loot. ''VideoGame/PAYDAY2'' separates reputation and cash, and introduces a prestige system called "Infamy" - maxing out and resetting your reputation makes you more "Infamous".
* In ''VideoGame/PAYDAYTheHeist'', XP is called "Reputation" and is measured in cash, which is earned when completing objectives and stealing loot. ''VideoGame/PAYDAY2'' separates reputation and cash, and introduces a prestige system called "Infamy" - maxing out and resetting your reputation makes you more "Infamous".
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* Unlike the previous game, ''VideoGame/KillingFloor2'' replaced British Pounds with "dosh". Partly because it doesn't only take place in Britain anymore (not that converting between Euros and Pounds is would be an issue for grey-market gun dealers, but whatever), and partly because [[AscendedMeme that's all the players called it in the first place]].
* In ''VideoGame/PAYDAYTheHeist'', XP is called "Reputation" and is measured in cash, which is earned when completing objectives and stealing loot. ''VideoGame/PAYDAY2'' separates reputation (which is gained by completing a heist, granting access to better gear as you level up) andcash, cash (gained by stealing loot, used to buy and upgrade weapons and masks), and introduces a prestige system called "Infamy" - maxing out and resetting your reputation makes you more "Infamous".
* In ''VideoGame/PAYDAYTheHeist'', XP is called "Reputation" and is measured in cash, which is earned when completing objectives and stealing loot. ''VideoGame/PAYDAY2'' separates reputation (which is gained by completing a heist, granting access to better gear as you level up) and
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* ''VideoGame/FinalFantasyXIV'' has several examples in its currency. Normal money is gil, as is standard for ''Franchise/FinalFantasy'', but there are other types of currency for different purposes, such as several varieties of "[[{{Precursors}} Allagan]] tomestones" acquired from high-end duties and used to buy end-game gear, several different types of items traded in with vendors among the beast tribes you can help out, and MGP specific to the Manderville Gold Saucer. Occasionally, the player can also find old money pieces used by the Allagans and trade them in for specific amounts of gil (e.g. a silver piece is worth 500 gil).
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* ''VideoGame/FallGuys'' calls each game sessions "Episodes", and experience points are called "Fame", befitting the TV gameshow theme.
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* ''VideoGame/PerfectWorld'' calls the RMT currency Zen before it's transferred to a server, rewards Spirit instead of Training Points or TechPoints for beating monsters, and has Chi instead of a Rage/Adrenaline meter. Yes, it's a [[FamilyUnfriendlyAesop game where you beat the snot out of bad guys and pay money]] to [[WarriorPoet become more spiritually aware]].
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* ''VideoGame/PerfectWorld'' calls the RMT currency Zen before it's transferred to a server, rewards Spirit instead of Training Points or TechPoints for beating monsters, and has Chi instead of a Rage/Adrenaline meter. Yes, it's a [[FamilyUnfriendlyAesop game where you beat the snot out of bad guys and pay money]] money to [[WarriorPoet become more spiritually aware]].
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** In the original ''VisualNovel/PhoenixWrightAceAttorney'' (and ''Videogame/ProfessorLaytonVsPhoenixWrightAceAttorney''), they're referred to as how many penalties you have left before your client receives a [[GameOver guilty verdict]].
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** In the original ''VisualNovel/PhoenixWrightAceAttorney'' (and ''Videogame/ProfessorLaytonVsPhoenixWrightAceAttorney''), they're referred to as how many penalties you have left before your client receives a [[GameOver guilty verdict]]. They look like exclamation signs. ''VisualNovel/PhoenixWrightAceAttorneySpiritOfJustice'' marks the return of this system to the main series, albeit retaining the variable penalty system from earlier games, and they look like Attorney's Badges (in trials set in the usual main setting) or Mitahmas (in trials set in Khura'in).
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** Then in the spin off/spiritual successor title ''VideoGame/{{Bloodborne}}'' has more the experience monetary hybrid called Blood Echoes, with blood in that universe being a source of supernatural strenght. In the game's lore & story it's revealed later on, that it's from [[spoiler: the blood of several [[EldritchAbomination ''Old Ones'']] straight out of From Software's version of the Franchise/CthulhuMythos]]. The Bonfires are replaced with Lanterns, but you can no longer rest at, only travel to and from the HubLevel or respawn at via death or special items. Blood vials act as healing potions, with variations that act as temporary buffs and have lore specific purpose. Also it gives new context as to why you can die and respawn, namely [[spoiler: you're trapped in a living nightmare of the [[EldritchAbomination ''Old Ones'']] and the only way to get out is via killing the creatures who are 'dreaming' this world into existence]]. With pther players & {{NPC}} helpers you can summon also being in that same situation, just their own variation of it.
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** Then in the spin off/spiritual successor title ''VideoGame/{{Bloodborne}}'' has more the experience monetary hybrid called Blood Echoes, with blood in that universe being a source of supernatural strenght. In the game's lore & story it's revealed later on, that it's from [[spoiler: the blood of several [[EldritchAbomination ''Old Ones'']] straight out of From Software's version of the Franchise/CthulhuMythos]]. The Bonfires are replaced with Lanterns, but you can no longer rest at, only travel to and from the HubLevel or respawn at via death or special items. Blood vials act as healing potions, with variations that act as temporary buffs and have lore specific purpose. Also it gives new context as to why you can die and respawn, namely [[spoiler: you're trapped in a living nightmare of the [[EldritchAbomination ''Old Ones'']] and the only way to get out is via killing the creatures who are 'dreaming' this world into existence]]. With pther other players & {{NPC}} helpers you can summon also being in that same situation, just their own variation of it.
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** Then in the spin off/spiritual successor title ''VideoGame/{{Bloodborne}}'' has more the experience monetary hybrid called Blood Echoes, with blood in that universe being a source of supernatural strenght. In the game's lore & story it's revealed later on, that it's from [[spoiler: the blood of several [[EldritchAbomination ''Old Ones'']] straight out of From Software's version of the CthulhuMythos]]. The Bonfires are replaced with Lanterns, but you can no longer rest at, only travel to and from the HubLevel or respawn at via death or special items. Blood vials act as healing potions, with variations that act as temporary buffs and have lore specific purpose. Also it gives new context as to why you can die and respawn, namely [[spoiler: you're trapped in a living nightmare of the [[EldritchAbomination ''Old Ones'']] and the only way to get out is via killing the creatures who are 'dreaming' this world into existence]]. With pther players & {{NPC}} helpers you can summon also being in that same situation, just their own variation of it.
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** Then in the spin off/spiritual successor title ''VideoGame/{{Bloodborne}}'' has more the experience monetary hybrid called Blood Echoes, with blood in that universe being a source of supernatural strenght. In the game's lore & story it's revealed later on, that it's from [[spoiler: the blood of several [[EldritchAbomination ''Old Ones'']] straight out of From Software's version of the CthulhuMythos]].Franchise/CthulhuMythos]]. The Bonfires are replaced with Lanterns, but you can no longer rest at, only travel to and from the HubLevel or respawn at via death or special items. Blood vials act as healing potions, with variations that act as temporary buffs and have lore specific purpose. Also it gives new context as to why you can die and respawn, namely [[spoiler: you're trapped in a living nightmare of the [[EldritchAbomination ''Old Ones'']] and the only way to get out is via killing the creatures who are 'dreaming' this world into existence]]. With pther players & {{NPC}} helpers you can summon also being in that same situation, just their own variation of it.
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[[folder:First Person Shooter]]
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* In ''VideoGame/PAYDAYTheHeist'', XP is called "Reputation" and is measured in cash, which is earned when completing objectives and stealing loot. ''VideoGame/PAYDAY2'' separates reputation and cash, and introduces a prestige system called "Infamy" - maxing out and resetting your reputation makes you more "Infamous".
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* ''VideoGame/SaintsRow'' has Respect, gained for completing missions/activities and buying all sorts of things, complete with added bonuses for things like buying and wearing clothes in your gang's color. Depending on the game, Respect works as either a secondary currency that determines if you can undertake a mission ([[VideoGame/SaintsRow1 first]] [[VideoGame/SaintsRow2 two]]), or as the game's equivalent to an experience bar that allows you access to more and better upgrades for your character as you level up ([[VideoGame/SaintsRowTheThird last]] [[VideoGame/SaintsRowIV two]]). For what little sense either interpretation makes, the latter is a better fit because it doesn't lead to you somehow ''losing'' respect for agreeing to help out your gang and then gaining only a fraction of that lost respect back for actually doing it.
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* Both VideoGame/{{GrandTheftAuto2}} & VideoGame/{{GrandTheftAutoSanAndreas}} has a Respect based system in place, in {{GTA2}} it was simply a 'reputation' meter replacement for the factions in the game. In San Andreas it's expanded in some ways and de-emphasized in others, it's more a background factor here it's generally awarded for passing missions or doing side activities with some small gains for wearing certain clothing, tattoos and hair styles. the major deductions come from losing territory in game or having members of your gang killed by you or enemies. Gaining enough will allow the player to recruit more nameless NPC characters.
* ''VideoGame/SaintsRow'' has Respect, gained for completing missions/activities and buying all sorts of things, complete with added bonuses for things like buying and wearing clothes in your gang's color. Depending on the game, Respect works as either a secondary currency that determines if you can undertake a mission in the ([[VideoGame/SaintsRow1 first]] [[VideoGame/SaintsRow2two]]), two]]) games, or as the game's equivalent to an experience bar that allows you access to more and better upgrades for your character as you level up in the ([[VideoGame/SaintsRowTheThird last]] [[VideoGame/SaintsRowIV two]]).two]]) games. For what little sense either interpretation makes, the latter is a better fit because it doesn't lead to you somehow ''losing'' respect for agreeing to help out your gang and then gaining only a fraction of that lost respect back for actually doing it.
* ''VideoGame/SaintsRow'' has Respect, gained for completing missions/activities and buying all sorts of things, complete with added bonuses for things like buying and wearing clothes in your gang's color. Depending on the game, Respect works as either a secondary currency that determines if you can undertake a mission in the ([[VideoGame/SaintsRow1 first]] [[VideoGame/SaintsRow2
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** Then in the spin off/spiritual successor title ''VideoGame/{{Bloodborne}}'' has more the experience monetary hybrid called Blood Echoes, with blood in that universe being a source of supernatural strenght. In the game's lore & story it's revealed later on that it's because it's from [[spoiler: the blood of several [[EldritchAbomination ''Old Ones'']] straight out of From Software's version of the CthulhuMythos]]. The Bonfires are replaced with Lanterns, but you can no longer rest at, only travel to and from the HubLevel or respawn at via death or special items. Blood vials act as healing potions, with variations that act as temporary buffs and have lore specific purpose. Also it gives new context as to why you can die and respawn, namely [[spoiler: you're trapped in a living nightmare of the [[EldritchAbomination ''Old Ones'']] and the only way to get out is via killing the creatures who are 'dreaming' this world into existence]]. With pther players & {{NPC}} helpers you can summon also being in that same situation, just their own variation of it.
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** Then in the spin off/spiritual successor title ''VideoGame/{{Bloodborne}}'' has more the experience monetary hybrid called Blood Echoes, with blood in that universe being a source of supernatural strenght. In the game's lore & story it's revealed later on on, that it's because it's from [[spoiler: the blood of several [[EldritchAbomination ''Old Ones'']] straight out of From Software's version of the CthulhuMythos]]. The Bonfires are replaced with Lanterns, but you can no longer rest at, only travel to and from the HubLevel or respawn at via death or special items. Blood vials act as healing potions, with variations that act as temporary buffs and have lore specific purpose. Also it gives new context as to why you can die and respawn, namely [[spoiler: you're trapped in a living nightmare of the [[EldritchAbomination ''Old Ones'']] and the only way to get out is via killing the creatures who are 'dreaming' this world into existence]]. With pther players & {{NPC}} helpers you can summon also being in that same situation, just their own variation of it.
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** Then in the spin off/spiritual successor title ''VideoGame/{{Bloodborne}}'' has more the experience monetary hybrid called Blood Echoes, with blood in that universe being a source of supernatural strenght. In the game's lore & story it's revealed later on that it's because it's from [[spoiler: the blood of several [[EldritchAbominations ''Old Ones'']] straight out of From Software's version of the CthulhuMythos]]. The Bonfires are replaced with Lanterns, but you can no longer rest at, only travel to and from the HubLevel or respawn at via death or special items. Blood vials act as healing potions, with variations that act as temporary buffs and have lore specific purpose. Also it gives new context as to why you can die and respawn, namely [[spoiler: you're trapped in a living nightmare of the [[EldritchAbominations ''Old Ones'']] and the only way to get out is via killing the creatures who are 'dreaming' this world into existence]]. With pther players & {{NPC}} helpers you can summon also being in that same situation, just their own variation of it.
to:
** Then in the spin off/spiritual successor title ''VideoGame/{{Bloodborne}}'' has more the experience monetary hybrid called Blood Echoes, with blood in that universe being a source of supernatural strenght. In the game's lore & story it's revealed later on that it's because it's from [[spoiler: the blood of several [[EldritchAbominations [[EldritchAbomination ''Old Ones'']] straight out of From Software's version of the CthulhuMythos]]. The Bonfires are replaced with Lanterns, but you can no longer rest at, only travel to and from the HubLevel or respawn at via death or special items. Blood vials act as healing potions, with variations that act as temporary buffs and have lore specific purpose. Also it gives new context as to why you can die and respawn, namely [[spoiler: you're trapped in a living nightmare of the [[EldritchAbominations [[EldritchAbomination ''Old Ones'']] and the only way to get out is via killing the creatures who are 'dreaming' this world into existence]]. With pther players & {{NPC}} helpers you can summon also being in that same situation, just their own variation of it.
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Bloodborne Smeerp & S Poiler
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** Then in the spin off/spiritual successor title ''VideoGame/{{Bloodborne}}'' more strangely the experience monetary hybrid is called Blood Echoes. The bonfires are replaced with lanterns. Blood vials act as healing potions, with variations that act as temporary buffs and have lore specific purpose.
to:
** Then in the spin off/spiritual successor title ''VideoGame/{{Bloodborne}}'' has more strangely the experience monetary hybrid is called Blood Echoes. Echoes, with blood in that universe being a source of supernatural strenght. In the game's lore & story it's revealed later on that it's because it's from [[spoiler: the blood of several [[EldritchAbominations ''Old Ones'']] straight out of From Software's version of the CthulhuMythos]]. The bonfires Bonfires are replaced with lanterns.Lanterns, but you can no longer rest at, only travel to and from the HubLevel or respawn at via death or special items. Blood vials act as healing potions, with variations that act as temporary buffs and have lore specific purpose. Also it gives new context as to why you can die and respawn, namely [[spoiler: you're trapped in a living nightmare of the [[EldritchAbominations ''Old Ones'']] and the only way to get out is via killing the creatures who are 'dreaming' this world into existence]]. With pther players & {{NPC}} helpers you can summon also being in that same situation, just their own variation of it.
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** The fact that your HP are actually your soldiers becomes a clever gameplay mechanic - as you take damage and become low on HP/soldiers, your damage output decreases because, in-universe, your general has fewer soldiers to attack with.
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* ''Pinball/ElvirasHouseOfHorrors'' refers to its primary modes as "Haunts".
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[[TropesAreTools Be careful when employing this trope in your games.]] Using tasteful quantities of proprietary terminology can give the game a unique flavor that stands out, but overusing it can cause players to have to constantly refer to a {{guide|DangIt}} just to figure out what all of your unique terms mean.
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**big fish in a small pond, anyone?
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** Similarly, tons of games have traits that offer conditional bonuses to characters. Depending on game, these might be called Feats, Traits, Gifts, Stunts, Abilities, Advances, Moves, Talents, Refinements and so on forever.
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* ''TabletopGame/{{Nobilis}}'' and ''TabletopGame/ChuubosMarvelousWishGrantingEngine'', as well as calling the GM "Hollyhock God", use MP to stand for Miracle Points rather than Magic Points. They still work similarly, but the name change does help emphasise that these aren't wizards, they're ''[[AGodIsYou gods]]''.
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[[quoteright:350:[[VideoGame/UnderTale https://static.tvtropes.org/pmwiki/pub/images/capture_703.PNG]]]]
[[caption-width-right:350:"You gained a love" doesn't quite roll off the tongue in the same way.]]
[[caption-width-right:350:"You gained a love" doesn't quite roll off the tongue in the same way.]]
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[[caption-width-right:350:"You gained a love" doesn't quite roll off the tongue in the same
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[[quoteright:350:[[VideoGame/UnderTale https://static.tvtropes.org/pmwiki/pub/images/capture_703.PNG]]]]
[[caption-width-right:350:"You gained a love" doesn't quite roll off the tongue in the same way.]]
[[caption-width-right:350:"You gained a love" doesn't quite roll off the tongue in the same way.]]
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** The imaginary sci-fi version of ''Magic'', ''[[http://archive.wizards.com/Magic/magazine/article.aspx?x=mtgcom/feature/391 Space: The Convergence]]'', pointedly uses different terms for almost ''everything''. Life is "control"; mana is "psi", which comes in five "alignments" rather than colors; lands are "resources"; graveyards are "voids" and so on. "Tapping", however, is unchanged.
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[[/folder]]
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* The ''VideoGame/DigitalDevilSaga'' duology uses "Solar Noise" (''I'') and "Solar Data" (''II'') rather than the usual Moon Phases, and Experience is called "Karma". Completely justified in-game for all three cases.
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Linking directly instead of through redirect.
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** ''Mario and Luigi'' also gives the brothers [[BadassMoustache 'Stache]] Points, which serve as a combination of Skill/Luck (raising chances of Critical Hits) and Charisma (lowering store prices, presumably by impressing the shopkeeper with the moustaches in question). When Bowser's playable in ''Bowser's Inside Story'', he has equivalent Horn Points.
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** ''Mario and Luigi'' also gives the brothers [[BadassMoustache [[BadassMustache 'Stache]] Points, which serve as a combination of Skill/Luck (raising chances of Critical Hits) and Charisma (lowering store prices, presumably by impressing the shopkeeper with the moustaches in question). When Bowser's playable in ''Bowser's Inside Story'', he has equivalent Horn Points.
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* In the ''Uncharted'' games, Drake and Chloe don't ever take bullet damage. The red splotches that appear onscreen when they're "hit" actually represent their luck gradually running out. Take too much "damage", and an enemy will finally get a clear shot and kill them instantly. This explains how their luck regenerates over time.
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* In the ''Uncharted'' ''VideoGame/{{Uncharted}}'' games, Drake and Chloe don't ever take bullet damage. The red splotches that appear onscreen when they're "hit" actually represent their luck gradually running out. Take too much "damage", and an enemy will finally get a clear shot and kill them instantly. This explains how their luck regenerates over time.
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* The [[Creator/FromSoftware From Software]] ActionRPG Souls series gives a reason for respawning with you being cursed with a form of immortality that if you don't break you'll disappear into nothing but souls or go into a form of maddess known as hollowing. They also created an experience monetary hybrid the term Souls in VideoGame/DemonsSouls & the [[VideoGame/DarkSouls Dark Souls Trilogy]], Souls are given lore reasons for their purpose and dialogue suggest it's what keeps some of the merchants alive and sane. You can also use special souls received from bosses as a key to create special weapons that they wielded/based on them or just for more experience/currency. The main healing item in the Dark Souls titles is known as the Estus Flask, it is a rechargeable health potion that can be upgraded to give you more charges as well as become more effective. The usually automatic check points in modern games are places you must manually activate known as bonfires which are given lore reasons as well. Instead of typical faction systems you get Covenants some of which that are almost pseudo-religions and all have their own rules some which can help you save other wise doomed characters or reach special areas other wise locked. Most in depth of all is the online multiplayer system which explains itself through means of parallel worlds that exist beside your own that you can interact with in several ways. To explain it all in-depth would require a separate page to itself.
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* The [[Creator/FromSoftware From Software]] Creator/FromSoftware ActionRPG Souls series gives a reason for respawning with you being cursed with a form of immortality that if you don't break you'll disappear into nothing but souls or go into a form of maddess maddness known as hollowing. They also created an experience monetary hybrid the term Souls in VideoGame/DemonsSouls & the [[VideoGame/DarkSouls Dark Souls Trilogy]], Souls are given lore reasons for their purpose and dialogue suggest it's what keeps some of the merchants alive and sane. You can also use special souls received from bosses as a key to create special weapons that they wielded/based on them or just for more experience/currency. The main healing item in the Dark Souls titles is known as the Estus Flask, it is a rechargeable health potion that can be upgraded to give you more charges as well as become more effective. The usually automatic check points in modern games are places you must manually activate known as bonfires which are given lore reasons as well. Instead of typical faction systems you get Covenants some of which that are almost pseudo-religions and all have their own rules some which can help you save other wise doomed characters or reach special areas other wise locked. Most in depth of all is the online multiplayer system which explains itself through means of parallel worlds that exist beside your own that you can interact with in several ways. To explain it all in-depth would require a separate page to itself.
* ''VideoGame/RakenzarnTales'' and ''VideoGame/RakenzarnFrontierStory'' use Rune Points instead of MP.
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* SepterraCore is a game that revolves both thematically and mechanically around what is called "Core Energy" - essentially a magical force that radiates from the "core" of the world and powers both magic and technology. "Core Energy" is the game's term for MP/SP as well, as it's consumed to both cast magic spells and use individual skills, but instead of each individual character maintaining their own Core Energy, each party member's base CE gets pooled together into a single value. In addition, the game uses a magic system where the player can combine what are known as "Fate Cards" together - one per character in battle, so up to three - to create a wide range of spells.
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* SepterraCore ''VideoGame/SepterraCore'' is a game that revolves both thematically and mechanically around what is called "Core Energy" - essentially a magical force that radiates from the "core" of the world and powers both magic and technology. "Core Energy" is the game's term for MP/SP as well, as it's consumed to both cast magic spells and use individual skills, but instead of each individual character maintaining their own Core Energy, each party member's base CE gets pooled together into a single value. In addition, the game uses a magic system where the player can combine what are known as "Fate Cards" together - one per character in battle, so up to three - to create a wide range of spells.
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* ''VideoGame/IAmBread'' uses the bread's Edibility as a life meter stand-in. The cracker uses Integrity for the same.