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* ''VideoGame/{{Starfield}}'': Early on, you'll be maxing out your (and your follower's, and likely your ship's) inventory to haul back every piece of loot you can get to sell for ammo, digipicks, med packs, and, once you've scraped up enough, [[MoneySink ship upgrades]]. You'll be chronically low on funds, but as higher value loot starts to appear, you invest in certain skills (Commerce, Scavanging, etc.), you get some outposts running, quest rewards increase requisite to your level, etc., the game's plentiful MoneyForNothing will start to kick in. By the late game, as vendor maximum credits don't change, you can get every credit they have (plus some items in barter) by selling even a single high-level weapon or piece of equipment. You'll only bother to loot the most valuable items and you'll find yourself leaving behind items you would have killed for early in the game.
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[[folder:Roguelike]]
* Early in ''VideoGame/LuckBeALandlord'', it's imperative to add symbols, even if they're not ideal, to fill up your reels and generate enough coins to afford rent. Later in the game, as the number of empty slots dries up, it becomes more important to be selective, skipping and removing symbols to bring the average quality high enough to afford the ever-increasing rent. In the late game, the growing need to find symbols that synergize with each other takes the forefront, so they can make large amounts of coins for the big endgame payments.
[[/folder]]
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* VideoGame/EuropaUniversalis has this in regards to combat. Early game your troops will break before they are all killed, which causes Morale to be very important. Later game, the combat skill of your units (Drill) is much better, because you can kill off almost an entire army before they break. Calvary dominates the early to midgame, while artilery such becomes a priority towards the end (with a few exceptions for strong Calvary nations, such as the Commonwealth or the Golden Horde).

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* VideoGame/EuropaUniversalis ''VideoGame/EuropaUniversalis'' has this in regards to combat. Early game your troops will break before they are all killed, which causes Morale to be very important. Later game, the combat skill of your units (Drill) is much better, because you can kill off almost an entire army before they break. Calvary dominates the early to midgame, while artilery such becomes a priority towards the end (with a few exceptions for strong Calvary nations, such as the Commonwealth or the Golden Horde).
* In ''VideoGame/MasterOfOrion'' defense is king when enemy starships are lumbering things that can usually only reach the edge of your empire, and can often be thrown back with missile bases built while they were underway, or even while they were trying to bombard your colonies. Offense takes the crown once starships swiftly reach targets well behind the lines, effortlessly pop colonies that lose their defenses, and can be built in parallel on ten or twenty worlds and concentrated against the defenses of one.
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* ''TabletopGame/VampireTheMasqueradeFifthEdition'': This game revamped a lot of the gameplay to make the horror aspects more prominent and remove the potential for "superheroes with fangs"-play that dominated some circles. Above all, it made the rules for feeding much more strict, which in turn moved the game further down the SlidingScaleOfVampireFriendliness. In 5th ed., it is no longer possible to completely satisfy the Beast without killing a human, meaning that a vampire who refuses to kill risks going feral no matter how often they feed. Vampires also gain more rareified tastes earlier in their unlife, meaning that only the weakest vampires can feed on animals and you don't have to be obscenely powerful before you need vampire blood to survive.
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* ''VideoGame/AgainstTheStorm'': At the beginning of each settlement, your primary focus is merely survival: getting your settlers into food production, getting them shelter, and starting to explore to supplement the meager supplies and resource nodes you start with. Generally, once you've stabilized, you'll then start focusing on completing Orders, so that you can get the Reputation bonuses to unlock new buildings. After the midpoint, your goal is either: 1) advanced production to boost villager Resolve as high as possible, or 2) constant exploration to find Glade Events to complete for Reputation, as (except on the easiest difficulty level) orders alone will not provide enough Reputation to finish.
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* In ''{{VideoGame/Klonoa}}'' the early game is a kind of easygoing, simple platformer with a few little wrinkles and hidden areas. By the end of the game, however, the focus is almost entirely on tricky timing puzzles and multi-jumps that require snagging new enemies in midair and using them as fuel for jump combos. Comparing the flow of the first and final levels, they almost look like different games. And this isn't even to bring up the hidden bonus level, where you spend more time with your feet off the ground than on it.

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* In ''{{VideoGame/Klonoa}}'' ''VideoGame/KlonoaDoorToPhantomile'' the early game is a kind of easygoing, simple platformer with a few little wrinkles and hidden areas. By the end of the game, however, the focus is almost entirely on tricky timing puzzles and multi-jumps that require snagging new enemies in midair and using them as fuel for jump combos. Comparing the flow of the first and final levels, they almost look like different games. And this isn't even to bring up the hidden bonus level, where you spend more time with your feet off the ground than on it.

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* ''VideoGame/BaldursGateII'': Early on, your priorities with gear are Armor Class (to avoid enemy hits) and Attacks Per Round (to maximize damage dealt). Later on, relevant enemies such as bosses or the occasional EliteMook all have the ability to bypass your Armor Class, therefore "inferior" armor with magical resistance to certain types of damage becomes preferable, while at the same time the strongest enemies are immune to any weapon that isn't at least +3 or in some cases even +4, and most weapons with such attributes are two-handed and allows for a smaller number of attacks compared to one-handed weapons that can be dual-wielded.
** Remember the pure damage spells such as Fireball and Cloudkill that you started to love in the first game against the toughest opponents? Now they are for the most time primarily useful against the ZergSwarm of minor enemies, while bosses often have magical immunities or are high level wizards protected by layers of defensive spells. Your new priorities will be spells that can pierce defenses or lower magic resistance. Furthermore, the two abovementioned spells have an area of effect, and the claustrophobic dungeons of the game leave little room for their optimal use unless you are ok with friendly fire against your party members in melee. Oh, and forget low level spells such as Sleep: any mook that is effected by them at this point can be one-hit smashed by your warriors set in auto-attack mode, without bothering to open the wizard panel.

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* ''VideoGame/BaldursGateII'': Early on, your priorities with gear are Armor Class (to avoid enemy hits) and Attacks Per Round (to maximize damage dealt). Later on, relevant enemies such as bosses or the occasional EliteMook all have the ability to bypass your Armor Class, therefore "inferior" armor with magical resistance to certain types of damage becomes preferable, while at the same time the strongest enemies are immune to any weapon that isn't at least +3 or in some cases even +4, and most weapons with such attributes are two-handed and allows for a smaller number of attacks compared to one-handed weapons that can be dual-wielded.
''VideoGame/BaldursGateII'':
** Remember the pure damage And now those two very spells such as Fireball and Cloudkill that you started to love in the first game against the toughest opponents? Now they are above have become for the most time primarily useful against the ZergSwarm ZergRush of minor enemies, while bosses often have magical immunities or are high level wizards protected by layers of defensive spells. Your new priorities will be spells that can pierce defenses or lower magic resistance. Furthermore, the two abovementioned spells like Fireball and Cloudkill have an area of effect, and effect; the claustrophobic dungeons of the game leave little less room for their optimal use unless you are ok with friendly fire against your party members in melee. Oh, and forget low level spells such as Sleep: any mook that is effected by them at this point can be one-hit smashed by your warriors set in auto-attack mode, without bothering to open the wizard panel.



** Thieves should prioritize skills such as trap detection and open locks until they are both at 100, a value which should allow you to defy any lock and trap in the game. It is very quick to reach that though (if you don't stary with an already maxed thief character), and then your focus shifts anyway to the ability to hide in the shadow for backstabbing or to deploy traps for ambushes.

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** Early on, your priorities with gear are Armor Class (to avoid enemy hits) and Attacks Per Round (to maximize damage dealt). Later on, relevant enemies such as bosses or the occasional EliteMook all have the ability to bypass your Armor Class, therefore "inferior" armor with magical resistance to certain types of damage becomes preferable, while at the same time the strongest enemies are immune to any weapon that isn't at least +3 or in some cases even +4, and most weapons with such attributes are two-handed and allows for a smaller number of attacks compared to one-handed weapons that can be dual-wielded.
** Thieves should prioritize skills such as trap detection and open locks until they are both at 100, a value which should allow you to defy any lock and trap of them in the game. It is very quick to reach that though (if you don't stary start with an already maxed thief character), and then your focus shifts anyway to the ability to hide in the shadow for backstabbing or to deploy traps for ambushes.

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** Healers such as clerics and druids zigzag the trope during the whole series. Initially they are unvaluable as your party is vulnerable and any hit point lost during a fight might be enough for the following hit to kill your party member, and you will often heal during battles when needed. However, as your characters level up, they will become stronger and you will start to accumulate healing potions found abroad, so your focus might shift on buffing or control spells, that can earn the same result by avoiding getting damaged altogether. There are also offensive spells by clerics that can be really powerful, netting more utility than Cure Critical Wounds. Any injury can be safely cured between battles. Still, certain enemies can net so much damage that you might still need occasional healing spells during a fight.
** The whole VancianMagic system of the game is this, as you can unmemorize spells and learn new ones depending on the situation and your necessities.

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** Remember the pure damage spells such as Fireball and Cloudkill that you started to love in the first game against the toughest opponents? Now they are for the most time primarily useful against the ZergSwarm of minor enemies, while bosses often have magical immunities or are high level wizards protected by layers of defensive spells. Your new priorities will be spells that can pierce defenses or lower magic resistance. Furthermore, the two abovementioned spells have an area of effect, and the claustrophobic dungeons of the game leave little room for their optimal use unless you are ok with friendly fire against your party members in melee. Oh, and forget low level spells such as Sleep: any mook that is effected by them at this point can be one-hit smashed by your warriors set in auto-attack mode, without bothering to open the wizard panel.
** The whole VancianMagic system of the entire series is this, as you can unmemorize spells and learn new ones depending on the situation and your necessities.
** Healers such as clerics and druids zigzag the trope during the whole series.second game. Initially they are unvaluable as your party is vulnerable and any hit point lost during a fight might be enough for the following hit to kill your party member, and you will often heal during battles when needed. However, as your characters level up, they will become stronger and you will start to accumulate healing potions found abroad, so your focus might shift on buffing or control spells, that can earn the same result by avoiding getting damaged altogether. There are also offensive spells by clerics that can be really powerful, netting more utility than Cure Critical Wounds. Any injury can be safely cured between battles. Still, certain enemies can net so much damage that you might still need occasional healing spells during a fight.
** The whole VancianMagic system of Thieves should prioritize skills such as trap detection and open locks until they are both at 100, a value which should allow you to defy any lock and trap in the game game. It is this, as very quick to reach that though (if you can unmemorize spells don't stary with an already maxed thief character), and learn new ones depending on the situation and then your necessities.focus shifts anyway to the ability to hide in the shadow for backstabbing or to deploy traps for ambushes.

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* ''VideoGame/BaldursGate'': The strongest spells at low level are crowd control ones, such as Sleep or Horror, which can totally disrupt an enemy regiment and allow you to defeat mooks in detail virtually untouched. But in the late game they become less effective if not in certain cases useless against resistances and immunities, so you better focus on pure damage spells such as Fireball or Cloudkill (or even better, Monster Summoning).
* ''VideoGame/BaldursGateII'': Early on, your priorities with gear are Armor Class (to avoid enemy hits) and Attacks Per Round (to maximize damage dealt). Later on, relevant enemies such as bosses or the occasional EliteMook all have the ability to bypass your Armor Class, therefore "inferior" armor with magical resistance to certain types of damage becomes preferable, while at the same time the strongest enemies are immune to any weapon that isn't at least +3 or in some cases even +4, and most weapons with such attributes are two-handed and allows for a smaller number of attacks compared to one-handed weapons that can be dual-wielded.
** Healers such as clerics and druids zigzag the trope during the whole series. Initially they are unvaluable as your party is vulnerable and any hit point lost during a fight might be enough for the following hit to kill your party member, and you will often heal during battles when needed. However, as your characters level up, they will become stronger and you will start to accumulate healing potions found abroad, so your focus might shift on buffing or control spells, that can earn the same result by avoiding getting damaged altogether. There are also offensive spells by clerics that can be really powerful, netting more utility than Cure Critical Wounds. Any injury can be safely cured between battles. Still, certain enemies can net so much damage that you might still need occasional healing spells during a fight.
** The whole VancianMagic system of the game is this, as you can unmemorize spells and learn new ones depending on the situation and your necessities.
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* ''TabletopGame/{{Chess}}'' players treat the king this way. In the opening and the middlegame, it's important to keep the king in the corner of the board, protected by other pieces, because otherwise it's easy for one's opponent to simply checkmate the king, or use the threat of checkmate to accomplish something else. However, in the endgame, when there aren't enough pieces on the board for the players to be able to checkmate each other, it suddenly becomes very important to use the king as an attacking piece, to chase down opposing pawns and escort one's own pawns up the board (getting your pawn to the opposite end turns it into a queen which can be used to deliver checkmate).

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* ''TabletopGame/{{Chess}}'' players treat the king this way. In the opening and the middlegame, it's important to keep the king in the corner of the board, protected by other pieces, because otherwise it's easy for one's opponent to simply checkmate the king, or use the threat of checkmate to accomplish something else.exposed king. However, in the endgame, when there aren't enough pieces on the board for the players to be able to checkmate each other, it suddenly becomes very important to use the king as an attacking piece, to chase down opposing pawns and escort one's own pawns up the board (getting your pawn to the opposite end turns it into a queen which can be used to deliver checkmate).
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* ''VideoGame/TheLegendOfZelda'' and all of its various sequels and remakes go about this in the same way. Early in the game you are fragile and lack the tools to overcome challenges. The entire game world tantalizes you by presenting you with doors you can't open, chasms you can't cross, and enemies you can't reasonably defeat. As you progress through the game and find heart containers and magical tools, more of the world becomes open to you, until you can go wherever you want at whim.

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* ''VideoGame/TheLegendOfZelda'' ''VideoGame/TheLegendOfZeldaI'' and all of its various sequels and remakes go about this in the same way. Early in the game you are fragile and lack the tools to overcome challenges. The entire game world tantalizes you by presenting you with doors you can't open, chasms you can't cross, and enemies you can't reasonably defeat. As you progress through the game and find heart containers and magical tools, more of the world becomes open to you, until you can go wherever you want at whim.
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** In ''VideoGame/KingdomHeartsI'', the big change comes when you learn Cure magic. The game can be easily divided into "pre-Cure" and "post-Cure" sections. Healing magic is so overpoweringly useful that it single-handedly makes Magic Points the most important stat in the game. This is true of [[Franchise/KingdomHearts most of the series]], but only in the first game is the difference so large and Cure learned so late.
** In ''VideoGame/KingdomHeartsII'': Prior to obtaining Reflect it's much more difficult to protect yourself against a swarm of enemies or attacks that come at unexpected angles. While Guard is better than it was in its previous game it's not enough to cover everything. This makes the early game in Critical Mode particularly tense, especially with Cure's massive nerf. Post-Reflect you can become much more aggressive as it's far easier to defend yourself from most attacks and Reflect will deal great chunks of damage on its own as well. On top of that Cure goes from emergency button to all but outright useless since it drains your entire MP Bar upon usage and it takes multiple Ethers to get you out of MP Charge (Elixirs do it instantly but at that point the Cure is unnecessary). As you need MP to use Reflect, using Cure becomes a massive waste.

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** In ''VideoGame/KingdomHeartsI'', the ''VideoGame/KingdomHeartsI'': The big change comes when you learn Cure magic. The game can be easily divided into "pre-Cure" and "post-Cure" sections. Healing magic is so overpoweringly useful that it single-handedly makes Magic Points the most important stat in the game. This is true of [[Franchise/KingdomHearts most of the series]], but only in the first game is the difference so large and Cure learned so late.
** In ''VideoGame/KingdomHeartsII'': Prior to obtaining Reflect it's much more difficult to protect yourself against a swarm of enemies or attacks that come at unexpected angles. While Guard is better than it was in its previous game it's not enough to cover everything. This makes the early game in Critical Mode particularly tense, especially with Cure's massive nerf. Post-Reflect you can become much more aggressive as it's far easier to defend yourself from most attacks and Reflect will deal great chunks of damage on its own as well. On top of that Cure goes from emergency button to all but outright useless since it drains your entire MP Bar upon usage and it takes multiple Ethers to get you out of MP Charge (Elixirs do it instantly but at that point the Cure is unnecessary). As you need MP to use Reflect, using Cure becomes a massive waste.

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