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* Early in ''VideoGame/OriAndTheBlindForest'', you are a very FragileSpeedster who needs to avoid enemies and damage as much as possible. Then you get Bash, an ultra-flexible GoombaStomp, and suddenly you are seeking out enemies and putting yourself in harm's way to improve your mobility. With good reaction time, enemies pose such little threat that you need them to survive all the now common SpikesOfDoom.



** Monk gameplay in 5th edition. You start out with the most reliable bonus action attack at 1st level, get a whopping total of four attacks at 5th (where everyone else gets their second), and then you never get any more ever. Your damage dice still go up, but that's only an average of +4 damage every six levels. But you get more ki every level, so that unreliable Stunning Strike can be used more and more often. As such, you start out as a terrifying damager, then slowly transition to a controller that stunlocks the scariest enemy every fight at higher levels.

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** Monk gameplay in 5th edition. You start out with the most reliable bonus action attack at 1st level, get a whopping total of four attacks at 5th (where everyone else gets their second), and then you never get any more ever. Your damage dice still go up, but that's only an average of +4 damage every six levels. But you get more ki every level, so that unreliable risky Stunning Strike can be used more and more often. As such, you start out as a terrifying damager, then slowly transition to a controller that stunlocks the scariest enemy every fight at higher levels.
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** Monk gameplay in 5th edition. You start out with the most reliable bonus action attack at 1st level, get a whopping total of four attacks at 5th (where everyone else gets their second), and then you never get any more ever. Your damage dice still go up, but that's only an average of +4 damage every six levels. But you get more ki every level, so that unreliable Stunning Strike can be used more and more often. As such, you start out as a terrifying damager, then slowly transition to a controller that stunlocks the scariest enemy every fight at higher levels.
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* In the early game of ''VideoGame/GoldenSun'' managing Djinn is very important and very difficult, because of the way the game assigns new Djinni that you find. Come endgame, you have enough Djinn to keep summoning various gods over and over again, and it's much easier to line up the correct numbers of Djinn for massive stat boosts.

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* In the early game of ''VideoGame/GoldenSun'' ''VideoGame/GoldenSunTheBrokenSeal'' managing Djinn is very important and very difficult, because of the way the game assigns new Djinni that you find. Come endgame, you have enough Djinn to keep summoning various gods over and over again, and it's much easier to line up the correct numbers of Djinn for massive stat boosts.

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* ''Videogame/TheElderScrollsVSkyrim:'' Early on, players are likely to spend lots of money grinding and doing menial tasks to acquire potions that restore stamina, magic, and health. That's because at those levels, you'll likely be doing a lot of fighting and find it hard to survive against swarms of enemies without being prepared. Later, priorities will shift into spells and gear that can help you carry a greater load; that's because once you start finding good weapons/armor/valuables, you're going to want to bring ''everything'' out of the dungeon with you so that you can sell it or use it for crafting.

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* ''Videogame/TheElderScrollsVSkyrim:'' ''Franchise/TheElderScrolls'':
** This occurs throughout the series regarding magic-oriented {{Player Character}}s.
Early in the games, your low-level skills and small [[{{Mana}} Magicka]] pool combined with your typical [[SquishyWizard squishiness]] make things very challenging. You'll find yourself launching piddly fireballs at weak critters as you desperately attempt to both increase your skills, allowing you to cast more powerful spells, as well as your level, which increases your Magicka. Toward the mid-game, your [[LinearWarriorsQuadraticWizards quadratic]] power increase will kick in and few enemies will be able to withstand your magical might. You'll continue progressing...then suddenly find high-level enemies [[AttackReflector reflecting your powerful spells]] right back in your face and/or [[AntiMagic negating them completely]] thanks to inherent Reflect/Magic Resistance. In some cases, such as the end of ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]''[='s=] ''Tribunal'' and ''Bloodmoon'' expansions, the game can becoming literally unwinnable for magic-oriented characters due to the sheer volume and power of these magic-resistant enemies. ''Skyrim'' attempts to resolve this by removing and reducing enemies with these abilities...but causes this issue in different way. High-level "Master" spells are AwesomeButImpractical, with lengthy casting animations and requiring both hands. Lower-level spells can last longer, but their damage is capped while the health of the [[LevelScaling Level-Scaled]] enemies is not. Increase a few levels and suddenly your spells are far less effective, with no means of gaining more powerful ones thanks to the removal of Spellmaking.
** In ''[[Videogame/TheElderScrollsVSkyrim Skyrim]]'', early
on, players are likely to spend lots of money grinding and doing menial tasks to acquire potions that restore stamina, magic, and health. That's because at those levels, you'll likely be doing a lot of fighting and find it hard to survive against swarms of enemies without being prepared. Later, priorities will shift into spells and gear that can help you carry a greater load; that's because once you start finding good weapons/armor/valuables, you're going to want to bring ''everything'' out of the dungeon with you so that you can sell it or use it for crafting.
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* In certain ''Franchise/ShinMegamiTensei'' games where you are rewarded for hitting enemy weaknesses, your initial priority goes to having a good spread of elemental skills so that you always have something to hit a weakness with. Later in the game as enemies and bosses stop having weaknesses altogether along with an inversion of LinearWarriorsQuadraticWizards, the player would usually start fishing for bonus turns with a CriticalHit off a physical attack. Any magically-inclined attacker would end up specializing in one element, backed up with its corresponding boosting passives to squeeze as much damage out of a neutral hit as possible.

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* In certain ''Franchise/ShinMegamiTensei'' games where you are rewarded for hitting enemy weaknesses, your initial priority goes to having a good spread of elemental skills so that you always have something to hit a weakness with. Later in the game as game, enemies and bosses stop having weaknesses altogether along with an inversion altogether, so one of LinearWarriorsQuadraticWizards, the player few remaining sources of a bonus turn would usually start fishing for bonus turns with be through a CriticalHit off a physical attack.attack. The increasing strength of available healing skills, compounded with MagicIsRareHealthIsCheap, also causes an inversion of LinearWarriorsQuadraticWizards that leads the player to favoring physical skills for offense. Any magically-inclined attacker would end up specializing in one element, backed up with its corresponding boosting passives to squeeze as much damage out of a neutral hit as possible.

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* In ''VideoGame/XCOMEnemyUnknown'', your first upgrade can be either weapons or armor. At this stage in the game, your weapons are still killing enemies in one shot, so upgrading armor is more important. By the late game, RocketTagGameplay begins to emerge and you need to upgrade your weapons to keep from being outgunned.

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* In ''VideoGame/XCOMEnemyUnknown'', your the first upgrade major research project is to get stronger armor, or more powerful weapons. Stronger armor increases your troops health, but on most difficulties, your troops can be either (usually) take two shots from a plasma pistol or a light plasma rifle before dying, and the damage curve for those weapons still has the Tier 2 armor only absorbing about two shots. In addition, you have medkits that can fully heal a character anyway, at least at the beginning of the game, ''and'' your rookies are ''mostly'' expendable anyway. So the priority at the beginning of the game is weapons over armor, so that you can continue to OneHitKill the aliens. In the second half of the game, when you're getting close to Tier 3 weapons and armor, the situation is reversed. Aliens have a lot more health, so even with stronger weapons, you can't maintain the OneHitKill RocketTagGameplay. In addition, your experienced soldiers become too valuable to lose, ''and'' the aliens start bringing out heavier weapons like full plasma rifles and heavy plasma cannons, in addition to alien units with unique, high-powered weaponry, like the Cyberdisk and the Sectopod. In addition, Tier 3 armor also gives you a bunch of advantages, such as immunity to fire and poison and optional flight capabilities and a ''much'' bigger health increase than Tier 2 armor, while weapons only give you an extra point or armor. At this stage two of damage. As a result, the best strategy late in the game is to prioritize armor over weapons.
** In the sequel [[VideoGame/XCOM2]], the same holds mostly true: you want weapons over armor early, and then armor over weapons late. However, the early game has a priority on strong ''basic'' gear, while the late game skews more sharply towards weapon modifications and specialty ammunition. Basically, in the beginning of
the game, your weapons are still killing enemies main weapon is how you deal the most damage, while in one shot, so upgrading armor is more important. By the late game, RocketTagGameplay begins to emerge the gear you take with you and the ammunition you need to upgrade load in your weapons main weapon has a greater importance, particularly with the introduction of mechanical enemies and the insanely useful Bluescreen Rounds.
** The sequel also inverts the usefulness of psionic soldiers: in the first game, only certain (random) characters can develop psionics, and these psi abilities are considered extra abilities for the character that can only develop if they are used in combat (so a sniper would have to use mind rend in combat to get better psi abilities), forcing you to put psionicly gifted characters into battle. In the sequel, any rookie can be turned into a Psi Operative by spending time in a training chamber, but they can ''only'' get better by spending more time in the same chamber: they don't level up normally. As a result, the best strategy is
to keep from being outgunned.your Psi Operatives in constant training until they've unlocked most, if not all of their abilities, and only then put them into battle, where they will utterly dominate the battlefield despite no actual combat experience[[note]]''War of the Chosen'' plays with this a little, as Psi Operatives who don't go into battle can't develop bonds with other soldiers, which give them extremely useful abilities when both take the field[[/note]].
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* In certain ''Franchise/ShinMegamiTensei'' games where you are rewarded for hitting enemy weaknesses, your initial priority goes to having a good spread of elemental skills so that you always have something to hit a weakness with. Later in the game as enemies and bosses stop having weaknesses altogether along with an inversion of LinearWarriorsQuadraticWizards, the player would usually start fishing for bonus turns with a CriticalHit off a physical attack. Any magically-inclined attacker would end up specializing in one element, backed up with its corresponding boosting passives to squeeze as much damage out of a neutral hit as possible.
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How To Write An Example - Do Not Pothole the Trope Name


*** While leveling from Level 1 to the LevelCap of 60 (70 with the ExpansionPack), the game is about unlocking new skills and testing new skill combinations, boosting passive stats, and getting new {{Loot}} in roughly equal measure. Upon reaching the LevelCap, while there are still Paragon Levels to be gained for small passive bonuses, the emphasis is much more on unlocking top-tier {{Loot}} and fine-tuning the character's skill loadout to match the bonuses it gives, making it a ''de facto'' case of LootBasedProgression. Additionally, by this point the player has likely completed the story mode and has probably moved on to tackling bounties and Rifts, randomized dungeons that remix assets from all parts of the game.

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*** While leveling from Level 1 to the LevelCap Level {{Cap}} of 60 (70 with the ExpansionPack), the game is about unlocking new skills and testing new skill combinations, boosting passive stats, and getting new {{Loot}} in roughly equal measure. Upon reaching the LevelCap, Level {{Cap}}, while there are still Paragon Levels to be gained for small passive bonuses, the emphasis is much more on unlocking top-tier {{Loot}} and fine-tuning the character's skill loadout to match the bonuses it gives, making it a ''de facto'' case of LootBasedProgression. Additionally, by this point the player has likely completed the story mode and has probably moved on to tackling bounties and Rifts, randomized dungeons that remix assets from all parts of the game.

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* The ''VideoGame/{{Borderlands}}'' franchise has a model where almost everything becomes obsolete quickly, meaning that you may well end up constantly redoing your Vault Hunter's build in order to take best advantage of the available equipment. [=Zer0=], for example, might respec from an SMG-focused character to a sniper upon receiving a sufficiently nasty sniper rifle.

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* The ''VideoGame/{{Borderlands}}'' franchise has a model where almost everything becomes obsolete quickly, meaning that you may well end up constantly redoing your Vault Hunter's build in order to take best advantage of the available equipment. [=Zer0=], for example, might respec from an SMG-focused character to a sniper upon receiving a sufficiently nasty sniper rifle.
rifle, while a ManOnFire Krieg build won't even touch that tree until at least 6-7 skill points in, by virtue of the early stages being overtly suicidal without the damage reduction provided by Numbed Nerves.



[[folder: Four-X]]
* ''VideoGame/{{Civilization}} 5'' starts out with a single city, where you have to survive against barbarians and explore your surroundings in the bronze age, by the Renaissance you'll be forming trade deals with other countries and spreading your religion, by the modern era you'll be pushing Tourism and trying to win the Space Race.
* Early game ''VideoGame/GalacticCivilizations'' is about building colony ships quickly and rapidly moving them to inhabitable worlds, followed by a delicate economic balancing act as you try to afford this. Late game ''Galactic Civilizations'' is more defined by research, because that allows you to out-tech your opponents and thereby crush them. Militarily, the early game is defined by tiny ships with light weapons and maybe a little armour, while the late game is defined by giant slabs of metal covered in guns that can tear apart entire fleets of tiny ships.
* ''VideoGame/{{Stellaris}}: You start out in an exploratory, expansionistic phase, clawing for territory. After a while, you'll start running into other empires, and your expansion will more or less stop, leading to a stage of bunkering down, researching, and building structures on every resource point on your turf. Eventually, you'll probably start picking fights with the alien empires, opening up their territory for further exploration and exploitation (or possibly getting you butchered like a hog, but oh well).
[[/folder]]



* ''VideoGame/{{Civilization}} 5'' starts out with a single city, where you have to survive against barbarians and explore your surroundings in the bronze age, by the Renaissance you'll be forming trade deals with other countries and spreading your religion, by the modern era you'll be pushing Tourism and trying to win the Space Race.



* Early game ''VideoGame/GalacticCivilizations'' is about building colony ships quickly and rapidly moving them to inhabitable worlds, followed by a delicate economic balancing act as you try to afford this. Late game ''Galactic Civilizations'' is more defined by research, because that allows you to out-tech your opponents and thereby crush them. Militarily, the early game is defined by tiny ships with light weapons and maybe a little armour, while the late game is defined by giant slabs of metal covered in guns that can tear apart entire fleets of tiny ships.
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** In fact, nearly all of Nippon Ichi's turn-based strategy games follow this sudden shift in necessity for the sole reason that enemies that can one-shot your army become the norm. Battles not about LevelGrinding become OneHitKO affairs.

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[[folder: Puzzle|Game ]]

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[[folder: Puzzle|Game Puzzle Game ]]


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* ''VideoGame/VampireTheMasqueradeBloodlines'' had a somewhat troubled production that ended up with the game being rushed towards the end. For the first two thirds or so, the player can use a wide selection of skills to progress, with builds focussing on stealth or social interactions being just as viable as combat, potentially even more so in some areas. The last part of the game, however, focusses on fighting almost to the exclusion of everything else, making it virtually unwinnable by the wrong kind of character.
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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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EuropaUniversalis *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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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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[[AC:ActionGame]]
* ''VideoGame/CrashBandicoot3Warped'' has an interesting version of this that isn't present in the first two games. The first main chunk of the game consists of reaching the end of levels and obtaining crystals. After obtaining the running shoes, however, the game becomes all about completing challenges and time trials for 100% completion.
* In ''VideoGame/DynastyWarriors'', early game you'd want to maximize your characters' health and defense in order to survive. But as soon as better weapons and higher levels start rolling in, you'd want to maximize your attack efficiency and/or musou power in order to kill enemies faster. This is both for the GuideDangIt treasure acquisition missions and for the fact that enemies can combo-kill/musou you on any defense in harder modes anyway.
* 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.

[[AC:ActionAdventure]]
* ''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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[[AC:ActionGame]]
[[foldercontrol]]

[[folder: Action Game ]]

* ''VideoGame/CrashBandicoot3Warped'' has an interesting version of this that isn't present in the first two games. The first main chunk of the game consists of reaching the end of levels and obtaining crystals. After obtaining the running shoes, however, the game becomes all about completing challenges and time trials for 100% completion.
completion.
* In ''VideoGame/DynastyWarriors'', early game you'd want to maximize your characters' health and defense in order to survive. But as soon as better weapons and higher levels start rolling in, you'd want to maximize your attack efficiency and/or musou power in order to kill enemies faster. This is both for the GuideDangIt treasure acquisition missions and for the fact that enemies can combo-kill/musou you on any defense in harder modes anyway.
anyway.
* 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.

[[AC:ActionAdventure]]
it.

[[/folder]]

[[folder: Action Adventure ]]

* ''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.



[[AC:EasternRPG]]
* Most ''Franchise/FinalFantasy'' games gradually introduce game mechanics. Often, this includes something like a system of magic or various [[LimitBreak limit breaks]] which can drastically change your priorities.
* ''VideoGame/FinalFantasyTactics'' has an odd kind of bait-and-switch. Early in the game, generic Wizard units will stomp all over most maps, only accelerating as you reach mid-game. Suddenly, in the late game, the whole focus changes to Special Units granted to you by the story who can do everything your generics can, but better, and physical attackers who can take a hit or two become much more useful than your fragile casters.
* Early in ''VideoGame/FinalFantasyTacticsAdvance'' you want your characters to have good strength, magic, defense and resistance. By the end game, all you care about is speed and accuracy as more or less your whole army has attacks that can [[RocketTagGameplay kill or disable an enemy in one shot.]]
* Those who enjoy the [[GottaCatchThemAll collecting]] and [[SocializationBonus trading]] aspects of ''Franchise/{{Pokemon}}'' might be shocked to find out how differently the game is played between other people. Using a haphazardly [[LevelGrinding level-grinded]] team with [[ElementalRockPaperScissors decent type coverage]] (or [[OneManArmy a single max-level]] [[OlympusMons Legendary Pokémon]], along with the gym badge that will make it obey you) is more than enough to breeze through almost all in-game battles, but raising a team to seriously compete against other players and in postgame battle facilities (which both disallow trainers to use items mid-battle, by the way – so much for those Full Restores you splurged on!) requires so much micromanagement, from IV inheritance to EV allocating, that it's like playing a different game entirely.
* In the early game of ''VideoGame/GoldenSun'' managing Djinn is very important and very difficult, because of the way the game assigns new Djinni that you find. Come endgame, you have enough Djinn to keep summoning various gods over and over again, and it's much easier to line up the correct numbers of Djinn for massive stat boosts.
* Early in ''VideoGame/SecretOfMana'' your characters must carefully ration healing items and level up their weapon skills, and boss fights can be quite brutal due to the game's limited inventory system. After acquiring magic, however, healing becomes trivial and most fights consist of stunlocking your opponents with spells until they explode. Magic dramatically changes the game.
* Early on in ''VideoGame/RecettearAnItemShopsTale'' the game essentially boils down to keeping only the most profitable items of each kind in stock. However, as the game progresses, vending machines, customer requests and value fluctuations dramatically alter your purchasing habits. Late game, it's important to keep a huge selection of various goods on hand, because one failed sale will break your combo and squander your experience bonuses.

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[[AC:EasternRPG]]
[[/folder]]

[[folder: Eastern RPG ]]

* Most ''Franchise/FinalFantasy'' games gradually introduce game mechanics. Often, this includes something like a system of magic or various [[LimitBreak limit breaks]] which can drastically change your priorities.
priorities.
* ''VideoGame/FinalFantasyTactics'' has an odd kind of bait-and-switch. Early in the game, generic Wizard units will stomp all over most maps, only accelerating as you reach mid-game. Suddenly, in the late game, the whole focus changes to Special Units granted to you by the story who can do everything your generics can, but better, and physical attackers who can take a hit or two become much more useful than your fragile casters.
casters.
* Early in ''VideoGame/FinalFantasyTacticsAdvance'' you want your characters to have good strength, magic, defense and resistance. By the end game, all you care about is speed and accuracy as more or less your whole army has attacks that can [[RocketTagGameplay kill or disable an enemy in one shot.]]
]]
* Those who enjoy the [[GottaCatchThemAll collecting]] and [[SocializationBonus trading]] aspects of ''Franchise/{{Pokemon}}'' might be shocked to find out how differently the game is played between other people. Using a haphazardly [[LevelGrinding level-grinded]] team with [[ElementalRockPaperScissors decent type coverage]] (or [[OneManArmy a single max-level]] [[OlympusMons Legendary Pokémon]], along with the gym badge that will make it obey you) is more than enough to breeze through almost all in-game battles, but raising a team to seriously compete against other players and in postgame battle facilities (which both disallow trainers to use items mid-battle, by the way � so much for those Full Restores you splurged on!) requires so much micromanagement, from IV inheritance to EV allocating, that it's like playing a different game entirely.
* In the early game of ''VideoGame/GoldenSun'' managing Djinn is very important and very difficult, because of the way the game assigns new Djinni that you find. Come endgame, you have enough Djinn to keep summoning various gods over and over again, and it's much easier to line up the correct numbers of Djinn for massive stat boosts.
boosts.
* Early in ''VideoGame/SecretOfMana'' your characters must carefully ration healing items and level up their weapon skills, and boss fights can be quite brutal due to the game's limited inventory system. After acquiring magic, however, healing becomes trivial and most fights consist of stunlocking your opponents with spells until they explode. Magic dramatically changes the game.
game.
* Early on in ''VideoGame/RecettearAnItemShopsTale'' the game essentially boils down to keeping only the most profitable items of each kind in stock. However, as the game progresses, vending machines, customer requests and value fluctuations dramatically alter your purchasing habits. Late game, it's important to keep a huge selection of various goods on hand, because one failed sale will break your combo and squander your experience bonuses.



[[AC:FirstPersonShooter]]
* In ''VideoGame/{{STALKER}}'', you start off as a ''barely'' armed and armored chump, and the best way to play is to stay safe and avoid combat of any kind while performing menial sidequests for decent equipment and some money while exploring. Later on after a few plot-important missions, combat and stealth take first place, and money and equipment are of little to no concern since you find so much stuff on the enemy stalkers you kill and on the stashes said enemy stalkers have mapped on their PDA's. The latter always has equipment in full condition and at times more advanced than anything the shops have for sale, so there's barely any need to do any shopping [[BreakableWeapons save for repairing your gear]].

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[[AC:FirstPersonShooter]]
[[/folder]]

[[folder: First Person Shooter ]]

* In ''VideoGame/{{STALKER}}'', you start off as a ''barely'' armed and armored chump, and the best way to play is to stay safe and avoid combat of any kind while performing menial sidequests for decent equipment and some money while exploring. Later on after a few plot-important missions, combat and stealth take first place, and money and equipment are of little to no concern since you find so much stuff on the enemy stalkers you kill and on the stashes said enemy stalkers have mapped on their PDA's. The latter always has equipment in full condition and at times more advanced than anything the shops have for sale, so there's barely any need to do any shopping [[BreakableWeapons save for repairing your gear]].



[[AC:{{MMORPG}}]]
* The early part of ''VideoGame/{{Elsword}}'' is about allocating skill points, practicing your play style and leveling up. However, the game gets less forgiving as you go, and you eventually need to focus on crafting powerful equipment and socketing them with the correct stats.

[[AC:{{MOBA}}]]
* When you first start playing ''VideoGame/LeagueOfLegends'' the focus is very heavily on offense, causing the whole game to be a [[RocketTag blindingly fast damage contest.]] This makes "pub stomper" champions like Lee Sin and Master Yi ungodly powerful, and heavily snowballing champions like Katarina and Akali can be very hard to stop. As players learn more about how items work and how to use crowd control, however, the game becomes much more about solid defenses, teamwork and utility. Suddenly champions with highly variable kits are more important than champions who simply do a bucket of damage.

[[AC:{{Platformer}}]]

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[[AC:{{MMORPG}}]]
[[/folder]]

[[folder: MMORPG ]]

* The early part of ''VideoGame/{{Elsword}}'' is about allocating skill points, practicing your play style and leveling up. However, the game gets less forgiving as you go, and you eventually need to focus on crafting powerful equipment and socketing them with the correct stats.

[[AC:{{MOBA}}]]
stats.

[[/folder]]

[[folder: MOBA ]]

* When you first start playing ''VideoGame/LeagueOfLegends'' the focus is very heavily on offense, causing the whole game to be a [[RocketTag blindingly fast damage contest.]] This makes "pub stomper" champions like Lee Sin and Master Yi ungodly powerful, and heavily snowballing champions like Katarina and Akali can be very hard to stop. As players learn more about how items work and how to use crowd control, however, the game becomes much more about solid defenses, teamwork and utility. Suddenly champions with highly variable kits are more important than champions who simply do a bucket of damage.

[[AC:{{Platformer}}]]
damage.

[[/folder]]

[[folder: Platformer ]]



[[AC:{{Puzzle|Game}}]]

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[[AC:{{Puzzle|Game}}]][[/folder]]

[[folder: Puzzle|Game ]]



[[AC:RealTimeStrategy]]

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[[AC:RealTimeStrategy]] [[/folder]]

[[folder: Real Time Strategy ]]



[[AC:{{Simulation}}]]
* ''VideoGame/UniversalPaperclips'' has this in regards to the two stats: Processing (increases the rate of Operations gain, and rate of Creativity gain when your Ops hits the {{Cap}}) and Memory (maximum Ops you can have, 1 memory = 1k Ops). In the first phase, Memory is ''far'' more important than Processing since several upgrades can only ever be bought if your Memory is high enough. In the second phase, where you can gain {{Skill Point}}s far more easily, both stats are around equally as important. In the final phase, where the costliest upgrade is only 250k ops (and is entirely optional, the most expensive "necessary" upgrade costing 200k), you only need 200-250 Memory, and [[OneStatToRuleThemAll every other stat point goes into Processing]] since Creativity becomes a much more vital resource.

[[AC:ThirdPersonShooter]]

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[[AC:{{Simulation}}]]
[[/folder]]

[[folder: Simulation ]]

* ''VideoGame/UniversalPaperclips'' has this in regards to the two stats: Processing (increases the rate of Operations gain, and rate of Creativity gain when your Ops hits the {{Cap}}) and Memory (maximum Ops you can have, 1 memory = 1k Ops). In the first phase, Memory is ''far'' more important than Processing since several upgrades can only ever be bought if your Memory is high enough. In the second phase, where you can gain {{Skill Point}}s far more easily, both stats are around equally as important. In the final phase, where the costliest upgrade is only 250k ops (and is entirely optional, the most expensive "necessary" upgrade costing 200k), you only need 200-250 Memory, and [[OneStatToRuleThemAll every other stat point goes into Processing]] since Creativity becomes a much more vital resource.

[[AC:ThirdPersonShooter]]
resource.

[[/folder]]

[[folder: Third Person Shooter ]]



[[AC:TurnBasedStrategy]]
* In early-game ''{{VideoGame/Disgaea}}'', every stat is about as important as it sounds. In late-game, the only stat that matters is the one you use to deal damage. In addition, magic and special abilities are almost useless in the early game with a few exceptions, due to the cost of using magic and restoring your spell points. In the later game, your magic use is much less limited.
* The early going in the old Roguelike game ''VideoGame/WizardsCastle'' involves fighting only the easy monsters (kobold, orc, wolf) and seeking three key treasures of the eight available: Blue Flame, Opal Eye and Pale Pearl. Once the player has the Flame and the Eye, books can be opened with impunity; books sometimes will max out Strength and Dexterity stats. With enough gold on hand, the player can buy Intelligence potions until smart enough to cast Fireball spells on gargoyles and dragons. Ideally, the player can level up to comfortably confront all the monsters, and even assault the Vendors. Finding the Orb of Zot, the quest's ideal, can almost become secondary to conducting a killfest.

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[[AC:TurnBasedStrategy]]
[[/folder]]

[[folder: Turn Based Strategy ]]

* In early-game ''{{VideoGame/Disgaea}}'', every stat is about as important as it sounds. In late-game, the only stat that matters is the one you use to deal damage. In addition, magic and special abilities are almost useless in the early game with a few exceptions, due to the cost of using magic and restoring your spell points. In the later game, your magic use is much less limited.
limited.
* The early going in the old Roguelike game ''VideoGame/WizardsCastle'' involves fighting only the easy monsters (kobold, orc, wolf) and seeking three key treasures of the eight available: Blue Flame, Opal Eye and Pale Pearl. Once the player has the Flame and the Eye, books can be opened with impunity; books sometimes will max out Strength and Dexterity stats. With enough gold on hand, the player can buy Intelligence potions until smart enough to cast Fireball spells on gargoyles and dragons. Ideally, the player can level up to comfortably confront all the monsters, and even assault the Vendors. Finding the Orb of Zot, the quest's ideal, can almost become secondary to conducting a killfest.



* {{Civilization}} 5 starts out with a single city, where you have to survive against barbarians and explore your surroundings in the bronze age, by the Renaissance you'll be forming trade deals with other countries and spreading your religion, by the modern era you'll be pushing Tourism and trying to win the Space Race.
* In ''VideoGame/XCOMEnemyUnknown'', your first upgrade can be either weapons or armor. At this stage in the game, your weapons are still killing enemies in one shot, so upgrading armor is more important. By the late game, RocketTagGameplay begins to emerge and you need to upgrade your weapons to keep from being outgunned.

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* {{Civilization}} 5 ''VideoGame/{{Civilization}} 5'' starts out with a single city, where you have to survive against barbarians and explore your surroundings in the bronze age, by the Renaissance you'll be forming trade deals with other countries and spreading your religion, by the modern era you'll be pushing Tourism and trying to win the Space Race.
* In ''VideoGame/XCOMEnemyUnknown'', your first upgrade can be either weapons or armor. At this stage in the game, your weapons are still killing enemies in one shot, so upgrading armor is more important. By the late game, RocketTagGameplay begins to emerge and you need to upgrade your weapons to keep from being outgunned.



[[AC:WesternRPG]]

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[[AC:WesternRPG]] [[/folder]]

[[folder: Western RPG ]]





!!Non Video-Game examples:

[[AC:LiveActionTV]]

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\n\n[[/folder]]

!!Non Video-Game examples:

[[AC:LiveActionTV]]
examples:

[[folder: Live Action TV ]]



[[AC:TabletopGames]]

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[[AC:TabletopGames]] [[/folder]]

[[folder: Tabletop Games ]]



** The changing gameplay priorities are actually built right in to 4th edition in the form of tiers. Every 10 levels, your characters get a pretty significant growth in power plus new capabilities, such as flight, {{teleportation}} or, in the final tier, the ability to cheat death and resurrect themselves at least once per day. There are some pretty dramatic differences between the capabilities and priorities of a heroic-tier party, where resources are scarce and powers need to be carefully rationed, and an epic-tier party, who won't flinch for anything short of a mad god and who can fight regular enemies for days straight without resting.

to:

** The changing gameplay priorities are actually built right in to 4th edition in the form of tiers. Every 10 levels, your characters get a pretty significant growth in power plus new capabilities, such as flight, {{teleportation}} or, in the final tier, the ability to cheat death and resurrect themselves at least once per day. There are some pretty dramatic differences between the capabilities and priorities of a heroic-tier party, where resources are scarce and powers need to be carefully rationed, and an epic-tier party, who won't flinch for anything short of a mad god and who can fight regular enemies for days straight without resting.resting.
[[/folder]]
----
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[[AC:Platformer]]

to:

[[AC:Platformer]][[AC:{{Platformer}}]]



[[AC:Simulation]]
* ''VideoGame/UniversalPaperclips'' has this in regards to the two stats: Processing (increases the rate of Operations gain, and rate of Creativity gain when your Ops hits the {{Cap}}) and Memory (maximum Ops you can have, 1 memory = 1k Ops). In the first phase, Memory is ''far'' more important than Processing since several upgrades can only ever be bought if your Memory is high enough. In the second phase, where you can gain SkillPoints far more easily, both stats are around equally as important. In the final phase, where the costliest upgrade is only 250k ops (and is entirely optional, the most expensive "necessary" upgrade costing 200k), you only need 200-250 Memory, and [[OneStatToRuleThemAll every other stat point goes into Processing]] since Creativity becomes a much more vital resource.

to:

[[AC:Simulation]]
[[AC:{{Simulation}}]]
* ''VideoGame/UniversalPaperclips'' has this in regards to the two stats: Processing (increases the rate of Operations gain, and rate of Creativity gain when your Ops hits the {{Cap}}) and Memory (maximum Ops you can have, 1 memory = 1k Ops). In the first phase, Memory is ''far'' more important than Processing since several upgrades can only ever be bought if your Memory is high enough. In the second phase, where you can gain SkillPoints {{Skill Point}}s far more easily, both stats are around equally as important. In the final phase, where the costliest upgrade is only 250k ops (and is entirely optional, the most expensive "necessary" upgrade costing 200k), you only need 200-250 Memory, and [[OneStatToRuleThemAll every other stat point goes into Processing]] since Creativity becomes a much more vital resource.
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Added DiffLines:

[[AC:Simulation]]
* ''VideoGame/UniversalPaperclips'' has this in regards to the two stats: Processing (increases the rate of Operations gain, and rate of Creativity gain when your Ops hits the {{Cap}}) and Memory (maximum Ops you can have, 1 memory = 1k Ops). In the first phase, Memory is ''far'' more important than Processing since several upgrades can only ever be bought if your Memory is high enough. In the second phase, where you can gain SkillPoints far more easily, both stats are around equally as important. In the final phase, where the costliest upgrade is only 250k ops (and is entirely optional, the most expensive "necessary" upgrade costing 200k), you only need 200-250 Memory, and [[OneStatToRuleThemAll every other stat point goes into Processing]] since Creativity becomes a much more vital resource.

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* The ''VideoGame/{{Borderlands}}'' franchise has a model where almost everything becomes obsolete quickly, meaning that you may well end up constantly redoing your Vault Hunter's build in order to take best advantage of the available equipment. [=Zer0=], for example, might respec from an SMG-focused character to a sniper upon receiving a sufficiently nasty sniper rifle.


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[[AC:Platformer]]
* ''VideoGame/TwentyXX'' can pull this on you. You can, for example, start a level with a solid Attack, then find a bunch of Power upgrades and some Owlhawk core augments, which will shift the best playstyle from "run around shooting people" to using powers much more often.
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.... wait. this one does have things that aren't games.


* 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 [[VideoGame/KingdomHearts most of the series]], but only in the first game is the difference so large and Cure learned so late.

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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 [[VideoGame/KingdomHearts [[Franchise/KingdomHearts most of the series]], but only in the first game is the difference so large and Cure learned so late.
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so it turns out that's not what the Franchise/ namespace is for


* 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.

to:

* 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 [[VideoGame/KingdomHearts most of the series]], but only in the first game is the difference so large and Cure learned so late.

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Used properly, this keeps a game fresh and fun over the course of its play time and allows players to experience the growth and change their character is going through on a more visceral level. Used poorly, this causes a game to become muddled or confusing, or worse, {{Unwinnable}}, as players realize that the skills they've honed and abilities they've sunk skill points into in the first half of the game are totally useless in the latter half. This is often the case in a DisappointingLastLevel that doesn't contain the things you need to make certain abilities beyond "hit it with a stick" work, like friendly NPCs for social abilities or poorly-lit environments that lend themselves to stealth action.

to:

Used properly, this keeps a game fresh and fun over the course of its play time and allows players to experience the growth and change their character is going through on a more visceral level. Used poorly, this causes a game to become muddled or confusing, or worse, {{Unwinnable}}, as players realize that the skills they've honed and abilities they've sunk skill points into in the first half of the game are totally useless in the latter half. This is often the case in a DisappointingLastLevel that doesn't contain the things you need to make certain abilities beyond "hit it with a stick" work, like friendly NPCs [=NPCs=] for social abilities or poorly-lit environments that lend themselves to stealth action.


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[[AC:LiveActionTV]]
* In the early seasons of ''Series/RobotWars'' there was no point putting heavy armour on a robot because almost none of the other competitors were able to mount weapons powerful enough to do serious damage, and even the House Robots mainly did cosmetic damage. It was more important to simply make a robot which could drive properly without breaking down, and hopefully have ''some'' way of disabling its opponent[[note]]the 1st Wars Champions, Roadblock, were basically a solid mobile wedge which could tip its opponents over- they had a small circular saw on the back, but it was almost ornamental[[/note]], so heavy armour was considered a waste of your weight allowance. Then in the 3rd Wars a robot called Hypno-Disc [[https://www.youtube.com/watch?v=w04BgclPmY8 debuted]] with the [[GameChanger first]] [[EverythingsBetterWithSpinning heavy flywheel weapon]] and [[TheDreaded put the fear of god in everybody]]. Combined with improvements in engineering making drive systems (while still of pivotal importance) more of a basic element to be built on, Hypno-Disc kicked off an arms race where those who could make more genuinely destructive weapons strove to do as much damage as possible, and those who couldn't (or preferred a more BoringButPractical approach) started plating themselves with heavy metal armour to resist them. On the robot combat scene today, highly-destructive weapons like flywheels and spinning drums are so prevalent that a lightly-armoured robot is just ''begging'' to be reduced to scrap.
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sc2



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* ''VideoGame/StarControl2'': In the early game, your ship is slow and weak in combat and the focus is on staying alive while exploring nearby systems to collect resources and upgrade your ship. Once your ship is fully upgraded, there's no point to resource collection, [[GameBreaker combat is trivialized]], and you can go anywhere in the galaxy with impunity. The focus changes to discovering the alien races and collecting the plot coupons required to complete the main plot of the game.
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* In early-game ''FireEmblem'' you tend to play much more cautiously. Since your low-leveled characters can't take many hits and [[FinalDeath death is permenant]], you need to bait and lure enemies one-by-one, and check enemy movement ranges carefully, to ensure you aren't overwhelmed, while making sure to weaken enemies enough for your lower-leveled characters to finish off. Once your characters start leveling up, [[PrestigeClass upgrading classes]], getting better weapons and [[RelationshipValues raising their support levels with eachother]], battles become much more about positioning your characters right to cut down hordes of enemies on the Enemy Phase. It's for this reason most games in the series suffer from EarlyGameHell.

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* In early-game ''FireEmblem'' ''VideoGame/FireEmblem'' you tend to play much more cautiously. Since your low-leveled characters can't take many hits and [[FinalDeath death is permenant]], you need to bait and lure enemies one-by-one, and check enemy movement ranges carefully, to ensure you aren't overwhelmed, while making sure to weaken enemies enough for your lower-leveled characters to finish off. Once your characters start leveling up, [[PrestigeClass upgrading classes]], getting better weapons and [[RelationshipValues raising their support levels with eachother]], battles become much more about positioning your characters right to cut down hordes of enemies on the Enemy Phase. It's for this reason most games in the series suffer from EarlyGameHell.
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* In the first ''VideoGame/KingdomHeartsI'' game, 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.

to:

* In the first ''VideoGame/KingdomHeartsI'' game, ''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.

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to:

* ''VideoGame/DawnOfWar: Dark Crusade'' and ''Soulstorm'':
** In the campaign, it's best to focus on building up requisition to buy garrison units and structures (especially in Soulstorm, which no longer remembers the buildings you placed on a previous attack/defense of a province) rather than attacking to gain more honor guard units. Later, when conquered provinces are sending you more requisition you can buy honor guard units with which to attack more efficiently.
** Similarly, the best starting wargear isn't the flashy gun or glowing sword, it's the TrueSight and speed-increasing gear that makes the commander more useful in EarlyGameHell.
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* Those who enjoy the [[GottaCatchThemAll collecting]] and [[SocializationBonus trading]] aspects of ''Franchise/{{Pokemon}}'' might be shocked to find out how differently the game is played between other people. Using haphazardly [[LevelGrinding level-grinded]] team with [[ElementalRockPaperScissors decent type coverage]] (or [[OneManArmy a single max-level]] [[OlympusMons Legendary Pokémon]], along with the gym badge that will make it obey you) is more than enough to breeze through almost all in-game battles, but raising a team to seriously compete against other players and in postgame battle facilities (which both disallow trainers to use items mid-battle, by the way – so much for those Full Restores you splurged on!) requires so much micromanagement, from IV inheritance to EV allocating, that it's like playing a different game entirely.

to:

* Those who enjoy the [[GottaCatchThemAll collecting]] and [[SocializationBonus trading]] aspects of ''Franchise/{{Pokemon}}'' might be shocked to find out how differently the game is played between other people. Using a haphazardly [[LevelGrinding level-grinded]] team with [[ElementalRockPaperScissors decent type coverage]] (or [[OneManArmy a single max-level]] [[OlympusMons Legendary Pokémon]], along with the gym badge that will make it obey you) is more than enough to breeze through almost all in-game battles, but raising a team to seriously compete against other players and in postgame battle facilities (which both disallow trainers to use items mid-battle, by the way – so much for those Full Restores you splurged on!) requires so much micromanagement, from IV inheritance to EV allocating, that it's like playing a different game entirely.

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* In ''VideoGame/{{Pokemon}}'', during the early game you have to more or less take what you can get in terms of mons and attacks. You start out with just a few monsters with low coverage on the ElementalRockPaperScissors table, and healing items are rare and expensive, if available at all. Having one of your monsters faint can absolutely cripple you, especially if that monster was your only answer to a specific problem. As the game progresses and you build your collection of monsters, this problem fixes itself. It also helps that you gain the ability to heal and revive your monsters more easily. The later games, especially in generations after the first, give you a huge amount of variety in what you can put in your team and new ways to learn attacks of different types.
** This also carries over after you beat the game, catch the local [[OlympusMons legendaries]], and gain access to the local battling facilities which offer all the best items in the game, especially if you get into competitive battling. The focus quickly shifts from "journeying across the land with your six best monsters and conquering the league and defeating the evil team" to "finding, breeding, and training a vast army of super-mons and gathering all the resources to do so, in order to gain every advantage possible to butt heads with the best of the best." Pretty soon, it becomes easy to forget the game ever had a story, and with access to every HM by this point, going to a specific location to pick up a Pokemon or TM or item you need but missed is no more trying than going to the supermarket.

to:

* In ''VideoGame/{{Pokemon}}'', during Those who enjoy the early game you have to more or less take what you can get in terms of mons [[GottaCatchThemAll collecting]] and attacks. You start [[SocializationBonus trading]] aspects of ''Franchise/{{Pokemon}}'' might be shocked to find out with just a few monsters with low coverage on the ElementalRockPaperScissors table, and healing items are rare and expensive, if available at all. Having one of your monsters faint can absolutely cripple you, especially if that monster was your only answer to a specific problem. As how differently the game progresses and you build your collection of monsters, this problem fixes itself. It also helps that you gain the ability to heal and revive your monsters more easily. The later games, especially in generations after the first, give you a huge amount of variety in what you can put in your is played between other people. Using haphazardly [[LevelGrinding level-grinded]] team and new ways to learn attacks of different types.
** This also carries over after you beat the game, catch the local
with [[ElementalRockPaperScissors decent type coverage]] (or [[OneManArmy a single max-level]] [[OlympusMons legendaries]], Legendary Pokémon]], along with the gym badge that will make it obey you) is more than enough to breeze through almost all in-game battles, but raising a team to seriously compete against other players and gain access to the local battling in postgame battle facilities which offer all the best (which both disallow trainers to use items in mid-battle, by the game, especially if way – so much for those Full Restores you get into competitive battling. The focus quickly shifts splurged on!) requires so much micromanagement, from "journeying across the land with your six best monsters and conquering the league and defeating the evil team" IV inheritance to "finding, breeding, and training EV allocating, that it's like playing a vast army of super-mons and gathering all the resources to do so, in order to gain every advantage possible to butt heads with the best of the best." Pretty soon, it becomes easy to forget the different game ever had a story, and with access to every HM by this point, going to a specific location to pick up a Pokemon or TM or item you need but missed is no more trying than going to the supermarket.entirely.
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Used properly, this keeps a game fresh and fun over the course of its play time and allows players to experience the growth and change their character is going through on a more visceral level. Used poorly, this causes a game to become muddled or confusing, or worse, {{Unwinnable}}, as players realize that the skills they've honed and abilities they've sunk skill points into in the first half of the game are totally useless in the latter half.

to:

Used properly, this keeps a game fresh and fun over the course of its play time and allows players to experience the growth and change their character is going through on a more visceral level. Used poorly, this causes a game to become muddled or confusing, or worse, {{Unwinnable}}, as players realize that the skills they've honed and abilities they've sunk skill points into in the first half of the game are totally useless in the latter half. \n This is often the case in a DisappointingLastLevel that doesn't contain the things you need to make certain abilities beyond "hit it with a stick" work, like friendly NPCs for social abilities or poorly-lit environments that lend themselves to stealth action.



** The changing gameplay priorities are actually built right in to 4th edition in the form of tiers. Every 10 levels, your characters get a pretty significant growth in power plus new capabilities, such as flight, {{teleportation}} or, in the final tier, the ability to cheat death and resurrect themselves at least once per day. There are some pretty dramatic differences between the capabilities and priorities of a heroic-tier party, where resources are scarce and powers need to be carefully rationed, and an epic-tier party, who won't flinch for anything short of a mad god and who can fight regular enemies for days straight without resting.

to:

** The changing gameplay priorities are actually built right in to 4th edition in the form of tiers. Every 10 levels, your characters get a pretty significant growth in power plus new capabilities, such as flight, {{teleportation}} or, in the final tier, the ability to cheat death and resurrect themselves at least once per day. There are some pretty dramatic differences between the capabilities and priorities of a heroic-tier party, where resources are scarce and powers need to be carefully rationed, and an epic-tier party, who won't flinch for anything short of a mad god and who can fight regular enemies for days straight without resting.

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[[AC:FirstPersonShooter]]
* In ''VideoGame/{{STALKER}}'', you start off as a ''barely'' armed and armored chump, and the best way to play is to stay safe and avoid combat of any kind while performing menial sidequests for decent equipment and some money while exploring. Later on after a few plot-important missions, combat and stealth take first place, and money and equipment are of little to no concern since you find so much stuff on the enemy stalkers you kill and on the stashes said enemy stalkers have mapped on their PDA's. The latter always has equipment in full condition and at times more advanced than anything the shops have for sale, so there's barely any need to do any shopping [[BreakableWeapons save for repairing your gear]].



* In ''VideoGame/XComEnemyUnknown'', your first upgrade can be either weapons or armor. At this stage in the game, your weapons are still killing enemies in one shot, so upgrading armor is more important. By the late game, RocketTagGameplay begins to emerge and you need to upgrade your weapons to keep from being outgunned.

to:

* In ''VideoGame/XComEnemyUnknown'', ''VideoGame/XCOMEnemyUnknown'', your first upgrade can be either weapons or armor. At this stage in the game, your weapons are still killing enemies in one shot, so upgrading armor is more important. By the late game, RocketTagGameplay begins to emerge and you need to upgrade your weapons to keep from being outgunned.
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* In ''VideoGame/KnightsOfTheOldRepublic'' you can get through most of the game with a balanced JackOfAllTrades build that focuses on social skills and nifty force powers. This grows more and more unwieldy as the game progresses, until the final boss is all but [[{{Unwinnable}} impossible]] if you aren't a highly specialized combat machine. Unless you just run away while throwing your lightsaber at him endlessly. It actually works better if you play as a character with a high level of Force points.

to:

* In ''VideoGame/KnightsOfTheOldRepublic'' you can get through most of the game with a balanced JackOfAllTrades build that focuses on social skills and nifty force powers. This grows more and more unwieldy as the game progresses, until the final boss is all but [[{{Unwinnable}} impossible]] if you aren't a highly specialized combat machine. [[HitAndRunTactics Unless you just run away while throwing your lightsaber at him endlessly. endlessly.]] It actually works better if you play as a character with a high level of Force points.points. Though it admittedly isn't very cinematic.
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* In ''VideoGame/KnightsOfTheOldRepublic'' you can get through most of the game with a balanced JackOfAllTrades build that focuses on social skills and nifty force powers. This grows more and more unwieldy as the game progresses, until the final boss is all but [[{{Unwinnable}} impossible]] if you aren't a highly specialized combat machine.

to:

* In ''VideoGame/KnightsOfTheOldRepublic'' you can get through most of the game with a balanced JackOfAllTrades build that focuses on social skills and nifty force powers. This grows more and more unwieldy as the game progresses, until the final boss is all but [[{{Unwinnable}} impossible]] if you aren't a highly specialized combat machine. Unless you just run away while throwing your lightsaber at him endlessly. It actually works better if you play as a character with a high level of Force points.

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