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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'' something similar happens only replace pre and post Cure with pre and post Reflect. 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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* ''Franchise/KingdomHearts'':
**
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'' something similar happens only replace pre and post Cure with pre and post Reflect. ''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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* ''VideoGame/StardewValley''
** In the early game you don't have much money to upgrade your farm or buy crops, nor do you have a lot of energy to clear your debris filled farm. As a result, your actual farm area will be rather small and you'll be spending your time picking up forage items and fishing. Foraging quickly loses its place compared to the more lucrative fishing, especially when you can buy buildings as well as better and more seeds come summer, but you're likely to keep fishing during this time because it's the best time of year for it. But after that, fishing also starts losing ground.
** The early game rewards crop and animal diversity with the bundles system, which both offers rewards for obtaining certain items and is also necessary to complete the community center, which is the main explicit goal of the game with everything else being basically optional. However, once this is done, most players typically start going into monocropping with either the best plant for the season or just Ancient Fruit for all three growing seasons. [[ComplacentGamingSyndrome Then they get tossed into kegs and sold, because everyone picks Artisan.]] Animals also fall by the wayside to an extent: Only pigs come across as worth the space it takes to keep them, but in the early game you're just letting them roam over an area you're not using anyway.
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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 many pieces left on the board, 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.

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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 many enough pieces left on the board, 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.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 is important to keep the king in the corner of the board, protected by other pieces, because otherwise it is 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 many pieces left on the board, 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.

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* ''TabletopGame/{{Chess}}'' players treat the king this way. In the opening and the middlegame, it is it's important to keep the king in the corner of the board, protected by other pieces, because otherwise it is 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 many pieces left on the board, 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.
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* ''TabletopGame/{{Chess}}'' players treat the king this way. In the opening and the middlegame, it is important to keep the king in the corner of the board, protected by other pieces, because otherwise it is 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 many pieces left on the board, 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.

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Disambiguation


* ''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. Averted if you decide to go for [[KillEmAll a Domination victory]], in which case your goals remain the same from the start - build an army and steamroll over the rest of the planet.

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* ''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. Averted if you decide to go for [[KillEmAll [[TakeOverTheWorld a Domination victory]], in which case your goals remain the same from the start - build an army and steamroll over the rest of the planet.
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* ''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.

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* ''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. Averted if you decide to go for [[KillEmAll a Domination victory]], in which case your goals remain the same from the start - build an army and steamroll over the rest of the planet.
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* 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]] [[SpectacularSpinning 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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* 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]] [[SpectacularSpinning 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 UsefulNotes/RobotCombat 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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* 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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* 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 � 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/Dota2'', building damage items on the carry seems like a good idea, especially at the beginning. But as the enemy carry comes online, especially a slow-building powerhouse like Medusa, you may suddenly find yourself getting slaughtered, and need to start building defense items like Black King Bar to prevent yourself being chain-stunned or otherwise countered, but now that you're the one being hunted and slaughtered, it's harder to afford to change your item setup.
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* In American Football as well as in Basketball, the team with a lead in the Fourth Quarter or last five minutes in basketball, changes its play style from an emphasis on scoring to an emphasis on clock management. Clock management is about taking as long as legally possible to score so that your opponent has insufficient time to catch up to your score. In football, a pass heavy offense will start running the ball more to chew up clock, while a basketball team will dribble and pass till the last second of possession before attempting to score. On defense, basketball teams with a lead will start intentionally fouling so that their opponent has to try to make two throws to score two points instead of one during regular play - and they get the ball back, further limiting their opponent’s time in possession.

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* In American Football as well as in Basketball, the team with a lead in the Fourth Quarter or last five minutes in basketball, changes its play style from an emphasis on scoring to an emphasis on clock management. Clock management is about taking as long as legally possible to score so that your opponent has insufficient time to catch up to your score. In football, a pass heavy offense will start running the ball more to chew up clock, clock[[note]]A quintessential example of this was Super Bowl LI, where the Atlanta Falcons, after running up a 28-3 lead, almost completely failed to use the run game in the final quarter, and the New England Patriots were able to tie the score and win in overtime[[/note]], while a basketball team will dribble and pass till the last second of possession before attempting to score. On defense, basketball teams with a lead will start intentionally fouling so that their opponent has to try to make two throws to score two points instead of one during regular play - and they get the ball back, further limiting their opponent’s time in possession.
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* In Test Cricket, the team chasing a score on the 5th day of the match will in some circumstances change focus from scoring runs, to just surviving through the day. Wicket preservation now becomes paramount as the team tries to prevent the bowling team from getting them all out. Batsmen become ultra-defensive where in they don’t even risk scoring runs of bad balls, and become more conservative in running between wickets. This is because in Test Cricket, a team chasing a score, that lasts till close of play on Day 5 without having met the target score, draws the game instead of losing it. Therefore teams that feel that a target total is insurmountable, will attempt to play for a draw.
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[[folder: Sports]]
* In American Football as well as in Basketball, the team with a lead in the Fourth Quarter or last five minutes in basketball, changes its play style from an emphasis on scoring to an emphasis on clock management. Clock management is about taking as long as legally possible to score so that your opponent has insufficient time to catch up to your score. In football, a pass heavy offense will start running the ball more to chew up clock, while a basketball team will dribble and pass till the last second of possession before attempting to score. On defense, basketball teams with a lead will start intentionally fouling so that their opponent has to try to make two throws to score two points instead of one during regular play - and they get the ball back, further limiting their opponent’s time in possession.
[[/folder]]
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** ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', unique for the series, has very limited LevelScaling and has the skimpiest StartingEquipment available, leading a tough EarlyGameHell situation. It's not uncommon to see players scrounging through outdoor crates and urns for loose coins and near-worthless VendorTrash at low levels just to scrape together enough for their first set of equipment. Once they start adventuring, they'll back every item they can carry from every dungeon, carefully deciding what items to sell at which vendor (who have limited gold and avert WeBuyAnything) to maximize profits. Later in the game, once money is no longer an issue, they'll only take choice loot while leaving behind items worth hundreds or thousands of gold as they've reached a point where the hassle of selling simply isn't worthwhile. By the end, they'll be god-slayers carrying legendary equipment (or self-enchanted custom equipment) only picking up items that they want to display in their [[AHomeownerIsYou player houses]] as trophies.

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** ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', unique for the series, has very limited LevelScaling and has the skimpiest StartingEquipment available, leading a tough EarlyGameHell situation. It's not uncommon to see players scrounging through outdoor crates and urns for loose coins and near-worthless VendorTrash ShopFodder at low levels just to scrape together enough for their first set of equipment. Once they start adventuring, they'll back every item they can carry from every dungeon, carefully deciding what items to sell at which vendor (who have limited gold and avert WeBuyAnything) to maximize profits. Later in the game, once money is no longer an issue, they'll only take choice loot while leaving behind items worth hundreds or thousands of gold as they've reached a point where the hassle of selling simply isn't worthwhile. By the end, they'll be god-slayers carrying legendary equipment (or self-enchanted custom equipment) only picking up items that they want to display in their [[AHomeownerIsYou player houses]] as trophies.



** ''VideoGame/Fallout4'' changes the franchise formula, removing BreakableWeapons and [[ClothingDamage Armor]], while making ammo generally more plentiful to address EarlyGameHell complaints of previous entries. However, you will still likely be a major hoarder of junk items due to another major series change - the addition of settlement building. Now, every single piece of VendorTrash in the wasteland can be broken down into component parts and used to upgrade equipment or build settlement structures. Early on, you'll max out your encumbrance leaving every ruin to bring back junk items. Once you have a fairly robust settlement network established, plus enough caps to buy shipments of the resources your need, you'll shift to only bringing back items with the rarest components needed for the highest level upgrades and structures.

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** ''VideoGame/Fallout4'' changes the franchise formula, removing BreakableWeapons and [[ClothingDamage Armor]], while making ammo generally more plentiful to address EarlyGameHell complaints of previous entries. However, you will still likely be a major hoarder of junk items due to another major series change - the addition of settlement building. Now, every single piece of VendorTrash ShopFodder in the wasteland can be broken down into component parts and used to upgrade equipment or build settlement structures. Early on, you'll max out your encumbrance leaving every ruin to bring back junk items. Once you have a fairly robust settlement network established, plus enough caps to buy shipments of the resources your need, you'll shift to only bringing back items with the rarest components needed for the highest level upgrades and structures.
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** 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 ''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.

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** 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 ''Morrowind''[='s=] ''Tribunal'' and ''Bloodmoon'' expansions, the game can becoming become 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.
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**In the beginning of ''VideoGame/Fallout2'', Melee is extremely important, as the opening ForcedTutorial dungeon has no ballistic weapons whatsoever, and at the end of said dungeon you're forced to fight a boss that will only fight you unarmed. You also don't get a gun for completing it, meaning you have to either buy one from a nearby town, or get one off of one of the RandomEncounters on the map screen. Once you advance in the game, however, guns are a staple weapon of choice, as melee becomes very high risk due to most enemies having things such as Shotguns or Submachine Guns that can mulch you up close. Near the end of the game, barring a few GameBreaker s, you'll be pushed into Energy Weapons due to the encounters becoming enemies that use/drop them much more frequenctly, in particular the Enclave patrols, as well as those that are fought during TheVeryDefinitelyFinalDungeon .
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* In ''VideoGame/PrincessMaker 2'', it's important to build your daughter's Stamina/Constitution early on in her life, because all of the part-time jobs require her to be sturdy enough to make it through a shift without messing up. Farm work is good for this, as it grants a decent early income if you stick with it long enough. However, once your daughter reaches her teens and some of the more lucrative jobs open up, you'll need to spend some of that income on classes to build her other skills since farming becomes less viable (especially for those pursuing social-based endings, as it cuts into her Elegance stat).

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* In ''VideoGame/PrincessMaker 2'', ''VideoGame/PrincessMaker2'', it's important to build your daughter's Stamina/Constitution early on in her life, because all of the part-time jobs require her to be sturdy enough to make it through a shift without messing up. Farm work is good for this, as it grants a decent early income if you stick with it long enough. However, once your daughter reaches her teens and some of the more lucrative jobs open up, you'll need to spend some of that income on classes to build her other skills since farming becomes less viable (especially for those pursuing social-based endings, as it cuts into her Elegance stat).

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** In ''VideoGame/TetrisTheGrandMaster 2: The Absolute PLUS'', the T.A. Death mode starts off with a race to level 500[[note]]Levels are counted differently in ''TGM''; rather than by line clears, level is effectively (pieces dropped) + (lines cleared), though every 100 levels the level counter will stall until you clear a lone.[[/note]]. Reach 500 in 3 minutes and 25 seconds or less and you get the M rank and continue playing. From there, reaching level 999 will award the Grand Master rank. Since the second half of the game has no time restrictions, the focus shifts from speeding through the game to pure survival. In other words, while many games favor an early-game defense and a late-game offense, T.A. Death favors the opposite.

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** In ''VideoGame/TetrisTheGrandMaster 2: The Absolute PLUS'', the T.A. Death mode starts off with a race to level 500[[note]]Levels are counted differently in ''TGM''; rather than by line clears, level is effectively (pieces dropped) + (lines cleared), though every 100 levels the level counter will stall until you clear a lone.line.[[/note]]. Reach 500 in 3 minutes and 25 seconds or less and you get the M rank and continue playing. From there, reaching level 999 will award the Grand Master rank. Since the second half of the game has no time restrictions, the focus shifts from speeding through the game to pure survival. In other words, while many games favor an early-game defense and a late-game offense, T.A. Death favors the opposite.



** 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.

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** In the campaign, it's best to focus on building up requisition to buy garrison units and structures (especially in Soulstorm, ''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.


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* In ''VideoGame/PrincessMaker 2'', it's important to build your daughter's Stamina/Constitution early on in her life, because all of the part-time jobs require her to be sturdy enough to make it through a shift without messing up. Farm work is good for this, as it grants a decent early income if you stick with it long enough. However, once your daughter reaches her teens and some of the more lucrative jobs open up, you'll need to spend some of that income on classes to build her other skills since farming becomes less viable (especially for those pursuing social-based endings, as it cuts into her Elegance stat).


* 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.

to:

* 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 [[SpectacularSpinning 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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** In ''VideoGame/KingdomHeartsII'' something similar happens only replace pre and post Cure with pre and post Reflect. 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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Final Death was disambiguated. Moving example to Permadeath.


* In early-game ''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 early-game ''VideoGame/FireEmblem'' you tend to play much more cautiously. Since your low-leveled characters can't take many hits and [[FinalDeath [[{{Permadeath}} 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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** ''VideoGame/Fallout4'' changes the franchise formula, removing BreakableWeapons and [[ClothingDamage Armor]], while making ammo generally more plentiful to address EarlyGameHell complaints of previous entries. However, you will still likely be a major hoarder of junk items due to another major series change - the addition of settlement building. Now, every single piece of VendorTrash in the wasteland can be broken down into component parts and used to upgrade equipment or build settlement structures.

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** ''VideoGame/Fallout4'' changes the franchise formula, removing BreakableWeapons and [[ClothingDamage Armor]], while making ammo generally more plentiful to address EarlyGameHell complaints of previous entries. However, you will still likely be a major hoarder of junk items due to another major series change - the addition of settlement building. Now, every single piece of VendorTrash in the wasteland can be broken down into component parts and used to upgrade equipment or build settlement structures. Early on, you'll max out your encumbrance leaving every ruin to bring back junk items. Once you have a fairly robust settlement network established, plus enough caps to buy shipments of the resources your need, you'll shift to only bringing back items with the rarest components needed for the highest level upgrades and structures.

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** 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.

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** 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=] ''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.Spellmaking.
** ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', unique for the series, has very limited LevelScaling and has the skimpiest StartingEquipment available, leading a tough EarlyGameHell situation. It's not uncommon to see players scrounging through outdoor crates and urns for loose coins and near-worthless VendorTrash at low levels just to scrape together enough for their first set of equipment. Once they start adventuring, they'll back every item they can carry from every dungeon, carefully deciding what items to sell at which vendor (who have limited gold and avert WeBuyAnything) to maximize profits. Later in the game, once money is no longer an issue, they'll only take choice loot while leaving behind items worth hundreds or thousands of gold as they've reached a point where the hassle of selling simply isn't worthwhile. By the end, they'll be god-slayers carrying legendary equipment (or self-enchanted custom equipment) only picking up items that they want to display in their [[AHomeownerIsYou player houses]] as trophies.


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* ''VideoGame/{{Fallout}}'':
** The series, given its AfterTheEnd setting, is rife with this trope. Early on, you're either fresh out of the vault or a poor wastelander, making do with near-broken equipment, limited ammunition, and struggling after every battle to keep your health up. Once you've gained some experience and have looted/purchased better equipment, basic survival is less difficult, freeing you up to complete missions and acquire more, even better loot. By the end of each game, you are typically one of the most powerful (and often feared) individuals in the wasteland, wearing the best pre-war gear and exterminating once-challenging foes with little effort.
** ''VideoGame/Fallout4'' changes the franchise formula, removing BreakableWeapons and [[ClothingDamage Armor]], while making ammo generally more plentiful to address EarlyGameHell complaints of previous entries. However, you will still likely be a major hoarder of junk items due to another major series change - the addition of settlement building. Now, every single piece of VendorTrash in the wasteland can be broken down into component parts and used to upgrade equipment or build settlement structures.
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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 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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* In the early game of ''VideoGame/GoldenSun2001'' 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/GoldenSun2001'' ''VideoGame/GoldenSun1'' 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 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 main weapon is how you deal the most damage, while in the late game, the gear you take with you and the ammunition you load in your main weapon has a greater importance, particularly with the introduction of mechanical enemies and the insanely useful Bluescreen Rounds.

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** In the sequel [[VideoGame/XCOM2]], ''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 main weapon is how you deal the most damage, while in the late game, the gear you take with you and the ammunition you load in your main weapon has a greater importance, particularly with the introduction of mechanical enemies and the insanely useful Bluescreen Rounds.
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* ''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).

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* ''VideoGame/{{Stellaris}}: ''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).
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** ''VideoGame/{{Diablo II}}'' is all about this trope. Early in the game, it may seem useful to put your stat points into Energy, but by the time you reach end game you realize that those points have essentially been wasted, as all you care about by then is having just enough Strength to equip the best gear and then nothing but Vitality. Likewise, in later difficulties enemies have excessive resistance to various kinds of attack, and some of your spells scale better than others; it would be a real shame if you [[{{Unwinnable}} put all of your ability points into something useless.]] Surprise!
** ''VideoGame/{{Diablo III}}'':

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** ''VideoGame/{{Diablo II}}'' ''VideoGame/DiabloII'' is all about this trope. Early in the game, it may seem useful to put your stat points into Energy, but by the time you reach end game you realize that those points have essentially been wasted, as all you care about by then is having just enough Strength to equip the best gear and then nothing but Vitality. Likewise, in later difficulties enemies have excessive resistance to various kinds of attack, and some of your spells scale better than others; it would be a real shame if you [[{{Unwinnable}} put all of your ability points into something useless.]] Surprise!
** ''VideoGame/{{Diablo III}}'':''VideoGame/DiabloIII'':



*** While leveling from Level 1 to the 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 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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*** While leveling from Level 1 to the 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 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.EquipmentBasedProgression. 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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* In the early game of ''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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* In the early game of ''VideoGame/GoldenSunTheBrokenSeal'' ''VideoGame/GoldenSun2001'' 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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