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* In ''VideoGame/Disgaea5'', [[SocketedEquipment Innocents]] can be placed in the Innocent Farm to increase their levels and a pair of them can give birth to new Innocents, which is a much more efficient way to farm more copies late game. It's also the only way to get dual stat Innocents.
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* In ''VideoGame/ShepherdsCrossing,'' breeding farm animals is an important part of the gameplay. You have both male and female animals, and if a male animal touches a receptive female animal, she'll usually become pregnant. Many animals provide useful meat, female animals won't give milk if they haven't given birth, and you can breed animals in different colors The second game shows when female animals are in heat, so you can isolate them if you don't want them to become pregnant.

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* In ''VideoGame/ShepherdsCrossing,'' breeding farm animals is an important part of the gameplay. You have both male and female animals, and if a male animal touches a receptive female animal, she'll usually become pregnant. Many animals provide useful meat, female animals won't give milk if they haven't given birth, and you can breed animals in different colors colors. The second game shows when female animals are in heat, so you can isolate them if you don't want them to become pregnant.
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* In ''VideoGame/ShepherdsCrossing,'' breeding farm animals is an important part of the gameplay. You have both male and female animals, and if a male animal touches a receptive female animal, she'll usually become pregnant. Many animals provide useful meat, female animals won't give milk if they haven't given birth, and you can breed animals in different colors The second game shows when female animals are in heat, so you can isolate them if you don't want them to become pregnant.

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* The humanoid monsters in ''VideoGame/CloudMeadow'' can pass down traits (such as better stat growth or more efficient farming abilities) from parents to child, though there is a chance for genetic mutation that will either greatly improve or severely downgrade the result. Additionally, some color palettes are only natural for certain races, so crossbreeding is required to see all variants. [[HGame Due to the nature of the game]], the protagonist can also get involved, but only if they've never been a part of their partner's family tree.



* The ''VideoGame/MonsterRancher'' series uses the fusion variant, with the resulting monster having traits from the "parents" and starting out a bit stronger than a monster generated from a disc.
* This is a major draw for the ''VideoGame/{{Petz}}'' series. Puppies and kittens will inherit traits from both parents and some players have created custom breeds simply by breeding for desired traits using the available in-game breeds, without even using mods.



* The ''VideoGame/MonsterRancher'' series uses the fusion variant, with the resulting monster having traits from the "parents" and starting out a bit stronger than a monster generated from a disc.
* This is a major draw for the ''VideoGame/{{Petz}}'' series. Puppies and kittens will inherit traits from both parents and some players have created custom breeds simply by breeding for desired traits using the available in-game breeds, without even using mods.

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* The ''VideoGame/MonsterRancher'' series uses the fusion variant, with the resulting monster having traits from the "parents" and starting out a bit stronger than a monster generated from a disc.
* This is a major draw for the ''VideoGame/{{Petz}}'' series. Puppies and kittens will inherit traits from both parents and some players have created custom breeds simply by breeding for desired traits using the available in-game breeds, without even using mods.



* In ''VideoGame/FireEmblemGenealogyOfTheHolyWar'', ''VideoGame/FireEmblemAwakening'' and ''VideoGame/FireEmblemFates'' you have the option to pair off the first generation to produce a second generation. What parents pair up influence the children's stat growths, skills and abilities, and in ''Awakening'' and ''Fates'' what classes they can reclass to. However, unlike most examples on this page, it's a part of the plot of the first two games: ''Genealogy'' [[spoiler: spans decades and the second half of the game centers around the children]] (although it should be noted that should certain people fail to be paired up, there will be replacement characters), and the children in ''Awakening'' [[spoiler: are time travelers sent to avert a BadFuture]] (again, note that technically you're only required to get Lucina, the others are recruited in optional paralogues).



* In ''VideoGame/FireEmblemGenealogyOfTheHolyWar'', ''VideoGame/FireEmblemAwakening'' and ''VideoGame/FireEmblemFates'' you have the option to pair off the first generation to produce a second generation. What parents pair up influence the children's stat growths, skills and abilities, and in ''Awakening'' and ''Fates'' what classes they can reclass to. However, unlike most examples on this page, it's a part of the plot of the first two games: ''Genealogy'' [[spoiler: spans decades and the second half of the game centers around the children]] (although it should be noted that should certain people fail to be paired up, there will be replacement characters), and the children in ''Awakening'' [[spoiler: are time travelers sent to avert a BadFuture]] (again, note that technically you're only required to get Lucina, the others are recruited in optional paralogues).

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* In ''VideoGame/FireEmblemGenealogyOfTheHolyWar'', ''VideoGame/FireEmblemAwakening'' and ''VideoGame/FireEmblemFates'' you have the option to pair off the first generation to produce a second generation. What parents pair up influence the children's stat growths, skills and abilities, and in ''Awakening'' and ''Fates'' what classes they can reclass to. However, unlike most examples on this page, it's a part of the plot of the first two games: ''Genealogy'' [[spoiler: spans decades and the second half of the game centers around the children]] (although it should be noted that should certain people fail to be paired up, there will be replacement characters), and the children in ''Awakening'' [[spoiler: are time travelers sent to avert a BadFuture]] (again, note that technically you're only required to get Lucina, the others are recruited in optional paralogues).



* ''VideoGame/ARKSurvivalEvolved'' has a breeding system. In it, 2 wandering creatures of opposing sexes will fill up a female's mating bar. Provided they stand close together until the bar fills, the female creature becomes pregnant.



* ''VideoGame/ARKSurvivalEvolved'' has a breeding system. In it, 2 wandering creatures of opposing sexes will fill up a female's mating bar. Provided they stand close together until the bar fills, the female creature becomes pregnant.

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* ''VideoGame/ARKSurvivalEvolved'' has a breeding system. In it, 2 wandering creatures of opposing sexes will fill up a female's mating bar. Provided they stand close together until the bar fills, the female creature becomes pregnant.
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[[caption-width-right:350:No one better tell him about the platinum ones...]]
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%%Image chosen via crowner in the Image Suggestion thread: https://tvtropes.org/pmwiki/crowner.php/ImagePickin/ImageSuggestions110
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[[quoteright:350:[[WebAnimation/DorklyOriginals https://static.tvtropes.org/pmwiki/pub/images/dorkly_breeding_mill.png]]]]
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* ''{{Website/Lioden}}'': A major focus of the game is breeding the lions in your pride. Almost every aspect of a lion's appearance can be inherited through breeding, and in fact some bases and many markings can only be gotten only on a lion through inheriting the gene for them from a parent.
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* In ''VideoGame/FireEmblemGenealogyOfTheHolyWar'' and ''VideoGame/FireEmblemAwakening'' you have the option to pair off the first generation to produce a second generation. What parents pair up influence the children's stat growths, skills and abilities, and in ''Awakening'' what classes they can reclass to. However, unlike most examples on this page, there's at least a plot relevant reason to engage in this: ''Genealogy'' spans decades and the second half of the game centers around the children (although it should be noted that should certain people fail to be paired up, there will be replacement characters), and the children in ''Awakening'' are time travelers sent to avert a BadFuture (again, note that technically you're only required to get [[spoiler: Lucina]], the others are recruited in optional paralogues).
* Unlike the previous games, ''VideoGame/FireEmblemFates'''s Support system and children basically exist as a gratuitous case of this as they have no real relevance to the story outside the ''Heirs of Fate'' DLC, which is completely optional.

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* In ''VideoGame/FireEmblemGenealogyOfTheHolyWar'' and ''VideoGame/FireEmblemGenealogyOfTheHolyWar'', ''VideoGame/FireEmblemAwakening'' and ''VideoGame/FireEmblemFates'' you have the option to pair off the first generation to produce a second generation. What parents pair up influence the children's stat growths, skills and abilities, and in ''Awakening'' and ''Fates'' what classes they can reclass to. However, unlike most examples on this page, there's at least it's a part of the plot relevant reason to engage in this: of the first two games: ''Genealogy'' [[spoiler: spans decades and the second half of the game centers around the children children]] (although it should be noted that should certain people fail to be paired up, there will be replacement characters), and the children in ''Awakening'' [[spoiler: are time travelers sent to avert a BadFuture BadFuture]] (again, note that technically you're only required to get [[spoiler: Lucina]], Lucina, the others are recruited in optional paralogues).
* Unlike the previous games, ''VideoGame/FireEmblemFates'''s Support system and children basically exist as a gratuitous case of this as they have no real relevance to the story outside the ''Heirs of Fate'' DLC, which is completely optional.
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* ''VideoGame/ARKSurvivalEvolved'' has a breeding system. In it, 2 wandering creatures of opposing sexes will fill up a female's mating bar. Provided they stand close together until the bar fills, the female creature becomes pregnant.
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* ''VideoGame/OreshikaTaintedBloodlines'' uses this for the human members of your clan, who are forced to live a condensed life span of only two years, roughly. To get around this, your clan members are able to create divine (but still cursed) children with gods. There are over a hundred gods you can perform the rite with, and the children will inherit traits from both the human and god parents. Occasionally, the child will even have unusual visual traits from their parent god, for instance, performing the rite with a {{kitsune}} god might result in a child or grandchild with fox ears.

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* ''VideoGame/OreshikaTaintedBloodlines'' uses this for the human members of your clan, who are forced to live a condensed life span of only two years, roughly. To get around this, your clan members are able to create divine (but still cursed) children with gods. There are over at least a hundred gods you can perform the rite with, and the children will inherit traits from both the human and god parents. Occasionally, the child will even have unusual visual traits from their parent god, for instance, performing the rite with a {{kitsune}} god might result in a child or grandchild with fox ears.
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* This is a major draw for the ''VideoGame/{{Petz}}'' series. Puppies and kittens will inherit traits from both parents and many players have created custom breeds simply by breeding for desired traits using the available in-game breeds.

to:

* This is a major draw for the ''VideoGame/{{Petz}}'' series. Puppies and kittens will inherit traits from both parents and many some players have created custom breeds simply by breeding for desired traits using the available in-game breeds.
breeds, without even using mods.
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* This is a major draw for the ''VideoGame/{{Petz}}'' series. Puppies and kittens will inherit traits from both parents and many players have created custom breeds simply by breeding for desired traits using the available in-game breeds.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/OreshikaTaintedBloodlines'' uses this for the human members of your clan, who are forced to live a condensed life span of only three years, roughly. To get around this, your clan members are able to create divine (but still cursed) children with gods. There are over a hundred gods you can perform the rite with, and the children will inherit traits from both the human and god parents. Occasionally, the child will even have unusual visual traits from their parent god, for instance, performing the rite with a {{kitsune}} god might result in a child or grandchild with fox ears.

to:

* ''VideoGame/OreshikaTaintedBloodlines'' uses this for the human members of your clan, who are forced to live a condensed life span of only three two years, roughly. To get around this, your clan members are able to create divine (but still cursed) children with gods. There are over a hundred gods you can perform the rite with, and the children will inherit traits from both the human and god parents. Occasionally, the child will even have unusual visual traits from their parent god, for instance, performing the rite with a {{kitsune}} god might result in a child or grandchild with fox ears.
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* ''VideoGame/OreshikaTaintedBloodlines'' uses this for the human members of your clan, who are forced to live a condensed life span of only three years, roughly. To get around this, your clan members are able to create divine (but still cursed) children with gods. There are over a hundred gods you can perform the rite with, and the children will inherit traits from both the human and god parents. Occasionally, the child will even have unusual visual traits from their parent god, for instance, performing the rite with a {{kitsune}} god might result in a child or grandchild with fox ears.


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* The ''VideoGame/MonsterRancher'' series uses the fusion variant, with the resulting monster having traits from the "parents" and starting out a bit stronger than a monster generated from a disc.
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* ''VideoGame/OviPets'' is built around this trope. There are over 25 species of pets to breed and add mutations to.

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* One of the main points of ''VideoGame/VivaPinata'' is its "romancing" system. Outside of one very specific case, romancing is only useful for producing more piñatas of species you already own. However, romancing is essential for meeting the population requirements that some wild piñatas have.

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* One of the main points of ''VideoGame/VivaPinata'' is its "romancing" system. Outside of one very specific case, romancing is only useful for producing more piñatas of species you already own. However, romancing is essential for meeting the population requirements that some wild piñatas have.

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* One ''WebComic/AwkwardZombie'' comic references the ''VideoGame/FireEmblemAwakening'' example, as [[AuthorAvatar Katie]] literally pushes Gaius away from Panne and forces him to marry Tharja, all so her daughter Noire has access to the Galeforce ability.

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* One ''WebComic/AwkwardZombie'' comic references the ''VideoGame/FireEmblemAwakening'' example, as [[AuthorAvatar Katie]] literally pushes Gaius away from Panne and forces him to marry Tharja, all so her daughter Noire has access to the Galeforce ability.

[[/folder]]
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** Acquiring colored chocobos in ''VideoGame/FinalFantasyVII'' requires you to breed chocobos you've captured and leveled up. Some players might be put off by the fact that related chocobos can be bred together, but this isn't too unlike animal breeding in real life. VGCats [[http://www.vgcats.com/comics/?strip_id=72 examined this]] in its usual manner.

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** Acquiring colored chocobos in ''VideoGame/FinalFantasyVII'' requires you to breed chocobos you've captured and leveled up. Some players might be put off by the fact that related chocobos can be bred together, but this isn't too unlike animal breeding in real life. VGCats Webcomic/VGCats [[http://www.vgcats.com/comics/?strip_id=72 examined this]] in its usual manner.
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* In ''VideoGame/FireEmblemGenealogyOfTheHolyWWar'' and ''VideoGame/FireEmblemAwakening'' you have the option to pair off the first generation to produce a second generation. What parents pair up influence the children's stat growths, skills and abilities, and in ''Awakening'' what classes they can reclass to. However, unlike most examples on this page, there's at least a plot relevant reason to engage in this: ''Genealogy'' spans decades and the second half of the game centers around the children (although it should be noted that should certain people fail to be paired up, there will be replacement characters), and the children in ''Awakening'' are time travelers sent to avert a BadFuture (again, note that technically you're only required to get [[spoiler: Lucina]], the others are recruited in optional paralogues).

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* In ''VideoGame/FireEmblemGenealogyOfTheHolyWWar'' ''VideoGame/FireEmblemGenealogyOfTheHolyWar'' and ''VideoGame/FireEmblemAwakening'' you have the option to pair off the first generation to produce a second generation. What parents pair up influence the children's stat growths, skills and abilities, and in ''Awakening'' what classes they can reclass to. However, unlike most examples on this page, there's at least a plot relevant reason to engage in this: ''Genealogy'' spans decades and the second half of the game centers around the children (although it should be noted that should certain people fail to be paired up, there will be replacement characters), and the children in ''Awakening'' are time travelers sent to avert a BadFuture (again, note that technically you're only required to get [[spoiler: Lucina]], the others are recruited in optional paralogues).

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* Unlike previous ''VideoGame/FireEmblem'' games, in which the children's existence ''does'' have plot relevance[[note]] ''[[VideoGame/FireEmblemGenealogyOfTheHolyWar Genealogy of the Holy War]]'' spans decades and the children take up the war after their parents, and the children in ''[[VideoGame/FireEmblemAwakening Awakening]]'' are time travelers trying to change a BadFuture[[/note]] ''VideoGame/FireEmblemFates'''s Support system and children basically exist as this as they have no real relevance to the story outside the ''Heirs of Fate'' DLC, which is completely optional.

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* Unlike previous ''VideoGame/FireEmblem'' games, in which In ''VideoGame/FireEmblemGenealogyOfTheHolyWWar'' and ''VideoGame/FireEmblemAwakening'' you have the option to pair off the first generation to produce a second generation. What parents pair up influence the children's existence ''does'' have stat growths, skills and abilities, and in ''Awakening'' what classes they can reclass to. However, unlike most examples on this page, there's at least a plot relevance[[note]] ''[[VideoGame/FireEmblemGenealogyOfTheHolyWar Genealogy of the Holy War]]'' relevant reason to engage in this: ''Genealogy'' spans decades and the second half of the game centers around the children take up the war after their parents, (although it should be noted that should certain people fail to be paired up, there will be replacement characters), and the children in ''[[VideoGame/FireEmblemAwakening Awakening]]'' ''Awakening'' are time travelers trying sent to change avert a BadFuture[[/note]] BadFuture (again, note that technically you're only required to get [[spoiler: Lucina]], the others are recruited in optional paralogues).
* Unlike the previous games,
''VideoGame/FireEmblemFates'''s Support system and children basically exist as a gratuitous case of this as they have no real relevance to the story outside the ''Heirs of Fate'' DLC, which is completely optional.



* ''VideoGame/{{Spore}}'', with the twist that the player controls a single creature directly. Evolution is the goal in that stage of the game: you hunt around for bones that contain instructions for new body parts, then use acquired evolution points to append selected parts in the next generation of creature. In the space stage, there's also a "creature tweaker" that allows manipulation of any creature found in the game, but this is purely cosmetic with no influence on play.

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* ''VideoGame/{{Spore}}'', with the twist that the player controls a single creature directly. Evolution is the goal in that stage of the game: you hunt around for bones that contain instructions for new body parts, then use acquired evolution points to append selected parts in the next generation of creature. In the space stage, there's also a "creature tweaker" that allows manipulation of any creature found in the game, but this is purely cosmetic with no influence on play.play.

[[AC: Non Video Game References]]
* One ''WebComic/AwkwardZombie'' comic references the ''VideoGame/FireEmblemAwakening'' example, as [[AuthorAvatar Katie]] literally pushes Gaius away from Panne and forces him to marry Tharja, all so her daughter Noire has access to the Galeforce ability.
Is there an issue? Send a MessageReason:
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* Unlike previous ''VideoGame/FireEmblem'' games, in which the children's existence ''does'' have plot relevance[[note]] ''[[VideoGame/FireEmblemGenealogyOfTheHolyWar Genealogy of the Holy War]]'' spans decades and the children take up the war after their parents, and the children in ''[[VideoGame/FireEmblemAwakening Awakening]]'' are time travelers trying to change a BadFuture[[/note]] ''VideoGame/FireEmblemFates'''s Support system and children basically exist as this as they have no real relevance to the story outside the ''Heirs of Fate'' DLC.

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* Unlike previous ''VideoGame/FireEmblem'' games, in which the children's existence ''does'' have plot relevance[[note]] ''[[VideoGame/FireEmblemGenealogyOfTheHolyWar Genealogy of the Holy War]]'' spans decades and the children take up the war after their parents, and the children in ''[[VideoGame/FireEmblemAwakening Awakening]]'' are time travelers trying to change a BadFuture[[/note]] ''VideoGame/FireEmblemFates'''s Support system and children basically exist as this as they have no real relevance to the story outside the ''Heirs of Fate'' DLC.
DLC, which is completely optional.
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* Unlike previous ''VideoGame/FireEmblem'' games, in which the children's existence ''does'' have plot relevance[[note]] ''[[VideoGame/FireEmblemGenealogyOfTheHolyWar Genealogy of the Holy War]]'' spans decades and the children take up the war after their parents, and ''[[VideoGame/FireEmblemAwakening Awakening]]'''s children are time travelers trying to change a BadFuture[[/note]] ''VideoGame/FireEmblemFates'''s Support system and children basically exist as this as they have no real relevance to the story outside the ''Heirs of Fate'' DLC.

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* Unlike previous ''VideoGame/FireEmblem'' games, in which the children's existence ''does'' have plot relevance[[note]] ''[[VideoGame/FireEmblemGenealogyOfTheHolyWar Genealogy of the Holy War]]'' spans decades and the children take up the war after their parents, and the children in ''[[VideoGame/FireEmblemAwakening Awakening]]'''s children Awakening]]'' are time travelers trying to change a BadFuture[[/note]] ''VideoGame/FireEmblemFates'''s Support system and children basically exist as this as they have no real relevance to the story outside the ''Heirs of Fate'' DLC.
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* Unlike previous ''VideoGame/FireEmblem'' games, in which the children's existence ''does'' have plot relevance [[note]]''[[VideoGame/FireEmblemGenealogyOfTheHolyWar Genealogy of the Holy War]]'' spans decades and the children take up the war after their parents, and ''[[VideoGame/FireEmblemAwakening Awakening]]'''s children are time travelers trying to change a BadFuture[[/note]]''VideoGame/FireEmblemFates'''s Support system and children basically exist as this as they have no real relevance to the story outside the ''Heirs of Fate'' DLC.

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* Unlike previous ''VideoGame/FireEmblem'' games, in which the children's existence ''does'' have plot relevance [[note]]''[[VideoGame/FireEmblemGenealogyOfTheHolyWar relevance[[note]] ''[[VideoGame/FireEmblemGenealogyOfTheHolyWar Genealogy of the Holy War]]'' spans decades and the children take up the war after their parents, and ''[[VideoGame/FireEmblemAwakening Awakening]]'''s children are time travelers trying to change a BadFuture[[/note]]''VideoGame/FireEmblemFates'''s BadFuture[[/note]] ''VideoGame/FireEmblemFates'''s Support system and children basically exist as this as they have no real relevance to the story outside the ''Heirs of Fate'' DLC.
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* Unlike previous ''VideoGame/FireEmblem'' games, in which the children's existence ''does'' have plot relevance [[note]]''[[VideoGame/FireEmblemGenealogyOfTheHolyWar Genealogy of the Holy War]]'' spans decades and the children take up the war after their parents, and ''[[VideoGame/FireEmblemAwakening Awakening]]'''s children are time travelers trying to change a BadFuture[[/note]]''VideoGame/FireEmblemFates'''s Support system and children basically exist as this as they have no real relevance to the story outside the ''Heirs of Fate'' DLC.

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HotSkittyOnWailordAction is a separate trope, but overlap with this one is not uncommon. For tropes that may result from a breeding system, see GenderEqualsBreed, PatchworkKids, AllGenesAreCodominant, and HybridPower. Fusion-based versions bear some relation to ItemCrafting.

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HotSkittyOnWailordAction is a separate trope, but overlap with this one is not uncommon. For tropes that may result from a breeding system, see GenderEqualsBreed, PatchworkKids, AllGenesAreCodominant, SuperBreedingProgram and HybridPower. Fusion-based versions bear some relation to ItemCrafting.
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[[AC: TowerDefense]]
* In ''War Dragons'', you get new dragons by breeding the ones you already have. The frustrating part is that Epic and Rare dragons need multiple egg fragments to be obtained before they can be hatched, and you need 20 egg tokens per egg or fragment bred.
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* Demons in the ''Franchise/ShinMegamiTensei'' games can be fused with one another, or in some games simply sacrificed, to create new demons. As demons don't gain power through play, unlike the human characters, this is the only alternative to negotiating with more powerful creatures.

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* Demons in the ''Franchise/ShinMegamiTensei'' games can be fused with one another, or in some games simply sacrificed, to create new demons. As As, after a while, the leveling requirements increase far too sharply for demons don't gain power through play, to remain useful, unlike the human characters, this is the only alternative to negotiating with more powerful creatures.
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* ''VideoGame/HarvestMoon'' is a farming sim so it always features cow pregnancies and chickens laying eggs. ''VideoGame/HarvestMoonAWonderfulLife'' has male animals, unlike most titles, and thus it's possible to breed your own animals instead of using a "Miracle Potion".

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* ''VideoGame/HarvestMoon'' is a farming sim so it always features cow pregnancies and chickens laying eggs. ''VideoGame/HarvestMoon3'' and ''VideoGame/HarvestMoonAWonderfulLife'' has have male animals, unlike most titles, and thus it's possible to breed your own animals instead of using a "Miracle Potion".

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* ''VideoGame/CelestialVale'' and its sister games have/had breeding systems with differing levels of complexity. ''Celestial Vale'' in particular had an extremely complicated genetics system, which only the site's programmer fully understood.

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* ''VideoGame/CelestialVale'' and its sister games have/had breeding systems with differing levels of complexity. complexity.
**
''Celestial Vale'' in particular had three breeding systems during its lifespan, with an extremely complicated genetics system, which only the site's programmer fully understood.understood. 1.0's DNA system was short-lived due to its flawed execution resulting in some colors being disproportionately common as breeding results. For the rest of 1.0's lifespan, breeding results could be influenced by the colors of a creature's ancestors, with more recent ancestors having greater chances of their color being inherited. 2.0 brought DNA back, but with so much added complexity that only the site's programmer fully understood how it worked.
** ''VideoGame/ValleyOfUnicorns'': Breeding results are usually semi-randomized, but some rare colors have unique inheritance behaviors that can encourage purebred lineages or breeding at specific times of the month.
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In a game in which friendly or tameable creatures play an important role, sometimes a player will find themselves needing more or better critters than what they can find naturally. Reasons for this could vary based on the goals of the game, but the solution to the problem is always the same: you breed the beasts you have in order to get your desired result. Some games may instead opt for a "fusion" system that causes the two parent creatures to disappear, but the idea behind it is very much the same.

In-game breeding systems involve putting two compatible creatures together in order to obtain offspring that take after one or both parents. An extremely basic system would result in offspring that look [[IdenticalGrandson just like one of the parents]]. However, more complex systems can include multiple traits that can be bred for, complicated rules for inheritance, and perhaps even methods for producing MixAndMatchCritters.

Although this trope can fit comfortably into many different genres, it is most often found in [=RPGs=] and simulation games. In the former, it often plays out as a sort of [[LamarckWasRight Lamarckian]] MinMaxing, in which the player carefully picks breeding pairs, possibly over several generations, in order to obtain a highly optimized creature at the end. Simulation games are more likely to have highly complex breeding systems, to the point that "breeding sim" has become a recognizable subgenre in and of itself, usually found in the form of browser games.

HotSkittyOnWailordAction is a separate trope, but overlap with this one is not uncommon. For tropes that may result from a breeding system, see GenderEqualsBreed, PatchworkKids, AllGenesAreCodominant, and HybridPower. Fusion-based versions bear some relation to ItemCrafting.

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!! Examples:

[[AC:Action Adventure]]
* ''VideoGame/SonicAdventure'' and its sequel both include Chao gardens. Chao may be trained and any two may be crossed, with the usual Lamarckian mechanics coming into play. This doesn't affect anything outside of the garden, though.

[[AC:Browser Game]]
* ''[[http://beastkeeper.com/ BeastKeeper]]'' is a pet game and breeding sim. Both positive and negative traits can be inherited by offspring, so players must be careful to avoid breeding pairs that may produce weak, stupid, or otherwise undesirable children.
* ''VideoGame/CelestialVale'' and its sister games have/had breeding systems with differing levels of complexity. ''Celestial Vale'' in particular had an extremely complicated genetics system, which only the site's programmer fully understood.
* ''Website/DragonCave'' is a game that simply involves collecting dragons. Most of these dragons can breed, and most of the time baby dragons will grow up to be identical to one of the parents. To spice things up, there are a few hybrids and alternate sprites that can only be obtained through breeding, and some egg varieties can only be laid at certain times of year. A dragon's pedigree is viewable, and the value of a dragon has a lot to do with how visually appealing its pedigree is.
* ''VideoGame/FlightRising'' is another game about breeding dragons. Dragons can come in several breeds and colors, and "genes" can be added to a dragon in order to give it special markings and features. All of these traits can potentially be passed down, with inheritance calculated differently for each.
* ''[[http://khimeros.com Khimeros]]'' is a virtual pet game that features breeding.
* ''[[http://strangelings.com/game/index.html Strangelings]]'' involves the breeding of fox-like creatures.
* ''Website/{{Wajas}}'' is an online pet game that revolves entirely around breeding the eponymous creatures. Breed, color, markings, and mutations are all traits that can be bred for. There's an enormous range of options and no predefined goal, so it's rare to find two players who are trying to breed for the exact same result.

[[AC:MMORPG]]
* ''VideoGame/StarTrekOnline'' has tribble breeding, done by either leaving the tribble in inventory with particular foods, or by duty officer assignments found in your ship interior. The former creates a new tribble, the latter transforms your old one. Different tribbles grant different buffs: for example feeding a tribble ketracel-white will produce a tribble that buffs your damage against Jem'Hadar.

[[AC:Role Playing Game]]
* The first several games in the ''VideoGame/DragonQuestMonsters'' series have a breeding system in which offspring may not have a similar appearance to their parents, but they will inherit their parents' powers. ''Joker'' and its sequel changed this to a fusion system.
* ''Franchise/FinalFantasy'':
** Acquiring colored chocobos in ''VideoGame/FinalFantasyVII'' requires you to breed chocobos you've captured and leveled up. Some players might be put off by the fact that related chocobos can be bred together, but this isn't too unlike animal breeding in real life. VGCats [[http://www.vgcats.com/comics/?strip_id=72 examined this]] in its usual manner.
** ''VideoGame/FinalFantasyXIII2'' lets the players infuse one of their summoned creatures (which fill out the third party slot in battles) with another. This destroys the latter but transfers some of its special abilities to the former, effectively creating a stronger breed.
* ''Videogame/JadeCocoon'' has a Merging mechanic that allows you to fuse two minions together. The resulting minion has the body-shape of the first 'parent', the color scheme of the second, and the special attacks and elemental attributes of both.
* ''Franchise/{{Pokemon}}'' has a [[http://bulbapedia.bulbagarden.net/wiki/Breeding breeding system]] that has grown in importance and complexity over the years. It can be used to obtain rare species and palette swaps, but it's also essential for producing high-quality teams for competitive play.
* Demons in the ''Franchise/ShinMegamiTensei'' games can be fused with one another, or in some games simply sacrificed, to create new demons. As demons don't gain power through play, unlike the human characters, this is the only alternative to negotiating with more powerful creatures.

[[AC:Simulation Game]]
* Hybridizing flowers in ''VideoGame/AnimalCrossing'' fits the spirit of this trope, if not the letter. If two differently-colored flowers of the same type are planted close enough to each other, a new flower of an unusual color may grow nearby. The catch is, you can't use just any two different colors; each hybrid has two or three possible combos that can produce it, and some hybrids are prerequisites for others.
* ''VideoGame/HarvestMoon'' is a farming sim so it always features cow pregnancies and chickens laying eggs. ''VideoGame/HarvestMoonAWonderfulLife'' has male animals, unlike most titles, and thus it's possible to breed your own animals instead of using a "Miracle Potion".
* ''VideoGame/MewGenics'', an upcoming game that places the player in the role of a crazy cat lady, will have this as one of its main game mechanics.
* Certain models of ''VideoGame/{{Tamagotchi}}'' feature infrared connection. If two adult Tamagotchis of opposite genders are connected, they can "marry" and lay eggs that will eventually replace them. This allows players to begin the Tamagotchi life cycle over again.
* One of the main points of ''VideoGame/VivaPinata'' is its "romancing" system. Outside of one very specific case, romancing is only useful for producing more piñatas of species you already own. However, romancing is essential for meeting the population requirements that some wild piñatas have.

[[AC:Strategy Game]]
* In ''VideoGame/MassiveChalice'', you must partake in a ''hero'' breeding mechanic, where you, as the immortal king of the realm, must decide which heroes and heroines defending the lands have to retire to their castles, [[ArrangedMarriage intermarry]] and produce a new lineup of young heroes who inherit some of their old folks' powers and generally become stronger with each generation.

[[AC:Wide Open Sandbox]]
* ''VideoGame/{{Minecraft}}'' has all sorts of friendly and passive mobs that provide utilities or materials that players may find useful. Since natural mob spawning can't entirely be controlled or relied on, there exists a breeding system that allows most animal-based mobs to produce babies. Breeding for most of these animals is very bare-bones, but horses have a more complicated system that involves colors, markings, and hidden stats.
* ''VideoGame/{{Spore}}'', with the twist that the player controls a single creature directly. Evolution is the goal in that stage of the game: you hunt around for bones that contain instructions for new body parts, then use acquired evolution points to append selected parts in the next generation of creature. In the space stage, there's also a "creature tweaker" that allows manipulation of any creature found in the game, but this is purely cosmetic with no influence on play.

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