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Most games with multiple characters have a system where the character gains Experience Points and gains levels after certain thresholds. However, especially on Mobile Phone Games, developers have started doing a thing where there's more than one way to power up your character. I think that Heroes Charge pioneered this system, so I'll use its terminology as an example:
In Heroes Charge, this goes hand-in-hand with their main Revenue-Enhancing Device: Forced Level-Grinding. All of the Green Rocks described above are Random Drops from campaign levels, which you typically have to repeat over and over. To facilitate this, Heroes Charge introduced "Auto Battle": once you've beaten the campaign level thoroughly enough (3 stars), you can just press a button and have the game AI its way through the level. Heck, sometimes it doesn't even bother showing the fights; it just rolls up the loot and saves time!
I'm not sure which came first, "Auto Battle" or this idea of Multiple Character-Level Axes (as in, "the plural of axis"), but they go together really well; more importantly, they've become some of the most fundamental game-design tropes in the mobile-games space.
Do we have tropes for any of the things I've described?
Edited by slvstrChung