Automoderated users, Autopatrolled users, Bureaucrats, Comment administrators, Confirmed users, Moderators, Rollbackers, Administrators
214,144
edits
m (Mass update links) |
No edit summary |
||
(14 intermediate revisions by 5 users not shown) | |||
Line 1:
{{trope}}
[[File:pld-rdm-75-
{{quote|''"Wow! [[Lampshade Hanging|I feel as if I've passed some arbitrary experience value and gained more power]]!"''|'''Marcus''', '''''[[Fallout 2]]'''''}}
The concept of "experience", in the [[Role
In most games with Character Levels, the main character starts off with a fairly low "level", usually described in single digits (e.g. "Lv.1"). When they defeat an enemy, they receive [[Experience Points]], and each time their experience reaches a designated threshold, the character "levels up": Their stats increase by a small amount, and they may be rewarded with new skills and abilities. This improves the character's ability to vanquish monsters, and allows the player to successfully take down larger monsters (with higher yields of experience) over time.
Generally speaking, monsters do not "level up" with the player; monsters are usually assigned a fixed experience level which remains the same for the entire game (although it may vary from one area to the next). There are exceptions, however (e.g. ''[[
Depending on the game, the increase in level may either have a predetermined effect, [[Character Customization|allow the player to invest into new abilities and stats]], or a combination of the two. Some games even tried to make the process more logical by [[Stat Grinding|increasing the attributes the character has used most]].
Like many [[Role
Finally, some games may actually use levels to restrict options. For instance, that [[Infinity+1 Sword]] may [[Level-Locked Loot|require you to reach, say, Level 500]] before you're allowed to even lay eyes on it, let alone pick it up and start bashing monsters. This comes up in games where it's feasible for a level 1 character to get his or her hands on that sword somehow; typically, this would be an online multiplayer system.
Line 19 ⟶ 18:
See also [[Level Grinding]], [[Absurdly High Level Cap]], [[Absurdly Low Level Cap]], [[Class and Level System]], [[Level-Locked Loot]], [[Super Weight]], [[Level Scaling]] and [[Stat Grinding]]
Oh, and if you're looking for the game called ''Level Up!'', that's [[Level Up (
{{examples}}▼
▲{{examples}}
== [[Action Adventure]] ==▼
== Video game examples ==
* ''[[Iji (Video Game)|Iji]]'' has levels for your Nanofield, but all a level does is allow you to get a 1 point increase to 1 stat. Interestingly, this isn't automatic - you have to find a special station to spend your available point on one of the 7 stats. You can also get extra points by picking up special powerups.▼
▲=== [[Action Adventure]] ===
* Played for laughs in ''[[X Men (Film)|X-Men Origins: Wolverine]]'', where levelling up would make Logan glow brightly and let out a primal roar.▼
▲* ''[[
▲* Played for laughs in ''[[X
* In ''[[Marvel Ultimate Alliance]],'' [[Deadpool]] gets the best level up lines. "[[No Fourth Wall|I gained enough experience points, and I leveled up!]]" "Now ''I'm'' the best at doing whatever it is [[Wolverine]] does!" (As one of Wolverine's post-[[Mook]]-kill phrases, as well as one of the character's signature phrases, is "I'm the best at what I do.")
=== [[First-Person Shooter]]s ===
* ''[[Call of Duty]]
=== [[Hack and Slash]] ===
* The only thing that increases when Caim levels up in ''[[Drakengard]]'' is the amount of [[Hit Points]] he has. In order to increase his damage or his magic meter, you have to level up the various weapons that are found in the game.
=== [[Mecha Game]]s ===
* In ''[[Zone of the Enders]] 2'', if you defeat enough enemies, your health bar will increase slightly. But since you gain no other attributes upon "leveling up", you will still die fairly quickly if you let your guard down (especially against the [[Big Bad]])
=== Miscellaneous Games ===
* In the DS ''[[Dinosaur King]]'' game, the level(s) of your opponent's dinosaurs determine how much EXP you obtain by beating them. Also, as they level up, dinosaurs produce Move Cards, which can be equipped on any dinosaur regardless of their level.
=== [[Massively Multiplayer Online Role Playing Game|MMORPG]]s ===
* An interesting usage of this trope involves the MMO Sports game ''[[Shot Online]]'', a golf game where you start as a Level 1 golfer, slicing and hooking the ball like mad, driving off the tee barely 150 yards. The more you play, the more experience you earn, gaining levels, and placing points to stats to straighten and lengthen those shots...
* ''[[Battle Stations]]'' - [[RPG Elements|levelling up]] gives you stat points that can be used to boost your abilities, and allows access to better ships and equipment.
* Largely averted in ''[[
* The MMO ''[[Video Game/Dark Ages 1999|Dark Ages]]'' handled character levels in the usual way, but it called them "insights", which at least added some flavor and an explanation as to why your character was suddenly better at something: he or she was said to have "gained a flash of insight". Later updates to the game ruined this flavor, though, by implementing a [[They Changed It, Now It Sucks|"Level Up" graphic above the character's head]].
=== [[Platform Game]] ===
* ''Faxanadu'' has character levels, but they only determine the amount of XP and money retained by the player when they die and resurrect.
** And the character levels are, in fact, counter-intuitive. Rather than leveling up as soon as you get enough experience, you have to get enough experience, and then make your way to a church and speak to the priest, who gives you a new title (and effectively the level). If you die before you manage to make it to the church (a frequent occurrence), then your experience points are reset to your previous title, making leveling a grueling and ''entirely unnecessary'' aspect of the game.
Line 51:
* The Ratchet & Clank games feature this, in generally increasingly extreme forms as the series progresses, but for your weapons: Each time you kill something with any particular weapon, the WEAPON earns experience. When it gets enough, it levels up. Later games allow it to become a new, more powerful type of weapon at the end of a multi-step leveling sequence. Some games only allow higher levels to be reached after you unlock the hard mode of the game and are playing in it.
=== [[Racing Game]]s ===
* ''[[Blur (
=== [[Role
* The ''[[Fallout]]'' series has a fairly generic level-up system similar to ''[[GURPS]]'' (which it was originally slated to use), in which each level-up is primarily focused on allocating skill points. Base attributes do not change upon level-up, but every third level grants a perk for further customization of the player character. Your [[NPC
* Despite being a card game, some [[Genre Shift
** The card game itself has "Level Monsters", monsters that are capable of Leveling up and becoming stronger. Lower level monsters usually just need to survive a turn to level up, but destroying a monster in battle is also typical. Higher leveled monsters usually get some benefit from being leveled up from their previous level, while the highest leveled monsters typically cannot be summoned by any way but by leveling up the previous leveled monster.
*** The card Level Up can also be used to bypass any leveling conditions, it tends to be abused.
* The ''[[Elder Scrolls]]'' series has a variation on this, starting with the second game ''Daggerfall''. (''Arena'' used standard levels.) Levels are gained in individual skills (rather than levels leading to new ones). Every 10 "major" skills (skill designated when creating a new character) leveled results in a new character level (and an increase in stats based on what skills were increased). In addition to this, more variations within a skill become available every 25 levels a character gains in that skill (for example the spell related skills allow the character to use more powerful spells, melee skills grant more power attacks and so on).
** The noted skill perks are only present on the latest two installments of the Elder Scrolls series, Oblivion and Skyrim. Skyrim also does away with major and minor skills.
* In the ''[[
** In the ''[[Pokémon (
* In ''[[Lost Kingdoms]]'', you would only level up with the storyline. This wouldn't stop the player from using powerful cards, since you'd use HP instead of rune stones when you ran out of them (and your HP wouldn't drop to 0 from this, and exploitation fixed in the sequel).
* In ''[[
* The first two ''[[Paper Mario (
** ''[[
* Averted (for the most part) in ''[[
* ''[[.hack GU Games|.Hack//G.U]]'' uses your character level to lock you out of higher level equipment till you hit that level.
* Inverted in the first two ''Rockman.EXE / [[
* The NES/Famicom (along with its [[Updated Rerelease
* In ''[[Infinite Space]]'', only assigned crew members will gain experience points from battle, and when they level up, the stat required by their post will go up faster than other stats. The assignment and command skills owned by your crews will level up for each twenty levels.
* ''[[Freelancer]]'' levels are based on ''money'', except if you're still playing through the story, in which case every other level requires you to complete a storyline mission. These levels allow you to purchase mightier ships, which in turn have better armor, shields, armament capacity, and cargo space.
Line 76:
* [[Knights of the Old Republic]] naturally does this. It's a good idea to wait until low on health before spending the experience points, as this will fully heal your character.
=== [[Shoot'Em Up]] ===
* ''[[Bubble Tanks]]'' has your "levels" in an evolution tree- when you collect enough bubbles from defeated enemies, you "level up" and choose a next evolution for your tank. Careful though, getting hit by enemies causes you to ''lose'' experience points, and you can go back down a level if you are not careful!
=== [[Stealth Based Game]]s ===
* The early ''[[Metal Gear]]'' had leveling systems. In the first ''[[Metal Gear
=== [[Survival Horror]] ===
* ''[[Dead Rising]]'' uses a basic form of this: you kill zombies and take pictures to gain experience, and each level gained results in either a stat boost (Speed, Power, Inventory, etc.) or a new move (Double Lariat, Disembowel).
=== [[Turn
* ''[[Jagged Alliance]]'' has an "Experience Level" that increases slowly whenever the character's attributes or skills go up (no matter which skills...). It increases performance in nearly every aspect of gameplay, but does not increase the level of challenge (that's based on another, character-irrelevant value). However, more experienced characters do cost more to hire, which means that you need to watch out not to train your characters beyond your financial means.
=== [[Film]] ===▼
* In ''[[The Gamers|The Gamers: Dorkness Rising]]'', which is, after all, about ''[[Dungeons
▲== [[Film]] ==
▲* In ''[[The Gamers|The Gamers: Dorkness Rising]]'', which is, after all, about ''[[Dungeons and Dragons]]'', the characters are explicitly stated to be level 9. Which, considering their abilities, seems about right.
=== [[Tabletop Games]] ===
* ''[[
** All of the ''[[
* Two of the first tabletop RPGs not to use levels at all were ''[[Traveller]]'' and ''[[
* Averted in ''[[
* ''[[
* HERO System games like ''[[Champions]]'' don't use Character Levels or even a typical class progression. Rather, your [[Experience Points]] function in a manner identical to the points given at character creation, creating a more consistent curve of progression rather than the "Staircase" style of other systems. Or it could make the game needlessly complex.
* ''[[Mutants and Masterminds]]'': First edition had levels the character earned after every 15 power points. These levels in turn acted as a cap on how much a character could invest in certain attributes. Second edition loosened this up a bit, and level simply became a cap on all players power point expenditures (the cap only applies to certain categories) that could be changed any time the GM felt like it.
=== [[Web Comics]] ===
* Apparently gaining a level in ''[[
* In ''[[
* Often, [http://www.goldcoincomics.com/?id=13 lower character levels] mean you get the lower end of the equipment list.
* Red Mage of ''[[8-Bit Theater
* Played straight in ''[[Our Little Adventure]]''. The group even get a fanfare filled panel when they do level up.
** When the characters levelled up in the Rosoro Underground, not all the characters levelled up at the same time. Lenny levelled up first ''accidentally'' in [http://danielscreations.com/ola/comics/ep0158.html this comic here.]
* Parodied in [http://xkcd.com/189/ this] [[
=== [[Web Original]] ===
* The serial ''Memetic Narration'' ([https://web.archive.org/web/20120502231454/http://writetocreate.tumblr.com/ found here]) features a third-person narrator whom the main character can hear. Said narrator informs the main character that as he builds relationships with his friends he will be alerted when the relationships "level up," a la ''[[
* In the first ''[[Asdfmovie]]'' a character levels up after randomly punching another character in the face.
* [[Mall Fight]]'s perception of a Character Level is absolutely distorted into oblivion. One fighter has some set stats (Attack, Defense, etc.) while another has totally different stats (Strength, Perception, etc) while another doesn't even care about it at all.
{{reflist}}
[[Category:Useful Notes/Fighting Game]]
[[Category:Older Than the NES]]
[[Category:Tabletop
[[Category:
[[Category:
|