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These have been around almost as long as console and computer RPGs have, and became more common durring the mid 90's which time a HUGE number of developers seemed to want the added more complexity to their games(and they hoped increased sales thanks to the prestige that came from having "RPG Elements" printed on the back of the box), even if the elements in question weren't anything more than [[Hit Points]]. Generally ignored is the fact that these "RPG Elements" are not even universal to actual RPGs.
Seems to occur most often in [[First-Person Shooter|FPSes]], [[Turn
{{examples}}
== [[Action Adventure]] ==
* One of the earliest examples is ''[[Zelda II:
* Even earlier than ''Zelda II'' was an [[Infocom]] [[Interactive Fiction|text adventure]], ''Beyond Zork''. Your character had various stats, could use potions and herbs, and even attack monsters, yet it had all of the trademarks of the previous [[
* ''[[Castlevania]]'' has firmly entrenched RPG Elements into its gameplay ever since ''[[Castlevania: Symphony of the Night|Symphony of the Night]]'' came out, about the same time it adapted the [[Metroidvania|free-roaming environs]] popularized by the ''[[Metroid]]'' series.
** It tried free-roaming gameplay with RPG elements before in ''[[Castlevania II:
* Arguably, the ''[[
* In ''[[Okami]]'', when you do a good deed (from making trees blossom to [[What Do You Mean It's Not Awesome?|helping cook the ultimate dish]]) you are rewarded with so-called "praise spheres" which more or less function as experience points, allowing you to increase your [[Mana Meter|ink]], your [[Life Meter|solar energy]] or your [[It Makes Sense in Context|number of stomachs]]. The health is also partly increased with hidden [[Heart Container|solar fragments]].
* ''[[Swim Ikachan]]'' has experience points earned by either killing enemies or eating a limited supply of fishes that increase player's maximum hit-points when enough is collected.
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== [[Action Game]] ==
* Strangely, Square's ''[[World of Mana]]'' series started out as a straight action-RPG, but every game since the Japanese-only ''[[Seiken Densetsu 3]]'' has had {{smallcaps| fewer}} RPG elements than the previous title. ''Dawn Of Mana'' manages to be a straight-out third-person action game with fewer RPG elements than ''[[Ratchet and Clank]].''
* ''[[Scurge: Hive]]'' is an isometric [[Action Game]]-slash-[[Platformer]] with experience points, character levels, and [[Elemental Rock-Paper-Scissors]]. Oh, and [[Expy|Expys]] of the ''[[Metroid]] Fusion'' cast.
* In ''[[Evolva]]'', you must absorb the DNA from your enemies to mutate again and improve your weapons, making DNA something like [[Experience Points]]. Besides, you're allowed to customize your characters and choose which attacks and skills you want to improve.
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== [[Card Battle Game]] ==
* Unusually, the ''[[Yu-Gi-Oh!]]!'' video game franchise has RPG Elements in them, to some degree, possibly as a way to gauge the player's growing skill at the game. Unfortunately, some games take this concept too far, and actually prevent you from using cards above your current level, placing [[Fake Difficulty|unneeded]] -- and unwanted -- restrictions on one of the most appealing parts to the card game: building and customizing your deck(s).
== [[Driving Game]] ==
* ''[[Midnight Club]]: Los Angeles'' is a racing game that uses levels, albeit three different leveling scales. One is raised by driving certain types of cars, which unlocks parts; the second is for using special abilities, which unlocks more storage for special abilities, and the third and most important one is for racing in general, which unlocks more missions.
* ''[[Blur (
== [[First-Person Shooter]] ==
* ''[[
* ''[[
* A pair of games known as the ''[[Crime Crackers]]'' duology were released by Media Vision as Japan Only titles for the Playstation [one of them in fact being one of the first ten games ever released for it]. These games used anime-style art for the characters and environments made by [[Kokomai]] of "Akaijutsu Club" and used an engine that was more of a middle ground between [[
* Warren Spector's 1st-person games (''[[Ultima Underworld]]'', ''[[System Shock]]'', ''[[
** ''[[Ultima Underworld]]'' is as far from being an FPS is you can get. The ''only'' element it shares with FPS games is the first person point of view. There was no such thing as an FPS when it was released anyway.
** It's a similar situation to [[Magic Versus Science]]. [[Word of God]] ([[All There in the Manual|or at least the advertising material]]) is that they're RPGs with first-person shooter interfaces.
** ''[[
** The [[
* Hello, ''[[
* An [[Older Than the NES]] example: ''Dungeons of Daggorath'' for the Tandy Color Computer 2- ostensibly an early first-person dungeon-crawler, but deeper. Killing creatures increased your strength, and therefore both your health and damage; your strength was also the factor in "revealing" magical items that were more powerful than mundane ones once revealed. You were free to roam through the first three levels of the Dungeon at will, but as the second level's creatures would splatter you in one hit, and the ''third'' level had magical creatures that you couldn't even ''see'' without a magical torch, you were far better off hunting down every last creature before moving on.
* Done surprisingly well in ''[[Hexen]] 2'', which had a fair number of stats and leveling up did have an impact on the game. Leveling up was properly paced so that if you went with the standard combat tactics (kill anything that moves and some things that don't), you would never have to grind, making the RPG elements almost invisible.
* The ''Battlecry'' series embodies this trope, as a large part of the game consists of leveling up your "hero" unit.
* Parodied in ''[[
** More specifically, some items are asigned static "levels" on acquisition, (e.g., Sandvich is a level 10 lunchbox) leading to some players collecting multiple levels of the same item to no additional benefit. Then you have the "strange" items that have killcounts that persist throughout your career and bestow different prefixes to the name (like "Mildly Threatening Flaregun"). This also has no effect on gameplay outside of showing off how many kills you've racked up with a given weapon.
* ''[[Star Wars]]: [[Star Wars: Dark Forces
== [[
* In ''[[Civilization]] IV'', a "Unit Promotions" game mechanic was introduced, allowing you to use experience gained by your units in battle to buy them special traits that improved their combat values or added new abilities.
** While picking specific bonuses as you level up is new, units getting better with experience has been part of the series since the original game. It started with a simple binary distinction (veteran vs normal) in ''Civ I'' and ''Civ II'' and slowly became more elaborate.
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* ''[[Sonic and The Secret Rings]]'' and ''[[Sonic Unleashed]]'' implemented a level-up system and experience points that enhances their overall gameplay.
** ''[[Sonic Battle]]'' did this first, to an extent. The skill points system is even discussed in-game.
* Platform-shooter ''[[
== [[Real Time Strategy]] ==
* Similar to both the above, ''[[
* ''[[Dawn of War]]: Dark Crusade's'' campaign mode allows the player to equip their chosen faction's commander with various pieces of Wargear, which offer various stat boosts, as well as other bonuses, while also looking cool to boot. This carried over into the next expansion, ''Soulstorm''. This carries over to DOW 2, with the "standard" campaign troops gaining experience and wargear choices.
* ''[[
** Also note that early press releases for ''Warcraft III'' had an even stronger RPG element, to the extent that the game was referred to as "Role Playing Strategy" and the whole process of base-building was intended to be scaled down and redesigned. Fortunately for RTS fans, this was watered down to the eventual release.
*** And then a custom map came out that removed base building and redshirt unit micro anyway and let you focus entirely on controlling your hero unit in a team-based multiplayer environment. It was [[Defense of the Ancients|quite popular]]. Meanwhile the ''official'' ladder wasn't very successful online for a Blizzard RTS because its RPG elements included a heavy luck factor and lack of macro-level strategy. Blizzard learned from this mistake and decided to play it ''extremely'' safe with ''[[Starcraft]] 2''.
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* ''[[Quest 64]]'' is often accused of this, instead of being considered a true RPG.
* ''[[Spellforce]]'' walks the fine line between being an RTS with RPG elements and being an RPG with RTS elements, depending on whether one is playing Free-Roam or Story mode. (Story mode focuses mainly on the RPG angle; in the "Breath of Winter" expansion, this leads to a massive difficulty spike when the encounters suddenly become ten levels too high for your hero to effectively deal with).
* In ''[[
* In ''Wiggles'' (also known as ''Diggles''), the eponymous dwarfs learn [[Character Points|abilities]] similar to RPG characters, but for a change by ''actually doing stuff related to the ability'', e.g. gaining one point in "wood" by building something.
* In ''[[Warhammer Dark Omen]]'' the regiments improve via [[Veteran Unit|veterancy]], upgradable armor and equipable magical swords / shields / banners, and are carried over from one mission to the next.
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== [[Shoot'Em Up]] ==
* In ''[[
* Like the above example, in the flash game [[Epic Battle Fantasy]] 3.3: Bullet Heaven, you can collect coins from killed enemies and buy upgrades like more lives, stronger and faster shots, etc. Of course, these stats cap at a certain point; it seems to be more of a way to let newcomers to the [[Bullet Hell]] genre start out slow and work their way up. Any non-hardcore player will need max upgrades to survive the later levels and bonus levels.
* The Playstation port of ''Point Blank'' is a collection of minigames in which you use a gun controller (like Duck Hunt). It has a one-player RPG mode that replaces regular RPG battles with the minigames. The stats don't affect the actual minigames, but determine which ones you play, how many losses you can take before [[Game Over]], etc.
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** ''NBA Street'' from EA Sports Big made it so getting 5/5 in stat made a silver crown appear for that stat, but then you could upgrade to gold crown (essentially 6/5). The catch is only ''one'' stat can get a gold crown; through lots of play, you can get 6/5 on one stat and 5/5 on all others.
* The [[Game Boy Color]] version of ''[[Mario Golf]]''. You'll gain [[Experience Points]] from completing events and winning tournaments in-game, which you can use to [[Character Level|level up]] your character and increase stats like distance and straightness of your shot.
** In fact, any portable version of a Mario Sports game made by [[Shining Force|Came]][[Golden Sun
*** [[Subverted Trope|Sadly]], [http://www.nintendolife.com/news/2012/04/camelot_justifies_no_rpg_mode_in_mario_tennis_open it won't.]
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* ''[[Metal Gear Solid]]: Portable Ops'' allowed you to collect new 'party members', gave them all unique stats and abilities, and even let you 'level up' their health and stamina with enough play. It felt less ''[[Final Fantasy]]'' and more ''[[Pokémon]]'', though, since there was an element of collecting for the sake of collecting, only one party member was on the field at a time and most of them ended up filling up your Spy Unit (essentially a dump unit).
== [[Turn
* Likewise, the ''Dark Wizard'' game for Sega CD used units that leveled up, could be equipped with exchangable gear (if they weren't monster types), and even evolved or got class changes, despite being fundamentally a strategy game.
* Many small-scope strategy games like ''[[Close Combat]]'' and ''[[Battle for Wesnoth]]'' allow you to equip, promote, and transfer troops throughout a campaign.
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* Many fans of ''[[Grand Theft Auto]]'' were surprised by the number and variety of RPG Elements in the ''[[Grand Theft Auto San Andreas|San Andreas]]'' entry, specifically the idea that using an ability allowed one to improve it. In fact, one could say that the main character CJ in ''GTA: SA'' had a more realistic advancement than many true RPG heroes, as CJ doesn't improve in discrete levels, but almost continuously over time. Most of the titles in the series have some kind of character advancement, but usually in the form of bonuses for completing special missions.
** To get into specifics, some of CJ's stats include strength, stamina, muscle build, fat build, driving skills, cycling skills, flying skills, and yes, even sex appeal. The skill stats for various vehicles improve your handling of them as the skill set builds up, so if CJ rides a bike for the first time, he will pretty much suck at it and fall a lot from even gentle bumps!
* In ''[[The Godfather (
* ''[[Dead Rising]]'' and its sequels have "prestige points" that level the character up eventually, increasing your walking speed, your inventory space, making you learn new attack moves, giving you more health, and in ''Dead Rising 2'' onward, unlocking new Combo Cards for [[Item Crafting]]. Note that going on a zombie killing spree is actually the ''least efficient'' way to earn Prestige Points; you gain much more for helping survivors back to the safe room.
* ''[[Minecraft]]'' has this in the form of experience points, potions, and enchantments. Experience points are used to enchant tools and armor pieces for various effects, such as a sword multiplying the number of drops from a mob or a pair of boots that reduces fall damage. Brewing potions can get you various results, depending on what is used, and they can be made into a "splash" form that act like hand grenades. The fanbase is [[Broken Base|divided]] as to whether this constitutes [[Growing the Beard]] or [[Jumping the Shark]].
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=== Non-video game examples: ===
== [[Anime]] and [[Manga]] ==
* ''[[Baka to Test
== [[Web Original]] ==
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== [[Western Animation]] ==
* ''[[
{{quote| '''Ice King:''' [[Large Ham|Cast]] ''[[Dungeons and Dragons|Detect Secret Door]]''! (door appears) '''[[Large Ham|SUCCESS!]]'''}}
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