PropertyValue
rdfs:label
  • RPG Elements
rdfs:comment
  • Well-implemented, this will give a game added depth and customizability, or allow players who might not be as good to spend a little time leveling up to make the game easier, creating a roundabout way of introducing Difficulty Levels to the game. Badly implemented, it seems like tacked-on attempt to appeal to a broader demographic, or be seen (critically) as a better game. Seems to occur most often in FPSes, strategy games (usually Veteran Unit), sports sims, and the occasional Fighting Game, especially those that allow you to build your own character from the ground up.
dcterms:subject
dbkwik:all-the-tropes/property/wikiPageUsesTemplate
dbkwik:allthetropes/property/wikiPageUsesTemplate
abstract
  • Well-implemented, this will give a game added depth and customizability, or allow players who might not be as good to spend a little time leveling up to make the game easier, creating a roundabout way of introducing Difficulty Levels to the game. Badly implemented, it seems like tacked-on attempt to appeal to a broader demographic, or be seen (critically) as a better game. 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 FPSes, strategy games (usually Veteran Unit), sports sims, and the occasional Fighting Game, especially those that allow you to build your own character from the ground up. Examples of RPG Elements include: