Follow TV Tropes

Following

History Main / EquipmentBasedProgression

Go To

OR

Is there an issue? Send a MessageReason:
None

Added: 269

Changed: 391

Is there an issue? Send a MessageReason:
None


This trope typically occurs in more action-oriented games, where the focus is less on character building (since this is one of things which defines the [[RolePlayingGame RPG]] genre, examples which are purely this trope are rare) and more on exploration or combat, making StatGrinding less attractive as a gameplay element (since it keeps the player from progressing or breaks up the action). Exploration based games (particularly in the {{Metroidvania}} subgenre, although some also use RPGElements) will often combine this trope with UtilityWeapon; expecting the player to use their new abilities to get to the next area, while combat based games will simply make the player more powerful. Since items can be given and [[BagOfSpilling taken away]] freely, it also allows the game to make the player less powerful (although a good designer [[FakeDifficulty won't abuse this]]). If the items can be picked up in any order (and they're balanced, rather than offering a simple increase in power), it can also make the game less linear. Finding an extra RareCandy is also a good way to reward the player for exploring.

Note that this can still apply to games where the player has some level based progression if there are parts of the game where that's switched off, making items or [[RareCandy Rare Candies]] the only way to increase in power quickly or if leveling up ''only'' grants access to more powerful items. Partial examples should only be listed if item based progression is equal to or more important than experience based leveling.

Compare the SwordOfPlotAdvancement (which progresses the plot rather than the character) and StandardFPSGuns (which tend to follow this trope). Contrast StatGrinding (where skills advance when the player uses them, rather than advancing ''for'' the player to use them).

to:

This trope typically occurs in more action-oriented games, where the focus is less on character building (since this is one of the things which that defines the [[RolePlayingGame RPG]] genre, examples which that are purely this trope are rare) and more on exploration or combat, making StatGrinding less attractive as a gameplay element (since it keeps the player from progressing or breaks up the action). Exploration based Exploration-based games (particularly in the {{Metroidvania}} subgenre, although some also use RPGElements) will often combine this trope with UtilityWeapon; expecting the player to use their new abilities to get to the next area, while combat based combat-based games will simply make the player more powerful. Since items can be given and [[BagOfSpilling taken away]] freely, it also allows the game to make the player less powerful (although a good designer [[FakeDifficulty won't abuse this]]). If the items can be picked up in any order (and they're balanced, rather than offering a simple increase in power), it can also make the game less linear. Finding an extra RareCandy is also a good way to reward the player for exploring.

Note that this can still apply to games where the player has some level based level-based progression if there are parts of the game where that's switched off, making items or [[RareCandy Rare Candies]] the only way to increase in power quickly or if leveling up ''only'' grants access to more powerful items. Partial examples should only be listed if item based item-based progression is equal to or more important than experience based experience-based leveling.

In multiplayer video games, equipment like this needs to be [[EnoughToGoAround available for everyone]] even though it's stated in-universe to be unique.

Compare the SwordOfPlotAdvancement (which progresses the plot rather than the character) and StandardFPSGuns (which tend to follow this trope). Contrast StatGrinding (where skills advance when the player uses them, rather than advancing ''for'' the player to use them).
them).
Is there an issue? Send a MessageReason:
Spelling/grammar fix(es)


Note that this can still apply to games where the player has some level based progression if there are parts of the game where that's switched off, making items or {{Rare Candy}}s the only way to increase in power quickly or if leveling up ''only'' grants access to more powerful items. Partial examples should only be listed if item based progression is equal to or more important than experience based leveling.

to:

Note that this can still apply to games where the player has some level based progression if there are parts of the game where that's switched off, making items or {{Rare Candy}}s [[RareCandy Rare Candies]] the only way to increase in power quickly or if leveling up ''only'' grants access to more powerful items. Partial examples should only be listed if item based progression is equal to or more important than experience based leveling.
Is there an issue? Send a MessageReason:
None


* In ''VideoGame/ChronoCross'', you have a fairly low level cap based on your star level (which can only be increased by defeating bosses, not mooks), preventing you from StatGrinding. The only way to get stronger in the interim is to forge stronger weapons/equipments and abilities.

to:

* In ''VideoGame/ChronoCross'', you have a fairly low level cap based on your star level (which can only be increased by defeating bosses, not mooks), preventing you from StatGrinding. The only way to get stronger in the interim is to forge stronger weapons/equipments and abilities.abilities, which runs into the ''other'' progression lock: better weapons require materials that are only dropped by enemies you haven't met yet, and won't see until you've progressed the story and gained more star levels ''anyway''.
Is there an issue? Send a MessageReason:
None


* Unsurprisingly, you can't advance your pinball's abilities in ''VideoGame/MileHighPinball'' for the Nokia UsefulNotes/NGage. Instead, you collect Bucks and purchase PowerUps for it.

to:

* Unsurprisingly, you can't advance your pinball's abilities in ''VideoGame/MileHighPinball'' for the Nokia UsefulNotes/NGage.Platform/NGage. Instead, you collect Bucks and purchase PowerUps for it.
Is there an issue? Send a MessageReason:
None


* In most ''VideoGame/{{Atelier}}'' games, levelling up only grants characters minor stat increases and the occasional new skill. In comparison, crafting better gear can result in an immediate, drastic increase in power, sometimes to the point of turning challenging encounters into cakewalk. This is not limited to equipment, but also includes consumable items: a well-crafted bomb can deal several times the damage of a weaker one. Veteran ''Atelier'' players can often be seen advising newbies not to worry about grinding levels, and to instead focus on making better items when they hit a roadblock.

to:

* In most ''VideoGame/{{Atelier}}'' ''VideoGame/AtelierSeries'' games, levelling up only grants characters minor stat increases and the occasional new skill. In comparison, crafting better gear can result in an immediate, drastic increase in power, sometimes to the point of turning challenging encounters into cakewalk. This is not limited to equipment, but also includes consumable items: a well-crafted bomb can deal several times the damage of a weaker one. Veteran ''Atelier'' players can often be seen advising newbies not to worry about grinding levels, and to instead focus on making better items when they hit a roadblock.
Is there an issue? Send a MessageReason:
Added Witch Hunter Izana

Added DiffLines:

* ''VideoGame/WitchHunterIzana'': Mixed with level based progression. A crafting mechanic is used to make better weapons and armor which is essential to progression.
Is there an issue? Send a MessageReason:
official English title


* ''Literature/MagisterusBadTrip'': In Money (Game) Master, there is no level system at all. A character's strength is determined solely by their equipment (weapons, armour, vehicles etc.) and personal skills. [[spoiler:The former strongest player, Criminal AO, wasn't a particularly good fighter but was able to create GameBreaker equipment.]]

to:

* ''Literature/MagisterusBadTrip'': ''Literature/MagistellusBadTrip'': In Money (Game) Master, there is no level system at all. A character's strength is determined solely by their equipment (weapons, armour, vehicles etc.) and personal skills. [[spoiler:The former strongest player, Criminal AO, wasn't a particularly good fighter but was able to create GameBreaker equipment.]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/{{Faxanadu}}'' has a level and experience point system, but no traditional Attack, Defense, or Magic stats. Your maximum HitPoints and [[ManaMeter magic points]] are fixed for the duration of the game, so the only way to improve your chances of survival is by finding or buying new weapons, armor, and spells. Gaining EXP and levels grants you new titles whenever you visit the guru (the place where you obtain {{password|Save}}s), but your title only determines how much gold you start with when you die or use a password to continue.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/FinalFantasyCrystalChronicles'': The main ways to upgrade the playable characters involve either forging new equipment at the blacksmith, or claiming artefacts that confer permanent stat boosts as a reward for completing a level.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/RuphandAnApothecarysAdventure'': The only way to improve Brill's stats is through equipment, and finding {{Heart Container}}s for HitPoints.

Top