Experience
Other (objects, etc.) concept
1
game
1platform
Parent group
Related group
Video game
Advancement
This is a container group; its children are:
Experience: Attack | Experience is gained simply by attacking, regardless if this defeats the opponent or possibly even causes any harm. | 1988 / 2014 | 5 games |
Experience: Deeds | Experience is gained by doing various deeds, such as completing or progressing missions, tasks, quests, or other objectives. | 1979 / 2022 | 239 games |
Experience: Defense | Experience is gained by defending oneself, even if this is just being hurt and taking hits otherwise with no active attempt. | 1988 / 2014 | 5 games |
Experience: Drops | Experience is awarded from collecting dropped experience nuggets. (too short) | 2008 / 2016 | 16 games |
Experience: Encounters | Player character(s) gain experience from resolving encounters, whatever those may be and whatever they may involve. | 2014 / 2015 | 2 games |
Experience: Exploration | Experience is awarded for exploration, finding or visiting new (possibly hidden) locations or location markers. | 1979 / 2015 | 15 games |
Experience: Killing-Blow Bonus | In addition to a base experience system, more experience is awarded to a character that delivers a killing blow. | 1989 / 2020 | 3 games |
Experience: Kills/Defeats | Experience is awarded for killing, destroying or otherwise defeating things, usually living creatures. | 1978 / 2022 | 864 games |
Experience: Level match | New characters that join your team have their experience adjusted to match yours, making it unnecessary for you to prioritize getting them into your team early on for reasons of avoiding xp grind. | 1998 / 2017 | 29 games |
Experience: Literal | Experience (and thus advancement) is gained by literally doing what you want to get better at, meaning you get better at swimming by swimming, get more accurate with guns by shooting with them, get better at preparing food by cooking, etc. | 1984 / 2018 | 128 games |
Experience: Lockpicking | Experience is awarded for opening locks without the proper key, be it door, chest, or other locks. (too short) | 1998 / 2014 | 18 games |
Experience: Method / Style | Experience is awarded based on the method, manner, or style of doing something. (too short) | 2011 / 2016 | 15 games |
Multiple experience pools | Player can gain more than one type of experience, usually split by activity type. (too short) | 1985 / 2018 | 40 games |
Experience: None | Experience points do not exist despite being an RPG or having a character advancement system. (too short) | 1985 / 2020 | 32 games |
Experience: Objects | Experience is awarded from collecting certain objects or using certain items (e.g. potion of experience). | 1985 / 2020 | 123 games |
Experience: Other | Experience is gained from an unusual activity or source. (too short) | 1988 / 2015 | 20 games |
Experience: Passive | Experience is gained passively for doing nothing at all, or alternatively from aging. (too short) | 1 game | |
Experience: Plot progress | Experience or other advancement points are awarded for progressing through the plot/game. (too short) | 1984 / 2019 | 36 games |
Experience: Shared | Any experience gained in a group is shared between all members of the group regardless of participation in what prompted the gain. | 1988 / 2021 | 78 games |
Experience: Trading | Experience is awarded from trading and related activities. (too short) | 2002 / 2007 | 2 games |
Experience: Undefined | Source of experience gain is unknown or otherwise undefined. (too short) | 1991 / 2019 | 47 games |