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Aggressive Play Incentive
- 310 statements
- 59 feature instances
- 43 referencing feature instances
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Aggressive Play Incentive | comment |
Conflict-focused games often have to overcome the players' natural tendency to minimize risks to their positions, which manifests itself in common player tactics like Fishing for Mooks, Hit-and-Run Tactics, Tactical Door Use, and other forms of Whoring. All of these tend to be repetitive, to keep the player in a single boring corner of a level, and ultimately to "optimize the fun out of a game"note as Soren Johnson succinctly put it in 2011, so to counteract such defensive strategies, game designers can instead reward and incentivize aggressive play that is more in line with the core fantasy they want their games to facilitate. Compare Anti-Hoarding and Anti-Grinding, which similarly discourage players' natural tendencies to hoard resources and to grind aimlessly, respectively. Chain Lethality Enabler is a common subtrope. An opposite approach to the same effect is Wizard Needs Food Badly, where the player is constantly pushed to capture more resources, lest they suffer a Game Over. |
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Dropped link to ModularDifficulty: Not an Item - FEATURE | |
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Dropped link to PurposelyOverpowered: Not an Item - FEATURE | |
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Dropped link to RedAlert3: Not an Item - UNKNOWN | |
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Dropped link to ShortRangeShotgun: Not an Item - FEATURE | |
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Dropped link to SmartBomb: Not an Item - FEATURE | |
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Dropped link to WarcraftIII: Not an Item - UNKNOWN | |
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WarcraftIII | |
Aggressive Play Incentive | isPartOf |
DBTropes | |
Aggressive Play Incentive / int_1327d39c | type |
Aggressive Play Incentive | |
Aggressive Play Incentive / int_1327d39c | comment |
Crazy Taxi can be played by taking minimal risks and simply dropping fares off, but a player will not rank up the arcade leaderboard that way. Using risk-taking mechanics like Crazy Drifts and Crazy Throughs will rack up multipliers that are necessary for the highest scores. | |
Aggressive Play Incentive / int_1327d39c | featureApplicability |
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Aggressive Play Incentive / int_1327d39c | featureConfidence |
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Crazy Taxi (Video Game) | hasFeature |
Aggressive Play Incentive / int_1327d39c | |
Aggressive Play Incentive / int_1af341a1 | type |
Aggressive Play Incentive | |
Aggressive Play Incentive / int_1af341a1 | comment |
The Disgaea games generally encourage Level Grinding to beat back otherwise impossible odds and spending numerous hours in its Item World to perfect your equipment, gear, and Innocents. In most of the games, defense becomes useless after the main story; pumping stats to such points that One-Hit KO becomes the strategy employed by players and their foes. Disgaea 5 however averts this with its tweaking of the Evility system and its Carnage Dimension. Carnage Dimension maps/foes are tailor-made to discourage Min-Maxing and will annihilate players too reliant on the old ways. | |
Aggressive Play Incentive / int_1af341a1 | featureApplicability |
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Disgaea (Franchise) | hasFeature |
Aggressive Play Incentive / int_1af341a1 | |
Aggressive Play Incentive / int_1cc7e93d | type |
Aggressive Play Incentive | |
Aggressive Play Incentive / int_1cc7e93d | comment |
Turbo Overkill: The enemies drop health when killed. In higher difficulties, other health packs are gone. In addition, one of the leg augments allows you to gain armor when killing the enemies with a chainsaw, requiring the player to get up close. | |
Aggressive Play Incentive / int_1cc7e93d | featureApplicability |
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Aggressive Play Incentive / int_1cc7e93d | featureConfidence |
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Turbo Overkill (Video Game) | hasFeature |
Aggressive Play Incentive / int_1cc7e93d | |
Aggressive Play Incentive / int_1d7e8257 | type |
Aggressive Play Incentive | |
Aggressive Play Incentive / int_1d7e8257 | comment |
ULTRAKILL has a healing mechanic which rewards the player for being close to enemies when they get killed or damaged; your robot runs on fresh blood, so you want to be right there where the bloodshed is. | |
Aggressive Play Incentive / int_1d7e8257 | featureApplicability |
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ULTRAKILL (Video Game) | hasFeature |
Aggressive Play Incentive / int_1d7e8257 | |
Aggressive Play Incentive / int_1eb6c857 | type |
Aggressive Play Incentive | |
Aggressive Play Incentive / int_1eb6c857 | comment |
Transformers: Fall of Cybertron: Grimlock's levels play differently from those of other characters, as he's primarily a melee fighter who regains health as he kills enemies. In addition, each kill fills up his Rage Meter, which allows him to transform into his nigh-unstoppable Tyrannosaurus Rex mode when filled up. Grimlock has no ranged weapons: he must keep pushing forward or eventually even his endurance can give out under sustained enemy fire. | |
Aggressive Play Incentive / int_1eb6c857 | featureApplicability |
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Aggressive Play Incentive / int_1eb6c857 | featureConfidence |
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Transformers: Fall of Cybertron (Video Game) | hasFeature |
Aggressive Play Incentive / int_1eb6c857 | |
Aggressive Play Incentive / int_2192aeb3 | type |
Aggressive Play Incentive | |
Aggressive Play Incentive / int_2192aeb3 | comment |
Fire Emblem has employed many of these over the years, such as treasures that must be recovered before thieves can escape with them, villages that must be visited before bandits destroy them, and neutral units on the field that will be killed by enemies if not rescued quickly enough. Fire Emblem Engage has the Break mechanic, which stops an enemy from counterattacking in their next combat if hit with the wrong end of Tactical Rock–Paper–Scissors, but is only possible on the Player Phase. | |
Aggressive Play Incentive / int_2192aeb3 | featureApplicability |
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Aggressive Play Incentive / int_2192aeb3 | featureConfidence |
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Fire Emblem (Franchise) | hasFeature |
Aggressive Play Incentive / int_2192aeb3 | |
Aggressive Play Incentive / int_295048d5 | type |
Aggressive Play Incentive | |
Aggressive Play Incentive / int_295048d5 | comment |
Bloodborne was designed to counter the Soulsborne genre's tendency to rely heavily on defenses while you wait for an opening to strike back. It achieves this by almost entirely removing shields and vastly reducing the usefulness of armour, replacing them with the Rally mechanic, which heals most of the damage the Player Character takes, as long as they inflict enough damage themselves in a short time window after taking a hit. | |
Aggressive Play Incentive / int_295048d5 | featureApplicability |
1.0 | |
Aggressive Play Incentive / int_295048d5 | featureConfidence |
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Bloodborne (Video Game) | hasFeature |
Aggressive Play Incentive / int_295048d5 | |
Aggressive Play Incentive / int_2a6eefe5 | type |
Aggressive Play Incentive | |
Aggressive Play Incentive / int_2a6eefe5 | comment |
In Metroid Fusion a powerful species known as X Parasites have infected and copied all life on the BSL space station. Destroying enemies causes their constituent X Parasites to return to their normal form; this encourages moving close after killing foes, since Samus can absorb X Parasites on touch for health and ammo, but if she's not basically on top of her victim as they revert, the X Parasite can potentially escape, or even reform into a new enemy. | |
Aggressive Play Incentive / int_2a6eefe5 | featureApplicability |
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Aggressive Play Incentive / int_2a6eefe5 | featureConfidence |
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Metroid Fusion (Video Game) | hasFeature |
Aggressive Play Incentive / int_2a6eefe5 | |
Aggressive Play Incentive / int_2ae406c1 | type |
Aggressive Play Incentive | |
Aggressive Play Incentive / int_2ae406c1 | comment |
Sid Meier's Alpha Centauri: When fighting native life-forms on land, the attacker has a 3:2 morale advantage against the defender, encouraging players to attack mindworms. Furthermore, a successful attack results in a player receiving financial reward (in-game, this is described as harvesting planetpearls from the remains of the life-form). In addition, a player with a high enough "planet" rating is able to attempt to capture native life forms if the attack is successful. | |
Aggressive Play Incentive / int_2ae406c1 | featureApplicability |
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Aggressive Play Incentive / int_2ae406c1 | featureConfidence |
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Sid Meier's Alpha Centauri (Video Game) | hasFeature |
Aggressive Play Incentive / int_2ae406c1 | |
Aggressive Play Incentive / int_33acebd8 | type |
Aggressive Play Incentive | |
Aggressive Play Incentive / int_33acebd8 | comment |
Guilty Gear gives you a Negative Penalty, rapidly lowering your Tension Gauge and temporarily making it take longer to build back up, if you fail to take any offensive action for a long period of time. On the other hand, playing aggressively enough (such as performing a Wall Break in -STRIVE-) gives you a Positive Bonus. BlazBlue and Persona 4: Arena also have a Negative Penalty for doing the same, only it causes you to take greatly increased damage instead. BlazBlue: Central Fiction also introduces the Active Flow mechanic, which is similar to the Positive Bonus in -STRIVE- |
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Aggressive Play Incentive / int_33acebd8 | featureApplicability |
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Aggressive Play Incentive / int_33acebd8 | featureConfidence |
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Guilty Gear (Video Game) | hasFeature |
Aggressive Play Incentive / int_33acebd8 | |
Aggressive Play Incentive / int_3d44c7ed | type |
Aggressive Play Incentive | |
Aggressive Play Incentive / int_3d44c7ed | comment |
Age of Empires I: The third mission of the trial "Rise of the Hittites" campaign has just one patch of gold ore — across an ocean and solidly in enemy territory. The only way to collect some before it's all gone is to move quickly, ignoring fortifications and non-critical technological advancement in favor of aggressively disabling your immediate neighbor (without time for a thorough cleanup) and launching the first ships you can build to establish a foothold. | |
Aggressive Play Incentive / int_3d44c7ed | featureApplicability |
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Aggressive Play Incentive / int_3d44c7ed | featureConfidence |
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Age of Empires I (Video Game) | hasFeature |
Aggressive Play Incentive / int_3d44c7ed | |
Aggressive Play Incentive / int_49a88442 | type |
Aggressive Play Incentive | |
Aggressive Play Incentive / int_49a88442 | comment |
In Final Fantasy XIV, the Frontline Player Versus Player mode discourages turtling tactics with the "Battle High" system. Every takedown and assist fills a meter that increases damage dealt and health recovered from abilities. This enables a coordinated and aggressive team to steamroll more passive and dispersed teams. The Rival Wings mode has a similar mechanic called "Soaring" that also increases the rate at which the Limit Break gauge is filled. | |
Aggressive Play Incentive / int_49a88442 | featureApplicability |
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Aggressive Play Incentive / int_49a88442 | featureConfidence |
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Final Fantasy XIV (Video Game) | hasFeature |
Aggressive Play Incentive / int_49a88442 | |
Aggressive Play Incentive / int_4ce5263e | type |
Aggressive Play Incentive | |
Aggressive Play Incentive / int_4ce5263e | comment |
After XCOM: Enemy Unknown was criticized for rewarding overly cautious play, the XCOM Enemy Within expansion added a new resource called meld that comes in containers that self-destruct if not recovered quickly enough. | |
Aggressive Play Incentive / int_4ce5263e | featureApplicability |
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Aggressive Play Incentive / int_4ce5263e | featureConfidence |
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XCOM: Enemy Unknown (Video Game) | hasFeature |
Aggressive Play Incentive / int_4ce5263e | |
Aggressive Play Incentive / int_51c15d94 | type |
Aggressive Play Incentive | |
Aggressive Play Incentive / int_51c15d94 | comment |
Risk strongly ties your number of reinforcements each turn to the number of territories and continents you own, as well as giving you bonus cards for successfully taking territory — which can only be done by attacking, not defending. Furthermore, attacking lets you roll three dice against the defender's two, improving your odds of victory. Slow and steady rarely conquers the world. | |
Aggressive Play Incentive / int_51c15d94 | featureApplicability |
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Aggressive Play Incentive / int_51c15d94 | featureConfidence |
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Risk (Tabletop Game) | hasFeature |
Aggressive Play Incentive / int_51c15d94 | |
Aggressive Play Incentive / int_51c173a7 | type |
Aggressive Play Incentive | |
Aggressive Play Incentive / int_51c173a7 | comment |
Root encourages attacking other players over playing defensively by how its combat is resolved: players roll two dice, and the attacker deals the damage equal to the higher roll, while the defender takes the lower (the only exception are the Woodland Alliance faction, who take the higher roll even if defending because they are Famed In-Story as guerilla fighters). | |
Aggressive Play Incentive / int_51c173a7 | featureApplicability |
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Aggressive Play Incentive / int_51c173a7 | featureConfidence |
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Root (Tabletop Game) | hasFeature |
Aggressive Play Incentive / int_51c173a7 | |
Aggressive Play Incentive / int_6328e531 | type |
Aggressive Play Incentive | |
Aggressive Play Incentive / int_6328e531 | comment |
Bounty of One: Natoko's unique item Dark Revenge (as well as any character who picks it) makes him attack up to 3x as fast if he's near an enemy, but down to 3x as slow if he's too far from any, making him a highly-damaging Close-Range Combatant. He also comes with slightly increased speed, giving the player incentive to get close to rush down enemies. | |
Aggressive Play Incentive / int_6328e531 | featureApplicability |
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Aggressive Play Incentive / int_6328e531 | featureConfidence |
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Bounty of One (Video Game) | hasFeature |
Aggressive Play Incentive / int_6328e531 | |
Aggressive Play Incentive / int_636e8e36 | type |
Aggressive Play Incentive | |
Aggressive Play Incentive / int_636e8e36 | comment |
Azure Striker Gunvolt 3 practically encourages an aggressive playstyle. Due to how the song mechanics work, unlike in previous games, Lumen/Luxia's songs will now have a limited duration and they will stop singing once it reaches a certain duration. To keep the song playing, players will need to utilize creative methods that can quickly accrue a score count to another one thousand, while quickly advancing forward and destroy every enemy on the way. Do it well, and the score UI will turn from blue to gold and a new song will play. D-nizer mode is this trope as a gameplay mechanic. You play as the Purposely Overpowered Azure Striker whose Fetters Gauge will gradually deplete if he doesn't do anything (moreso if he either gets hit or uses a skill); to replenish said gauge, he needs to tag his opponents and destroy them in a quick-chain while only reserving the use of skills to perform finishers on a mini-boss and stage bosses. If GV's Fetters Gauge is completely depleted, the game will be over. |
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Aggressive Play Incentive / int_636e8e36 | featureApplicability |
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Aggressive Play Incentive / int_636e8e36 | featureConfidence |
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Azure Striker Gunvolt 3 (Video Game) | hasFeature |
Aggressive Play Incentive / int_636e8e36 | |
Aggressive Play Incentive / int_684610 | type |
Aggressive Play Incentive | |
Aggressive Play Incentive / int_684610 | comment |
BlazBlue and Persona 4: Arena also have a Negative Penalty for doing the same, only it causes you to take greatly increased damage instead. BlazBlue: Central Fiction also introduces the Active Flow mechanic, which is similar to the Positive Bonus in -STRIVE- | |
Aggressive Play Incentive / int_684610 | featureApplicability |
1.0 | |
Aggressive Play Incentive / int_684610 | featureConfidence |
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BlazBlue (Video Game) | hasFeature |
Aggressive Play Incentive / int_684610 | |
Aggressive Play Incentive / int_69317c43 | type |
Aggressive Play Incentive | |
Aggressive Play Incentive / int_69317c43 | comment |
SpongeBob SquarePants: Lights, Camera, Pants!: While the main objective of "Hook, Line, & Cheddar" is to collect cheese from the fishing hooks which are worth 20 points each, the minigame rewards aggressive play by allowing players to wedgie their competition, which is done by holding the fishing hook down and releasing it beneath their opponents, taking them out of the game for a brief period. Double Wedgies (hooking two players) are worth 50 points and Atomic Wedgies (hooking three players) are worth 100 points. The higher values mean that more often than not, players will be tempted to go after wedgies as much as possible, turning an otherwise standard minigame into an aggressive free-for-all match. | |
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SpongeBob SquarePants: Lights, Camera, Pants! (Video Game) | hasFeature |
Aggressive Play Incentive / int_69317c43 | |
Aggressive Play Incentive / int_6b85085e | type |
Aggressive Play Incentive | |
Aggressive Play Incentive / int_6b85085e | comment |
Mortal Kombat: Mortal Kombat 3: The Trilogy version adds the Aggressor bar, which fills up during the fight and grants a temporary bonus to damage and speed once full. If the opponent blocks your attacks, your meter fills up faster, meaning that a turtling playstyle will give the opponent the Aggressor bonus more often. Mortal Kombat 9 and Mortal Kombat X have a 3-stage meter which can be consumed to perform an EX Special Attack, a Combo Breaker, or an X-Ray Attack. Like in Trilogy, you gain an extra meter if your opponent blocks your attacks. |
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Aggressive Play Incentive / int_6b85085e | featureApplicability |
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Aggressive Play Incentive / int_6b85085e | featureConfidence |
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Mortal Kombat (Franchise) | hasFeature |
Aggressive Play Incentive / int_6b85085e | |
Aggressive Play Incentive / int_6d10ab05 | type |
Aggressive Play Incentive | |
Aggressive Play Incentive / int_6d10ab05 | comment |
Mortal Kombat 3: The Trilogy version adds the Aggressor bar, which fills up during the fight and grants a temporary bonus to damage and speed once full. If the opponent blocks your attacks, your meter fills up faster, meaning that a turtling playstyle will give the opponent the Aggressor bonus more often. | |
Aggressive Play Incentive / int_6d10ab05 | featureApplicability |
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Aggressive Play Incentive / int_6d10ab05 | featureConfidence |
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Mortal Kombat 3 (Video Game) | hasFeature |
Aggressive Play Incentive / int_6d10ab05 | |
Aggressive Play Incentive / int_6d10ab0b | type |
Aggressive Play Incentive | |
Aggressive Play Incentive / int_6d10ab0b | comment |
Mortal Kombat 9 and Mortal Kombat X have a 3-stage meter which can be consumed to perform an EX Special Attack, a Combo Breaker, or an X-Ray Attack. Like in Trilogy, you gain an extra meter if your opponent blocks your attacks. | |
Aggressive Play Incentive / int_6d10ab0b | featureApplicability |
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Aggressive Play Incentive / int_6d10ab0b | featureConfidence |
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Mortal Kombat 9 (Video Game) | hasFeature |
Aggressive Play Incentive / int_6d10ab0b | |
Aggressive Play Incentive / int_7309e85b | type |
Aggressive Play Incentive | |
Aggressive Play Incentive / int_7309e85b | comment |
F-Zero 99 encourages aggressive play by fully restoring your energy meter and increasing its length whenever you KO another player. A few knockouts will greatly extend your energy meter, allowing you to use your boost more often and survive much longer. | |
Aggressive Play Incentive / int_7309e85b | featureApplicability |
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Aggressive Play Incentive / int_7309e85b | featureConfidence |
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F-Zero 99 (Video Game) | hasFeature |
Aggressive Play Incentive / int_7309e85b | |
Aggressive Play Incentive / int_7aefccf3 | type |
Aggressive Play Incentive | |
Aggressive Play Incentive / int_7aefccf3 | comment |
Hotline Miami's scoring system rewards quick and opportunistic play, with extra points granted for being seen by the enemy and quickly switching weapons on the fly. Conversely, playing cautiously (such as going behind cover or favoring a stealthy playstyle) will have the game insult you by calling you a "COWARD" on the score screen. | |
Aggressive Play Incentive / int_7aefccf3 | featureApplicability |
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Hotline Miami (Video Game) | hasFeature |
Aggressive Play Incentive / int_7aefccf3 | |
Aggressive Play Incentive / int_7cda381e | type |
Aggressive Play Incentive | |
Aggressive Play Incentive / int_7cda381e | comment |
Assassin's Creed: Odyssey has an Amazon set of armor for Kassandra which, when fully equipped, heals the player for a percentage of any damage they deal. Ergo, if one is low on health and surrounded by enemies, they just have start pumelling the guy next to the Eagle Bearer. | |
Aggressive Play Incentive / int_7cda381e | featureApplicability |
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Aggressive Play Incentive / int_7cda381e | featureConfidence |
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Assassin's Creed: Odyssey (Video Game) | hasFeature |
Aggressive Play Incentive / int_7cda381e | |
Aggressive Play Incentive / int_7ed8bfa0 | type |
Aggressive Play Incentive | |
Aggressive Play Incentive / int_7ed8bfa0 | comment |
Time Bandit: The faster the player moves, the more points they get for killing enemies, from 50 points each for constant movement all the way down to zero if the player stands still long enough. | |
Aggressive Play Incentive / int_7ed8bfa0 | featureApplicability |
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Time Bandit (Video Game) | hasFeature |
Aggressive Play Incentive / int_7ed8bfa0 | |
Aggressive Play Incentive / int_8601c91f | type |
Aggressive Play Incentive | |
Aggressive Play Incentive / int_8601c91f | comment |
Doom (2016) and Doom Eternal use a number of mechanics to entice players to aggressively chase demon enemies throughout the levels instead of taking potshots at them from cover. These range from the obvious Glory Kills, which require players to get into melee range but restore some of their Hit Points (or ammo and shields in Eternal), to the subtle, like the ranged enemy AI typically backing off as the player approaches, putting the latter in a hunter mindset. | |
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Doom (2016) (Video Game) | hasFeature |
Aggressive Play Incentive / int_8601c91f | |
Aggressive Play Incentive / int_864a7357 | type |
Aggressive Play Incentive | |
Aggressive Play Incentive / int_864a7357 | comment |
Total War: Warhammer: The gameplay style of Warriors of Chaos revolves around offering up a constant stream of victories to the Chaos Gods. Hunkering down in fortified cities is the way of the weak, pathetic southerners, after all, not proud men of the North. This makes the Warriors of Chaos one of the more difficult factions to play as, since it's very easy to get into a spiral of winning a Pyrrhic Victory and then not having enough troops to win the next battle, which pisses off the Chaos Gods even more than not fighting. | |
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Total War: Warhammer (Video Game) | hasFeature |
Aggressive Play Incentive / int_864a7357 | |
Aggressive Play Incentive / int_8818f28f | type |
Aggressive Play Incentive | |
Aggressive Play Incentive / int_8818f28f | comment |
Warhammer 40,000: Space Marine: Brother-Captain Titus heals from killing enemies in melee combat, which encourages the player to aggressively attack foes with his chainsword rather than play more cautiously and use bolters to keep the distance open. | |
Aggressive Play Incentive / int_8818f28f | featureApplicability |
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Aggressive Play Incentive / int_8818f28f | featureConfidence |
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Warhammer 40,000: Space Marine (Video Game) | hasFeature |
Aggressive Play Incentive / int_8818f28f | |
Aggressive Play Incentive / int_8b5ac2f8 | type |
Aggressive Play Incentive | |
Aggressive Play Incentive / int_8b5ac2f8 | comment |
The Void Rains Upon Her Heart: The "absorb X bullets with panic attacks" challenges are intended to encourage the player to try using panic attacks (i.e. a weaker variety of the Smart Bomb trope). This shows them that the game won't penalize them for using panics, which helps push them to use them more liberally. The character Alter Defect all but forces you to play aggressively. When she starts off, her only decent means of offense is her short-range feather shots, encouraging you to get up close to the boss. If you try to slowly whittle down the boss's health bar using your single starting helper, you'll find yourself at low health thanks to Alter Defect's gimmick of a continuous HP drain (though it can't finish her off on its own). She does regain HP from comboing the boss, and a full combo will get her an extra helper (making her long-range damage more usable), so you really want full combs — and as long as you manage not to get hit, keeping up the combo is easier when you're aggressive. |
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Aggressive Play Incentive / int_8b5ac2f8 | featureApplicability |
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Aggressive Play Incentive / int_8b5ac2f8 | featureConfidence |
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The Void Rains Upon Her Heart (Video Game) | hasFeature |
Aggressive Play Incentive / int_8b5ac2f8 | |
Aggressive Play Incentive / int_91f765d4 | type |
Aggressive Play Incentive | |
Aggressive Play Incentive / int_91f765d4 | comment |
Trepang2: Focus does not regenerate on its own, in direct contrast to the Cloak meter; you have to go out and kill people to gain Focus. Kills also give you more stamina, allowing you to overcharge it to double its normal amount, allowing you to get one kill and quickly turn that into plowing through an entire squadron at high speed. | |
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Trepang2 (Video Game) | hasFeature |
Aggressive Play Incentive / int_91f765d4 | |
Aggressive Play Incentive / int_93489ff | type |
Aggressive Play Incentive | |
Aggressive Play Incentive / int_93489ff | comment |
Dungeon Crawler Carl: Each floor of the World Dungeon remains open for only a limited time, and any players who haven't reached a stairwell in that time are killed in the collapse (and their bodies reclaimed as raw materials). And naturally, each floor contains stronger monsters and hazards than the one before, so going straight to the stairwell immediately will leave crawlers underpowered and unprepared for further floors. The only way to possibly survive is to "get out there and kill, kill, kill!" to quickly level up. | |
Aggressive Play Incentive / int_93489ff | featureApplicability |
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Aggressive Play Incentive / int_93489ff | featureConfidence |
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Dungeon Crawler Carl | hasFeature |
Aggressive Play Incentive / int_93489ff | |
Aggressive Play Incentive / int_960a9d09 | type |
Aggressive Play Incentive | |
Aggressive Play Incentive / int_960a9d09 | comment |
Crypt Of The Necrodancer: One of the playable characters —Tempo— can One-Hit Kill any enemy, but dies if he ever goes 16 steps without killing anything, picking up an item, or eating food (a limited resource). | |
Aggressive Play Incentive / int_960a9d09 | featureApplicability |
1.0 | |
Aggressive Play Incentive / int_960a9d09 | featureConfidence |
1.0 | |
Crypt of the NecroDancer (Video Game) | hasFeature |
Aggressive Play Incentive / int_960a9d09 | |
Aggressive Play Incentive / int_999855bb | type |
Aggressive Play Incentive | |
Aggressive Play Incentive / int_999855bb | comment |
Heroes of Might and Magic V: Players who use the Stronghold faction are encouraged to behave aggressively through their unique Blood-Rage mechanic. Troops gain blood-rage points for attacking and killing enemies and lose them for taking non-aggressive actions such as "Wait" or "Defend". Blood-rage points provide a small amount of Damage Reduction against enemy attacks and trigger creature-specific buffs if you accumulate enough in a single battle. | |
Aggressive Play Incentive / int_999855bb | featureApplicability |
1.0 | |
Aggressive Play Incentive / int_999855bb | featureConfidence |
1.0 | |
Heroes of Might and Magic (Video Game) | hasFeature |
Aggressive Play Incentive / int_999855bb | |
Aggressive Play Incentive / int_a825da3e | type |
Aggressive Play Incentive | |
Aggressive Play Incentive / int_a825da3e | comment |
Magic: The Gathering: Rise of the Eldrazi has a lot of big, scary creatures, many of whom possess the "Annihilator" ability to make attacking with them more advantageous. However, during playtesting, it turned out that less experienced players were hesitant about attacking because they were worried about their creatures dying and wasting the mana they invested in them. The solution was to give one of them, Ulamog's Crusher, a rider dictating that it must attack if able. This helped players see how good attacking with these creatures could be and made them comfortable with playing more aggressively. | |
Aggressive Play Incentive / int_a825da3e | featureApplicability |
1.0 | |
Aggressive Play Incentive / int_a825da3e | featureConfidence |
1.0 | |
Magic: The Gathering (Tabletop Game) | hasFeature |
Aggressive Play Incentive / int_a825da3e | |
Aggressive Play Incentive / int_ad6c96d3 | type |
Aggressive Play Incentive | |
Aggressive Play Incentive / int_ad6c96d3 | comment |
King of Tokyo: Occupying Tokyo is a risky strategy because it makes you the main target for the other kaiju's attacks while making any healing dice rolls worthless. The payoff for this is that every round occupying Tokyo without backing down earns you 2 points and any attacks you make while occupying will hit all other kaiju. | |
Aggressive Play Incentive / int_ad6c96d3 | featureApplicability |
1.0 | |
Aggressive Play Incentive / int_ad6c96d3 | featureConfidence |
1.0 | |
King of Tokyo (Tabletop Game) | hasFeature |
Aggressive Play Incentive / int_ad6c96d3 | |
Aggressive Play Incentive / int_bf2fa7e4 | type |
Aggressive Play Incentive | |
Aggressive Play Incentive / int_bf2fa7e4 | comment |
Mystic Towers: The good Baron has food and water bars, which steadily drop over time, and if they should run out, his health will quickly plummet. Water is available in unlimited quantities if you can find a fountain, but food is more limited, and the closest thing to a renewable source of it is... the monsters that you're there to eradicate. Better get hunting! Exploring the tower helps, too, since you can find quite a bit of Inexplicably Preserved Dungeon Meat lying around, but of course that means facing wandering monsters, automated shooting galleries, invisibly poisoned floor tiles, and falling bomb traps. On the bright side, as long as he has sufficient food and water, the Baron has a Healing Factor. | |
Aggressive Play Incentive / int_bf2fa7e4 | featureApplicability |
1.0 | |
Aggressive Play Incentive / int_bf2fa7e4 | featureConfidence |
1.0 | |
Mystic Towers (Video Game) | hasFeature |
Aggressive Play Incentive / int_bf2fa7e4 | |
Aggressive Play Incentive / int_c14f68c | type |
Aggressive Play Incentive | |
Aggressive Play Incentive / int_c14f68c | comment |
Breath of Death VII and Cthulhu Saves the World feature a multiplier for the damage dealt by enemy attacks that rises by 1/10th with each passing turn, forcing the player to finish the battle as soon as possible. Additionally, defeating enemies restores mana by a small amount that decreases down to 1 the more turns it takes. | |
Aggressive Play Incentive / int_c14f68c | featureApplicability |
1.0 | |
Aggressive Play Incentive / int_c14f68c | featureConfidence |
1.0 | |
Breath of Death VII (Video Game) | hasFeature |
Aggressive Play Incentive / int_c14f68c | |
Aggressive Play Incentive / int_c5901528 | type |
Aggressive Play Incentive | |
Aggressive Play Incentive / int_c5901528 | comment |
Chippy: Overgrowth is a Healing Boss that periodically regenerates its plant pixels, including either two or three protective guns, making it necessary to cut off sections of the boss in short amounts of time. | |
Aggressive Play Incentive / int_c5901528 | featureApplicability |
1.0 | |
Aggressive Play Incentive / int_c5901528 | featureConfidence |
1.0 | |
Chippy (Video Game) | hasFeature |
Aggressive Play Incentive / int_c5901528 | |
Aggressive Play Incentive / int_c6531c6e | type |
Aggressive Play Incentive | |
Aggressive Play Incentive / int_c6531c6e | comment |
Dungeons & Dragons 5th Edition: Once a Barbarian has triggered their Barbarian Rage ability (which gives them bonuses to dealing damage and reducing damage they take), they must make an attack or receive damage at least once per round in order to prevent it from ending early (if attacking an enemy is not possible, it's rules legal for the barbarian to hit themselves in order to prevent their Rage from ending). | |
Aggressive Play Incentive / int_c6531c6e | featureApplicability |
1.0 | |
Aggressive Play Incentive / int_c6531c6e | featureConfidence |
1.0 | |
Dungeons & Dragons 5th Edition (Tabletop Game) | hasFeature |
Aggressive Play Incentive / int_c6531c6e | |
Aggressive Play Incentive / int_ce393bac | type |
Aggressive Play Incentive | |
Aggressive Play Incentive / int_ce393bac | comment |
Burnout: The foundational element of the series is rewarding the player with a speed boost for perilous driving techniques during a race, such as driving in oncoming lanes and "near-misses" with traffic cars. Starting with 3: Takedown, the game encourages you to crash into opponents' cars in any way you want to increase your boost gauge, which allows you to boost, and there are also certain cars in 3: Takedown, Revenge, and Paradise that encourage you to take down rival cars to extend your boost gauge up to 4 times, allowing you to boost longer. | |
Aggressive Play Incentive / int_ce393bac | featureApplicability |
1.0 | |
Aggressive Play Incentive / int_ce393bac | featureConfidence |
1.0 | |
Burnout (Video Game) | hasFeature |
Aggressive Play Incentive / int_ce393bac | |
Aggressive Play Incentive / int_d13de11b | type |
Aggressive Play Incentive | |
Aggressive Play Incentive / int_d13de11b | comment |
Blue Wish Resurrection: Enemies drop cubes that award points when destroyed, however the further these cubes have to travel to reach your ship, the smaller they get (from x8 down to x1). As such you are encouraged to get up close and personal to enemies to get x8 cubes and maximize your point gains. | |
Aggressive Play Incentive / int_d13de11b | featureApplicability |
1.0 | |
Aggressive Play Incentive / int_d13de11b | featureConfidence |
1.0 | |
Blue Wish Resurrection (Video Game) | hasFeature |
Aggressive Play Incentive / int_d13de11b | |
Aggressive Play Incentive / int_d204c3c5 | type |
Aggressive Play Incentive | |
Aggressive Play Incentive / int_d204c3c5 | comment |
In Risk of Rain 2, enemies slowly get stronger all the time, making blasting through the stage without caring about your safety the best option. | |
Aggressive Play Incentive / int_d204c3c5 | featureApplicability |
1.0 | |
Aggressive Play Incentive / int_d204c3c5 | featureConfidence |
1.0 | |
Risk of Rain 2 (Video Game) | hasFeature |
Aggressive Play Incentive / int_d204c3c5 | |
Aggressive Play Incentive / int_d2bb929d | type |
Aggressive Play Incentive | |
Aggressive Play Incentive / int_d2bb929d | comment |
Soul Series: In the GameCube version of Soulcalibur II, equipping Link with the Soul Edge gives him absurd damage at the price of steadily draining his health over time, forcing him to get in the thick of it and end the battle as fast as possible. | |
Aggressive Play Incentive / int_d2bb929d | featureApplicability |
1.0 | |
Aggressive Play Incentive / int_d2bb929d | featureConfidence |
1.0 | |
Soul Series (Video Game) | hasFeature |
Aggressive Play Incentive / int_d2bb929d | |
Aggressive Play Incentive / int_d3119f80 | type |
Aggressive Play Incentive | |
Aggressive Play Incentive / int_d3119f80 | comment |
Ketsui: The closer to an enemy the player is upon destroying it (and thus the greater the risk of being shot unexpectedly), the larger the type of chip that will be dropped from the enemy. | |
Aggressive Play Incentive / int_d3119f80 | featureApplicability |
1.0 | |
Aggressive Play Incentive / int_d3119f80 | featureConfidence |
1.0 | |
Ketsui (Video Game) | hasFeature |
Aggressive Play Incentive / int_d3119f80 | |
Aggressive Play Incentive / int_d5164c46 | type |
Aggressive Play Incentive | |
Aggressive Play Incentive / int_d5164c46 | comment |
Hades: Several buffs activate for a certain number of attacks or seconds after triggering, encouraging the player to stay in combat to make the most use out of the buff. For example, the Achilles aspect on the Eternal Spear increases attack and cast damage up to 150% for four hits after using a special attack. The Lambent Plume, a trinket gifted to Zagreus by Hermes, gives Zag a small bonus to his movement speed and dodge chance every time he kills all enemies in an encounter in 30 seconds or less. One of the Modular Difficulty options the game offers gives the player a self-imposed time limit per each game area, encouraging the player to fight quickly and efficiently. |
|
Aggressive Play Incentive / int_d5164c46 | featureApplicability |
1.0 | |
Aggressive Play Incentive / int_d5164c46 | featureConfidence |
1.0 | |
Hades (Video Game) | hasFeature |
Aggressive Play Incentive / int_d5164c46 | |
Aggressive Play Incentive / int_d5e9cf36 | type |
Aggressive Play Incentive | |
Aggressive Play Incentive / int_d5e9cf36 | comment |
Its sequel, XCOM 2, adds a fairly strict time limit to many missions. | |
Aggressive Play Incentive / int_d5e9cf36 | featureApplicability |
1.0 | |
Aggressive Play Incentive / int_d5e9cf36 | featureConfidence |
1.0 | |
XCOM 2 (Video Game) | hasFeature |
Aggressive Play Incentive / int_d5e9cf36 | |
Aggressive Play Incentive / int_d6e2146d | type |
Aggressive Play Incentive | |
Aggressive Play Incentive / int_d6e2146d | comment |
Diablo III attempts to steer the series' gameplay away from potion rationing by instead making enemies randomly drop red orbs that immediately restore HP. This change incentivizes players to get into the thick of the enemies and to kill them quickly in order to get healed. Health Orbs can also trigger secondary bonus effects, depending on gear enchantments. Killing enough enemies in a short period of time also triggers orbs that grant double damage and an experience bonus, further incentivizing players to kill as many enemies as possible. | |
Aggressive Play Incentive / int_d6e2146d | featureApplicability |
1.0 | |
Aggressive Play Incentive / int_d6e2146d | featureConfidence |
1.0 | |
Diablo III (Video Game) | hasFeature |
Aggressive Play Incentive / int_d6e2146d | |
Aggressive Play Incentive / int_dbf18509 | type |
Aggressive Play Incentive | |
Aggressive Play Incentive / int_dbf18509 | comment |
Jeopardy!: Early in the Alex Trebek era, the rules were changed so that second and third-place contestants, instead of keeping their earnings (as before, and in the Art Fleming era), would receive a fixed amount (currently $2000 for second place, $1000 for third place), substantially more than what they would receive if they played aggressively but poorly, but substantially less than what they would receive if they played conservatively but well. | |
Aggressive Play Incentive / int_dbf18509 | featureApplicability |
1.0 | |
Aggressive Play Incentive / int_dbf18509 | featureConfidence |
1.0 | |
Jeopardy! | hasFeature |
Aggressive Play Incentive / int_dbf18509 | |
Aggressive Play Incentive / int_dd28fa08 | type |
Aggressive Play Incentive | |
Aggressive Play Incentive / int_dd28fa08 | comment |
REAVER rewards with some health when close-by enemy has died. In addition enemies drop health pickups which also restore specials, incentivizing players to move around to catch the health pickups. | |
Aggressive Play Incentive / int_dd28fa08 | featureApplicability |
1.0 | |
Aggressive Play Incentive / int_dd28fa08 | featureConfidence |
1.0 | |
REAVER (Video Game) | hasFeature |
Aggressive Play Incentive / int_dd28fa08 | |
Aggressive Play Incentive / int_e460a53d | type |
Aggressive Play Incentive | |
Aggressive Play Incentive / int_e460a53d | comment |
In Crimson Glaive Sigma, hitting an enemy bullet just as you perform a (double) jump will turn that bullet against enemies, allow another mid-air jump and refill the bar storing energy used in most weapons, allowing a faster, riskier playstyle with minimal reliance on your basic Alpha Gun. | |
Aggressive Play Incentive / int_e460a53d | featureApplicability |
1.0 | |
Aggressive Play Incentive / int_e460a53d | featureConfidence |
1.0 | |
Crimson Glaive Sigma (Video Game) | hasFeature |
Aggressive Play Incentive / int_e460a53d | |
Aggressive Play Incentive / int_e5d5d23c | type |
Aggressive Play Incentive | |
Aggressive Play Incentive / int_e5d5d23c | comment |
Doom's "Nightmare!" difficulty mode causes all enemies to respawn after a random amount of time. This makes a slow and careful approach completely unviable, as the player will waste their finite health and ammo dealing with the infinitely-respawning enemies. | |
Aggressive Play Incentive / int_e5d5d23c | featureApplicability |
1.0 | |
Aggressive Play Incentive / int_e5d5d23c | featureConfidence |
1.0 | |
Doom (Video Game) | hasFeature |
Aggressive Play Incentive / int_e5d5d23c | |
Aggressive Play Incentive / int_e66577b7 | type |
Aggressive Play Incentive | |
Aggressive Play Incentive / int_e66577b7 | comment |
The three-player mode for Star Wars Miniatures rewards players on the basis of points value of the total enemy forces each player destroys instead of using a "last player standing" method of determining a winner; this way, players are encouraged to attack both enemies, rather than stand back while the other two opponents fight and then wait to pick off a weakened victor. | |
Aggressive Play Incentive / int_e66577b7 | featureApplicability |
1.0 | |
Aggressive Play Incentive / int_e66577b7 | featureConfidence |
1.0 | |
Star Wars Miniatures (Tabletop Game) | hasFeature |
Aggressive Play Incentive / int_e66577b7 | |
Aggressive Play Incentive / int_e8d19c42 | type |
Aggressive Play Incentive | |
Aggressive Play Incentive / int_e8d19c42 | comment |
Phantasy Star Online 2: The Luster class's Voltage mechanic grants a stacking damage, damage resistance, and Critical Hit Rate buff; raising it high enough also grants immunity to status effects and a replenishment of the single-use Last Chance Hit Point. The counter increases each time you hit an enemy and resets if you don't hit anything for a few seconds, encouraging staying on the offensive as much as possible. | |
Aggressive Play Incentive / int_e8d19c42 | featureApplicability |
1.0 | |
Aggressive Play Incentive / int_e8d19c42 | featureConfidence |
1.0 | |
Phantasy Star Online 2 (Video Game) | hasFeature |
Aggressive Play Incentive / int_e8d19c42 | |
Aggressive Play Incentive / int_ec02633a | type |
Aggressive Play Incentive | |
Aggressive Play Incentive / int_ec02633a | comment |
The Witcher 3: Wild Hunt: Aerondight, the definitive Infinity +1 Sword of the game, rewards the player for aggressive-but-perfect combat by increasing its damage by 10% for every hit you land on an enemy. Those hits build up a charge, up to a maximum of 10 charges for a total of 100% bonus damage. At that point, the sword lands a guaranteed critical hit, and any enemy killed with that critical hit results in the sword's base stats permanently increasing. It rewards an aggressive player by making them more capable of being increasingly aggressive. | |
Aggressive Play Incentive / int_ec02633a | featureApplicability |
1.0 | |
Aggressive Play Incentive / int_ec02633a | featureConfidence |
1.0 | |
The Witcher 3: Wild Hunt (Video Game) | hasFeature |
Aggressive Play Incentive / int_ec02633a | |
Aggressive Play Incentive / int_eedcb4cd | type |
Aggressive Play Incentive | |
Aggressive Play Incentive / int_eedcb4cd | comment |
Torchlight II has a meter storing energy used for heavy attacks which accumulates when you deal damage but dissipates gradually, encouraging players not to hold back their strongest attacks. | |
Aggressive Play Incentive / int_eedcb4cd | featureApplicability |
1.0 | |
Aggressive Play Incentive / int_eedcb4cd | featureConfidence |
1.0 | |
Torchlight II (Video Game) | hasFeature |
Aggressive Play Incentive / int_eedcb4cd | |
Aggressive Play Incentive / int_f8acc9ea | type |
Aggressive Play Incentive | |
Aggressive Play Incentive / int_f8acc9ea | comment |
Control: Defeated enemies drop Elements, small blue motes of light that restore Jesse's health, and as such reward an aggressive close-quarters fighting style. | |
Aggressive Play Incentive / int_f8acc9ea | featureApplicability |
1.0 | |
Aggressive Play Incentive / int_f8acc9ea | featureConfidence |
1.0 | |
Control (Video Game) | hasFeature |
Aggressive Play Incentive / int_f8acc9ea | |
Aggressive Play Incentive / int_f97683ef | type |
Aggressive Play Incentive | |
Aggressive Play Incentive / int_f97683ef | comment |
Hollow Knight encourages the player to get up close and personal, because not only do ranged spells typically inflict less damage than melee, they also cost Soul — which can be recovered by making melee attacks. Soul can also be used for healing, further rewarding the player for focusing on nail attacks (since the Soul gain will pay for the inevitable lost health). | |
Aggressive Play Incentive / int_f97683ef | featureApplicability |
1.0 | |
Aggressive Play Incentive / int_f97683ef | featureConfidence |
1.0 | |
Hollow Knight (Video Game) | hasFeature |
Aggressive Play Incentive / int_f97683ef | |
Aggressive Play Incentive / int_fe85bfc8 | type |
Aggressive Play Incentive | |
Aggressive Play Incentive / int_fe85bfc8 | comment |
Super Smash Bros.: In Coin Battles, players drop Smash Coins whenever they get hit by an attack. Whoever has the most Smash Coins at the end of the battle wins. This means that even in a free-for-all, you have to get up close to the fight to collect coins — you can't just stay away from the chaos and spam long-range attacks and/or wait for your opponents to defeat each other. | |
Aggressive Play Incentive / int_fe85bfc8 | featureApplicability |
1.0 | |
Aggressive Play Incentive / int_fe85bfc8 | featureConfidence |
1.0 | |
Super Smash Bros. (Video Game) | hasFeature |
Aggressive Play Incentive / int_fe85bfc8 |
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