I first heard of Exp Share–a mechanic the place all occasion members achieve expertise factors no matter in the event that they’re in battle–in Pokemon. Many RPGs have some degree of it. Sometimes, it is only for members of your present occasion. Sometimes, it is for the whole roster. Its absence or restricted implementation particularly stands out when revisiting older video games like Persona 4 and evaluating them to newer ones like Pokemon Scarlet and Violet. Despite what would possibly look like a minor quality-of-life characteristic at first, its presence–or lack thereof–can have a big effect on a recreation, inflicting you to play a lot in another way than you in any other case would.
I’m calling it Exp Share as a result of that is what it is referred to as in Pokemon, and it would not appear to have one other widely known title. In Pokemon’s case, Exp Share began as an precise merchandise that you could possibly give to a person Pokemon in order that it might achieve expertise even with out being concerned in a battle. It was particularly handy for elevating low-level monsters into common occasion members. Exp Share ultimately changed into an merchandise that distributed expertise factors to your complete crew. Starting from Pokemon: Let’s Go, Pikachu and Let’s Go, Eevee, it was constructed into the sport as a default mechanic slightly than an merchandise that you simply wanted to acquire.
It wasn’t an addition that stayed distinctive to Pokemon, although. Just prior to now 12 months, Xenoblade Chronicles 3 and One Piece Odyssey each provided their very own model of Exp Share. These video games have a number of characters with distinct talents, sufficient to encourage gamers to experiment with them. In Xenoblade 3 particularly, it felt virtually prison to disregard your Heroes (seventh occasion member) when there have been so many character lessons to attempt. All members of your most important occasion are there to remain, however it might’ve been a frightening activity for even probably the most diligent participant to degree up every of the Heroes individually. By permitting Heroes to build up expertise factors even once they’re not in battle, it opens up alternatives for experimentation and selection that might in any other case be untenable.
Even One Piece Odyssey, Bandai Namco’s first time making a One Piece RPG, was a way more seamless expertise because of this mechanic. Instead of worrying about grinding all of your characters to the identical degree, you could possibly simply progress via the story utilizing whichever characters you wished.
Exp Share looks as if such a pure, welcome factor in any RPG, making it all of the extra noticeable when it is absent. That’s why it was so jarring once I picked up Persona 4 and there was no Exp Share to be discovered. Persona 4 Golden was ported to Nintendo Switch earlier this 12 months, but it surely’s primarily the identical because the 2012 model that got here out for PlayStation. I did not begin craving Exp Share till I recruited my fifth occasion member, at which level I used to be compelled to start out benching characters. It then appeared counterintuitive to spend money on the brand new character as a result of their Social Links (one other a part of Persona 4’s advanced ecosystem) have been a lot much less developed than these of the characters I already had. Even if later recruits gained Social Links extra shortly, including them to the occasion nonetheless felt like a brief drawback as a result of they lacked the fight bonuses I had with veteran members.
At first, the shortage of Exp Share made me much less keen to experiment as a result of it might imply letting different occasion members lag behind the remaining. However, I noticed that you could technically revisit dungeons to grind ranges for all of the characters if you wish to. It wasn’t a super resolution, however there was a approach out.
Exp Share makes it in order that there is not any must spend time grinding ranges for characters that are not in your most important occasion. In Persona 4, I realized to drop into dungeons extra usually in order that I may mess around with different characters as an alternative of solely counting on the occasions I needed to in an effort to progress the story. You should dive again in, even when no new plot-related content material is offered, to degree up occasion members. Otherwise, you danger the lesser-used occasion members falling behind. It looks as if Altus ultimately determined that its previous system was outdated, too, contemplating Persona 5 integrated Exp Share. At least for now, Persona 4 is the final mainline Persona installment to not have the characteristic.
Fire Emblem is without doubt one of the few collection that also would not use Exp Share (with a couple of exceptions, like Path of Radiance). Fire Emblem Fates, which works equally to the franchise’s newest entry, Fire Emblem Engage, additionally satisfied me to rigorously select tips on how to degree my most prized characters. You cannot spend time endlessly leveling characters. Instead, you need to plan which characters to tackle the principle mission and which of them to degree up in aspect quests in order that they sustain with the group. Fates had a restricted variety of aspect quests obtainable per chapter, so that you solely had a couple of possibilities to degree up characters earlier than transferring to the subsequent chapter.
It by no means felt like the sport was suggesting that you simply solely use a handful of characters and ignore the remaining due to sort weaknesses, although. Fire Emblem video games emphasize technique, so it’s best to use the models that work greatest given a particular battle. It’s a extra aware determination than in Persona 4, which does not cease you from leveling up different characters however forces you to grind to take action. Meanwhile, Fates (and Fire Emblem typically) pushes the participant to choose and select which characters to spend money on due to the restricted battles. It additionally allowed gamers to experiment with out Exp Share as a result of you’ll be able to management many models per battle as an alternative of simply 4 at a time like in Persona.
“Grind” is the important thing phrase right here. It’s grinding should you’re combating enemies or repeating dungeons with out every other purpose than to farm XP. Fates manages to keep away from grinding as a result of the quests do not overlap. Even should you’re combating the identical sort of enemies, they seem on new maps in numerous situations. You do not repeat a map to realize XP, and do not even have the choice to. In brief, it sacrifices the experimentation you’ll be able to have with the total solid for a extra streamlined expertise.
I nonetheless loved Persona 4. I ended up revisiting dungeons and unlocking Social Links as a result of I preferred the brand new characters and wished to make use of them. However, Exp Share would have lessened that must grind and stored my give attention to advancing the story. It makes me want that video games with out Exp Share would at the very least have a extra optimum various or setup–like in Fire Emblem, the place it is a deliberate, strategy-based determination.
Exp Share has turn out to be more and more widespread in RPGs as time goes on, and I can not blame builders for leaning into what makes it simpler for gamers to experiment with totally different characters with out feeling like they’re repeating content material. I nonetheless really feel some nostalgia every time a recreation forces me into old-school useful resource administration with out it. However, it is a mechanic that has freed up hours of my time by lessening the monotonous grinding that turn-based RPGs have been as soon as infamous for, and that is definitely one thing to be glad about.
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