I first heard of Exp Share–a mechanic the place all occasion members acquire expertise factors no matter in the event that they’re in battle–in Pokemon. Many RPGs have some stage of it. Typically, it is only for members of your present occasion. Typically, it is for your complete 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. Regardless of what would possibly seem to be a minor quality-of-life characteristic at first, its presence–or lack thereof–can have a huge impact on a sport, inflicting you to play a lot in a different way than you in any other case would.
I am calling it Exp Share as a result of that is what it is known as in Pokemon, and it does not appear to have one other well known identify. In Pokemon’s case, Exp Share began as an precise merchandise that you would give to a person Pokemon in order that it might acquire 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 become an merchandise that distributed expertise factors to your whole staff. Ranging from Pokemon: Let’s Go, Pikachu and Let’s Go, Eevee, it was constructed into the sport as a default mechanic reasonably than an merchandise that you just wanted to acquire.
It wasn’t an addition that stayed distinctive to Pokemon, although. Simply up to now yr, 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 nearly felony to disregard your Heroes (seventh occasion member) when there have been so many character courses to strive. All members of your foremost occasion are there to remain, however it might’ve been a frightening activity for even probably the most diligent participant to stage up every of the Heroes individually. By permitting Heroes to build up expertise factors even after they’re not in battle, it opens up alternatives for experimentation and selection that may 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 due to this mechanic. As an alternative of worrying about grinding all of your characters to the identical stage, you would simply progress by way of the story utilizing whichever characters you wished.
Exp Share looks like such a pure, welcome factor in any RPG, making it all of the extra noticeable when it is absent. That is why it was so jarring after I picked up Persona 4 and there was no Exp Share to be discovered. Persona 4 Golden was ported to Nintendo Change earlier this yr, but it surely’s basically 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 begin benching characters. It then appeared counterintuitive to put money into the brand new character as a result of their Social Hyperlinks (one other a part of Persona 4’s advanced ecosystem) had been a lot much less developed than these of the characters I already had. Even when later recruits gained Social Hyperlinks extra rapidly, 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 remainder. Nevertheless, I spotted which you can technically revisit dungeons to grind ranges for all of the characters if you wish to. It wasn’t a perfect answer, however there was a means out.
Exp Share makes it in order that there is no have to spend time grinding ranges for characters that are not in your foremost occasion. In Persona 4, I realized to drop into dungeons extra usually in order that I might mess around with different characters as a substitute of solely counting on the occasions I needed to in an effort to progress the story. It’s important to dive again in, even when no new plot-related content material is accessible, to stage up occasion members. In any other case, you threat the lesser-used occasion members falling behind. It looks like Altus ultimately determined that its outdated system was outdated, too, contemplating Persona 5 integrated Exp Share. At the very least for now, Persona 4 is the final mainline Persona installment to not have the characteristic.
Fireplace Emblem is likely one of the few collection that also does not use Exp Share (with a number of exceptions, like Path of Radiance). Fireplace Emblem Fates, which works equally to the franchise’s newest entry, Fireplace Emblem Have interaction, additionally satisfied me to rigorously select the best way to stage my most prized characters. You may’t spend time endlessly leveling characters. As an alternative, it’s important to plan which characters to tackle the principle mission and which of them to stage up in aspect quests in order that they sustain with the group. Fates had a restricted variety of aspect quests out there per chapter, so that you solely had a number of possibilities to stage up characters earlier than shifting to the subsequent chapter.
It by no means felt like the sport was suggesting that you just solely use a handful of characters and ignore the remainder due to kind weaknesses, although. Fireplace Emblem video games emphasize technique, so it is best to use the items that work finest given a particular battle. It is a extra aware choice than in Persona 4, which does not cease you from leveling up different characters however forces you to grind to take action. In the meantime, Fates (and Fireplace Emblem on the whole) pushes the participant to select and select which characters to put money into 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 items per battle as a substitute of simply 4 at a time like in Persona.
“Grind” is the important thing phrase right here. It is grinding should you’re preventing enemies or repeating dungeons with out some other motive than to farm XP. Fates manages to keep away from grinding as a result of the quests do not overlap. Even should you’re preventing the identical kind 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 Hyperlinks as a result of I favored the brand new characters and wished to make use of them. Nevertheless, Exp Share would have lessened that have to grind and stored my deal with advancing the story. It makes me want that video games with out Exp Share would not less than have a extra optimum various or setup–like in Fireplace Emblem, the place it is a deliberate, strategy-based choice.
Exp Share has turn out to be more and more frequent in RPGs as time goes on, and I am unable to blame builders for leaning into what makes it simpler for gamers to experiment with completely different characters with out feeling like they’re repeating content material. I nonetheless really feel some nostalgia each time a sport forces me into old-school useful resource administration with out it. Nevertheless, it is a mechanic that has freed up hours of my time by lessening the monotonous grinding that turn-based RPGs had been as soon as infamous for, and that is definitely one thing to be grateful for.
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