I first heard of Exp Share–a mechanic the place all social gathering members acquire expertise factors no matter in the event that they’re in battle–in Pokemon. Many RPGs have some degree of it. Typically, it is only for members of your present social gathering. Typically, it is for all the 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 may look like a minor quality-of-life function at first, its presence–or lack thereof–can have a huge impact on a recreation, inflicting you to play a lot in another way than you in any other case would.
I am 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 well known identify. In Pokemon’s case, Exp Share began as an precise merchandise that you may give to a person Pokemon in order that it could acquire expertise even with out being concerned in a battle. It was particularly handy for elevating low-level monsters into common social gathering members. Exp Share ultimately become an merchandise that distributed expertise factors to your whole workforce. 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 simply 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 virtually legal to disregard your Heroes (seventh social gathering member) when there have been so many character courses to strive. All members of your fundamental social gathering are there to remain, however it could’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 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 because of this mechanic. As an alternative of worrying about grinding all of your characters to the identical degree, you may simply progress by means of the story utilizing whichever characters you wished.
Exp Share looks as if such a pure, welcome aspect 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 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 social gathering member, at which level I used to be pressured to start out 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 social gathering nonetheless felt like a short lived drawback as a result of they lacked the fight bonuses I had with veteran members.
At first, the dearth of Exp Share made me much less prepared to experiment as a result of it could imply letting different social gathering members lag behind the remainder. Nonetheless, I spotted that you may technically revisit dungeons to grind ranges for all of the characters if you wish to. It wasn’t a super answer, however there was a manner out.
Exp Share makes it in order that there is not any must spend time grinding ranges for characters that are not in your fundamental social gathering. In Persona 4, I discovered to drop into dungeons extra usually in order that I might mess around with different characters as a substitute of solely counting on the instances I needed to as a way to progress the story. It’s a must to dive again in, even when no new plot-related content material is obtainable, to degree up social gathering members. In any other case, you threat the lesser-used social gathering members falling behind. It looks as if Altus ultimately determined that its outdated system was outdated, too, contemplating Persona 5 integrated Exp Share. A minimum of for now, Persona 4 is the final mainline Persona installment to not have the function.
Hearth Emblem is without doubt one of the few sequence that also would not use Exp Share (with just a few exceptions, like Path of Radiance). Hearth Emblem Fates, which works equally to the franchise’s newest entry, Hearth Emblem Have interaction, additionally satisfied me to rigorously select degree my most prized characters. You may’t spend time endlessly leveling characters. As an alternative, you must plan which characters to tackle the principle mission and which of them to degree up in facet quests in order that they sustain with the group. Fates had a restricted variety of facet quests accessible per chapter, so that you solely had just a few possibilities to degree up characters earlier than shifting 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 remainder due to kind weaknesses, although. Hearth Emblem video games emphasize technique, so it’s best to use the models that work greatest given a selected battle. It is a extra acutely 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 Hearth Emblem typically) 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 possibly can management many models 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 in the event you’re preventing enemies or repeating dungeons with out every other motive than to farm XP. Fates manages to keep away from grinding as a result of the quests do not overlap. Even in the event you’re preventing the identical kind of enemies, they seem on new maps in several eventualities. You do not repeat a map to achieve XP, and do not even have the choice to. In brief, it sacrifices the experimentation you possibly can have with the complete forged for a extra streamlined expertise.
I nonetheless loved Persona 4. I ended up revisiting dungeons and unlocking Social Hyperlinks as a result of I preferred the brand new characters and wished to make use of them. Nonetheless, 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 not less than have a extra optimum different or setup–like in Hearth Emblem, the place it is a deliberate, strategy-based choice.
Exp Share has turn out to be more and more widespread 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 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. Nonetheless, 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 glad about.
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