There’s a lot of game design systems where I sit and wonder, “Do we really still need this? Is this something that actually interests me?”
And one of the systems that I always seem to land on is the Experience and Leveling systems in RPGs.
While I would be fine with seeing more games completely do away with it, and opting instead for a different form of character progression, there’s one thing I love seeing as a compromise…Experience Share across your party members.
By “Experience Share”, I mean the concept of all of your party members receiving the same amount of experience points for battles. Or, if it’s a game where only 1 party member battles at a time (like Pokemon), the concept of giving the rest of a party at least a fraction of the earned experience.
I don’t have any fancy reason for preferring it except that it’s convenient. It saves a lot of time and effort.
Rather than asking “Why should a game have Exp Share?”, I usually find myself asking the inverse: “Why should a game have certain characters not earn Experience from battles?”
Some RPGs function like this: You have 7 party members, but only 4 party members battle at a time. The 3 members in the “reserve slots” don’t get any experience at all.
But is that fun and interesting? In my opinion, not really. It’s frustrating. It discourages experimentation, because now the other 3 members are behind in level and it’ll be annoying to try to switch it up and try them. In games where all the party members receive experience, I feel free to experiment and try out different party configurations. I can decide to change my mind and swap characters around mid-adventure.
There’s a few small instances where I can see why developers want the characters to get experience in different doses. One might be to characterize the party members differently. In Fire Emblem, there’s often a few older veteran fighters who start at high levels and get diminishing returns from their experience points. There’s also often a plucky young kid or two who starts at level 1 and gets huge gains from leveling up. You find yourself wanting to “not rely” on the veteran fighters and wanting to “coddle” the younger fighters, nudging them into fights so they can get precious experience. That theme, which you feel in your bones as a player purely from the mechanics, would be cheapened a little by having Experience Share.
There’s also situations where RPGs won’t award experience points to party members who were KO’d during the battle. I can see some reasons for this, maybe as a punishment for the player being too rash and careless. But personally, I’d push back against that. If a party member has a particular use in battle, is really effective and helpful, and sort of “sacrifices themselves” for the good of the rest of the team to win the battle…I feel like that party member shouldn’t be punished.
I thought it was very convenient in Baldur’s Gate 3 that the party members pretty much gain experience and level up in unison. I can’t think of any reason why it’d be interesting to have certain party members “falling behind” the rest.
On the other end, I watch my partner playing Eiyuden Chronicle, a game specifically centered around recruiting like 70 characters who can be put in your party for battling, and…………characters fall behind if you don’t use them! Why?! I just think that’s overly punishing, and kind of ruins the whole vibe of wanting to try out different character combinations on the fly.
I’ll admit it can be exciting and maybe “realistic” to raise a character up from Level 1 all the way up to Level 45 where everyone else is at, but the awkward part is when you get them up to like Level 36 and they’re still useless in battle but now it’s taking longer and longer to level up. That middle zone I feel like deflates all the tension and excitement out of catching characters up.
At the very least, if your game doesn’t have Exp Share, I think it should have some sort of option for catching your lower-level party members back up without having to grind. Maybe some sort of gimmicky system like "Protect this character in battle for 5 battles!" and when you do it, it'll magically boost them up to the level everyone else is at. But maybe that’s just my “not a fan of grinding” bias showing.
I’d be curious to hear if anyone has any thoughts on whether characters should get “left behind” in experience if they aren’t used enough.