10 Changes All Future Pokémon Games Need To Make

2. Return The Experience Share To Its Old Self

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The Pokémon Company

In the first five generations of Pokémon, the Exp. Share was a balanced and convenient way to train weak Pokémon without constantly switching them out in a battle for stronger team members. It had just the right amount of power, not being too strong so that it made the game too easy, but also being a genuine way of training.

However, from every game since X & Y, the Exp. Share is an unbalanced monster. Once turned on, it gives experience points to every member of the team, meaning that the Pokémon advance at such a fast rate they're soon 20 levels above anything they're fighting.

In the midst of battling the Elite Four, with levels consistently in the mid-60s, a player could have a team upwards of level 80 without much effort.

If the Exp. Share is turned on, the game becomes too easy, but that isn't the problem. The real issue is that turning it off isn't an option because the level curve of the games was created to accommodate easy level accumulation. If they left the Exp. Share as it was, then it makes sense for younger players, but if left off, the game is turned into hours of grinding in comparison to minutes of actual playing.

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I wrote two books and a few articles. They're probably okay.