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{{short description|Role-playing game unit for measuring a character's progress}}
{{short description|Role-playing game unit for measuring a character's progress}}
[[File:Legend of Grimrock screenshot 01 (cropped).jpg|thumb|A character in the roleplaying video game ''[[Legend of Grimrock]]'' who has 23373 experience points: they need 71006 points to reach the next level]]{{More citations needed|date=March 2022}}
{{Multiple issues|
{{Cleanup rewrite|date=May 2016}}
{{Overly detailed|date=May 2016}}
{{More citations needed|date=March 2022}}
}}
[[File:Legend of Grimrock screenshot 01 (cropped).jpg|thumb|A character in the roleplaying video game ''[[Legend of Grimrock]]'' who has 23373 experience points: they need 71006 points to reach the next level]]
An '''experience point''' (often abbreviated as '''exp''' or '''XP''') is a unit of measurement used in some tabletop [[role-playing game]]s (RPGs) and [[role-playing video game]]s to quantify a [[player character]]'s life [[experience]] and progression through the game. Experience points are generally awarded for the completion of objectives, overcoming obstacles and opponents, and successful role-playing.<ref>{{Cite book|last=Gygax|first=Gary|url=https://www.worldcat.org/oclc/15251827|title=Role-Playing Mastery|date=1987|isbn=978-0-399-51293-3|location=New York, NY|pages=147, 172, 174|oclc=15251827|access-date=2022-01-18|archive-date=2022-01-21|archive-url=https://web.archive.org/web/20220121073706/http://www.worldcat.org/oclc/15251827|url-status=live}}</ref>
An '''experience point''' (often abbreviated as '''exp''' or '''XP''') is a unit of measurement used in some tabletop [[role-playing game]]s (RPGs) and [[role-playing video game]]s to quantify a [[player character]]'s life [[experience]] and progression through the game. Experience points are generally awarded for the completion of objectives, overcoming obstacles and opponents, and successful role-playing.<ref>{{Cite book|last=Gygax|first=Gary|url=https://www.worldcat.org/oclc/15251827|title=Role-Playing Mastery|date=1987|isbn=978-0-399-51293-3|location=New York, NY|pages=147, 172, 174|oclc=15251827|access-date=2022-01-18|archive-date=2022-01-21|archive-url=https://web.archive.org/web/20220121073706/http://www.worldcat.org/oclc/15251827|url-status=live}}</ref>


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==History==
==History==
The term "experience point" was introduced by [[Gary Gygax]] and [[Dave Arneson]] in the creation of ''Dungeons & Dragons''. Arneson introduced a level up system while playing a modification of ''Chainmail'', in which Gygax was a co-author.<ref> {{Cite news |last=Kushner |first=David |title=Dungeon Master: The Life and Legacy of Gary Gygax |url=https://www.wired.com/2008/03/dungeon-master-life-legacy-gary-gygax/ |access-date=2024-08-13 |work=Wired |language=en-US |issn=1059-1028}}</ref> The abbreviation to XP was suggested by Lawrence Schick, one of the first hires into TSR, Inc. to help Gygax finish manuals for the game's release. Needing an abbreviation for "experience point" but EP already used as part of the currency system for electrum pieces, Schick opted for XP, which stuck with the game and picked up in other systems that featured character progression.<ref>{{Cite web |last=Purchese |first=Robert |date=2024-05-05 |title=From creating D&D to making Baldur's Gate 3: meet the man who coined the term XP |url=https://www.eurogamer.net/from-creating-dd-to-making-baldurs-gate-3-meet-the-man-who-coined-the-term-xp |access-date=2024-08-13 |website=Eurogamer.net |language=en}}</ref>
The term "experience point" was introduced by [[Gary Gygax]] and [[Dave Arneson]] in the creation of ''Dungeons & Dragons''. Arneson introduced a level-up system while playing a modification of ''Chainmail'', for which Gygax was a co-author.<ref> {{Cite news |last=Kushner |first=David |title=Dungeon Master: The Life and Legacy of Gary Gygax |url=https://www.wired.com/2008/03/dungeon-master-life-legacy-gary-gygax/ |access-date=2024-08-13 |work=Wired |language=en-US |issn=1059-1028}}</ref> ''Dungeons & Dragons'' needed an abbreviation for "experience point", but EP was already in use for "electrum pieces", part of the currency system. One of TSR's first hires, Lawrence Schick, suggested the abbreviation to XP, to help Gygax complete the game manuals before release.<ref>{{Cite web |last=Purchese |first=Robert |date=2024-05-05 |title=From creating D&D to making Baldur's Gate 3: meet the man who coined the term XP |url=https://www.eurogamer.net/from-creating-dd-to-making-baldurs-gate-3-meet-the-man-who-coined-the-term-xp |access-date=2024-08-13 |website=Eurogamer.net |language=en}}</ref>


==Types==
==Types==
Some games use hybrid advancement systems that combine elements from more than one of the following types.

===Level-based progression===
===Level-based progression===
{{distinguish|Level (video games)}}
{{distinguish|Level (video games)}}
In many role-playing games, such as games derived from ''[[Dungeons & Dragons]]'' (''D&D''), an accumulation of a sufficient number of experience points (XP) increases a character's "level", a number that represents a character's overall skill and experience. To "level" or "level up" means to gain enough XP to reach the next level. By gaining a level, a character's abilities or stats will increase, making the character stronger and able to accomplish more difficult tasks, including safely battling stronger enemies, gaining access to more powerful abilities (such as spells or combat techniques), and to make, fix or disable more complex mechanical devices, or resolve increasingly difficult social challenges.
In many role-playing games, such as games derived from ''[[Dungeons & Dragons]]'' (''D&D''), an accumulation of a sufficient number of experience points (XP) increases a character's "level", a number that represents a character's overall skill and experience. To "level" or "level up" means to gain enough XP to reach the next level. By gaining a level, a character's abilities or stats increase, making the character stronger and able to accomplish more difficult tasks, such as safely battling stronger enemies, gaining access to more powerful spells or combat techniques, or resolving more difficult social challenges.


Typically, levels are associated with a [[character class]], and many systems allow combinations of classes, allowing a player to customize how their character develops.
Typically, levels are associated with a [[character class]], and many systems allow combinations of classes, allowing a player to customize how their character develops.


Some systems that use a level-based experience system also incorporate the ability to purchase specific traits with a set amount of experience; for example, ''D&D'' 3rd Edition bases the creation of [[magic (paranormal)|magical]] items around a system of experience expenditure (known as ''burning xp'') and also uses a system of feat selection which closely matches the advantages of systems such as ''[[GURPS]]'' or the ''[[Hero System]]''. The [[d20 System]] also introduced the concept of [[Prestige class (Dungeons & Dragons)|prestige class]]es which bundle sets of mechanics, character development and requirements into a package which can be "leveled" like an ordinary class.
Some systems that use a level-based experience system also incorporate the ability to purchase specific traits with a set amount of experience. For example, ''D&D'' 3rd Edition bases the creation of [[magic (paranormal)|magical]] items around a system of experience expenditure (known as ''burning xp''). The [[d20 System]] introduced the concept of [[Prestige class (Dungeons & Dragons)|prestige class]]es, sets of mechanics, character developments, and requirements that can be leveled up.


Some games have a level cap, or a limit of levels available. For example, in the online game ''[[RuneScape]]'', no player can currently get higher than level 120 which needs a combined 104,273,167 experience points to gain, nor can any one skill gain more than 200 million experiences. Some games have a dynamic level cap, where the level cap is dependent upon the levels of the average player (so it gradually increases).
Some games have a level cap, or a limit of levels available. For example, in the online game ''[[RuneScape]]'', no player can exceed level 120, which requires 104,273,167 experience points to gain, nor can any single skill gain more than 200 million experience points. Some games have a dynamic level cap, where the level cap changes over time depending upon the level of the average player.


===Activity-based progression===
===Activity-based progression===
In some systems, such as the classic tabletop role-playing games ''[[Traveller (role-playing game)|Traveller]]'', ''[[Call of Cthulhu (role-playing game)|Call of Cthulhu]]'' and ''[[Basic Role-Playing]]'', and the role-playing video games ''[[Dungeon Master (video game)|Dungeon Master]]'',<ref>{{cite web|title=Dungeon Master|url=https://www.gametripper.co.uk/games/atari-st/dungeon-master/|website=GameTripper|access-date=2019-11-18|date=2018-01-08|archive-date=2020-08-12|archive-url=https://web.archive.org/web/20200812234959/https://www.gametripper.co.uk/games/atari-st/dungeon-master/|url-status=live}}</ref> ''[[Final Fantasy II]]'', ''[[The Elder Scrolls]]'',<ref>{{cite web|last1=Dunham|first1=Jeremy|title=Final Fantasy II Review|url=http://psp.ign.com/articles/808/808182p1.html|website=IGN|access-date=2016-05-24|date=2007-07-26|archive-date=2011-07-13|archive-url=https://web.archive.org/web/20110713005219/http://psp.ign.com/articles/808/808182p1.html|url-status=live}}</ref> the ''[[SaGa (series)|SaGa]]'' series,<ref>{{cite web |last1=Gann |first1=Patrick |date=2005-10-11 |title=RPGFan Reviews - Romancing SaGa |url=http://www.rpgfan.com/reviews/romancingsagaminstrel/index.html |url-status=dead |archive-url=https://web.archive.org/web/20120110173752/http://www.rpgfan.com/reviews/romancingsagaminstrel/index.html |archive-date=2012-01-10 |access-date=2016-05-24 |website=RPGFan}}</ref> and ''[[Grandia (series)|Grandia]]'' series,<ref>{{cite web|last1=Reyes|first1=Francesca|title=Grandia|url=http://psx.ign.com/articles/162/162007p1.html|website=IGN|access-date=2016-05-24|date=1999-11-04|archive-date=2011-07-13|archive-url=https://web.archive.org/web/20110713005014/http://psx.ign.com/articles/162/162007p1.html|url-status=live}}</ref> progression is based on increasing individual [[statistic (role-playing games)|statistic]]s (skills, rank and other features) of the character, and is not driven by the acquisition of (general) experience points. The skills and attributes are made to grow through exercised use. Some authors believe that activity-based progression encourages tedious grinding processes, like intentionally taking damage and attacking allied characters to increase health in ''Final Fantasy II''.<ref>{{cite web|url=http://www.ign.com/articles/2016/08/01/final-fantasy-ii-a-retrospective?page=2|title=Final Fantasy II: A Retrospective|date=31 July 2016|website=Ign.com|access-date=3 February 2018|author=Andy Corrigan|archive-date=3 February 2018|archive-url=https://web.archive.org/web/20180203183157/http://www.ign.com/articles/2016/08/01/final-fantasy-ii-a-retrospective?page=2|url-status=live}}</ref>
In some systems, such as the classic tabletop role-playing games ''[[Traveller (role-playing game)|Traveller]]'', ''[[Call of Cthulhu (role-playing game)|Call of Cthulhu]]'' and ''[[Basic Role-Playing]]'', and the role-playing video games ''[[Dungeon Master (video game)|Dungeon Master]]'',<ref>{{cite web|title=Dungeon Master|url=https://www.gametripper.co.uk/games/atari-st/dungeon-master/|website=GameTripper|access-date=2019-11-18|date=2018-01-08|archive-date=2020-08-12|archive-url=https://web.archive.org/web/20200812234959/https://www.gametripper.co.uk/games/atari-st/dungeon-master/|url-status=live}}</ref> ''[[Final Fantasy II]]'', ''[[The Elder Scrolls]]'',<ref>{{cite web|last1=Dunham|first1=Jeremy|title=Final Fantasy II Review|url=http://psp.ign.com/articles/808/808182p1.html|website=IGN|access-date=2016-05-24|date=2007-07-26|archive-date=2011-07-13|archive-url=https://web.archive.org/web/20110713005219/http://psp.ign.com/articles/808/808182p1.html|url-status=live}}</ref> the ''[[SaGa (series)|SaGa]]'' series,<ref>{{cite web |last1=Gann |first1=Patrick |date=2005-10-11 |title=RPGFan Reviews - Romancing SaGa |url=http://www.rpgfan.com/reviews/romancingsagaminstrel/index.html |url-status=dead |archive-url=https://web.archive.org/web/20120110173752/http://www.rpgfan.com/reviews/romancingsagaminstrel/index.html |archive-date=2012-01-10 |access-date=2016-05-24 |website=RPGFan}}</ref> and ''[[Grandia (series)|Grandia]]'' series,<ref>{{cite web|last1=Reyes|first1=Francesca|title=Grandia|url=http://psx.ign.com/articles/162/162007p1.html|website=IGN|access-date=2016-05-24|date=1999-11-04|archive-date=2011-07-13|archive-url=https://web.archive.org/web/20110713005014/http://psx.ign.com/articles/162/162007p1.html|url-status=live}}</ref> character progression is based on increasing individual [[statistic (role-playing games)|statistic]]s rather than general experience points. Skills and attributes grow through exercised use.<ref>{{cite web |author=Andy Corrigan |date=31 July 2016 |title=Final Fantasy II: A Retrospective |url=http://www.ign.com/articles/2016/08/01/final-fantasy-ii-a-retrospective?page=2 |url-status=live |archive-url=https://web.archive.org/web/20180203183157/http://www.ign.com/articles/2016/08/01/final-fantasy-ii-a-retrospective?page=2 |archive-date=3 February 2018 |access-date=3 February 2018 |website=Ign.com}}</ref>


===Free-form advancement===
===Free-form advancement===
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Free-form advancement is used by many role-playing systems including ''[[GURPS]]'', ''[[Hero System]]'' or the ''[[World of Darkness]]'' series. It allows the player to select which skills to advance by allocating "points". Each character attribute is assigned a price to improve, so for example it might cost a character 2 points to raise an [[archery]] skill one notch, 10 points to raise overall [[dexterity]] by one, or it might cost 20 points to learn a new [[Spell (gaming)|magic spell]].
Free-form advancement is used by many role-playing systems including ''[[GURPS]]'', ''[[Hero System]]'' or the ''[[World of Darkness]]'' series. It allows the player to select which skills to advance by allocating "points". Each character attribute is assigned a price to improve, so for example it might cost a character 2 points to raise an [[archery]] skill one notch, 10 points to raise overall [[dexterity]] by one, or it might cost 20 points to learn a new [[Spell (gaming)|magic spell]].


Players are typically free to spend points however they choose, which greatly increases the control that a player has over the character's development, but also usually causes players to find that complexity increases as well. Some games therefore simplify character creation and advancement by suggesting ''packages'' or ''templates'' of pre-selected ability sets, so for example a player could have their character become an "investigator" by purchasing a package deal which includes many skills and abilities, rather than buying them each separately.
Players are typically free to spend points however they choose. Some games simplify free-form advancement by offering ''packages'' or ''templates'' of pre-selected ability sets.


===Cash-in advancement===
===Cash-in advancement===
A cash-in experience advancement system uses experience points to "purchase" such character advancements as class levels, skill points, new skills, feats or increasing saving throw bonuses or base attribute points each of which has a set cost in experience points with set limits on the maximum bonuses that can be purchased at a given time usually once per game session. Once experience points are used thus they are "spent" and are erased from the character record or marked as spent and cannot be used again. ''[[Final Fantasy XIII]]'' and ''[[Warhammer Fantasy Roleplay]]'' are examples of games that use a cash-in advancement system.
A cash-in experience advancement system uses experience points to "purchase" character advancements such as class levels, skill points, new skills, feats, and base attribute points. Each advancement has a set cost in experience points with set limits on the maximum bonuses that can be purchased at a given time, usually once per game session. Once experience points are used, they are erased or marked as spent from the character record and cannot be used again. ''[[Final Fantasy XIII]]'' and ''[[Warhammer Fantasy Roleplay]]'' are examples of games that use a cash-in advancement system.

===Hybrid systems===
Some games use advancement systems which combine elements from two or more of the above types. For example, in the third edition of ''[[Dungeons & Dragons]]'', whenever a level is gained in a character class, it provides a number of skill points (the exact number is calculated based on the class and the character's intelligence statistic), which can be spent to raise various skills. Character level (generally the sum of a character's total levels in all classes) is used to calculate how high skills can be raised, when an ability score can be raised and when a character can gain new feats (a class of special abilities which include special attacks, proficiencies in various weapons and bonuses on the dice rolls used to determine the outcome of various actions) and how many experience points are needed to advance in level. In ''[[Ragnarok Online]]'', experience points are divided into two categories: base experience and job experience. Gaining base experience increases a character's base level, which is used to calculate a character's maximum [[hit point|HP]] and [[magic point|SP]], increasing base level also provides points which can be spent to increase stats such as strength, agility and intelligence. Gaining job experience increases a character's job level, each job level provides a skill point which can be spent in the job's skill tree to gain a new ability, such as a spell, special attack or passive bonus, or improve an existing ability.


==Video games==
==Video games==
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In many games, characters must obtain a minimum level to perform certain actions, such as wielding a particular weapon, entering a restricted area, or earning the respect of a [[non-player character]]. Some games use a system of "character levels", where higher-level characters hold an absolute advantage over those of lower level. In these games, statistical character management is usually kept to a minimum. Other games use a system of "skill levels" to measure advantages in terms of specific aptitudes, such as weapon handling, spell-casting proficiency, and stealthiness. These games allow the players to customize their characters to a greater extent.
In many games, characters must obtain a minimum level to perform certain actions, such as wielding a particular weapon, entering a restricted area, or earning the respect of a [[non-player character]]. Some games use a system of "character levels", where higher-level characters hold an absolute advantage over those of lower level. In these games, statistical character management is usually kept to a minimum. Other games use a system of "skill levels" to measure advantages in terms of specific aptitudes, such as weapon handling, spell-casting proficiency, and stealthiness. These games allow the players to customize their characters to a greater extent.


Some games, particularly among [[Multi-user dungeon|MUD]]s and [[massively multi-player online role-playing game|MMORPG]]s, place a limit on the experience a character gains from a single encounter or challenge, to reduce the effectiveness of [[Powerleveling|power-leveling]].
Some games, particularly [[Multi-user dungeon|MUD]]s and [[massively multi-player online role-playing game|MMORPG]]s, place a limit on the experience a character gains from a single encounter or challenge, to reduce the effectiveness of [[Powerleveling|power-leveling]].


===Perks===
===Perks===
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{{more citations needed section|date=November 2019}}
{{more citations needed section|date=November 2019}}


"Perks" are special bonuses that [[video game]] players can add to their characters to give special abilities. The term refers to the general usage of "[[wikt:perk|perk]]" as an abbreviation of "[[wikt:perquisite|perquisite]]". Perks are permanent rather than temporary and are progressively unlocked through experience points. The first video game to use the term "perks" to refer to such a mechanic was the 1997 role-playing video game ''[[Fallout (video game)|Fallout]]''.
"Perks" are special bonuses that [[video game]] players can add to their characters to gain special abilities. The term refers to the general usage of "[[wikt:perk|perk]]" as an abbreviation of "[[wikt:perquisite|perquisite]]". Perks are permanent rather than temporary and are progressively unlocked through experience points. The first video game to use the term "perks" to refer to such a mechanic was the 1997 role-playing video game ''[[Fallout (video game)|Fallout]]''.


Besides RPGs, perks have been used in various other video games in recent times, including [[first-person shooter]]s such as ''[[Call of Duty 4: Modern Warfare]]'' (2007),<ref name="Shamoon">{{cite web|last1=Shamoon|first1=Evan|title=Call of Duty 4 Preview for 360 from 1UP.com|url=http://www.1up.com/previews/call-duty-4_7|website=[[1UP.com]]|publisher=Wayback Machine|access-date=9 November 2017|archive-url=https://web.archive.org/web/20160623225728/http://www.1up.com/previews/call-duty-4_7|archive-date=23 June 2016|date=10 August 2007}}</ref> ''[[Call of Duty: Modern Warfare 2]]'' (2009), and ''[[Killing Floor (2009 video game)|Killing Floor]]'' (2009), as well as [[action game]]s such as ''[[Metal Gear Online]]'' (2008).
Besides RPGs, perks have been used in various other video games in recent times, including [[first-person shooter]]s such as ''[[Call of Duty 4: Modern Warfare]]'' (2007),<ref name="Shamoon">{{cite web|last1=Shamoon|first1=Evan|title=Call of Duty 4 Preview for 360 from 1UP.com|url=http://www.1up.com/previews/call-duty-4_7|website=[[1UP.com]]|publisher=Wayback Machine|access-date=9 November 2017|archive-url=https://web.archive.org/web/20160623225728/http://www.1up.com/previews/call-duty-4_7|archive-date=23 June 2016|date=10 August 2007}}</ref> ''[[Call of Duty: Modern Warfare 2]]'' (2009), and ''[[Killing Floor (2009 video game)|Killing Floor]]'' (2009), as well as [[action game]]s such as ''[[Metal Gear Online]]'' (2008).


===Remorting===
===Remorting===
"Remorting" (also known as "rebirth", "ascending/ascension", "reincarnating", or "[[new game plus]]") is a game mechanic in some role-playing games whereby, once the player character reaches a specified level limit, the player can elect to start over with a new version of the character. The bonuses that are given are dependent on several factors, which generally involve the stats of the character before the reincarnation occurs. The remorting character generally loses all levels, but gains an advantage that was previously unavailable, usually access to different [[race (fantasy)|race]]s, [[avatar (virtual reality)|avatar]]s, [[character class|class]]es, skills, or otherwise inaccessible play areas within the game. A symbol often identifies a remorted character.
"Remorting" (also known as "rebirth", "ascending/ascension", "reincarnating", or "[[new game plus]]") is a game mechanic in some role-playing games. Once a character reaches a specified level limit, the player can elect to start over with a new version of the character. The remorting character generally loses all levels, but gains an advantage that was previously unavailable, such as access to different [[race (fantasy)|race]]s, [[avatar (virtual reality)|avatar]]s, [[character class|class]]es, skills, or otherwise inaccessible play areas within the game. A symbol often identifies a remorted character.


The term "remort" comes from [[Multi-user dungeon|MUD]]s,<ref>{{cite web|author1=Natalia|title=What is Remort?|url=http://tharsis-gate.org/articles/imaginary/WHATIS~1.HTM|website=Tharsis Gate|publisher=Imaginary Realities|access-date=2016-05-24|date=May 1999|archive-date=2016-03-29|archive-url=https://web.archive.org/web/20160329231710/http://tharsis-gate.org/articles/imaginary/WHATIS~1.HTM|url-status=live}}</ref> in some of which players may become [[Immortal (MUD)|immortal]] characters—administrative staff—simply by advancing to the maximum level. These users are generally expected to distance themselves from gameplay, and interaction with players may be severely limited. When an immortal chooses to vacate his or her position to resume playing the game—usually from level one just as with any new character—he or she is said to have remorted, "becoming mortal again".<ref>{{cite book|last1=Towers|first1=J. Tarin|title=Yahoo!: Wild Web Rides|date=1996|publisher=IDG Books Worldwide|location=Foster City, California|isbn=076457003X|page=166 }}</ref><ref>{{cite book|last1=Bartle|first1=Richard A.|author-link=Richard Bartle|title=[[Designing Virtual Worlds]]|date=2004|publisher=New Riders|location=Indianapolis, Indiana|isbn=0131018167|page=356 }}</ref>
The term "remort" comes from [[Multi-user dungeon|MUD]]s.<ref>{{cite web|author1=Natalia|title=What is Remort?|url=http://tharsis-gate.org/articles/imaginary/WHATIS~1.HTM|website=Tharsis Gate|publisher=Imaginary Realities|access-date=2016-05-24|date=May 1999|archive-date=2016-03-29|archive-url=https://web.archive.org/web/20160329231710/http://tharsis-gate.org/articles/imaginary/WHATIS~1.HTM|url-status=live}}</ref> In some MUDs, players may become [[Immortal (MUD)|immortal]] characters—administrative staff—simply by advancing to the maximum level. These users are generally expected to distance themselves from gameplay, and interaction with players may be severely limited. When an immortal chooses to vacate this position to resume playing the game—usually from level one just as with any new character—he or she is said to have remorted, "becoming mortal again".<ref>{{cite book|last1=Towers|first1=J. Tarin|title=Yahoo!: Wild Web Rides|date=1996|publisher=IDG Books Worldwide|location=Foster City, California|isbn=076457003X|page=166 }}</ref><ref>{{cite book|last1=Bartle|first1=Richard A.|author-link=Richard Bartle|title=[[Designing Virtual Worlds]]|date=2004|publisher=New Riders|location=Indianapolis, Indiana|isbn=0131018167|page=356 }}</ref>


===Grinding===
===Grinding===
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===Sharing===
===Sharing===
Games, that allow several characters participating in a single event (such as battle or quest completion), implement various methods of determining how and when experience gets shared between participants. These methods include: only ''[[Last-hitting (game design)|last-hitting]]'' character, whose hit killed the enemy, getting experience (as in ''[[Fire Emblem]]'' series); unconditionally sharing experience among characters (as in ''[[Dungeons & Dragons|D&D system]]''); and giving experience based on each character's actions (as in ''[[Final Fantasy Tactics]]''). In some online games, it is possible to join a group and gain experience, loot or other rewards, while providing little or no contribution to the group. This type of behaviour is referred to as leeching, particularly when it is done without the permission of other group members. In games which allow players to gain rewards by [[kill stealing]], this is also considered a form of leeching. This is extremely common in games such as ''[[Dungeon Defenders]]'', in which all players receive the same rewards regardless of their contributions.
Games that allow several characters to participate in a single event (such as battle or quest completion), implement various methods of determining how and when experience gets shared between participants. These methods include: only awarding experience to the character whose hit killed the enemy (as in ''[[Fire Emblem]]'' series); sharing experience among characters (as in ''[[Dungeons & Dragons|D&D]]''); and giving experience based on each character's actions (as in ''[[Final Fantasy Tactics]]''). In some online games (for example ''[[Dungeon Defenders]]''), it is possible to join a group and gain experience while providing little or no contribution to the group. This type of behavior is referred to as leeching. In games that allow players to gain rewards by [[kill stealing]], this is also considered a form of leeching.


===Botting===
===Botting===

Latest revision as of 03:55, 22 October 2024

A character in the roleplaying video game Legend of Grimrock who has 23373 experience points: they need 71006 points to reach the next level

An experience point (often abbreviated as exp or XP) is a unit of measurement used in some tabletop role-playing games (RPGs) and role-playing video games to quantify a player character's life experience and progression through the game. Experience points are generally awarded for the completion of objectives, overcoming obstacles and opponents, and successful role-playing.[1]

In many RPGs, characters start as fairly weak and untrained. When a sufficient amount of experience is obtained, the character "levels up", achieving the next stage of character development. Such an event usually increases the character's statistics, such as maximum health, magic and strength, and may permit the character to acquire new abilities or improve existing ones. Levelling up may also give the character access to more challenging areas or items.

In some role-playing games, particularly those derived from Dungeons & Dragons, experience points are used to improve characters in discrete experience levels; in other games, such as GURPS and the World of Darkness games, experience points are spent on specific abilities or attributes chosen by the player.

In most games, as the difficulty of the challenge increases, the experience rewarded for overcoming it also increases. As players gain more experience points, the amount of experience needed to gain abilities typically increases. Alternatively, some games keep the number of experience points per level constant but progressively lower the experience gained for the same tasks as the character's level increases. Thus, as the player character strengthens from gaining experience, they are encouraged to accept new tasks that are commensurate with their improved abilities in order to advance.

History

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The term "experience point" was introduced by Gary Gygax and Dave Arneson in the creation of Dungeons & Dragons. Arneson introduced a level-up system while playing a modification of Chainmail, for which Gygax was a co-author.[2] Dungeons & Dragons needed an abbreviation for "experience point", but EP was already in use for "electrum pieces", part of the currency system. One of TSR's first hires, Lawrence Schick, suggested the abbreviation to XP, to help Gygax complete the game manuals before release.[3]

Types

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Some games use hybrid advancement systems that combine elements from more than one of the following types.

Level-based progression

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In many role-playing games, such as games derived from Dungeons & Dragons (D&D), an accumulation of a sufficient number of experience points (XP) increases a character's "level", a number that represents a character's overall skill and experience. To "level" or "level up" means to gain enough XP to reach the next level. By gaining a level, a character's abilities or stats increase, making the character stronger and able to accomplish more difficult tasks, such as safely battling stronger enemies, gaining access to more powerful spells or combat techniques, or resolving more difficult social challenges.

Typically, levels are associated with a character class, and many systems allow combinations of classes, allowing a player to customize how their character develops.

Some systems that use a level-based experience system also incorporate the ability to purchase specific traits with a set amount of experience. For example, D&D 3rd Edition bases the creation of magical items around a system of experience expenditure (known as burning xp). The d20 System introduced the concept of prestige classes, sets of mechanics, character developments, and requirements that can be leveled up.

Some games have a level cap, or a limit of levels available. For example, in the online game RuneScape, no player can exceed level 120, which requires 104,273,167 experience points to gain, nor can any single skill gain more than 200 million experience points. Some games have a dynamic level cap, where the level cap changes over time depending upon the level of the average player.

Activity-based progression

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In some systems, such as the classic tabletop role-playing games Traveller, Call of Cthulhu and Basic Role-Playing, and the role-playing video games Dungeon Master,[4] Final Fantasy II, The Elder Scrolls,[5] the SaGa series,[6] and Grandia series,[7] character progression is based on increasing individual statistics rather than general experience points. Skills and attributes grow through exercised use.[8]

Free-form advancement

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Free-form advancement is used by many role-playing systems including GURPS, Hero System or the World of Darkness series. It allows the player to select which skills to advance by allocating "points". Each character attribute is assigned a price to improve, so for example it might cost a character 2 points to raise an archery skill one notch, 10 points to raise overall dexterity by one, or it might cost 20 points to learn a new magic spell.

Players are typically free to spend points however they choose. Some games simplify free-form advancement by offering packages or templates of pre-selected ability sets.

Cash-in advancement

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A cash-in experience advancement system uses experience points to "purchase" character advancements such as class levels, skill points, new skills, feats, and base attribute points. Each advancement has a set cost in experience points with set limits on the maximum bonuses that can be purchased at a given time, usually once per game session. Once experience points are used, they are erased or marked as spent from the character record and cannot be used again. Final Fantasy XIII and Warhammer Fantasy Roleplay are examples of games that use a cash-in advancement system.

Video games

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Since many early role-playing video games are derived from Dungeons & Dragons,[9] most use a level-based experience system.

In many games, characters must obtain a minimum level to perform certain actions, such as wielding a particular weapon, entering a restricted area, or earning the respect of a non-player character. Some games use a system of "character levels", where higher-level characters hold an absolute advantage over those of lower level. In these games, statistical character management is usually kept to a minimum. Other games use a system of "skill levels" to measure advantages in terms of specific aptitudes, such as weapon handling, spell-casting proficiency, and stealthiness. These games allow the players to customize their characters to a greater extent.

Some games, particularly MUDs and MMORPGs, place a limit on the experience a character gains from a single encounter or challenge, to reduce the effectiveness of power-leveling.

Perks

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"Perks" are special bonuses that video game players can add to their characters to gain special abilities. The term refers to the general usage of "perk" as an abbreviation of "perquisite". Perks are permanent rather than temporary and are progressively unlocked through experience points. The first video game to use the term "perks" to refer to such a mechanic was the 1997 role-playing video game Fallout.

Besides RPGs, perks have been used in various other video games in recent times, including first-person shooters such as Call of Duty 4: Modern Warfare (2007),[10] Call of Duty: Modern Warfare 2 (2009), and Killing Floor (2009), as well as action games such as Metal Gear Online (2008).

Remorting

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"Remorting" (also known as "rebirth", "ascending/ascension", "reincarnating", or "new game plus") is a game mechanic in some role-playing games. Once a character reaches a specified level limit, the player can elect to start over with a new version of the character. The remorting character generally loses all levels, but gains an advantage that was previously unavailable, such as access to different races, avatars, classes, skills, or otherwise inaccessible play areas within the game. A symbol often identifies a remorted character.

The term "remort" comes from MUDs.[11] In some MUDs, players may become immortal characters—administrative staff—simply by advancing to the maximum level. These users are generally expected to distance themselves from gameplay, and interaction with players may be severely limited. When an immortal chooses to vacate this position to resume playing the game—usually from level one just as with any new character—he or she is said to have remorted, "becoming mortal again".[12][13]

Grinding

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Grinding refers to the process of repeating one specific activity over and over. This is done, for example, by repeatedly participating in challenges, quests, tasks and events which reward experience points for performing repetitive, often menial challenges. This definition can also be used in multi-player games, but it is typically displaced by a much more charged meaning. A term intended to describe this style of play without pejorative connotation is optimization, also known as "XP farming".

Power-leveling

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Power-leveling is using the help of another, stronger player to level a character more quickly than is possible alone.

Sharing

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Games that allow several characters to participate in a single event (such as battle or quest completion), implement various methods of determining how and when experience gets shared between participants. These methods include: only awarding experience to the character whose hit killed the enemy (as in Fire Emblem series); sharing experience among characters (as in D&D); and giving experience based on each character's actions (as in Final Fantasy Tactics). In some online games (for example Dungeon Defenders), it is possible to join a group and gain experience while providing little or no contribution to the group. This type of behavior is referred to as leeching. In games that allow players to gain rewards by kill stealing, this is also considered a form of leeching.

Botting

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Some players of online games use automated programs known as bots to grind or leech for them in order to progress with minimal effort.[14] This practice often violates the terms of service. Bots are also commonly used in commercial operations in order to powerlevel a character, either to increase the sale value of the account, or to allow the character to be used for commercial gold farming.

See also

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References

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  1. ^ Gygax, Gary (1987). Role-Playing Mastery. New York, NY. pp. 147, 172, 174. ISBN 978-0-399-51293-3. OCLC 15251827. Archived from the original on 2022-01-21. Retrieved 2022-01-18.{{cite book}}: CS1 maint: location missing publisher (link)
  2. ^ Kushner, David. "Dungeon Master: The Life and Legacy of Gary Gygax". Wired. ISSN 1059-1028. Retrieved 2024-08-13.
  3. ^ Purchese, Robert (2024-05-05). "From creating D&D to making Baldur's Gate 3: meet the man who coined the term XP". Eurogamer.net. Retrieved 2024-08-13.
  4. ^ "Dungeon Master". GameTripper. 2018-01-08. Archived from the original on 2020-08-12. Retrieved 2019-11-18.
  5. ^ Dunham, Jeremy (2007-07-26). "Final Fantasy II Review". IGN. Archived from the original on 2011-07-13. Retrieved 2016-05-24.
  6. ^ Gann, Patrick (2005-10-11). "RPGFan Reviews - Romancing SaGa". RPGFan. Archived from the original on 2012-01-10. Retrieved 2016-05-24.
  7. ^ Reyes, Francesca (1999-11-04). "Grandia". IGN. Archived from the original on 2011-07-13. Retrieved 2016-05-24.
  8. ^ Andy Corrigan (31 July 2016). "Final Fantasy II: A Retrospective". Ign.com. Archived from the original on 3 February 2018. Retrieved 3 February 2018.
  9. ^ Barton, Matt (2007-02-23). "The History of Computer Role-Playing Games Part 1: The Early Years (1980-1983)". Gamasutra. Archived from the original on 2012-04-18. Retrieved 2007-10-30.
  10. ^ Shamoon, Evan (10 August 2007). "Call of Duty 4 Preview for 360 from 1UP.com". 1UP.com. Wayback Machine. Archived from the original on 23 June 2016. Retrieved 9 November 2017.
  11. ^ Natalia (May 1999). "What is Remort?". Tharsis Gate. Imaginary Realities. Archived from the original on 2016-03-29. Retrieved 2016-05-24.
  12. ^ Towers, J. Tarin (1996). Yahoo!: Wild Web Rides. Foster City, California: IDG Books Worldwide. p. 166. ISBN 076457003X.
  13. ^ Bartle, Richard A. (2004). Designing Virtual Worlds. Indianapolis, Indiana: New Riders. p. 356. ISBN 0131018167.
  14. ^ Fahey, Mike (24 February 2017). "The Elder Scrolls Online Has A Botting Problem". Kotaku.com. Archived from the original on 3 February 2018. Retrieved 3 February 2018.
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The dictionary definition of experience points at Wiktionary

The dictionary definition of level up at Wiktionary