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Progression & Persistence

Experience Points and Levels

Experience points and levels convert repeated actions into permanent capability, giving a character a number that rises with use and thresholds that grant new power when crossed.

Introduced 1980 Origin Rogue Developer Michael Toy, Glenn Wichman, Ken Arnold Direct forks 7 All descendants 20 Later adopters 67

Actions award experience, usually combat, and crossing a threshold raises a level, which improves statistics and unlocks abilities. Curve between thresholds is where the design lives, since it controls how long a player stays in each region of difficulty and how much repetition is expected. Because it accumulates, the system also supplies a reliable answer to any failure, which is to become stronger rather than to play better.

Rogue brought the idea into computer games around 1980, taking it directly from tabletop role-playing, where Dungeons & Dragons had already established levels as the currency of character growth. Translation was natural because a computer is good at exactly the bookkeeping a human table finds tedious. Early digital role-playing games adopted it wholesale, and the convention was fixed long before anyone asked whether other genres needed it.

Ubiquity is the story. Levels now appear in shooters, sports games, racing games and mobile puzzles because they reliably keep players engaged, which makes them an economic tool as much as a design one. Costs are grinding, scaled enemies that make progress feel illusory, and the way an ascending number can substitute for genuine improvement. Games that reject levels usually do so as an explicit design statement.

Lineage — traced back to a root

Every mechanic in this dataset resolves to an ancestral chain. This one is 1 step deep, beginning with Experience Points and Levels in 1980.

1980 · introduced in Rogue

Open this lineage in the interactive graph →

Forked into

Final Fantasy standardised the party-wide curve, Diablo tied levels to item drops, and World of Tanks used them to structure a free-to-play economy.

Carried forward by 67 later games

Wizardry: Proving Grounds of the Mad Overlord 1981Ultima I: The First Age of Darkness 1981Ultima III: Exodus 1983Ultima IV: Quest of the Avatar 1985The Bard's Tale 1985The Legend of Zelda 1986Dragon Quest 1986Might and Magic: Book One 1986Zelda II: The Adventure of Link 1987Phantasy Star 1987Final Fantasy 1987Dragon Quest III 1988Ultima V: Warriors of Destiny 1988Pool of Radiance 1988Wasteland 1988Fire Emblem: Shadow Dragon and the Blade of Light 1990Final Fantasy IV 1991Ultima Underworld: The Stygian Abyss 1992Shining Force 1992Secret of Mana 1993Phantasy Star IV 1993Ultima Underworld II: Labyrinth of Worlds 1993System Shock 1994Final Fantasy VI 1994EarthBound 1994Fire Emblem: Mystery of the Emblem 1994King's Field 1994Chrono Trigger 1995Suikoden 1995Diablo 1996Pokémon Red and Blue 1996Super Mario RPG: Legend of the Seven Stars 1996Gran Turismo 1997Ultima Online 1997Fallout 1997Final Fantasy VII 1997Final Fantasy Tactics 1997Baldur's Gate 1998Xenogears 1998EverQuest 1999Final Fantasy VIII 1999Pokémon Gold and Silver 1999Planescape: Torment 1999Deus Ex 2000Paper Mario 2000Golden Sun 2001RuneScape 2001Warcraft III: Reign of Chaos 2002Final Fantasy XI 2002Defense of the Ancients 2003MapleStory 2003Shin Megami Tensei: Nocturne 2003Pokemon Diamond and Pearl 2006Crackdown 2007Demon's Souls 2009Borderlands 2009Pokemon Black and White 2010World of Tanks 2010Ni no Kuni: Wrath of the White Witch 2011Sleeping Dogs 2012Pillars of Eternity 2015Persona 5 2016Assassin's Creed Odyssey 2018Assassin's Creed Valhalla 2020Pathfinder: Wrath of the Righteous 2021Xenoblade Chronicles 3 2022Honkai: Star Rail 2023

Look this mechanic up elsewhere

Also called: xp, levelling up, experience points

Cite this entry

“Experience Points and Levels.” The Genome of Games, an ontology of game mechanics. Origin: Rogue (1980). https://genome-of-games.vercel.app/feature/experience-points-and-levels/