[RPG] Who created the idea of Experience Points

experience-pointshistory-of-gaming

The idea of XP in all its many forms has been around for quite some time.

What designer had the idea of quantizing success and advancement through a numerical method? What game was it for?

The critical element here is innovating beyond a score: scores as simple counts of success have been around since pre-history. I am looking for something that is not only a count of success but that can then be used in some way by the individual.

Trivial false case: A sports game does not have XP. The team cannot "use" or "spend" their wins in any useful way. Certainly, the number of wins may determine if a team gets into the playoffs, but they are neither consumed nor directly create changes in the team. While handicaps may be influenced from score, they are only indirectly a result of achievement in that score. Furthermore, they do not cause global changes in respect to the team or individual.

Trivial true case: post-chainmail D&D: Characters got XP for amassing treasure, and spent the XP as a currency to improve their characters.

Did D&D inherit this concept from anywhere? Can plausible arguments be made to, for example, Boy Scout Merit Badges (where, from my hazy understanding, certain sets of merit badges are needed for advancement)

How did this idea develop? What were some major elaborations of it?

Best Answer

The ultimate and most ancient point system for "quantizing success through a numerical method" is, of course, money. Or perhaps predating even that, number of cattle, sheep, size of land controlled, etc. And war and trade were very early human activities to optimize that quantized success.

History aside, LordVreeg's answer above looks the most promising to me so far in terms of modern gaming.

Update

Since my original post, I have found a online-viewable citation that clearly credits David Arneson (co-creator of D&D with Gary Gygax) as creator of the "experience (point) system". It comes from a March 2008 Wired Magazine article, "Dungeon Master: The Life and Legacy of Gary Gygax" by David Kushner, and was written shortly after Gygax died (2008). It describes the creation/development/motivation of the experience point system this way:

Arneson tested his Chainmail mod in play sessions with his group and, based on their feedback, continued to tinker with the rules to make it more fun. ...

There was another aspect of the game he wanted to tweak: the fact that it ended. Arneson's group was having too much fun playing these specific roles to want to part with them after a single game. Outside of the individual games, Arneson created an experience system for characters. Your character would earn experience points based on their success from game to game. After a certain number of poins [sic], a character would "level up."

It does seem to be clear from this point that experience points were not in Chainmail and were Arneson's invention and part of his contribution to D&D. It does not necessarily rule in or out whether Areneson pulled the idea from somewhere else however.


Your question and other comments do leave me curious to know about ancient competitions (e.g. gladiators, tournaments such as jousting tournaments)-- whether they had any cumulative or longer-term rankings (based on win/loss ratios or #wins) that would be quantitative and cumulative in nature and thus similar to XP beyond what you'd just find in "sports".

I think it's a great topic worthy of intellectual and historical research. What you call "currency of achievement" is what I think of as a "Cumulative point system". As I've reflected upon my own behavior and others' over time, and beyond just the sphere of "games", I've found that cumulative point systems-- whether found in games, online forum reputation systems, or real-world systems like money -- tend to have three great virtues that make them addictive-behavior generating:

  • immediate feedback (delayed feedback reduces addictiveness)
  • clearly recognizable feedback (quantization adds clarity that increases addictiveness)
  • effort compounds over time (benefits that last into the indefinite future are much more valuable than transient ones, increasing addictiveness)

Good luck with your research!