>>53300054Pokemon doesn't mesh with EXP Share for 3 main reasons.
First is that its a game built around 1v1s.
This is in contrast to most other RPGs where battles call for multiple team mates at once. EXP being generalized to the whole team makes more sense in games where you're already using multiple members at all times vs Pokemon. When 3/9 members are already getting EXP, the others getting it is fine. When its Pokemon where 1/6 is getting EXP, then giving it to everything is a much larger leap.
Second, is that Pokemon is a monster trainer game.
Something like Final Fantasy has you playing with humans. They're literally people, most of whom are adults. You're controlling them for gameplay, but you're not raising them like a parent.
Pokemon is built around the format of you training up and teaching your monster what it knows. Sometimes from a literal egg. This is where EVs pop in as tracking its growth and what it had to do as it went, and that reflecting on its stats. Something that most RPGs don't replicate in any way.
The shared EXP system lets you skip past the difficult part of raising monsters in a manner antithetical to the main loop and game concept.
Thirdly, is that most RPGs with EXP share work different to Pokemon. They're designed in a way that you can't easily outlevel and overpower the bosses and enemies, and that level itself doesn't determine strength. When the power level of some Golem or Robot I'm fighting is entirely up to developer fiat, my exact level doesn't matter as much.
Pokemon is asymmetrical, but you and the NPCs generally are pulling from the same tools. You have access to most of the same monsters and movesets. At a base level monsters of any species are mostly identical and diverge based on how they were raised.
Power is based on a mix of IVs/EVs, moveset, strategy, and level. And in practice 'Level' is potentially the most important.
To give free levels is to make your monsters stronger vs NPC monsters for no effort.