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PostPosted: Tue May 18, 2021 12:45 am 
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I was big into Pokemon as a kid. I had at least one game of every gen from Red/Blue through Ruby/Sapphire- usually multiple games. I've read Bog Leach's creature design critique on every single Pokemon, or at least until they came out with DLC for Sword&Shield. I used to be able to name the original 15 in order off the top of my head, maybe Gen 2 at one point. Certainly I could name every Pokemon through gen 3.
And I never finished a Pokemon game. I just couldn't get past my problems with the game design. I have many issues with the game design. I thought that by Pokemon Ultra Moon they might have fixed all the issues, but nope, I sold my copy back to the store before I even left the first island.
I got some real issues with Pokemon games.

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CotW is a method for ranking cards in increasing order of printability.

*"To YMTC it up" means to design cards that have value mostly from a design perspective. i.e. you would put them in a case under glass in your living room and visitors could remark upon the wonderful design principles, with nobody ever worring if the cards are annoying/pointless/confusing in actual play

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PostPosted: Wed May 19, 2021 11:03 pm 
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Seeing as a bunch of you involved yourself in an MTG Wild West plane you may want to check out this fellow's take on an MTG wild west set. https://www.planesculptors.net/set/lorado#cards
I remember guns/equipment being an idea tossed around for a Jakkard set, and I played around with a way to make poker hands out of your MTG cards. Lorado has both plus a livestock theme! The world don't seem to be as well developed as Jakard (obviously) but it takes from a broader swath of inspiration- the Wizard of Oz gets a few nods for example.

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CotW is a method for ranking cards in increasing order of printability.

*"To YMTC it up" means to design cards that have value mostly from a design perspective. i.e. you would put them in a case under glass in your living room and visitors could remark upon the wonderful design principles, with nobody ever worring if the cards are annoying/pointless/confusing in actual play

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PostPosted: Thu May 20, 2021 8:53 pm 
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I'm not sure if I should apologize for what I posted last I was on, since I started regretting going off as I did afterwards...

Meanwhile, I found an R18+ Pokémon ROMhack involving "human balls", capturing trainers and what the game is calling "Pokemorphs" as well as an amount of BDSM fetishwear. Between the style/sensibilities, numerous typos, and a couple key turns of phrase, it's obvious this was done by someone with ESL, but, if I'm honest? it's basically Pokégirls (an old R18+ fanfiction thing that I may have talked about before) and I'm kind of on-board with that.

Barinellos wrote:
If you figure out how to romhack a Pokemon game, I have a project that I've been dying to see realized for who knows how long.

Is this the same Zelda/Pokémon ROMhack you've mentioned before, or a different idea?

On a similar note, I happened to find out that more than one Pokémon-themed forum is NOT blocked at work and did a little lurking, and after reading someone say "Don't design intricate Gym puzzles" in response to "what to design (conceptually) in a ROMhack?", my mind immediately went down a rabbit hole of designing Zelda-like puzzles for a Pokémon game. I would also love to basically somehow cross Monster Hunter with Pokémon, though I doubt the two are compatible.

TPmanW wrote:
I was big into Pokemon as a kid. I had at least one game of every gen from Red/Blue through Ruby/Sapphire- usually multiple games. I've read Bog Leach's creature design critique on every single Pokemon, or at least until they came out with DLC for Sword&Shield. I used to be able to name the original 15 in order off the top of my head, maybe Gen 2 at one point. Certainly I could name every Pokemon through gen 3.
And I never finished a Pokemon game. I just couldn't get past my problems with the game design. I have many issues with the game design. I thought that by Pokemon Ultra Moon they might have fixed all the issues, but nope, I sold my copy back to the store before I even left the first island.
I got some real issues with Pokemon games.

I'd be curious to hear what your problems with the (collective) game design of the Pokémon series is, partially because I have a big suspicion that my problems with the series are NOT AT ALL what everyone else has problems with.

To a lesser extent, I feel I tend to be misunderstood that any issues I bring up that aren't wholly positive are "problems" I have, when that isn't the case at all.


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PostPosted: Thu May 20, 2021 10:49 pm 
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  • I've always found the Pokemon games to be either grind heavy slogs or easy peasy breezes.
  • Leveling up new pokemon to be on par with your party is a chore. Especially for the Magikarp-style mons that are intentionally underpowered in the early stages.
  • The whole type system is complicated mess. It wasn't until I think X&Y that they finally (probably) nailed down the number of types they want. A couple types are real stretches, like ground type which is basically things that... uh, are associated with the earth, but aren't made of it I guess? Flying makes a better ability than type. I don't see how "dragon" gets lumped in with elements (water, rock) and like... materials Pokemon are made from (steel, also rock).
  • So are legendary pokemon unique or what?
  • Why do my Pokemon have to lose moves they forget forever? Why can't they just go back into an inactive move pool or something? If I end up deciding I like the lost move better I just have to retrain a new Pokemon from scratch don't I?
  • Lugging around pokemon just for their HMs.
  • Ruining a pokemon just so you can have an HM in your party.
  • You mean giving my Pokemon a rare candy actually hurts their stat growth in the long run? I thought the effect was supposed to be balanced out by its rarity.
  • Most of the rivals are pretty lame. I don't feel inspired to fight these guys or even remember they exist.
  • I don't think it was until/moon that the NPCs stopped being lame in general. And they still never shut up.
  • I've been playing these games for 20 years. Let me skip the tutorial already.
  • Hard to say whether stat boost moves are worth it without firm numbers attached to them.
  • All the cool strategy stuff doesn't matter 90% of the time. Battles with wild pokemon rarely last long enough for something like team composition to matter. (see also the stat boost problem).
  • EVs, IVs etc. You mean the game was dependent on this stuff from the start and they never thought to actually tell anybody? Heck, how many games did I play before I realized moves of a pokemon's own type got a damage bonus?
  • Losing multiple turns in a row to sleep/ confusion/ frozen is a frustration.
  • Lousy puzzles. I can't ever figure out the ones where you slide across ice. "Memorize the teleporters" is not even a puzzle.
  • Gen 2 had a bunch of pretty meh pokemon.
  • I can't take anything the pokedex says seriously. It doesn't line up with anything else in the franchise or even common sense, but is supposed to be the ultimate authority?
  • Bulbasaur was clearly the best of the original starters and nobody gives the 'lil guy any credit.

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Cato wrote:
CotW is a method for ranking cards in increasing order of printability.

*"To YMTC it up" means to design cards that have value mostly from a design perspective. i.e. you would put them in a case under glass in your living room and visitors could remark upon the wonderful design principles, with nobody ever worring if the cards are annoying/pointless/confusing in actual play

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PostPosted: Fri May 21, 2021 3:55 am 
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Ice puzzles are baller, both the sliding and the cracking ones, they were probably my favorite part of the games growing up.
Rare candies don't actually have any long term ramifications, what the game actually tries to tell you is just that you would get EVs by gaining experience normally, but you can get those later.
The transparency of boosting moves really got me as a kid, had I know that Swords Dance actually doubled your damage I would probably be a lot more excited about it. Kind of on me for never tried them out either though.

I think the biggest improvement you could make for Pokémon is giving it a competent AI, I'd even be okay with it cheating if it meant I had to think a bit during battles.

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PostPosted: Fri May 21, 2021 7:33 pm 
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I'll go ahead and say up front that I don't mean anything against anyone else when getting into this Pokémon talk, but it's one of the few things I both enjoy talking about and feel like I can have decent conversation with it.

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PostPosted: Sat May 22, 2021 10:33 am 
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Tangela was a bad Pokémon prior to getting an evolution. Every other grass type in generation 1 was a dual type poison; so they were extremely weak to Psychic type moves. Except the Eggs which were de facto best grass type imo. And they needed multiple tms you'd rather put on a gengar tbh. Venasaur also didn’t have ready access to better STAB than Razor Leaf and Mega Drain; which were 60 pwr and 40 pwr respectively. The other starters both had access to 90 pwr STAB moves as well as better type coverage moves; so Bulbasaur was the worst starter by a lot in the end game in Gen 1 due to the makeup of the Elite 4 and pvp meta (psychic op and dragonite + legendary birds op).

That being said it was the easiest starter for the first 3 gyms and didn’t have terribly bad gyms except for 6 snd 7; so meh.

——-

Meanwhile you couldn’t get a fire type at all until cycling road if you skipped Charmander. It sucked in pvp but for the E4 it was good enough too.


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PostPosted: Sat May 22, 2021 11:34 am 
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Blastoise, Charizard, and Nidoking are the three speedrun Pokemon. I’m trying to think and the other good evolution lines available prior to Rock Tunnel are mainly Dugtrio, Golem, Alakazam, and Gyarados. Dugtrio is the only one of those a casual player is likely to get “op” that early. I think early game variety in Gen 1 just sucks tbh. The move pool is too limited prior to Gen 3/4.

For pvp competition in general

Fire - Arcanine, Moltres
Electric - Zapdos
Ice - Articuno
Water - Lapras, Cloyster, Slowbro, Gyarados
Rock - Aerodactyl, Golem, Rhydon
Ground - Dugtrio, Nidoking, Some of the Above
Grass - Exxeggutor
Poison - Muk, Weezing
Bug - N/A
Fighting - Machamp
Ghost - Gengar
Psychic - Alakazam, Mewtwo
Dragon - Dragonite
Flying - Incidental Secondary Typing on Above; N/A mostly
Normal - Snorlax, Chansey, Tauros

I think those are the “best” ones I remember.


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PostPosted: Sat May 22, 2021 12:08 pm 
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Disclaimer: I know very little of the intricacies of Pokemon, and the follow is all from the perspective of a filthy casual:

It took me far too long to realize that Gen1 had a secret difficulty setting. Because you rely almost entirely on your starter in the early game, your starter absolutely decides how hard the first two gyms are if you don't know any strategy. It seems absolutely fair that the starter which is easy mode in the early game is the weakest in the late game.

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PostPosted: Sat May 22, 2021 5:48 pm 
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I played a lot during Gen 1 to 3 as a child in addition to a healthy number of hacks and some Pkmn Showdown for casual pvp, and I'm on the "ice puzzles rule" side.

Some years ago I designed and partly got through a challenge through the whole franchise (I tapped out at the Electric gym in Gen 4, I think) designed to keep themes I personally appreciate ("no one left behind"= instant reload whenever a pkmn faints, inspired from a DA2 achievement) and to give some challenge that required planning but not much grinding (gaining xp outside of trainers being banned unless left with no choice - fking zubats - or to bring up pkmns up to the lowest lv of the current main team for either addition or substitution) and, admittedly, a hand in form of a helpful setting (getting to swap whenever the opponent throws a new pkmn in - a big advantage, but the xp clause makes your squad significantly underleveled as the game progresses, favoring an underdog feel which I appreciate) It was a lot of fun.

mjack33 wrote:
Blastoise, Charizard, and Nidoking are the three speedrun Pokemon.

The nidoran family is indeed ridiculous until level... 40ish? in my experience, at which point becomes "merely" a solid resource. Even if it requires a bit of grinding, Lapras has amazing stats with the Specials not being split, can learn Surf and Psychic (!) and learns Ice Beam on its own (!!!) becoming basically the second coming of Jegus, especially when it comes to dealing with Lance.

Playing without trades outside of Showdown, Alakazam, Machamp and similar powerhouses have, sadly, always been outside of my reach...

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PostPosted: Sat May 22, 2021 7:01 pm 
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I feel like I should weigh in on the Pokemon situation. The short version is that I largely agree with Luna, but I feel I have something of a weird perspective. As a kid, I plated red/blue, but I didn't have a gameboy so it was always borrowing someone else's (one kid in my class was an absolute king for letting people like me start fresh) so I never really got past Lt. Surge just because that's when the field trip bus ride would end, at the latest. In a sense, I kind of learned to 'speedrun' before I learned to play. Many years later I got my own GBA and Red/Blue carts and played through it properly, several times in fact, but I never really messed with newer Pokemon games. Then, just this year, I went ahead and got Ultra Moon. I played through it all the way to league champion and it was a huge nostalgia trip, which made me notice a lot of how things changed versus how they stayed the same. In between my times playing though, I had watched LPs and read articles, so I'm moderately acquainted with the facts of design in Gen 2-6 despite only having firsthand knowledge of 1 & 7. I'll use TP's list as something of a jumping off point

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PostPosted: Sun May 23, 2021 9:13 am 
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Especially now that I'm able to see how the typing system makes HP matter so much less in Pokémon than in any other RPG, I am perfectly happy with the AI being so easy and abusable.

I don't understand the correlation, or why you could ever be happy with Pokémon's ai. Gym leaders are supposed to be "boss encounters", but they're extremely unrewarding, and you have to gimp yourself to make it the encounter even remotely interesting, and even then it's rarely any cognitively challenging, because the only real degree of uncertainty is the innate rng of the game. Pokémon has an entire system that greatly rewards correctly guessing what your opponent is going to do that is completely wasted by a game that very rarely does anything unexpected.

I think the two biggest faults of the games are the lack of engaging battles, and the missing sense of adventure and discovery, greatly influenced by the game's linearity and formulaic evil team plot, especially present in the newer entries.

HMs are actually based and should return in some form, relying on your actual team to reach new areas is a lot more rewarding than pressing a dressed-up key item. That said, being force to shove three water moves on your team somewhere feels awful.

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PostPosted: Mon May 24, 2021 12:11 am 
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Quote:
Leveling up new pokemon to be on par with your party is a chore. Especially for the Magikarp-style mons that are intentionally underpowered in the early stages.

This is actually something I am incredibly fond of, especially with Magikarp-styled pokemon now that I'm older and more into game design.

Doing work just to get back to playing the game is something I detest on both practical and philosophical grounds. It's not just a hindrance; I'm annoyed that a game would make me do such a thing or a designer might institute it intentionally. As for Magikarp I almost feel like it's emotional blackmail? Make something harder than it has to be and then the sunk cost fallacy will make you love it? If it was a skill challenge or something it wouldn't be bad, and I suppose EXP share took the sting out of it, but I remember how annoying it was to level up magikarp back in the day.

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Why do my Pokemon have to lose moves they forget forever? Why can't they just go back into an inactive move pool or something? If I end up deciding I like the lost move better I just have to retrain a new Pokemon from scratch don't I?

The short answer: interesting choices on the part of the player.

The long answer: (I assume that) the original Gameboy just didn't have the memory space to hold any additional move information at one time (for active pokemon, not, like the game-wide move pool), and because Pokémon / Game Freak has done so little innovation every generation that each Pokémon game is less distinguishable from each other than Marios or Zeldas are, the norms established with that first generation hasn't been touched or improved upon.

I find it to be a frustrating choice. I have to make the choice on the spot, and at least in the early games, you weren't entirely sure what you were signing up for. Then the move you forgot is lost unless you want to use up a valuable TM, assuming there even is a TM for that move.
The lack of innovation is also a big problem with Pokémon. I feel like playing the first few, I've already played whatever game they're going to come out with next.

But regardless, it sounds like you're railing more on the transparency issue than anything else, which, I mean, fair enough. A lot of the game is dictated by... not quite what I would call "hidden mechanics" so much as mechanics that are not explained well in-game (particularly the typing system which the game hinges on the most). It's one thing I never realized existed but now absolutely adore about the gen1 GBA remakes: they had an in-game help menu that you could access to explain what the different stats actually did and even how the types affected one another.

I have a very big issue about the transparency. Maybe it's an autistic thing, but... not so much lack of transparency, but obfuscation really bugs me. Like, there is no better way to piss me off than to develop an unintuitive UI. It's like a personal insult sometimes.
You also mentioned in your post that stat variations help Pokémon feel different from one another, but it never came across that way to me because I didn't even know there was a difference. I feel like I want to interface with the whole pokemon concept, but the game just makes it needlessly difficult to do so. I guess nowadays you can just Google what you need to know, but that wasn't the case when the games first came out.
Do you have to level up a pokemon a bunch of times to figure out its IVs? It seems like it would only matter to competitive players and having to suss them out seems like just a hoop to jump through.
Shinies? I didn't even know those existed until I read an Awkward Zombie comic about how they suddenly became very easy to obtain. So the attempt to make Pokémon more special that way ended up being so special that it went over my head completely.
A lot of this stuff seems like it's about the thrill of discovery, but it's not some cool mystery I solved so much as something I heard about years after playing any of the games and years before I'd try and give the next a go. I just feel like I missed out due to sloppy design.

Quote:
I can't take anything the pokedex says seriously. It doesn't line up with anything else in the franchise or even common sense, but is supposed to be the ultimate authority?

The Pokédex, particularly the further back you go, is actually some of my favorite bits of the games because of how dark and sometimes-over-the-top it goes.

I find the pokedex kill suspension of disbelief.
With the sheer number of people that must be dying given what it says in the darker pokedex entries there should logically be some reflection of that in the game world. Instead it just doesn't jive with what we know and comes off as flimflam.
There are Pokémon that according to their size and weight are lighter than air. Not in a cool intentional way either. Just in a sad lack of homework way.

Stuff about types:
I should clarify, most pokemon type matchups make perfect sense. It just really annoys me when I get hit out of the blue with something I never would've puzzled out, like bug vs darkness. Apparently bug is strong vs dark due to Japan's association of insects with super heroes? https://bogleech.com/pokemon/bug.html
Similarly, most types make sense existing, but poison would be fine as just a status effect, ground is vague and I still think they should have made flight an ability instead of a type.

...
It has elements of that, but it's first and foremost something of an open world exploration game. While there is combat strategy and careful power raising, the core of the experience of Pokemon is wandering around, exploring, and discovering.
...


I don't feel that Pokemon succeeds as an open world exploration game. For one thing, it's incredibly linear. More importantly outside the actual mons, there's not much worth seeing. I'm always left with the impression that the world is incredibly small. I go to a city and feel like, yep, those 12 buildings are the whole thing.
There's both a lack of exploration and narrative. The rival doesn't motivate, me. The not-quite-comically inept villains don't make for an interesting plot (mind you I loathe melodrama, so that could just be me). There's not much to draw you in plot-wise.
It's been too long for me to remember an Pokémon dialogue, but I don't remember having an impression of people talking like real people would. It just felt surficial and expository.

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CotW is a method for ranking cards in increasing order of printability.

*"To YMTC it up" means to design cards that have value mostly from a design perspective. i.e. you would put them in a case under glass in your living room and visitors could remark upon the wonderful design principles, with nobody ever worring if the cards are annoying/pointless/confusing in actual play

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PostPosted: Mon May 24, 2021 8:28 pm 
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I don't think I've mentioned but I've been re-watching Eureka Seven lately, and it's not hitting me like it used to. Some of it is just being able to see the DNA of Eva in it -- with the mystery of the alien-young-girl-love-interest and the seemingly-alive-mecha(s) -- and the absurdity that I have to admire every few episodes of surfing mechas, but a lot of it is just not being a kid anymore and being utterly frustrated with how most of the characters act. I still maintain that the best parts of the show are the world and not the characters (though the box certainly blows smoke up its own ass by saying "the greatest love story ever animated"), but it takes like 10 episodes to start getting anywhere near that point and even now, 20-some-odd into it, there's very little that's been revealed.

Also, I got a new phone for myself. Kind of a side-grade since like the new phone has the same memory (RAM) and stuff, but it's a new Nokia model that's running a lot newer OS (and a sleek and annoying screen), so it's running a lot more smoothly and I'm sure more securely.

response to the Pokemon talk


I do want to thank everyone for letting me get out into the weeds with this talk. It's very nice since I don't really have anyone else I can discuss things on this level with.


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PostPosted: Mon May 24, 2021 11:45 pm 
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To be perfectly honest, I'm not sure I'm autistic. I've never been tested, but I match a lot of signs. I've been compared to Sheldon from the Big Bang Theory more than once. Let's just say I would be surprised if I got tested and was shown not to be autistic.

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Cato wrote:
CotW is a method for ranking cards in increasing order of printability.

*"To YMTC it up" means to design cards that have value mostly from a design perspective. i.e. you would put them in a case under glass in your living room and visitors could remark upon the wonderful design principles, with nobody ever worring if the cards are annoying/pointless/confusing in actual play

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PostPosted: Tue May 25, 2021 7:46 am 
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The Pokedex is just Professor Oak making **** up while drunk.

Some of them are literally impossible.


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PostPosted: Tue May 25, 2021 2:20 pm 
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One thing I want to clarify that I don’t think you’re operating with the same assumption: challenging =/= difficult. If I sweep the gym with a single pokemon because they’re the right type and have the right moves, then I feel rewarded for having chosen to bring that pokemon into my team in the first place, no matter how “easy” it was to beat that “boss”.

If we play RPS and I tell you that I'm going to throw rock, would you feel rewarded for choosing paper instead of the other two options? When did you last play a new pokemon game and find yourself in a position where you had to change your team in order to progress? You might feel that a particular team member is valuable, but calling it rewarding that one of your six team members happens to carry a type advantage is a pretty big stretch to me. You're framing this as though it's ok for the actual battle to just be an anti-climactic sweeping montage because you decided to do the frankly very obvious choice of bringing a STAB super effective move that you can click over and over. What if you could be rewarded both for the team you brought, and for the choices you made during the battle. Wouldn't that be radical?

And I'm not sure why you made a distinction between challenge and difficulty, but you're going to have to walk me through how they're different, and how you can have challenging content that isn't difficult, or how you can have difficulty that doesn't challenge you.

As far as the correlation goes, it’s as I just said about sweeping with a certain type. Super-effective moves, especially when getting STAB, can deal so much damage that a majority of pokemon (whether yours or your opponent’s) can and do simply go down in 2-3 hits if not OHKOs. The defensive stats just end up being less important for most pokemon than being able to resist the opponent’s attack type, which is why it’s so nice to be able to not just be able to read the AI like a Dr. Seuss book, but also the way the default shift battle option just lets you change out for free.

I would personally figure that the extremely polarizing results of type matchups would be exactly why you need a more effective AI to prop up the gameplay, and also why playing with battle mode shift instead of set is pretty degenerate. Do you just enjoy feeling like there is close to no conceivable way of losing a battle? In which case, more power to you, but I find the provided pokemon experience really shallow.

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PostPosted: Tue May 25, 2021 4:17 pm 
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I would like to take a moment to point out that the current generation-defining mechanic Dynamax is completely banned in the balanced formats on Smogon.


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PostPosted: Tue May 25, 2021 5:23 pm 
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I'll go for the difference between difficult and challenging.
Monster Hunter World had a series of event monsters known as the arch tempered monsters. The only substantial change made to these monsters was a giant increase to their HP pool and damage values. This caused them to be extremely difficult without actually making it any more challenging because they had the same attack and behavior patterns. You already knew the fight, but it simply punished you substantially more to the point it was a great deal more frustrating than rewarding to beat them. It didn't really develop anymore skill as much as it promoted luck that you simply didn't get wrecked.

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PostPosted: Tue May 25, 2021 9:50 pm 
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Mown wrote:
One thing I want to clarify that I don’t think you’re operating with the same assumption: challenging =/= difficult. If I sweep the gym with a single pokemon because they’re the right type and have the right moves, then I feel rewarded for having chosen to bring that pokemon into my team in the first place, no matter how “easy” it was to beat that “boss”.

If we play RPS and I tell you that I'm going to throw rock, would you feel rewarded for choosing paper instead of the other two options? When did you last play a new pokemon game and find yourself in a position where you had to change your team in order to progress? You might feel that a particular team member is valuable, but calling it rewarding that one of your six team members happens to carry a type advantage is a pretty big stretch to me. You're framing this as though it's ok for the actual battle to just be an anti-climactic sweeping montage because you decided to do the frankly very obvious choice of bringing a STAB super effective move that you can click over and over. What if you could be rewarded both for the team you brought, and for the choices you made during the battle. Wouldn't that be radical?
...

It might make more sense to see it in MTG terms. Playing the game is a skill, but so is deck building. For some people building decks is more fun than piloting them. Actual play is just a validation of your deck building efforts. Some games are all about prep, some are about execution. Some people prefer one or the other, although almost everybody likes both at least a bit.

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