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.
I've always found the Pokemon games to be either grind heavy slogs or easy peasy breezes.
I would say those two are not mutually exclusive. From what I can tell, most people tend to be of the opinion that "Pokémon is too easy!", but something I've known for a while and it becomes more apparent every time I replay something gen1-related is, to paraphrase the late John Bain, "Pokémon is babby's first RPG," and I am perfectly fine with that. I welcome it, even, because now that I'm older and know how to actually RPG, I'm not finding almost any of the "grind" that people say are in Pokémon games.
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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.
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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).
I have the opposite problem: no typing system in any game has ever made sense to me the way Pokémon's does. In fact, I flat-out CANNOT understand the Final Fantasy method of type matchups, and there's typically only around six!
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So are legendary pokemon unique or what?
Yes? Why is there any confusion over this point?
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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.
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Lugging around pokemon just for their HMs.
Ruining a pokemon just so you can have an HM in your party.
The whole HM situation is really interesting, IMO. It wasn't until
very recently that the thought of
not carrying around what I thought were the "essential" HMs even entered my mind, and now that I'm not beholden to the concept of "HM slaves" I've realized just how different and interesting they can make a [casual, non-completionist] run.
Because, like, in-game, most HMs are actually pretty good: Fly, Surf, Strength, and Rock Smash are all fairly good in combat; and Cut is usually placed early enough in-game that, for the time that it is
required instead of
optional, it's got okay-ish power in comparison to what you have; the other water-typed HMs are a mixed bag largely because of
also needing Surf to be used on the overworld and generally only available to water-type pokemon, though several of them happen to be decent water-type moves on their own. So, like, I wouldn't say most pokemon are "ruined" for taking an HM or maybe even two (though there were problems with which HMs were necessary to progress in some of the games).
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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.
No? It's entirely possible I missed or have forgotten some in-game dialogue that gave you that impression, but I have never seen anything that said that. If anything, it hurts their stat growth in the very short-term.
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Most of the rivals are pretty lame. I don't feel inspired to fight these guys or even remember they exist.
That's something I've seen a lot of hardcore Pokémon fans seem to say, and mostly it's not something that's just ever been on my radar? Though I
do still love how much of an
actual rival Gary (or, well, he's not
technically Gary in the games, but you know) is in gen 1 and all its remakes. He's always already beaten the gyms seemingly just before you get there, acts as a surprise gatekeeper in many places and then shows up as the bonus surprise FIFTH member of the ELITE FOUR END-GAME BOSS RUSH.
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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.
"Never shutting up" seems to be a quirk of the generations that grew
after I wandered away from the series. I think there
may have been some of that in Black/White, but I only ever played through that once and didn't stick with it like I did with all the previous generations.
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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).
I've been entrenched in the hidden numbers of Pokémon for long enough that the stat raising/lowering moves make a thousand times more sense to me than in other RPGs.
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.
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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?
Quoting this separately because the further away I get from competitive pokemon the more I actually love the IV/EV system? The IV system introduces mostly-small variances from pokemon to pokemon that adds just a little bit of individuality between copies, especially in the days before you could have, like, special coat patterns (like Spinda, or the later male/female differences) or even different colors (prior to shinies and then the shinys-are-rare convention). EVs are (IMO) a great way both to implement a meaningful distinction between a trained and untrained pokemon, as well as introduce an interesting choice (assuming all you know is that an untrained pokemon of the same level isn't as strong as a trained one) of whether to go for the "shortcut" of catching a higher-level wild pokemon or training up a weaker one.
That said, do I think they're perfect the way they are? No, particularly not now that so many even casual players of Pokémon put so much emphasis on them and they're becoming more transparent even in the officially licensed games (pretty much every fangame of note has increased the transparency of IVs/EVs). To circle back around to my earlier comment about innovation, there's also just so much more they
could do now that they've got so much more powerful hardware on their hands. Coat patterns and colors (in addition to
more types of shinies considering they're all hand-made now instead of number-shifted), size differences, simple alt-colors like the four seasons of that new-ish deer pokemon, could all be reasonably achieved
instead of IVs to have a more personal and visible demonstrations of indivuality.
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Losing multiple turns in a row to sleep/ confusion/ frozen is a frustration.
This is really a silly criticism.
"Being unable to move while petrified is a frustration."
"Missing every attack while I'm blinded is a frustration."
Like, I do get where it's coming from, but to say that you don't like a couple of status effects, in an RPG, and cite it as a reason that Pokémon isn't good, is silly.
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Lousy puzzles. I can't ever figure out the ones where you slide across ice. "Memorize the teleporters" is not even a puzzle.
Eh~ That's very subjective. Puzzles are always a hit-and-miss no matter what game series you're talking about, anyway, because not everyone is going to a pproach a puzzle the same way. The best ones in the Pokémon series were the ones that "worked" by letting you bypass the puzzle with the gym trainer fights (or to put another way, bypass the fights by doing the puzzle).
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Gen 2 had a bunch of pretty meh pokemon.
EVERY generation has a bunch of meh pokemon. Like, as much as I love (and will defend) the simplicity of the first gen pokemon, have you
looked at them lately? Most fighting types are uncanny-valley looking blobby humanoids, while both Magneton and Dugtrio are just three times their unevolved forms. Meanwhile, whatever that new thing is called in the latest generation (dynamax or gigantimax or whatever) is literally just the same pokemon but like the size of Godzilla for some reason (unless you're the water starter, then you're the same size and you get to wear Professor Farnsworth's Fing-longer). All generations have elements that are bereft of creativity.
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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. It really showcases the roots that most pokemon designs have in yokai or other mythological tales, and makes up the pokemon to be a little larger than life. If the rest of the franchise had not been geared as hard toward younger children, I would have loved to have seen a slightly-more-mature (like on the level of most Zelda games) evolution of the series. Basically something like how the official manga did.
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Bulbasaur was clearly the best of the original starters and nobody gives the 'lil guy any credit.
I'm not sure about true popularity, but as far as team suggestions for Kanto region games go, it goes Charizard>Venusaur>Blastoise.
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.
That's something all the most popular fangames tackle, is making the AI better in some way (some go so far as to give it "competitive" AI), but that's really not something I've ever wanted (beyond what we already got in the Battle Tower and similar areas). 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.
One thing the series needs, though, is a built-in difficulty system (and not just official Nuzlocke modes, though that would be fun, too). I've heard that Diamond and Pearl separately had hard and easy modes, respectively, but they were locked behind beating the game
which at the very least defeats the purpose of easy mode.