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Wednesday, July 18, 2012

Tof's gaming ideas: Pokemon

Pokemon games, the main series, are games that never really changed much when it comes to mechanics, and a lot of the structure of the game has remained the same over the versions.

Tiny changes have been added, but honestly, some annoyances inexplicably have remained in the games over the years.

There are hundreds of tiny things everyone has a problem with in Pokemon, but I'm not going to get into too much detail.

The following is a series of things that I feel should be fixed to make the game more enjoyable, and at the end i even add a suggestion on how to make it more interesting.





Fixes


The Pokecenter

If you've played a Pokemon game ever, you might already know what I'm gonna say.
I still don't understand what kind of person makes a part of their game purposely annoying. In every Pokemon game, going to a Pokecenter to heal has always been a tedious, and unnecessarily so.

This is made even more evident by the fact that certain NPCs in the game will heal all of your Pokemon, restore the PP and do so instantly but without the long wait.

Also ticks me off that the nurse will ask if you want your Pokemon healed, I mean, is there ever a time you talk to the nurse and don't want her to heal your Pokemon? even if you didn't mean to, what's the harm of healing them anyway?

-Solution-

Have the nurse do the slow version the first time you visit a Pokecenter, then afterwards just have her say all your Pokemons have been healed when u talk to her, that's it.

Alternatively, implement the regeneration system from the Pokemon mystery dungeon games to reduce the need to use a Pokecenter all the time.


Someone's PC

It made sense you had to use a PC in the first game to store your Pokemon.

But now, there's a lot of wireless going on in both the game's world and the real world.

It seems unnecessary to make you go to town and find the nearest Pokecenter to switch Pokemons.

-Solution-

Make a fucking menu where you're accessing the computer wirelessly.


HMs

Again, an obvious issue if you've played any Pokemon game.

In some games, there are far too many them, and they're usually bad moves that you have no desire of using because they could be replaced by something far better.

However, you are forced to use them in specific area to progress, which ties your hands behind your back.

This forces you to handicap yourself by either spreading the moves through your fighting Pokemons, or carry around 1 or 2 Pokemons specifically for the HMs that aren't any good in battle.

HMs are keys, just handled the worse way possible.

That's not to mention the redundancy with all the water related HMs: Surf, Waterfall, Dive, Whirlpool. That's ridiculous and should had been streamlined years ago. Just 1 ability should cover all of that.

-Solution-

Make it so that, as long as you have 1 Pokemon in your party OR storage that knows the ability, you have use the ability. Simply have a HM menu where you choose the one you want to use.

Alternatively, How hard is it to carry 1 or 2 extra Pokeballs? the main character could easily carry extra Pokemons, that wouldn't be used in battle, just for ability use.

Yet another alternative: Allow Pokemons to learn 2 extra moves that are only usable outside of battle. You would still have the option to learn them as an attack move.


Movement speed/transportation

These games have a sadistic delight for making you start out your adventure at snail pace. The slow grueling speed you go through the first area of the game is agony after you get used to the speed you can move on later in the game.

But, is there even a point or reason for this?

Besides making the start of the adventure painful and boring, not really.

-Solution-

The auto-run option from HG/SS. I really don't need to go into this one. Should be in every game and you should start with it.

In fact, why don't we start with a bike? all it does it allow you to move faster, it doesn't really add any advantage to the player.

There's no reason you shouldn't have the bike from the start. You're a 10 year old kid, are you expecting me to believe you the one kid that doesn't have one?

Pokemon games don't need padding, they're already long as fuck and monotonous.

There's a good reason they were banned on the "let's play" board at something awful.

Speed this shit up ffs.


More than 1 save per game.

This is fucking 2012, add save slots ffs!

-Solution-

Add more saves slots, duh!





Improvements


Choices and paths

I've mentioned it before, but I think it'd be very interesting if the main character had to make choices.

The choice would influence the path the main character takes, which influences the areas he'd have access to, the Pokemons he can catch, and the order of the gyms. associated with a path would be perks.

Here's an example:

Early in the game, you could be given a choice to become the apprentice of a famous Pokemon breeder (heck, could even be Brock), or continue as a battling trainer.
Picking a path would be like a picking a class, and doing so would confer some bonuses.

Here's an example of class perks could be for a Pokemon breeder:

  • Increase your chance of encountering female Pokemon.
  • Reduce the time required for your Pokemon to make eggs
  • Reduce steps required for egg hatching.
  • Slight stat bonus for bred Pokemon.

It really wouldn't be hard to come up with other classes such as Pokemon researcher, Pokemon catcher, Pokemon battle trainer, etc... a lot of NPCs in the games and characters in the anime claim to have such jobs.

Although just the fact that you could go through the same game with a different story and in a different order seems like it'd add replay value.

10 comments:

  1. I can't help but feel there's a lot of nitpickery in the 'fixes' slot. Time to attack this!

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    Nurses - I think they want to give off the realistic feel that, professionally, they do at least give you a choice, instead of them taking it, healing it, and then giving it back to you. Yes, it gets annoying. Not to mention you can't really speed up the proccess. If I remember right, non-pokecenters don't really ask. Again, they want to give off that realistic feel that it's a workplace, and, as a customer/person entering the store, you DO have a choice.

    PCs - Trainers don't have time for ipads and iphones. I think they also want to enforce the fact that every decision you make is key to where you're heading next. If you was at a cave or some legendary area, it'd be FAR too easy to just switch around your desired pokemon at that very spot. I think they want you to think and be sure that you have the right pokemons to handle that said situation(s)

    HMs - You could easily fix this problem by capturing a random pokemon and have them learn 3 or 4 of those moves, and when you actually need it for that particular situation, just grab the pokemon. Lot more simple IMO.

    Disagree on them adding more pokemons/moves in your roster/slot. Object of the game is, again, being sure to ready yourself on any given situation, and rotating yourself accordingly.

    Movement speed - It's not like the game is THAT slow pace. In pokemon red, blue, yellow, I remember it was more tedious to get the bike/fly ability in comparison to today's methods. Not everyone would have money for a bike, and even then, why not just walk it? It's not that bad really....

    Save slots - .....-WHY-?

    In the game, pokemons are everywhere, and you can backtrack from stage 1. You're defeating gym leaders as well as going through cutscenes. Really....

    what's the effing need for more slots?

    The ONLY two things I can see why (and even then, it'd minimial) are:

    - Cutscenes
    - Legendary Pokemons/one of a kind item choices

    There really isn't any replay worthy cutscenes in a pokemon game that I could recall, and even then, I could probably just look it up on youtube or anything.

    As for Legendary Pokemon/one of a kind items, any gamer would be smart enough to save a game before trying to aquire the said legendary pokemon till it is captured. As far as one-of-a-kind items you have to make a decision on....well yeah, you'll just have to make a decision and move on.

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    Your improvements sound like something that would best fit a MMO game. Not to say that it's a bad idea, but....hmmm...hard to say how much the average fan/gamer would like to be a breeder/gym leader/etc. But choices in the game would be nice...


    sorry if I sounded like a douche, but I just wasn't in agreement with any of your fixes. >>

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    Replies
    1. --- Nurses ---

      Realism? in a pokemon game? where random strangers leap at you and force you to do battle with them? really?

      "I like shorts, they're comfy and easy to wear!" *throws a fucking pokemon at you*.

      It's a game where people barely act like people, but the one thing we want to keep real the the annoying and tedious interaction with the nurse that is unnecessary in the first place.

      I'm sorry, I don't see a reason to keep it the way it is. You're basically telling me it should remain the way it is just because.

      --- PCs ---

      There's no time for a wireless devices but there's time to walk across the desert to go to a pokecenter to use a PC? They're all carrying a wireless communication device in black and white.

      there's no "thinking" or "decision making" in the example you mentioned, if you don't have the Pokemon you need, you'll have to go the whole way back and get it.

      Again, you're telling me it should be annoying for the sake of it. Like not knowing you're gonna need a specific pokemon is some sort of "strategy". It's no that deep, it really isn't.

      Like the previous point with the nurse, seems odd to me you wouldn't have a problem with this, but probably are ok with the fact that when we catch a pokemon and our party is full, it gets magically sent to the computer.

      There's no wireless devices, so it's surely magic.

      If we were to keep it "realistic" you should only be able to catch pokemon if you have a free slot in your party, and if you're full, you should have to manually go deposit it in the PC.

      --- HMs---

      Dismissing the previous point make this one a bigger problem. HMs would be less of an issue if you could switch at any time, but you can't.

      Your solution is to use a HM mule, which is not a solution and part of the problem. NO ONE want to drag along a pokemon specifically for HMs, it makes no sense why you should have to.

      your bag can carry hundreds of pokeballs at a time, and it's outrageous to consider carrying more than 6 that are occupied?

      How does the HM system factor into "being ready for anything"? it's a key/lock system. you forgot the key you have to walk all the way back to town and get it.

      Object of the game is to catch all the tiny bastards, not "be ready for anything" seeing as that's impossible with only 6 pokemon with 4 moves each. The fact that you can't possibly be ready for anything is a big aspect of the game, every team will be flawed for balance sake.

      If on top of it you're draggin an HM mule around, it's even less likely you'll be ready for anything.

      Delete
    2. --- Movement speed ---

      give me a reason not to then, I'm not taking "it's not that bad" as a reason, but it isn't one.

      --- Save slots ---

      This is a really obvious, but if I need to explain: People have brothers/sisters that want to play.

      Even myself I've wanted to replay a pokemon game without losing my save because to me the early stages of the game where you don't have many pokemon is more interesting than the end game.

      Also with the suggestion I make at the end that would add replay value, without multiple saves you'd be boned.

      --- Improvement ---

      There's nothing about my suggestion that vaguely sounds like a MMO system, it's a RPG system, and pokemon is a RPG game. really don't see why that would be out of line.

      Class systems are like the oldest and most basic systems in RPGs.

      Like you said, there's next to replay value, making the game play out different depending on choices would add replay value and offer different experiences. Not seeing how that's bad.

      You would still have the option to play the game straight through without picking a "class". Just because you'd want to play it like that, doesn't mean everyone would.

      --------

      If I come out a bit aggressive it's because I snap whenever someone says the word "realism" when talking about a game.

      Also felt like you weren't really giving reasons why those ideas were bad, just kinda "didn't like them, just because".

      Delete
    3. -If I come out a bit aggressive it's because I snap whenever someone says the word "realism" when talking about a game.

      Also felt like you weren't really giving reasons why those ideas were bad, just kinda "didn't like them, just because".-

      I did felt a few nerves were hit, but trust me, that wasn't intended. I also didn't give an explicit/detailed outline cause I wanted to keep it simple and not turn it into a super angry debate/arguement. I'll do my best to put more of a point.

      *ahem*

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      - Nurses-

      When I say 'realism,' I meant 'basic' realism. Like Laws of physiques. Gravity. Common sense (not saying it IS common sense. Just defitnition). That sort of thing. Something that is implimented in a game no matter how fantasy a game is.

      Whenever you go inside a store, you're expected to be treated as a respectful customer. Whenever you go to a shady dealer, you're expected to be gipped off. Stuff like that. I guess the developers want you to feel you do have a choice, especially if it's only one pokemon out of the 6 that may need healing. Sure, to you, you'd go for it (cause ya know, it's free). But to others, they may want to change their mind as they feel it's too minimal and a simple potion/PP potion could do the job. Again, it's all about choices

      I'm really a patient person, and wouldn't mind constantly waiting 20 or so seconds for the animation to do that before I get my pokeballs back, so this is probably why I don't feel for it as such a bother to me

      Delete
    4. ----------------

      -PCs-

      I Like to think that the PCs help a person plan out their stratedgy together and help them improve on their decision making/strats when they're faced with a challenge/situation.

      Let's say you had to go through a cave with the PC Method. You go in and...somewhat later, you faint. While you have 'died,'you got a feel of the type of pokemon in this cave, as well as trainers. SO, you heal up, pick the proper pokemon you have, stock up on some heals, and then go in the cave again. And then...assuming you picked the proper pokemon for the job, you get pass the cave, and go to the next town! But let's say you didn't get a completely good set. Let's say you got creamed and fainted again. Now you're sure what type of pokemons are out there and could plan out accordingly! You go in, no probs, and go to the next town! Whether it's a few times having to switch, grinding your pokemones to proper levels, you've leaned what your mistakes were and are able to ajust to it by any means neccessary. You, as a player, was able to look at what you did right, and what you did wrong.

      PROS: Was able to look at your mistakes and make ajustments

      Cons: Constant losing and in need to backtrack CAN (not always) be tedious

      Now let's look at the wireless method. Note how many times you 'switch' from the PC wireless.

      You go into the cave and noticed the type of pokemons that are within the cave (switch). You find some trainers (switch). Saw some more trainers (switch). Find a few wild pokemon (switch. Heal up with potion items). And then, you clear the cave and get into the next town with barely any trouble.

      With this method, there isn't a sense of accomplishment, for you used the mere convince of switching pokemons on the fly when ever they were really weak or adjusting to the trainers you fight. This leaves Potions to be barely needed for all you have to do is heal up at the pokemon center. This method, however, saves you a lot of time for backtracking.

      Pros: Reduce the amount of backtracking to a PC by a lot

      cons: You don't get that much of a benefit from your victories/things that makes you a better player

      Now when I say that, I mean stuff that helps improve you as a gamer in general. There's games that help the player grow, like in castlevania (the guy that did that review. Egoraptor). I like to think that games like Mega Man helps the player grow as a gamer. Pokemon, imo, helps the gamers grow by doing/limiting things like that.

      As said before, I am a patient person. Not to mention I try not to look into things so heavily, for it just feels like both a waste of time and I'd feel nitpicky lol. I like to accept the 'magic' for what it is and just roll with it.

      Delete
    5. HMs-

      Argh, part of it got deleted, but I'll type it up again what I wanted to say. *ahem*

      I never said to carry them around with you always. JUst bring them whenever you really need them. They were never meant to be part of the 'be ready for anything.' They are exactly as you described them: Keys you left home.

      Yes, the object of the game is catching them, but the lesson you learn from the game is to be prepared for anything. Just like in any RPG game, you want to make sure you have the proper gear before you faced any future enemies or bosses. This one follows the same thing. You want to utilize your pokemon selection to the best of your ability (not counting the mule in your roster), and doing some tacics (like paralyze the pokemon and then switching out to use hyper beam) is one of them. You want your team to be ready for anything the trainers might throw at you. There's no such thing as a 'one trick pony' in a pokemon crew.

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      Movement speed-

      I can't give much of a legitimate reason other then the fact that the game wants you to take the time to explore the grass and the area before you go zipping from one area to another. Maybe they want you to try and interact with NPCs or something.

      It's not like you're wheeless/speedless throughout the rest of the game. You get some shoes and bike (most likely two towns or so after you leave from the start) and you have a HM that lets you fly and backtrack within seconds.

      Delete
    6. Slots-

      If the brother/sister wants to play it for a short term, I see not much of a reason to let them play on your savefile (unless you was very protective of your file). If they want to play it for a long term, I see no problem just getting a game for them to play with/play with you (if the said sibling doesn't even have a portible system....yeeeeeeah, I could see that being a bit of a problem, but eh. Either buy the system or let them borrow your game. Either or. *shrugs*)

      If we was taking into account there being some actual replay value with the suggestions you said, then I'd be more open to the idea. However, I'm taking the mindset of there being of what it currently is, which I don't see much of a reason for some extra slots, even for the sibiling scenario. If you want to play the game again from the start, simply playing a 'new game' without saving about probably the best and only suggestion (especially if you want to relive the beginning again)

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    7. I never thought your improvements were a bad idea. I just think the said improvements would conflict with what the game is about.

      As you said, 'Object of the game is to catch all the tiny bastards.' If there was a class such as 'Breeder,' it would conflict with what the object of the game is, as the breeder wants to be the best breeder out there, and that doesn't neccessary mean catching all the pokemons. Being a Ranger would also be conflicting as they want to preserve the pokemon wildlife and keep balance, not capturing them.

      The only time these ideas would exist is if it was either in an MMO or a spinoff game (which has happened with a few of those ideas I've mentioned).

      I feel it works best in an MMO game because it gives players more option and freedom of what they want to do with their career and choices. In a game like traditional pokemon games (Canon wise for games) it cannot work like that IMO. Great to have but....eh. A lot of developers don't like to tamper with stuff that isn't 'broken.'

      I play RPG games myself. I know (or at least) have a feeling of what you're talking about/trying to strive. I'm just merely saying it may not work like that (or at all) in a cannon traditional pokemon game

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      Whew...that was a lot. Sorry about the massive posts there. I hope what I gave you is a better detailed description of what I was trying to say.

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