Quoted By:
>>Lesson fucking one of game design is how to keep the player from optimizing the fun out of your game
>I think you just have control issues, brother.
I think you need to learn more from the professionals, sister.
Ever wondered why Doom Eternal makes enemies less accurate against moving players? It's because if you stop and stand still, you're dead.
Because if you can stop and shoot, you don't have to think about where you're going, where your foes are and where they will be, what your ammo is... Basically everything that's a part of "The doom dance".
If the "Pokemon dance" is when you actually have to think about what goes into your team and what it does during the battle, think about how you can design Pokemon to discourage bad play and boring play and reward the good play you want to see.