>>48302055You are wrong. Competitive balance is directly affected by the number of the monsters in the game because the more monsters the game has the more variables you have to keep in mind, and features also have everything to do with that because absolutely everything in the game is made around the Pokemon and even if they were features unrelated to the monsters the number of monsters still factor into it because every project has limited development time and the time you didn't spend updating textures on 900 fuckers because you need them to reflect light properly could've been spent doing something else. You want to do a Sumo mini-game? You'd need to do grappling animations for 900 fuckers instead of 400 ones, more than two times the workload.
And Dynamax required all monsters to have their presentation tweaked with that feature in mind, in particular, all 3d models had to have their shadows and normals adjusted so that the lighting effects would keep all shapes presented clearly no matter the angle of the camera paying attention to the rims of the 3d models geometry, along with fitting the cel-shaded-ish look they wanted for the game in the first place. Just compare the Omastar that fans modded in from LGPE to Gamefreak's own version later, the way they render shadows in the exact same screen is completely different, and naturally doing that for a limited number of monsters is less time needed than for everyone.