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They're clever, but in incredibly strange ways. Very odd developers, probably the most strange of any I commonly play.
For anyone who knows anything about Game design, you can see some really crucial elements that ease players into the game. Starter choices to teach newcomers about types right off the bat, encouragement from every part of the game to catch as many pokemon as you can and experiment with your team, early evolution bugs that induce the thrill of evolving, leading to the inevitable "what else does this..?".
They're weird how they handle more elaborate mechanics though. I feel like they really try to make every change relevant to the context of the world, and try really hard to not use just a "menu" that's not implemented into the world itself. I mean, even look at the bottom screen. Each time it's got to be some sort of device that the player character wears. Unnecessary extra stuff likely to try and force the sense of emmersion inadequately.
IVs and EVs I almost garuntee were NOT implemented for any inherent competitive value whatsoever, but were rather just to help differentiate "your" pokemon even further, even down to it's stats. Why else would it be so absolutely convoluted and unseen?
Problem is, they were discovered, and they were used, so it's something they're slowly but surely taking steps to bring into the limelight.
Overall, they're awesome but.. weird. The direction makes sense, but their priorities are questionable.