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Quoted By: >>22082557 >>22082672
>There will be no battle frontier because casualfags won't love it
>Games are overall easier so that casualfags won't lose interest
Why not just make the main games more enjoyable by diversifying options for players, while also levying more moments where things are challenging, but not insurmountable, while increasing the difficulty on huge moments (gym leaders, team leaders, certain rival encounters) so that casuals feel like they're regularly accomplishing things. This could be accomplished with difficulty modes, or a straight up branching story path, say, one or two gyms in, where a player has to chose between a geographical path to follow, each with it's own set of Pokemon (say, a choice between a mountainous, forest area, and a Desert that lead to an ocean, with appropriate mons for each climate) that will close off once it's been chosen. The other place you chose to not go to could open up later on in the story, or you could even loop back to it.
The power of choice has always been a greater high for me while playing any game, since it actually feels like I have true agency in my decisions, rather than conforming my choices to fit a narrative someone else decided for me; it's settling, and adventure is not about settling, it's about exploring both yourself and the world around you in the way that you choose. I struggle to think of anyone who wouldn't enjoy this.
There's no reason why you should make the games piss easy to appeal to the crowd, when ease is not REALLY what the crowd wants, it's power. You don't feel powerful beating up a three year old (unless you have some serious self-esteem issues, I guess) you feel powerful when you feel like the choices you make matter in the context of the world.
>Games are overall easier so that casualfags won't lose interest
Why not just make the main games more enjoyable by diversifying options for players, while also levying more moments where things are challenging, but not insurmountable, while increasing the difficulty on huge moments (gym leaders, team leaders, certain rival encounters) so that casuals feel like they're regularly accomplishing things. This could be accomplished with difficulty modes, or a straight up branching story path, say, one or two gyms in, where a player has to chose between a geographical path to follow, each with it's own set of Pokemon (say, a choice between a mountainous, forest area, and a Desert that lead to an ocean, with appropriate mons for each climate) that will close off once it's been chosen. The other place you chose to not go to could open up later on in the story, or you could even loop back to it.
The power of choice has always been a greater high for me while playing any game, since it actually feels like I have true agency in my decisions, rather than conforming my choices to fit a narrative someone else decided for me; it's settling, and adventure is not about settling, it's about exploring both yourself and the world around you in the way that you choose. I struggle to think of anyone who wouldn't enjoy this.
There's no reason why you should make the games piss easy to appeal to the crowd, when ease is not REALLY what the crowd wants, it's power. You don't feel powerful beating up a three year old (unless you have some serious self-esteem issues, I guess) you feel powerful when you feel like the choices you make matter in the context of the world.