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Quoted By: >>49555287
How would you go about making a Pokémon game that frees itself from the restrictions that come when trying to build a team? I'm talking about availability. Repeat playthroughs of just about any game, along with the ever increasing amount of Pokémon, has made me yearn for the amount of options I could have, yet most titles have me struggling NOT to pick certain Pokémon that combine early availability and efficiency, the most iconic example perhaps being Gyarados, but he's not the only offender here, as a sharp contrast to a large amount of Single Stage Pokémon, or lines from certain types like Ice Types that could be only be found in the Mid to Late Game, and may not be that great of Pokémon in the first place, which when combined, may deter even those with good will.
Of course, I understand that it's not as easy as just saying it, Pokémon has to care for a lot of factors, such as world building & thematic cohesion, and its wide reach may also arguably justify the existence of Pokémon whose sole purpose at times seems to be how difficult they are to catch, and how obtuse & rare the hints to get them are, forcing you to interact with more of the game's dialogue & mechanics in order to find them. It's no easy task, but I was wondering if /vp/ had ever thought about it, or found any fan game that elegantly tackled the issue, so to speak.
Of course, I understand that it's not as easy as just saying it, Pokémon has to care for a lot of factors, such as world building & thematic cohesion, and its wide reach may also arguably justify the existence of Pokémon whose sole purpose at times seems to be how difficult they are to catch, and how obtuse & rare the hints to get them are, forcing you to interact with more of the game's dialogue & mechanics in order to find them. It's no easy task, but I was wondering if /vp/ had ever thought about it, or found any fan game that elegantly tackled the issue, so to speak.