From strictly a player’s perspective, these are what I see as the most important qualities relating to starter Pokémon.
- uniqueness: both in terms of rarity and in design
- reflectivity: similarities or reasonable contrasts in typing, total stats, evolution
- context: how the player acquires the starters
Uniqueness matters because you don’t want to just encounter the cool Pokémon that you have for the start of your quest on the first or second route. You want to move forward with confidence in your choice, and you want to feel like you’re on a journey with a special companion that stands out from many of the other creatures in the world.
Reflectivity matters in making the choices in starters all satisfying, varied enough, and worthwhile. You don’t want to get the idea that you made the incorrect choice because one starter Pokémon evolves much earlier than the other two or because one of the starters has super useful typing and abilities. You want to sense pride in making a fair decision that makes the game interesting for you without missing out on a massive opportunity.
Context matters in helping the game present itself to the player early, in pulling the player into the game, and in supporting the developers’ choices for starters. You want, as a player, to have options that excite you. You want to have a sense of what you might expect out of the game based on how you got your starter.
------------------------------------------------------------
Unless a game thrives off uncomfortable circumstances or other specific situations, I don’t believe that a game should offer starters in any sort of RNG context. For a casual Pokémon experience, most players expect to have freedom in how they start their journeys, and to me, it makes little sense in limiting starter options unless it really emphasizes some goal within your game, especially if Pokémon are just as available in the wild as they typically are.
One example of how uncertainty in choice actually works emerges through the Pokémon Mystery Dungeon games. Many people complain about the introductory survey that determines which Pokémon you become in the Mystery Dungeon games. Often, people look up the answers to get the Pokémon that they want, but at the same time, others feel content to go along with the role assigned to them. This restricted start, in my eyes, coincides with the unfamiliarity that the games seek to convey. You’ve been thrown into a world and don’t know how you got there or how you became the Pokémon that you now are. You don’t know what’s happening, and I always enjoyed how starting as a somewhat random Pokémon added to the situation. These games also give you a choice of a companion Pokémon though, so players are not left totally without choice.
Unless your traditionally styled fan game incorporates a theme that matches the RNG of getting a starter, I don’t think that it’s a good idea. I think that it was Aki who described how mixing and matching the some of the original starter trios feels like the developer wants the player to play the game in the way that the developer would play it, and while not quite the same idea, I would feel like the game wanted me to enjoy it a way that’s not my own if I had a starter that I did not want chucked at me randomly. One might argue that having as few as three starters is a big restriction, forcing players to go with one of a few Pokémon that they may not want, which is a fair assessment. I say that a three-starter opening usually makes up for the numbers by providing high quality Pokémon while still offering some amount of choice to the players. On top of that, players should have little trouble in finding another Pokémon that they would want to use on their teams once they get out into the world even if they dislike all of the starters offered.
Other quick topics:
- Short games such as those in Game Jams can explore options for giving out starters. These games tend to have much more focused gameplay. This justifies some reasons for setting up the player with particular Pokémon, and with less game time, players have less reason to be upset with the Pokémon presented to them and have less time in the game to worry about how their Pokémon will fare in the game’s world.
- If there are multiple, unique starters, there should be some way to acquire them all, and other people here shared neat ideas for this that I support, particularly Fontbane’s suggestions. If the starters are meant to be rather meaningful, then establishing the other starters as high-tier rewards for accomplishments could maintain that special meaning compared to simpler ways of offering additional starters to the players.
Sorry if I got lost a bit in what I was saying. I wrote this in several chunks during the day.