- Joined
- Dec 6, 2021
- Posts
- 2
Sorry if this isn't the right place to post this, or if mention of rom hacks is against the rules-- this is my first post here.
I've recently been becoming more and more interested in Pokemon game development, and something that sticks in my mind is the question of "How many obtainable pokemon should your game include?" This is assuming we're only working with existing pokemon, and not fakemon.
I have, of course, read Dragonite's article on the subject, and I agree with many of their points; Finding a suitable place for every pokemon in one region while maintaining good pacing and balancing in your game is a monumental task. It makes perfect sense to cut down the size of the dex like most mainline Pokemon games do. Of course, there will always be that appeal to some people in having access to every pokemon, with no limitations on what you can include in your team. So it makes me wonder if it's in any way feasible to do this, and the closest I've (personally) seen is not from a fan game, but a rom hack in the form of Radical Red.
So my question is, do you think Radical red accomplishes the task of including every pokemon successfully, or is it too bloated/unbalanced? Keep in mind that I'm not just looking for a review of the hack as a whole, or a criticism of it's difficulty-- mainly whether you think having all pokemon squeezed into the region had a positive or negative impact on the game.
For me, I'm not sure. You can't deny that every route in the game feels a bit crowded-- there are between 12 and 20 unique encounters for every location, split between day and night. This is remedied somewhat by the pokeradar allowing you to encounter any specific pokemon on command, but it's still a LOT of choices; early routes in the game tend to have more unique encounters than later ones as well. I would argue the wide selection of pokemon is important for the game's balancing, as it allows the developers to make gyms/bosses much more challenging, since the player has access to many tools for overcoming said challenges. However, the amount of choices is undoubtedly overwhelming for some players, and generally makes most routes feel a bit more unfocused thematically.
What do you think about it? And, theoretically, if you had the opportunity to include every pokemon in your game without inflating the workload, would you do it in a similar manner? How would you go about including all pokemon differently? Would you elect to NOT include all pokemon? Would your answer change if your game was focused on being challenging and employing more advanced/competitive level strategies for battles? I'm interested in seeing everyone's thoughts on this.
I've recently been becoming more and more interested in Pokemon game development, and something that sticks in my mind is the question of "How many obtainable pokemon should your game include?" This is assuming we're only working with existing pokemon, and not fakemon.
I have, of course, read Dragonite's article on the subject, and I agree with many of their points; Finding a suitable place for every pokemon in one region while maintaining good pacing and balancing in your game is a monumental task. It makes perfect sense to cut down the size of the dex like most mainline Pokemon games do. Of course, there will always be that appeal to some people in having access to every pokemon, with no limitations on what you can include in your team. So it makes me wonder if it's in any way feasible to do this, and the closest I've (personally) seen is not from a fan game, but a rom hack in the form of Radical Red.
So my question is, do you think Radical red accomplishes the task of including every pokemon successfully, or is it too bloated/unbalanced? Keep in mind that I'm not just looking for a review of the hack as a whole, or a criticism of it's difficulty-- mainly whether you think having all pokemon squeezed into the region had a positive or negative impact on the game.
For me, I'm not sure. You can't deny that every route in the game feels a bit crowded-- there are between 12 and 20 unique encounters for every location, split between day and night. This is remedied somewhat by the pokeradar allowing you to encounter any specific pokemon on command, but it's still a LOT of choices; early routes in the game tend to have more unique encounters than later ones as well. I would argue the wide selection of pokemon is important for the game's balancing, as it allows the developers to make gyms/bosses much more challenging, since the player has access to many tools for overcoming said challenges. However, the amount of choices is undoubtedly overwhelming for some players, and generally makes most routes feel a bit more unfocused thematically.
What do you think about it? And, theoretically, if you had the opportunity to include every pokemon in your game without inflating the workload, would you do it in a similar manner? How would you go about including all pokemon differently? Would you elect to NOT include all pokemon? Would your answer change if your game was focused on being challenging and employing more advanced/competitive level strategies for battles? I'm interested in seeing everyone's thoughts on this.