When you start your game, your Pokemon knows Tackle and Growl or their analogues in most Pokemon games. It takes a while before your Pokemon know moves of their type, let alone moves worth using.
Compare this to Pokemon Colosseum where you start with a level 25 Espeon and level 26 Umbreon so you can start the game with useful moves like Helping Hand. The Double Battle format adds immense value to status moves like Helping Hand, Taunt, Snatch, Screech, Toxic, Confuse Ray... And yet Pokemon Colosseum expects you to grind levels, grind the darkness out of Shadow Pokemon, grind and grind and grind...
"Level" is an abstraction. It's not real. It's not the time a master swordsman spent practicing that makes him deadlier than a novice, it's what he did during that time improving his techniques. Compare a stab from a master swordsman with a stab from a novice. A master swordsman knows where to aim, how to hold the blade, how to swing, how to do everything perfectly and make it look easy, but damage is damage, and deciding the master swordsman's years of grinding his skills should confer a +50 damage bonus onto his strikes is a gameplay mechanic with no foundation in reality, just like how you're fine when losing 98 out of your 99 hit points but being sneezed on takes your final HP away and kills you.
A Pokemon's "Level" never truly matters in a fight unless it's far above you, making the battle unfair, or far below you, making the battle irrelevant and tediously easy. And be real, when was the last time you EVER saw any Pokemon game, fangame, or romhack force the player into an unwinnable battle against Pokemon 50 levels higher than yours specifically to tell you this bad guy/champion is a big deal and make you want vengeance? This isn't Devil May Cry 3. You don't lose to Gary Oak in a scripted event atop Pokemon Tower forcing you to improve and unlock a new Regional Gimmick Power Up Mechanic in your darkest hour. This is Pokemon, a turbo controller and a blindfold beats the game for you during battle, and going exactly where you're told during overworld exploration beats the game for you outside of battle, this isn't Fallout and you're never tasked with investigating and figuring things out for yourself unless "take otherwise useless key item to guy who says he needs it" is a challenging puzzle for you.
Why do many post-game battles offer Level 50 and Open Level versions? Because grinding to level 50 is tedious, but grinding to lv100 is worse, unless you have enough EXP Candies to make it quicker, and what do those EXP Candies cost? How many hours of money grinding is necessary to get EXP Candies in your game? Between wild encounters, optional trainers, the possibility that your Pokemon game's player just added a low level Pokemon to his team, and the possibility that your players might get catch EXP for 40 Pokemon looking for one with the right IVs and Nature and Ability, you never know how much EXP your players will have at any given moment. A well-designed level curve can be replicated by making all Pokemon calculate their stats and move damage using the number 50 instead of that Pokemon's level.
How often have you accidentally overlevelled a Pokemon, trivializing any challenge he's involved in? How often do you use moves like Growl and Screech in Single Battles and how often do you use them in tough challenging Double Battles?
Pokemon already allows a game to have a gradual difficulty curve as enemy trainers carry gradually higher numbers of gradually stronger Pokemon with gradually better moves and gradually better held items and gradually better teambuilding composition. What really separates fighting Brock and his few Rock-type Pokemon from the nearby Trainers stronger than him? It's not like he uses Weather or Held Items to make him a more memorable challenge in comparison to random Bird Catchers and Cue Balls and Super Nerds. What really separates fighting a level 10 Rattata with a level 10 Charmander from fighting a level 30 Rattata with a level 42 Charizard? Enemy trainers can even be fought in "Gauntlets" where you cannot heal without fainting or clearing the entire gauntlet, and fainting resets all trainers in the gauntlet. Someone out there finds it fun to enter a new area and face 8 Team Aqua grunts each with Sharpedos and Wailmer and Carvanhas ten levels below your starter and heal up between each one. He also finds grinding for skinner box tokens in microtransaction-filled freemium games fun. He'd be satisfied with anything because he hasn't yet learned the joy of games that decide a curated experience with tough and legitimately challenging enemies is better than a lengthy experience with padded content.
"But if my Bulbasaur fights a Caterpie and we both use Tackle it will take slightly too long for our level 50 HP to be depleted!" Then buff Tackle and trash moves like it from 30-35 to 60 base power. Pokemon can still evolve and learn better moves by levelling up, representing your Pokemon's growing mastery of combat and his own body, but that level of battle experience shouldn't magically devalue all foes below his magic number.
I truly believe Pokemon is better with double or triple battles (preferably triple battles with Near Target restrictions removed) and without levels, change my mind.
Compare this to Pokemon Colosseum where you start with a level 25 Espeon and level 26 Umbreon so you can start the game with useful moves like Helping Hand. The Double Battle format adds immense value to status moves like Helping Hand, Taunt, Snatch, Screech, Toxic, Confuse Ray... And yet Pokemon Colosseum expects you to grind levels, grind the darkness out of Shadow Pokemon, grind and grind and grind...
"Level" is an abstraction. It's not real. It's not the time a master swordsman spent practicing that makes him deadlier than a novice, it's what he did during that time improving his techniques. Compare a stab from a master swordsman with a stab from a novice. A master swordsman knows where to aim, how to hold the blade, how to swing, how to do everything perfectly and make it look easy, but damage is damage, and deciding the master swordsman's years of grinding his skills should confer a +50 damage bonus onto his strikes is a gameplay mechanic with no foundation in reality, just like how you're fine when losing 98 out of your 99 hit points but being sneezed on takes your final HP away and kills you.
A Pokemon's "Level" never truly matters in a fight unless it's far above you, making the battle unfair, or far below you, making the battle irrelevant and tediously easy. And be real, when was the last time you EVER saw any Pokemon game, fangame, or romhack force the player into an unwinnable battle against Pokemon 50 levels higher than yours specifically to tell you this bad guy/champion is a big deal and make you want vengeance? This isn't Devil May Cry 3. You don't lose to Gary Oak in a scripted event atop Pokemon Tower forcing you to improve and unlock a new Regional Gimmick Power Up Mechanic in your darkest hour. This is Pokemon, a turbo controller and a blindfold beats the game for you during battle, and going exactly where you're told during overworld exploration beats the game for you outside of battle, this isn't Fallout and you're never tasked with investigating and figuring things out for yourself unless "take otherwise useless key item to guy who says he needs it" is a challenging puzzle for you.
Why do many post-game battles offer Level 50 and Open Level versions? Because grinding to level 50 is tedious, but grinding to lv100 is worse, unless you have enough EXP Candies to make it quicker, and what do those EXP Candies cost? How many hours of money grinding is necessary to get EXP Candies in your game? Between wild encounters, optional trainers, the possibility that your Pokemon game's player just added a low level Pokemon to his team, and the possibility that your players might get catch EXP for 40 Pokemon looking for one with the right IVs and Nature and Ability, you never know how much EXP your players will have at any given moment. A well-designed level curve can be replicated by making all Pokemon calculate their stats and move damage using the number 50 instead of that Pokemon's level.
How often have you accidentally overlevelled a Pokemon, trivializing any challenge he's involved in? How often do you use moves like Growl and Screech in Single Battles and how often do you use them in tough challenging Double Battles?
Pokemon already allows a game to have a gradual difficulty curve as enemy trainers carry gradually higher numbers of gradually stronger Pokemon with gradually better moves and gradually better held items and gradually better teambuilding composition. What really separates fighting Brock and his few Rock-type Pokemon from the nearby Trainers stronger than him? It's not like he uses Weather or Held Items to make him a more memorable challenge in comparison to random Bird Catchers and Cue Balls and Super Nerds. What really separates fighting a level 10 Rattata with a level 10 Charmander from fighting a level 30 Rattata with a level 42 Charizard? Enemy trainers can even be fought in "Gauntlets" where you cannot heal without fainting or clearing the entire gauntlet, and fainting resets all trainers in the gauntlet. Someone out there finds it fun to enter a new area and face 8 Team Aqua grunts each with Sharpedos and Wailmer and Carvanhas ten levels below your starter and heal up between each one. He also finds grinding for skinner box tokens in microtransaction-filled freemium games fun. He'd be satisfied with anything because he hasn't yet learned the joy of games that decide a curated experience with tough and legitimately challenging enemies is better than a lengthy experience with padded content.
"But if my Bulbasaur fights a Caterpie and we both use Tackle it will take slightly too long for our level 50 HP to be depleted!" Then buff Tackle and trash moves like it from 30-35 to 60 base power. Pokemon can still evolve and learn better moves by levelling up, representing your Pokemon's growing mastery of combat and his own body, but that level of battle experience shouldn't magically devalue all foes below his magic number.
I truly believe Pokemon is better with double or triple battles (preferably triple battles with Near Target restrictions removed) and without levels, change my mind.
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