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Created two versions since the beginning. Varied in several ways: different available Pokemon, legendaries, main evil team, a city, gyms, mega evolution stones, time of day, clothing, and other bits here and there.
May or may not like the split. Places you in the position of designing the differences, regardless. How would you make two games different without adding too much development time?
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Aims to give the games a different experience. Views them as too similar at present. Seeks some level of shared experience, however. Wants people to talk to each other about the game. Refers to these games as Versions A and B, for ease.
1. Reverse the gym order. Keeps the town order the same, however. Drags and drops gyms without much flavor concern, typically. Alters the gym leader's team as needed. Keeps their ace consistent.
2. Swap TM locations. Finds Rock Tomb, Brine, and Bullet Seed for sale in Version A's town. Hawks Bulldoze, Flame Charge, and Icicle Spear in Version B. Sticks the missing TMs somewhere else in the game, likely very late.
3. Different evolution stone locations. Grabs Leaf, Water, Shiny, and Ice Stones before the fourth gym in Version A. Locates Electric, Fire, Dusk, and Dawn Stones in the same locations of Version B. Scatters the off-stones to before the sixth gym in both versions.
4. Different weather odds. Rains less often in Version A. Absolutely pours when it does.
5. Confronts the evil team one gym earlier in Version A.
6. Different Pokemon weights instead of version exclusives. Stumbles across Meowth 30% of the time in Version A on Route 3. Pops up only 3% of the time in Version B.
7. Different starter trios. Sets the tone early. Runs across Version B's trio somewhere in the wild rarely in Version A.
Preferred to keep difficulty largely unchanged. Risks some people getting the "wrong" version by mistake otherwise.
Did not want different characters. Goes along the thinking of shared experiences. Cannot discuss characters you never met.
May or may not like the split. Places you in the position of designing the differences, regardless. How would you make two games different without adding too much development time?
_________________
Aims to give the games a different experience. Views them as too similar at present. Seeks some level of shared experience, however. Wants people to talk to each other about the game. Refers to these games as Versions A and B, for ease.
1. Reverse the gym order. Keeps the town order the same, however. Drags and drops gyms without much flavor concern, typically. Alters the gym leader's team as needed. Keeps their ace consistent.
2. Swap TM locations. Finds Rock Tomb, Brine, and Bullet Seed for sale in Version A's town. Hawks Bulldoze, Flame Charge, and Icicle Spear in Version B. Sticks the missing TMs somewhere else in the game, likely very late.
3. Different evolution stone locations. Grabs Leaf, Water, Shiny, and Ice Stones before the fourth gym in Version A. Locates Electric, Fire, Dusk, and Dawn Stones in the same locations of Version B. Scatters the off-stones to before the sixth gym in both versions.
4. Different weather odds. Rains less often in Version A. Absolutely pours when it does.
5. Confronts the evil team one gym earlier in Version A.
6. Different Pokemon weights instead of version exclusives. Stumbles across Meowth 30% of the time in Version A on Route 3. Pops up only 3% of the time in Version B.
7. Different starter trios. Sets the tone early. Runs across Version B's trio somewhere in the wild rarely in Version A.
Preferred to keep difficulty largely unchanged. Risks some people getting the "wrong" version by mistake otherwise.
Did not want different characters. Goes along the thinking of shared experiences. Cannot discuss characters you never met.