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- Seen Jun 8, 2014
If the horrible pun of a title didn't tip you off, this thread is about all of my game design gripes with generation 6. That's not to say I didn't like it; I wouldn't be posting here or even playing the game if I didn't. X and Y were a huge leap above black and white in my book, I just want to list out flaws and bad design choices here.
Time Wasting:
Breeding pokemon still takes a long time, even with flame body. Cycling back and forth past the daycare is not gameplay, so why are players forced to do it to breed pokemon? Party management is also archaic here; trades let you move pokemon from the storage system so why doesn't the day care?
Furthermore, there is a long intro into every battle in the game. The 20 second gap between every battle in the battle mansion adds up fast. There shouldn't be delays after button presses, just skip to the next screen of text instantly. Similarly battle animations take a while. It takes so long I just turn them off after seeing them for the first time. (You just can't do horde encounters with animations on, it takes a minute for everyone to even attack.) They would do better just to make short and sweet animations that are visually engaging without wasting time.
Aesthetics
Physical attacks don't actually make contact, most just have your pokemon slide forward a bit. The odd mix of sprite-based animations (Metal Claw) and particle effects (Aura Sphere) makes the former look very cheap and out of place. Finally, and this is the most important area of the visuals, pokemon character design continues to be very hit and miss. Just compare Barbaracle to Aurorus. There's no comparison; one is well designed and the other has a hand for a head and striped limbs.
Story
The plot is a generic waste of time. The same thing that always happens in pokemon games happens: we meet a rival, challenge 8 gyms, manage to stop an evil team's plotting by catching a mythical beast, and finally beat the elite four and the random passerby that happens to be their champion this time. (Honestly, why is the champion always some random person?) Pokemon games don't need to have a amazing plot, but if they don't then why force everyone to endure the generic stuff they didn't bother to write well. Just streamline the unimportant bits rather than writing a bunch of story that your game makes everyone want to skip.
Many NPCs in the game talk about how precious and special each pokemon is. This is a fine moral to support, but the game's mechanics undermine it by including plenty of useless pokemon. If the story is trying to tell us how special each pokemon is then the mechanics should reinforce that. A short side quest for the new pokemon would be nice, to get their signature hold item, special move, or just to catch them.
Gameplay
This is perhaps the most important part. Plenty of people on forums will say that the game is largely balanced for double battles. Plenty of moves and abilities only make sense in those battles (wide guard, heal pulse, helping hand, etc.) However, there are only about 8 double battles in the entire game. Single battles just aren't as fun, most turn based RPGs have quad battles. Increased battle diversity is sorely needed.
Obviously we all play Pokemon despite its flaws, but if the series wants to become a force in modern gaming it needs to shed its amateurish mistakes and polish itself into a shining diamond, if you will, of a game.
Time Wasting:
Breeding pokemon still takes a long time, even with flame body. Cycling back and forth past the daycare is not gameplay, so why are players forced to do it to breed pokemon? Party management is also archaic here; trades let you move pokemon from the storage system so why doesn't the day care?
Furthermore, there is a long intro into every battle in the game. The 20 second gap between every battle in the battle mansion adds up fast. There shouldn't be delays after button presses, just skip to the next screen of text instantly. Similarly battle animations take a while. It takes so long I just turn them off after seeing them for the first time. (You just can't do horde encounters with animations on, it takes a minute for everyone to even attack.) They would do better just to make short and sweet animations that are visually engaging without wasting time.
Aesthetics
Physical attacks don't actually make contact, most just have your pokemon slide forward a bit. The odd mix of sprite-based animations (Metal Claw) and particle effects (Aura Sphere) makes the former look very cheap and out of place. Finally, and this is the most important area of the visuals, pokemon character design continues to be very hit and miss. Just compare Barbaracle to Aurorus. There's no comparison; one is well designed and the other has a hand for a head and striped limbs.
Story
The plot is a generic waste of time. The same thing that always happens in pokemon games happens: we meet a rival, challenge 8 gyms, manage to stop an evil team's plotting by catching a mythical beast, and finally beat the elite four and the random passerby that happens to be their champion this time. (Honestly, why is the champion always some random person?) Pokemon games don't need to have a amazing plot, but if they don't then why force everyone to endure the generic stuff they didn't bother to write well. Just streamline the unimportant bits rather than writing a bunch of story that your game makes everyone want to skip.
Many NPCs in the game talk about how precious and special each pokemon is. This is a fine moral to support, but the game's mechanics undermine it by including plenty of useless pokemon. If the story is trying to tell us how special each pokemon is then the mechanics should reinforce that. A short side quest for the new pokemon would be nice, to get their signature hold item, special move, or just to catch them.
Gameplay
This is perhaps the most important part. Plenty of people on forums will say that the game is largely balanced for double battles. Plenty of moves and abilities only make sense in those battles (wide guard, heal pulse, helping hand, etc.) However, there are only about 8 double battles in the entire game. Single battles just aren't as fun, most turn based RPGs have quad battles. Increased battle diversity is sorely needed.
Obviously we all play Pokemon despite its flaws, but if the series wants to become a force in modern gaming it needs to shed its amateurish mistakes and polish itself into a shining diamond, if you will, of a game.