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>Make the objectively most positively received game in a decade
>Everyone starts clamoring for a sequel in a similar style
>Make a new one in a region that could really use the depth
>Throw everything out from the first game, limit it to one city, and deemphasize real time strategy
>It gets lukewarm reception
These are just the facts of what happened, why did they do it?
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>>59049632
>and deemphasize real time strategy
you don’t play the game
>>
>patternigger spergs out over "muh patterns" again
Maybe the assumption Legends titles were going to be the same copy/paste shite rehashing a concept like the other games are. They introduced the imprint as a new direction for the series, that implies ANYTHING but copy.pasted rehashed shite.
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>>59049632
It's a tech demo to test out mechanics for future games, stop treating it too seriously
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>>59049632
>make new series where the entire point is making experimental changes to the formula
>PLAtards get mad when they make experimental changes to the formula
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>>59049648
it's fine to want to try different things but generally for a game series you try to at least have *some* throughline because that's how you build a consistent audience that keeps coming back. there's also the issue that if you start from scratch with every game, none of the new concepts you introduce actually get a chance to be refined and properly fleshed out, unless you give it a very long development period which obviously GF isn't doing, so each game rather than feeling like something innovative, just ends up feeling more like just a tech demo with half baked ideas. there isn't a whole lot of point in experimentation if those experiments never get very far beyond the conceptual stage before they'e dropped. you have to build on things iteratively. there are ways to do that without being copy paste games.
>>
PLZA’s battle mechanics are WAY better than PLA, and it keeps the only good part (out of battle ball toss captures by sneaking up) anyway.

PLZA in some ways feels like what Pokemon battling “should” be, even though the turn-based gameplay is way better. I think the ideal Pokemon game uses PLZA real-time for wild encounters and classic turn-based for trainer battles.
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>>59049632
>Farmville Legends: Tedious
>depth
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>>59049637
in terms of catching pokemon, they got rid of the different weights and arcs for the balls
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>>59049632
I enjoyed Z-A better actually. Story and characters had more depth and it felt less empty.
>>
Upgrading satchel simulator
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>>59049632
ZA is the better game and I enjoyed playing through it more, but I think more fondly of Arceus for whatever reason. The environments are pure sovl and it had more magical moments.
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>>59049632
PLA wil always be remembered for being an absolute piece of shit, the only people defending it are either insufferable Sinnoh babies happy to see their childhood region again or masses of contrarians who want to larp as smart elites by picking the "less" mainstream game
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They realized people were impressed by one of their games and needed to remedy that
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File: .PLA - PLZA.jpg (74 KB, 860x427)
74 KB
74 KB JPG
>>59050230
>>59050248
>>59050255
melty...
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>>59049658
>first game makes experimental changes to the formula
>everybody loved it
>second game keeps none of what the fans enjoyed from the first one, focuses entirely on new experimental changes to the formula
Throwing shit at the wall to see what sticks is a perfectly fine strategy when you don't take the things that did stick and throw them away. GameFreak has been doing this with Pokemon for fucking ever, every time they have a neat mechanic that makes the game more fun or more interesting, they often just refuse to add it in subsequent games.
The only exceptions I can think of off the top of my head are the day/night cycle being brought back in Gen 4 after being absent in Gen 3 for some reason, and the Physical/Special split being in every game since Gen 4.



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