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Which type of game is your favorite? Knowing that future games will stay open world, will gen 6 - gen 8 eventually be known as a transition phase between classic and modern style (open world 3D) Pokémon?
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>>59004834
open world is the best
there’s no reason for Pokemon games not to be open world
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Good linearity > non linearity > shit linearity. not just in Pokémon but overall
FFX > FFVI WoR > FFXIII
BW > GSC > SwSh
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>>59004841
Loop based world design >>>>>> open world design.

Both allow nonlinear progression, but in one you are forced to go backwards and forwards through curated, interesting locations, while in the other you just go as the crow flies across a heightmap avoiding any obstacles or interesting traversal.
Even worse when you can climb anything.
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>>59004841
>there’s no reason for Pokemon games not to be open world
Yeah nevermind that the "open world" in question has fucking nothing in it and looks like pure unfettered ass
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>>59004851
>you are forced to go backwards and forwards through curated, interesting locations
how is being forced to backtrack through maps I’ve already been to a good thing?

>>59004866
>pokemon are in it
>trainers are in it
>items are in it
make an argument please
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>>59004834
>Which type of game is your favorite?
The Pokèmon game
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I mean, S/V are hardly open world. Sure you can do the quests in any order but you're going to do them in pretty much the intended order. Otherwise you're basically just skipping some and coming back when you're way too OP for them. I do hope they add some sort of scaling for the gyms/trainer battles in the next game.
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>>59004874
Lets get a visual guide here (you are shitposting but non-shitposters might be reading this so understand the point).

Take two worlds presented in this image, red circles are points of interest, you are at one location and need to go to another, the loop based structure, you have multiple different paths to take there, and you could take a different path on the way back, there may be stopovers along the way, or you may remember something else you need to change to a different path halfway through. It creates a strong sense of adventure.

In open world you just go straight there ignoring everything else, and if you need to go back, you go straight back the way you came, it reinforces an extremely reductionist, "checklist" mentality in how you approach a game that just turns the entire thing into something you want to get over with as fast as possible, you also get less out of the game as you find yourself returning to various locations far far less in the postgame than you would previously, as even if there are things of interest there, its never important enough to go out of your way to experience them over just going to your primary main objective.
In loop based design, these types of locations are "on the way" and thus your incentivized to interact with them far more, resulting in a world that feels more alive.
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>>59004888
I don't want scaling.
In SV I can at least skip a gym or something and have some semblance of challenge, with only one gym thus being extremely easy since I massively overlevelled for it by doing it too late.
With scaling, and modern pokemon difficulty, ALL gyms become extremely easy because you are massively overlevelled for them, no matter what you do theres no wrong answer or no way to lose which defeats the entire point of making decisions in a video game.
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>>59004888
>but you're going to do them in pretty much the intended order
Nope
I’m sorry you suck at Pokemon games and can’t beat Iono because she’s 5 levels higher than you anon
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>>59004892
>In open world you just go straight there ignoring everything else, and if you need to go back, you go straight back the way you came,
No? If there are interesting things on the map most players will stop at the interesting things on the map. Sounds like linearity is just a crutch for bad level designers who can’t make things naturally catch the player’s interest.
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>>59004915
Those interesting things ONLY have importance the first time you see them though. Open world games rely entirely on novelty.
A first playthrough will only account for about 10% of ones experience in a game. In a pokemon game especially the 20 hour campaign is a drop in the bucket next to the 200 hours of vibing in the world, achieving goals, training a team, catching pokemon etc. With an open world game, once you've been somewhere once, it's "checked off", its done, the content is essentially removed from the game since you will just bypass it to what has been determined to be the most important destination in future travels, in traditional design its always there as part of the world structure and you will have to interact with it no matter what, so it creates the sense that the world has more content, it's never fully "checked off".
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>>59004874
>p-please explain, I'm retarded and can't think for myself!
There are no real dungeons, most of the locations just blend in together because there's nothing worthwhile/interesting to see or going on outside of towns, the world feels barely alive thanks to the trainers and mons running around (if they're not phasing in and out of existence and all behaving the same way), and the same fucking ruins and towers are copypasted all over the world (and let's not mention the audacity to do an open world and even fucking """Paldean Wonders""" when the game looks like pure dogshit). Is that digestible enough for you?
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>>59004834
open world was a mistake
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>>59005010
>Those interesting things ONLY have importance the first time you see them though.
Uh...no? You can see something and then make a note to come back to it if it looks interesting.

>With an open world game, once you've been somewhere once, it's "checked off", its done, the content is essentially removed from the game
Oh...so exactly like the linear slop games then
Why the fuck would I ever return to Unova Route 11 after I'm already done everything in Unova Route 11

>>59005101
>There are no real dungeons,
You think open world games can't have dungeons? What a weird take.

>most of the locations just blend in together because there's nothing worthwhile/interesting to see or going on outside of towns
There are pokemon to see
There are trainers to see
There are items to see
make an argument please
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>>59004834
>gen 5 is classic pokemon
lmao
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>>59004834
Technically gen 4 and 5 are also grid based 3D. The overworlds are 3D.
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>>59004834
Grid-based 2D games are my favorite of the games that exist.
Grid-based 3D could have been made well if they existed before gen 6. With some limited camera control to allow for puzzles that make use of a changed perspective.
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>>59005153
it has more in common with gen 1-4 than 6-10 kojo
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>>59005162
3D pokemon means the battles use models for the pokemon
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>>59005252
lmao
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>>59005253
This thread is about overworld navigation, sagie. Calm down.
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>>59005162
But they still use sprites. You can kind of see them as an in between. I put them alongside the 2D games because Game Freak and Nintendo consider X and Y the first 3D Pokémon games. X and Y having a fully 3D world was a big part of the marketing for these games.
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>>59005377
>But they still use sprites
That exist in a 3D overworld, correct.
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>>59005392
The battles are also fully 3D. Everything is 3D in these games, not just static elements. But honestly, the distinction doesn't matter that much because the structure of both is the classic grid based style. Merging these two wouldn't change much other than pissing off some people because X and Y is considered the same type of game as the sprite based titles.
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>>59004834
>We completely abandoned Grid-based/linear 3d after 2 generations and moved onto open world 3d for no reason
>The games suffer massive issues due to this
In a perfect world open world 3d is the goal, but those games need 5-6 years to flesh out, playtest, system design and fill with content, and then another year after that to optimize it so it doesn't look and run like dogshit.
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Open World can be great for Pokemon. The Kitakami map was a bit nicer than Paldea anyway.
The grid based, top-down 3D games like XY and Let's Go will probably stick around in remakes or remasters.
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>>59004834
I’m a weirdo who likes grid based 3D
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>>59005426
>The battles are also fully 3D
This thread isn’t about battles. Pay attention, sagie.
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>>59004834
Grid Based 2d, classic pokemon.
Its just more memorable. Moments like the Marine Tube and Spear Pillar and Kyogre vs Groudon, meeting Zapdos in the power plant. Shit like that seared into my mind. But I can't lie I couldnt name a single town from gens 6,7,8 or 9
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>>59005513
Do you also prefer BDSP over DP?
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>>59005542
>Grid Based 2d, classic pokemon.
Its just more memorable. Moments like the [3d setpiece] and [3d setpiece]
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>>59005552
And? A little spice makes everything nice.
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>>59005562
So you don't actually like classic 2D. You like 3D.
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>>59005550
yes, but not over platinum
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>>59005566
3d moments in a 2d game, yes.
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>>59004834
Normally I hate open world game design but this is the one series where it is genuinely better. Though I'd prefer a middle ground more like PLA where it's open areas instead of a full open world.
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>graphics decide if a game is classic or not
I think you all argue over graphics because you're too stupid to argue over anything else.
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It really pisses you off that "classic" is a vibe that people feel more than anything and people don't think Your favorite are classic, huh?
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Why did Game Freak suddenly forget how to make mazes and dungeons in the non grid based games? The caves for example in modern games are either just hallways, empty areas or both. I miss exploring massive caves and ruins.
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>>59004888
>skyrim isn't open world because the main story quests are all in a specific order
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>>59004834
I like grid based 2D. I find the similar tilesets make it easier to navigate the world.
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>>59004841
Open world "games" are, and always will be, half-assed tedious padded slop. Every series that has whored itself out to this fad has suffered for it quality-wise. Pokemon is not going to be the exception.



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