TBM_Christopher
Semi-pro Game Dev
- 448
- Posts
- 15
- Years
- Age 31
- Lincoln, NE
- Seen Apr 12, 2018
Hey guys,
Recently in a post about what I'd like to see in a fangame, I mentioned wanting to see more creativity with the Pokemon battle system. To that end, I wanted to discuss some of the different mechanics that could be added or thrown away to change up the formula. I'm going to write this in a similar format to my design journals in class about game modifications, so be warned that I may get a bit rambly at times.
Recently in a post about what I'd like to see in a fangame, I mentioned wanting to see more creativity with the Pokemon battle system. To that end, I wanted to discuss some of the different mechanics that could be added or thrown away to change up the formula. I'm going to write this in a similar format to my design journals in class about game modifications, so be warned that I may get a bit rambly at times.
The Goal
This is the trickiest part to define, but also the most important. What do you want out of your battle system? Do you want a deep, back-and-forth system capable of the same competitive gameplay of the official games? Or do you want to focus more on the story of your game? Gameplay can actually lend itself quite well to your goals in your game.
There are a lot of elements that are considered definitive of Pokemon - the type chart, the 4 moves per pokemon rule, etc. Obviously there are quite a few things to think about, but let's talk about what the core mechanic would be. What defines a Pokemon RPG?
..Well, this is going to sound mind-numbingly obvious, but it's that a human goes around catching these Pocket Monsters and has them fight with wild ones and ones belonging to other humans. This is good. This is a simple premise that we can look at from a LOT of angles.
Experiment 1: The First Kid from Palette
The Pokemon Adventures manga(my favorite medium of Pokemon, yes I will admit bias here) contains a lot of stuff that some may consider "unfitting" for a Pokemon game. Remember Zombie Psyduck? The Arbok that Green's Charmeleon sliced in half? Those are a little tougher to reflect in mechanics, but how about all that stuff about positioning the Poke Ball in an advantageous spot? We can look at that pretty easily. In fact, we can throw out a lot of mechanics from Generation III and onward and focus on that positioning!
Holy Isometric Strategy, Batman!
This is the trickiest part to define, but also the most important. What do you want out of your battle system? Do you want a deep, back-and-forth system capable of the same competitive gameplay of the official games? Or do you want to focus more on the story of your game? Gameplay can actually lend itself quite well to your goals in your game.
- The Linear Story (Get the Badges/Defeat Team Bad Guy) - For a story like this, you probably want a feeling of progress as the game goes on. That means tougher Pokemon in late game and a bit of what's called "power creep." You want your player's Pokemon at the beginning to not be as tough in terms of base stats as the ones found later, but because they've been trained so far, they'll be about on par with the wild Pokemon encountered.
- The Nonlinear Story (Open World/Exploration/Complete the Pokedex) - There are a few ways to do this one. The most common ways are to designate general "difficulty" of an area, so there's a path of least resistance for the players, or to have enemy Pokemon scale in power to match the player's own. The latter makes for a relatively consistent gameplay experience, but is much harder to implement and balance, while the former can almost feel like a linear story without any variation from the start.
- The Competitive Pokemon Alternative (Think "Pokemon Showdown with a Plot") - This one's a little bit trickier to define, but the plot is really there for some quick amusement or possibly a "race to the finish" type deal. This by definition has all the nuts and bolts of the Pokemon games, and is meant to allow players to eke out every single stat bonus and combination they can. To put it to a really bad analogue, the first two are like a D&D group in someone's basement, while this one is the group at Gen Con with the "flawlessly" min/maxed characters.
There are a lot of elements that are considered definitive of Pokemon - the type chart, the 4 moves per pokemon rule, etc. Obviously there are quite a few things to think about, but let's talk about what the core mechanic would be. What defines a Pokemon RPG?
..Well, this is going to sound mind-numbingly obvious, but it's that a human goes around catching these Pocket Monsters and has them fight with wild ones and ones belonging to other humans. This is good. This is a simple premise that we can look at from a LOT of angles.
Experiment 1: The First Kid from Palette
The Pokemon Adventures manga(my favorite medium of Pokemon, yes I will admit bias here) contains a lot of stuff that some may consider "unfitting" for a Pokemon game. Remember Zombie Psyduck? The Arbok that Green's Charmeleon sliced in half? Those are a little tougher to reflect in mechanics, but how about all that stuff about positioning the Poke Ball in an advantageous spot? We can look at that pretty easily. In fact, we can throw out a lot of mechanics from Generation III and onward and focus on that positioning!
![[PokeCommunity.com] Pokemon Battle Systems [PokeCommunity.com] Pokemon Battle Systems](https://i.imgur.com/YRNCtZ2.png)
Holy Isometric Strategy, Batman!
A 2D grid-based battle system is a tall order, so let's drop everything past 2nd Gen, and focus solely on moves and their range and power, base stats, and position. Huge change, right? Is it still Pokemon? I think so. We can slap the Trainer on the same 2d Grid and incorporate a mechanic where the trainer can throw a Poke Ball to any square within a certain range. Heck, if you want to go the extra mile, maybe the Trainer can be threatened by the Pokemon or environment! There were so many times that a Pokemon attacked a person or that a trainer was at risk during battle in the manga, that the possibilities are pretty broad. And that's not even going into some of the plot elements like Yellow, Lance, or Giovanni's special abilities..
Experiment 2: The Last Kid from Palette
The Pokemon anime has a very different approach to battles from the video games, as well. Remember the episode about the Pokemon academy? That episode was basically to show how the anime was different from the video games, and it did a pretty good job of it. Type immunities are definitely not as much of a thing in the anime, so let's do the unthinkable - we'll mess with the type chart. Ash's Pikachu has regularly taken on Ground-types before, so I'm thinking the easiest thing to do would be to replace any x0 effectiveness on a type matchup with a x1/4. This means that theoretically(since no two types share an immunity), a Pokemon could have the equivalent of a 3x resistance under normal rules.
Next, when was the last time you saw a Pokemon go "ding!" and level up in the anime? Leveling up, while a satisfying reward for the player, can also be a bit of a chore if you make it to the next gym, only to find out that your Pokemon are under-leveled. Now the importance in battle lies in a Pokemon's base stats, abilities, and how it was trained(as effort values would still remain to reflect training the Pokemon). In terms of the games, this system would probably mean that in Ruby/Sapphire/Emerald, Brendan or May could try to battle Norman as their first gym challenge, but due to the fact that he has an evolved Pokemon, it would be no easy feat. And now for a more ambiguous thought to leave this experiment on: In the anime, Pokemon were not limited to 4 attacks; what would happen if you removed that cap? Type coverage would become much less of an issue for sure, but what else would come of it?
As you can see, there are a lot of different ideas to toy around with. I've experimented around with some of these changes, but I'm sure there are tons that I've missed, and there are definitely a few I've left out. Now my questions to the community, what makes your battle system unique? Is there something that you want to avoid including in your game? What do you believe make up the core mechanics of a Pokemon game?
Experiment 2: The Last Kid from Palette
The Pokemon anime has a very different approach to battles from the video games, as well. Remember the episode about the Pokemon academy? That episode was basically to show how the anime was different from the video games, and it did a pretty good job of it. Type immunities are definitely not as much of a thing in the anime, so let's do the unthinkable - we'll mess with the type chart. Ash's Pikachu has regularly taken on Ground-types before, so I'm thinking the easiest thing to do would be to replace any x0 effectiveness on a type matchup with a x1/4. This means that theoretically(since no two types share an immunity), a Pokemon could have the equivalent of a 3x resistance under normal rules.
Next, when was the last time you saw a Pokemon go "ding!" and level up in the anime? Leveling up, while a satisfying reward for the player, can also be a bit of a chore if you make it to the next gym, only to find out that your Pokemon are under-leveled. Now the importance in battle lies in a Pokemon's base stats, abilities, and how it was trained(as effort values would still remain to reflect training the Pokemon). In terms of the games, this system would probably mean that in Ruby/Sapphire/Emerald, Brendan or May could try to battle Norman as their first gym challenge, but due to the fact that he has an evolved Pokemon, it would be no easy feat. And now for a more ambiguous thought to leave this experiment on: In the anime, Pokemon were not limited to 4 attacks; what would happen if you removed that cap? Type coverage would become much less of an issue for sure, but what else would come of it?
As you can see, there are a lot of different ideas to toy around with. I've experimented around with some of these changes, but I'm sure there are tons that I've missed, and there are definitely a few I've left out. Now my questions to the community, what makes your battle system unique? Is there something that you want to avoid including in your game? What do you believe make up the core mechanics of a Pokemon game?