I have done my time with this series….and I want that time back.
‘Pokémon Rumble’ was a ‘wii ware’ title from 2009.
This lead to the creation of ‘Pokémon Rumble/Super Blast’ on the 3ds, which came out in 2011 to a resounding, MEH.
Then we move into 2013 with the release of ‘Pokémon Rumble U’, which bombed hard! I don’t think anyone really wants to remember that this game exists. The only note worthy thing to be attached to this game is that it created the precursor to amiibo. *It had a physical release.*
‘Pokémon Rumble World’ was originally released as a free to start game in 2015 for 3ds download. You would have to wait for the timer to go down or pay for the other sections of the game. Even if you paid for the full game you would still have to wait for timers, however you would have a lot more worlds to play in while it was timing down. *Eventually it was given a physical release*
After this ‘Pokemon quest’ came out for the switch/phones in 2018, a spiritual successor to the ‘rubble’ line of game. It gave all of the models a redesign and added a skill tree for more tactical battling.
Now we are in 2019, and for some unknown reason they abandoned ‘Quest’ to bring back ‘rumble’.
Is there just someone at ‘The Pokemon Company’ who is obsessed with this series?
This is really starting to piss me off, THIS GAME ISN’T HARD TO PROGRAM!!! If we are talking about the open fields and models moving/being generated you are of to talk about difficult programming, however, if your talking about the battles system PISS OFF.
A Pokémon battle at its core is just one long algebraic formula with different value being swapped in and out. The reason why there are no unique animations is because it’s easier to set one animation for everyone then having to set individual Responses.
This is how it would work:
- Pokémon name – loads model
- With model – loads numbers
- Model has a standing animation and 3 battle animations
- One of the 3 animations is assigned to a move
- Move is activated and the model moves
- Game then layers attack over the model animation
- After that pointless display, the numbers are added up in order to calculate the impact on the other Formula that you are fighting.
There is literally nothing complicated about programming these battles.
When it come to the CAD (computer aided design) there really should’t be a problem. “They had to remake all the models” …. WHY?Iit would be extreme waste of resources seeing as they already have 807 completed 3d models.
It would of actually have been harder to design for old Pokemon games like black and white due to it needing 3 individual frames for every sprite (to create the illusion of animation). You would also have to make an individual back sprite for every model.
The sounds that come from Pokemon are really dated…. to a ridicules degree now. With each generation of hardware Pokemon have been getting better sound files….however they never update the old ones. What we have here is 20 year of different levels audio quality being randomly toughen at you (to call it jarring would be an understatement).
Pokemon could have easily have done this with the spites, but they didn’t.
Pokemon battles in the stadiums look amazing, you really to get a good idea of how tall each of these monster are in comparison to each other… but they just can’t get rid of that invisible wall problem. In a fighting you kind of need to feel like you character is making contact with the enemy…in Pokemon it feels like your two holograms not really occupying the same space.
e.g In the first splatoon concert they had both Callie and Marie appear on stage together, the problem was they couldn’t interact because they were being generated to different screens. In the second concert with pearl and marina they point of have the two walk past each other in order to show they were sharing the same space.
If Pokemon really wants a future in 3d modelled games it need to find a solution to this problem (I would have no problem with Pokemon being missing if this was the reason).
Unlike other Pokemon games in the past we have now entered into a generation where games can be patch easily. So claiming the issues having anything to do with balancing is a thing of the past (you just adjust as needed).
As soon as the confiscation goes into integrating models into a 3ds space my knowledge of program goes out the window. I only know how the coding for how each action is performed, I’m not too familiar with the coding for how each 3d model is programmed to react in the world….I would’t image that every model is programmed that way.
The bigger the world the more complicated it is to keep track of everything.
Pokemon Battles are nothing more then layering, you don’t have to worry about any of the other complication that come with having a model in a 3d space.
I don’t believe game-freak should be getting praise so anything in this game.
“They have an moving camera” This has been a slandered thing in 3d open world games for years.
“Pokemon are being generated on the same layer as my character” This has been a standard thing in 3d open world games for years.
“I can walk around on a wide open map.” This has been a standard thing in 3d open world games for years.
“Your just being entitled!” These things have been STANDARD in 3d open world games for years.
We are entitled to a 3d open world game that has standard open world features that have been there for years. Why would we want the world of game development to go backwards? If you learn that something didn’t work in old games you fix it in future games (that becomes a standard, something that is expected to be there).
T-o The amount of studying involved with learning the history of programming must be a nightmare (YAY for contextual studies class).
There is one impotent line I used to say to myself when studying, “I can’t know about something I don’t know about.” This was me favourite line to response to a teacher with when they say, “Go research this.”
We have no books on the subject, are internet was restricted and the curriculum had one answer (even if wrong) that we all had to find…. how are you supposed to win in that situation?
My point is that if your a game studio/developer you need to constantly be listening to everything around you in order to learn things that didn’t even cross your mind. Why go though the process of falling into every hole when someone ells has already found/solved them for you?
Isolating yourself just creates an echo chamber, where nothing can improve purely because you can’t see that anything could be wrong/outdated.
I feel a lot better now after that rant. XD
Plus it gave me an excuse to practice writing for longer periods of time.
I have played though ‘super mystery dungeon’ and i’m about to beat ‘mystery dungeon explorers of time’.
I was really worried replaying these games due to the fear of them not living up to how I original viewed it.
super mystery dungeon: It had good ideas, too bad that the game was poorly programmed. Don’ get me wrong, this is by far the best game when it come to engagement with the game play. The problem stems from the game having horrendous power balancing issues along side nonsensical RNG (random number generator).
Just like the original ‘mystery dungeon red/blue’ this game feels like it could have been cable of so much more.
It felt like it was hampered by:
- what the 3ds was capable of.
- The size.
- Time constraints
There are loads of world destroying Pokemon, have some fun with the many different stories you could tell (Instead of giving me a tree of friend dungeons create a tree of expletive stories). You could even tie it all together with a story like:
A human collected every Pokemon, but they were treated as nothing more then trophies in there collections. You must now journey out and meet every Pokemon you mistreated in order to return back to your world.
Plot twist, by helping each Pokemon with there problems you are setting them free in your world. This creates conflict in the main lead when they have to set a legendary free into help his new world expand.
You could even work in the building mechanics from ‘gates to infinity’.
I could easily write a story for this game!
mystery dungeon explorers of time: After playing this again I can see exactly what ‘super mystery dungeon’ was trying to copy with its story. I think the reason why this game stands out from the two 3DS games is that it feel like it was the complete vision of ‘mystery dungeon red/blue‘. Unfortunately for the first game ‘mystery dungeon red’ had to be playable on a GBA (gameboy advance), while ‘mystery dungeon blue’ is a DS game.
I found myself getting more into the story thanks to the sprite being so simple, it forced me to imagine what was going on. With the 3d games that’s a a lot harder to do thanks to the emotionless models, they still show to a small image of what there feeling in a box…. but you can clearly see from the models that nothing is actually happening.
My next game to play is ‘gates to infinity’….at least the music is good.
It’s a non question with non answer. For the question doesn’t have a base for the question, and the formula is always changing for the base.
The problem with the question ‘Are games hard?’ is that you have to presume there is a written standard for what is considered a normal games. Is there a list in the studio telling them what the average persons mental capabilities are?
When someone makes a game there going to base the difficulty on what there head deems doable. Even if they did make a ‘easy, normal or hard mode’ it would still be based on what they deemed should fall under them sections.
Then you have the problem of puzzles that test different parts of the brain.
I don’t really have a solution the problem, this is due too many people having different mental skill sets.
You can’t win.
You can ether play the game, or you can’t.
You just have to do your research before buying a game.
You might find this a little strange, but I have been thinking a lot about a big question in gaming at the moment: Are games too hard?
Here’s my problem, I don’t think that is the question? It feels like the question people want push, but it isn’t the true question at hand.
You see the problem with the question is that it’s too broad a question, at what point do you draw the line; Are phone games too hard, bored games, roll play, word scramble, bat and ball. Even if we just look a consoles we would need to narrow that down.
Is the difficulty from the questions?
The game is too fast?
Too much to keep track of?
Too many buttons?
Too many commands?
Or are we talking about artificial difficulty?
This is when they make a game hard just for the sake of being hard. This was tactic used in the of Arcade games to get more money out of you/ make short games last longer.
If you struggle with a particular style of game, your not going to play that game.
What is the true question?
I have feeling that I know the answer, but I don’t think many gamer would be happy with the question. It’s an issue I have taken with modern day gaming for a very long time, and I feel the excuse people have been using won’t hold up much longer.
T_O I’m going to watch some anime and chill.
To be fare, it was an epic way to hurt yourself:”I punched a puffer-fish!” *I was an souvenir that someone gifted me.*
XD Because I had headset on, I could feel any pain….but I was bleeding. I only knew something had happened when I heard a crash. I hit him with such force that I managed to dent him (I’m annoyed, but proud at the same time).
Shock by this turn of event I decided to research just how much room did the psvr want?
psvr: 60 square metres
60 square meters – 645.835 square foot
Me: “Are you high?”
Sony, you do realise the the average uk house doesn’t have that much room to spare? In fact, that’s my entire front room (with furniture).
There is no way in hell that I can play this headset safely.
Why can’t I set the radius of the camera?
Just give me an option in the settings to set perimeters, this way games that want me to move can adjust to my limitation.
I would also like the ps4 to tell me when I have moved from my starting location.
Guess I will just have to stick to VR games that are stationary for now.
^-o After my dad showed me what it could do I was hooked. I don’t like the ps4, and this wiring system kind of accentuated why.
I got psvr because it’s most accessible (I want to play fnaf vr). Any one who says, “simple to set up” is lying.
If I have to read the manual in order to figure out where each plug goes along with each being numbered, that’s not simple. Plus you have the added joy of it using its own power adaptor;
- You have power to the box.
- Power to the headset.
- The box has to go though a cross box.
Now here is the odd part: If I unplug the power the the headset, that turns the box off.
WHAT IS THE POINT OF HAVING TWO POWER PLUGS!
^-o *Sony Seem like it wants to channel the spirit of the ‘saga cd’.*
Having all the plug located in the back of the ps4 makes hooking up/disconcerting the VR an aggravating experience (reminds me of old CRT TV’s). It’s a console that lays flat, this means each time you change cords you NEED to lean it forward in order to see the ports (This wouldn’t be a problem if the cords where’t short).
Couldn’t we just have a circuit switch/button on the cross box?
I guess it was just one of the short comings involved with creating the VR headset so late into the consoles life.
HAY PS5, fix this problem!
While I’m on a little ps4 rant, Why does the controller vibrate so violently? Who looked at rubble and said, “It need to feel like a washing machine on fast spin.”
In conclusion, my dad is really happy that he now has someone to talk VR with.
T_T sorry for going silent, I think the changes in air pressure have been giving me migraines
I have been thinking about this question a lot, did the ‘wiiu’ suck? I owned a ‘wiiu’, so I feel like I have good grounds to talk about it.
The games it did have were fun, but expensive.
You could link up your ‘ds’ to it and play game you owned on the ‘WiiU’ (long as there in the ‘wiiu eshop’).
. . . The controller was built to be drop proof……I can’t think of anything ells.
The game console used two power adaptors. So you would need to plug in the game console at the wall and then plug in the controller into the wall (Hope you have a socket close to your chair).
You need the console to be on in order to just play on the game pad, so even if my TV is off the system is still using the same amount of power (something needed to stream the signal).
Unnecessary use of the game pad. The ‘ds’ had the same problem; How do you use two screens without taking your focus from ether? The ‘ds’ had the two screens close and bent at the 90 degree angle, the ‘wiiu’ didn’t do this, in fact in many games it had you ether:
- holding the controller upright or
- focusing all your attention on the lower screen.
The controller was uncomfortable. The way your meant to hold it is by tucking your fingers behind it while holding the grips. This would’t be a bad set up if you were just playing a plat-former…. it’s not good for anything ells.
e.g. In ‘rayman legends’ you have to turn the controller to rotate a wheel, Which meant you were contorting your arms if you held the controller the correct way.
In ‘splatoon’ the map was on the ‘wiiU’ pad, this was bed because the ‘wiiu’ had a built in gyro. If you want to look at your map you had to tilt the controller, but if you did that you can’t see whats on the screen, making it completely useless (you only need to look at the map for a miller second, yet the movement takes longer).
The Game-pad weighs about 1.1 pounds/500g, How comfortable do you think that controller is to hold with just one hand? *The ‘ds family’ on average weighs half that amount!* Your only option is to place it on a table or on your lap when using the touch screen, which means you can’t comfortably put in button inputs.
O_O It had a little hole in the back of the armrest that you could screw a tripod in…..why??????
My gripes never came from what the system could do, they always came from what the system was. plus one more thing, Why were they button so far in?
You advertised this to children; I couldn’t comfortably tuck my hand around the back, how are they going to do it with there smaller hands?
*I have tiny hands*
Can someone please tell me why I need two copies of the game to play this one game?????
O_O Isn’t it enough that there are two switch’s in the house!
Y_Y NINTENDO, just put out a free download code for that one game (only need one copy). They can’t play it unless they have the game anyway.
Am I just meant to find people who have the game and say, “Can I just borrow your switch to match up some bananas.”
IT’S A ONE PLAYER GAME!
This project is moving slowly, I need to keep up my motivation in order to complete it. It’s hard to come up with ways to describe curtain topics at times.
I have had to go on long walks some days in-order to ponder over how to write it down.
^-o To make my life much easier I added a contents page.
Guess I could update (anyone who is interested) this blog on my progress every 2 weeks (might make me work faster).
Name of document: The problem with Pokemon games.
let it be known that I have a problem with ‘lets go’ and I have no problem writing a book about it.