But I view a well designed level curve as one that contains appeal to a broad spectrum of people/play styles.
Too bad Platinum's is bad for the casual playthrough.
The middle part of the bell curve is relatively easy to solve for in this case
It's actually not. Without deeper knowledge of the battle system, most of these players will have only one option: grind. AKA the one thing they don't want to do. Even a game like Black 2 White 2, which I think has a pretty good level curve, can have problems.
Here is an extreme story from
me as a kid. When I played White 2 for the first time, this was my fifth Pokemon game, and the first Pokemon game where I actually decided to train a team of 6. I'd seen some playthroughs of Pokemon on the internet by this point so I understood the appeal of doing so, whereas in almost every playthrough before I'd powerleveled my starter or something.
This was great until I got to the Elite 4. I was around Level 46 average for my team, and I met this,
and I lost hard. I was around 10 levels under the Elite 4 and I was bad at the game. Makes sense. So what did I decide to do?
Did I:
A. Go back and explore more of the region
B. Fight wild Pokemon in Victory Road
C. Bruteforce the Elite 4 by constantly fighting it, naturally getting Exp. even knowing I'd lose
D. Learn 2 Play?
All of these are options I'd do today and I consider reasonable. And despite the story and what I did, I still consider B2W2 to have a good level curve because this is an extreme case, and I do not think reflects what the average player will be at here. Level 50 is the benchmark for most bossfights prior to this point, so while I don't remember everything that I did, it'd be reasonable to expect even a casual player to be around 50 here.
Anywho what I did was delete my entire save file because I was bored of the non-progression. I started back up, got like 2 badges in, stopped playing for a while, and then I think my dog ate my cartridge or something. It'd be years before I got into emulation and actually went the final 20 minutes of gameplay before the credits rolled.
Now, again. I'm not saying this is a problem with the B2W2 game's specifically, because I think it's actually unreasonable for the developers to have expected I was at that level there, and there were ways to level up quickly if I explored more. I also skipped a lot of trainers, probably because I thought they were boring.
What this is a case of is "casual players do not, in fact, easily solve the game", especially the ones who grow a bit older and find solo-leveling a starter to not be the deepest gameplay in the world. The middle of the curve is the hardest to solve because experienced players will understand the game and how to play it, while people like kids and those who don't know much about Pokemon likely won't.
If I wasn't a dumbass kid I could've went back through Victory Road and fought all the trainers I skipped, fought wild Pokemon, gone back to side activities, even found more mundane solutions. There was plenty of content to play, plenty of stuff to do in B2W2's Unova that would probably be worth my time. But I didn't know or really understand how to metagame Pokemon. For some reason my head just went "Oh I played the game badly I need to restart", so I did, and then never beat it.
I think the problem with this disagreement is: I know from firsthand experience that it is extremely easy for these games to literally just lose the player. And Platinum doesn't do much to discourage that with a major jump at the end, with much less side activity than a game like B2W2, with a slower battle engine, and a terrible grinding experience.
So I'd prefer to answer this question in this way - in judging the level curve of a Pokemon game, I have to more broadly look at its difficulty curve.
Entirely subjective. I don't view things related to Exp. as actually being difficulty. To me a hard bossfight in a turn-based game is a bossfight that has enough options and is well-designed to where there doesn't need to be a level difference for it to be hard.
Cynthia isn't hard. She's just way overleveled for where the average player will be. Maybe a decently designed team, but not much that's going to stop any decently designed team from the player outside of level creep. Trainer Red isn't hard, he's a superboss they put in for hardcore players meant for a game they thought hardcore players would do daily events in, but in the West we especially just bruteforce it. His team is actually pretty bad, full of monotypes with mid movesets.
Maybe I'm just brainrotted from fangames where they make hard bossfights despite literally guaranteeing you're going to be at the same level of the opponents, but I don't find this argument appealing. The "difficulty curve" in this case is very subjective because I feel that difficulty from levels is just not actually real.
For example HGSS to me doesn't have a bad curve on levels alone; it's really not that bad numerically compared to other games. What makes it truly bad in my view is exacerbating the level discrepancy with an extreme dearth of options - Pokemon selection wise, TM availability wise, evolution method wise, etc. It turns the game into a kind of patchwork affair, whereby your options are so limited that it takes an absurdly tailored run to be able to overcome unreasonable level spikes like Lance and Red. While other games with difficult bosses level wise usually give you reasonable options to be able to combat them.
I don't agree with this, really. Even if HGSS gave a ton of good Pokemon, it'd still suck because you won't have enough Exp. to train them all. A team of Starter + Red Gyarados + Eeveelution and maybe a 4th Pokemon is probably going to do better than a team of 6 without long grinding sessions because there literally isn't enough Exp. in the region to support a team of 6.
I also wouldn't say this is "hard" though. HGSS is an extremely easy game. It's
solved.
It solves itself! The best Pokemon in the game are literally gifted/guaranteed encounters and the trainers are very easy to fight, including the gyms, and frankly yeah the Elite 4.
If the game had a better leveling curve I'd enjoy the game a lot more because I'd feel an incentive to play with a Team of 6. Even if the game dropped more good Pokemon in my lap I wouldn't want to use them just because I would prefer not grinding over carrying more Pokemon.
Which brings me to my answer to this question on the best level (read: "difficulty") curve in the series - Platinum.
It's pretty trash.
The physical/special split opened up a huge portion of regional dexes, which I feel significantly hinders option availability in games prior to Gen 4.
This doesn't really matter for most players. Hoenn already had a bajillion good Pokemon and it is hard to go wrong in Kanto, and Johto still has good Pokemon to catch. It's just maybe not really worth it to train a team of 6.
I, again, find this point to not vibe with me at all. I don't care how many good Pokemon you throw at me if it takes much more grinding. Almost all of my Platinum playthroughs are basically Starter + Staraptor + Luxray for almost the entire game, because catching another Pokemon means grinding in the slowest battle engine in the series.
It's so much simpler and the game is more efficient by cutting Pokemon in the party.
Post Gen 5, there are a host of problems difficulty curve wise ranging from small like gaining EXP when catching Pokemon, to large like balancing games around optional or mandatory EXP Share, open world, etc. that I won't get too much into; needless to say, I'm not the biggest fan of these games from a challenge perspective.
All of these are good things.
Rewarding catching Pokemon with Exp. is a great idea, more incentive to catch Pokemon. Catching Pokemon can take more time and for most players doesn't have a direct reward, so giving a reward for actually going out of their way to catch it rather than just kill it and take the Exp. is a good thing.
Balancing the games around Exp. Share is a weird statement because, to be frank, they kinda already were automatically. XY is the only of the 3DS games I'd say that didn't really do a good job, but also if you really look at it, the problem with that game is less "omg you can get to the levels quicker" it's that the actual trainer design is terrible.
In the other 3DS games, the Exp. Share just fixes the problem for most players, letting them train a full team with no downside. It encourages players to catch more Pokemon and train an entire team. Which is good. One of the reasons I tend to replay modern Pokemon games more than older Pokemon games is I actually feel like training a full team is worth it over just catching the same few easy, efficient Pokemon, skipping the last slots of my team and just coasting with High BST until the end of the game.
It also smooths over dumb edges like Slow Exp. Pokemon that otherwise take so much more grinding, Pokemon like Magikarp that used to require switch training, and more.
The Open World basically lets you choose how much Exp. you get, to be frank.
I'd say the Gen 7 games are far more difficult than the Platinum games because they actually have good trainer designs. You don't have to be underleveled for the game to have difficulty. In fact controversial statement here: BDSP is actually the better "challenge game" given that you can actually fight the overly-abbrassive Exp. and affection gain in that game, with the trainers actually being challenging far before the Elite 4.
I have zero respect for Sinnoh's "difficulty".
And between Gen's 5 and 4, one subtle change I felt like made the former end games a little too easy for my taste was suppressing the Elite Four levels to one set across across all four members, as opposed to a steadily increasing progression.
After Gen 4 they made it so you can fight them in any order.
I felt like the latter in Platinum produced a perfectly challenging capstone Champion fight with Cynthia, whereas BW Ghetsis and BW2 Iris felt slightly nerfed by comparison.
I can promise you that 90% of people think N and Ghetsis are great bossfights, and Iris is still well-liked. Cynthia is just overleveled anyways.
Leaving Platinum for me with the best difficulty, and by transitive relation, level curve in the series. Between difficult bosses and a wealth of options to plan and strategize with, it has everything I could want from a challenge perspective.
The bosses really are not hard in Gen 4. Sure, level jumps are "difficulty" in a sense but I don't find it to be a respectable form of difficulty. Is Cynthia's Garchomp really that hard to fight or is it 10 levels above the player? How does Cynthia's team combat the fact that if you click the super-effective move they probably die, besides just being overleveled?
And frankly, the idea that Gen 4 has tons of "good options" I don't agree with, with most of the good Pokemon being final evos of old dex Pokemon (usually with wonky evolution methods), weird method Pokemon, and in general a lot of the dex was mid. The reason everyone makes a team early on is because they give most of the good options at the start and then the region gets pretty bad from there.
To actually go further on how I feel about leveling and difficulty: Obviously a level jump is "difficulty". The leveling contributes to the gamefeel in some sense too, and how people perceive Cynthia to this day, but I don't respect it as a bossfight because of that. I see it as an eye roll, "I gotta plan my game around the fact the game is going to jump up levels at the end", and when I get to those levels I'm not going to have any real difficulty. I see it as a Grind Check rather than a Skill Check, in a way I don't think Ghetsis is. Ghetsis levels are more reasonable, but I think his team is genuinely just way scarier. Several of his Pokemon have less obvious types to hit, be it only one type that is super-effective or maybe two. Elektross basically has no weakness. Grass is a good answer, except it has Flamethrower and Acrobatics. Seismitoad needs Grass, but it also has Sludge Wave which can be scary, alongside Swift Swim + Rain Dance making it faster than your entire team with great coverage. The Hydreigon has Dragon-Water-Fire-Fighting coverage which means it probably has something for all of your Pokemon. Cofagrigus straight up has Toxic Stall and Psychic coverage.
The Bisharp is mid we can skip that one.
I mean, it's not like Cynthia's team doesn't have coverage. It just doesn't feel like the movesets are coherent in favor of that coverage. Spiritomb didn't have Ghost-STAB in favor of Silver Wind and Embargo in DP, in Platinum it gets it over Embargo. 4 attacks, I guess. Roserade drops Shadow Ball for Toxic in Platinum, which I like but think Toxic Spikes would be a better move for this team and make it a stronger bossfight overall. Other than that 3 Attacks. Togekiss has Air Slash / Aura Sphere / Water Pulse / Shock Wave, first two make sense, last two uh. I guess? Lucario is a mixed attacker with Shadow Ball / Aura Sphere / Stone Edge / Extreme Speed which is ok given its stat spread, but also it'd probably be more threatening with setup of some sort, but that's a nitpick. Milotic has Surf / Ice Beam, good enough options. Except for some reason they add Dragon Pulse which doesn't even help against Dragons since it already knows Ice Beam. Last move? Recover could make it a lot stronger of a Pokemon - Mirror Coat. Garchomp is not nearly as scary as people make it out to be, its best move is definitely just Earthquake. If it clicks Giga Impact that is entirely a throw move I don't see why it's on there, Flamethrower can be annoying but it's not off of a very good Special so it's fine.
Overall mid team outside of BST + overleveling. I have no question that given the levels, the average player and team can easily fuck it up. Now let's look at BDSP, a game with a bad level curve, where people actually just don't see actually well-designed bosses because they overlevel over all of it:
Alright so first of all this shit is mostly EV trained so keep that in mind.
Now THIS is a GENUINELY hard bossfight. This is an actual test of knowledge at the game. Spiritomb is still 4 Attacks shit, whtever, Roserade goes into that too but it has Expert Belt and Timid which makes it genuinely a threat. I brought Honchkrow and it got OHKO'd by Dazzling Gleam every time. Gastrodon is still mid as fuck, but it has Leftovers which helps with it only having one real weakness and good stats. Recover on this one AND Milotic is probably overkill for Little Timmy, but we have upgrades in the form of Scald. Lucario is a Special Attacker first with Nasty Plot + almost perfect coverage, Wise Glasses helping it and Timid, this shit is going to outspeed most Pokemon. Milotic isn't fucking around anymore and they put Recover on top of its Dragon Pulse slot alongside Flame Orb to give it a 50% Defense boost. Garchomp isn't mixed, it also has Swords Dance and YACHE BERRY.
This is a genuinely well-designed fight outside of IMO the EV training, the EV training is overkill. But actually giving her Pokemon better items and moves actually makes it feel like she's a good trainer and you have to be better at it. If Sinnoh had more good Pokemon, I'd enjoy this bossfight's design even more.
It even has a core weakness to exploit, too, and when I played BDSP on par (I was Level 57 average) I had to actually plan in ways I've never actually had to plan for DPP Cynthia.
Now again, three real problems here: 1. BDSP is almost impossible to not overlevel in. 2. I think the EV training is overkill, and 3. I don't think Sinnoh's regional dex is actually good. A team at this level would fit right at home in a lot of modern Pokemon games, but the fact is that in Sinnoh if you want to find good BST Pokemon outside of basically just Luxray/Staraptor/Roserade/Garchomp you will need to find weird evo methods or weekly events, and I think that sucks. Yeah, you can get a Milotic, but how many people are getting their own Milotic? This bossfight would fit right in at home nowadays because nowadays they throw way more Pokemon at this tier.
Still, I want to give props to the BDSP team for taking the Sinnoh Cynthia and IMO giving it more depth than just being BST + level fight. These sets make more sense and are actually brutal.
Lastly, the point in Sinnoh about needing to battle all trainers to unlock the National dex and post game is hard for me to gloss over. In an already brilliantly designed region, this alone unlocks what I view as the crown jewel of the region aesthetic wise - the Battle Zone. Within which contains the crown jewel of crown jewels - the Battle Frontier. Which I can assure you, many of us care about. Arguably even casual Pokemon gamers.
"Brilliantly designed region" (10% better than Kanto [in some cases I'd say it's worse]) "the crown jewel of crown jewels" (most people didn't actually care about this, it's just that the internet makes people think it was way more important)
I'm pretty sure that if you polled 90% of people who played any Sinnoh game in 2010 if they knew what the Battle Zone was, 80%+ would say no. 80% is actually a very conservative estimate.
I can promise you that most players didn't even beat the game (probably because its balancing sucks and it's slow as hell), as is the case with most games (especially in this era. Nintendo was struggling to get people to complete fucking
Mario games), and if they did that doesn't mean they did anything in the post-game. Playing the post-game of a Pokemon game is 100%, distinctly nerd shit, so things that people on this website do that most players wouldn't do.
This end bit just makes me think you are deeply nostalgic for Gen 4. This is fawning over it at the end. And I don't care if you are, like that's fine everyone has their preferences, I just don't think this is an actually well-reasoned take. Sinnoh's difficulty mainly coming from leveling is just not that good of design in my honest opinion + the fact that most of the Pokemon options that are easier to get have shit BST, and I don't think Platinum actually has that many good Pokemon.
Hoenn is a region I'd say is stronger for its dex. It gives you tons of good options early on but good options never actually stop coming. The regional dex feels well-balanced and Pokemon you find all over the region are probably more than adequate to do the job and take on the game, and not just in a "well it's Pokemon you can do it any way" game. Mightyena having no STAB for its best attack stat might suck, but if you get one with Intimidate it's still going to put in a good amount of work. Linoone is the rat but it's actually pretty consistent throughout the game. Ralts, Tailow, Lotad, Wingull, etc. early on. Makuhita, Aron, Meditite, Electrike, Carvanha, Numel, Trapinch, Swablu, Barboach, Feebas, Duskull, Bagon,
Hoenn is probably one of the most solid Pokedexes for just how many singleplayer viable evolution lines it drops on you, which is good because it's rewarding to level these up and there's enough for several teams. And this is just Hoenn evolution lines, because there's other Pokemon from other dexes and there's solo stages, too. Hoenn also has a better level curve, it still has high levels at the Elite 4 but it eases the player in easier with more sources and just in general having the better balance of Pokemon mean a smaller level difference means less.
edit: also I'm moving on from this because this is the second reply I've made here that took 30 minutes, and I literally just woke up and all I've done today is write this