The (perhaps harsh) reality is, it's impossible to have a truly hard Pokémon game. The moment you know your opponent's party is the moment they can be trivialized in some way or form. With so many species, there's no team composition without a hard counter (just ask the metagame).
And you know what, I think that's okay.
As
R_N will mention later, I don't want an impossible battle or a battle that'll take me hours to grind beforehand to beat. But that doesn't mean I don't like seeing at least some effort. I'm okay with an easy battle if they at least make it an interesting experience, though this usually involves your and the opponent's Pokemon being relatively equally leveled which is why the "always on, every gets experience" Exp. Share is such a gamebreaker because it makes it less likely you'll get those interesting battle situations.
That's what makes Nuzlockes interesting in a way. Any player who prepares beforehand is very likely gonna win (hax not withstanding), but those smaller hax moments where the NPC for a moment gets the upperhand or KOs one of your Pokemon (or even a near KO) feels way more surprising and/or tense than going into a battle you know you're gonna win/lose (though in the latter case I guess pulling off a victory against the odds, usually being underleveled, has it's own feeling of gratification).
Turn based RPGs can't be made hard. You can make them *grindy* sure, but not hard. Grind != difficulty, making games become grindy is just making them boring.
What genre of games that isn't PvP isn't like that?
Incidentally my favorite level curve is BW1 & 2. You're just about always on par, give or take one level depending on the exact part of the game you're at, until N who is a levle jump but not a HUGE level jump so it doesnt feel like a wall. Ghetsis is a bit more of a wall, though still not too bad. & BW2 ironed out more of those kinks with extended content and level tweaks here & there.
*Starts getting worried for Gen V remakes and what always on Exp. Share would do to its level progression*
*Battle Facilities, basically, except the usual hard thing with Facilities is that you're carrying a streak and you can't stop it with the team you've chosen.. So if you just have to worry about one (1) battle and not the climb to get back to it, it's not that big a deal.
**They've experimented with this. Totems get stat boost, have relatively optimized movesets, and can force a 2V1 with complimentary partners and I think are an interesting idea that they could try applying to bosses in the future (Beast Lusamine kind of does, I suppose?). But those are very specialized cases and still operate within the general rule of the game being "What you face, is something that you yourself could have". Which here, at the end, in a footnote, I should say is an interesting design space and fine for the series. I just want a little resistance, you know?
These (or at least something adjacent to them) are pretty much the only way you're gonna have any way of "balancing" the game (or at least have battles last long enough where, you're obviously still gonna win, but it creates that interesting experience I mentioned).
Level Restriction: I think it would be rather easy to implement the Battle Facility level restriction into the game progression via the Badges/Stamps/whatever goal posts they use. Pretty much, while your Pokemon obviously still gain Levels which lets them learn more powerful Moves, they can make it so their stats have a "cap" until you get the next Badge which increases the "cap" to the new expected threshold. And in doing so that can solve a lot of issues we've talked about with game balance/interesting experience and even stuff like trading over a Pokemon that's higher level. With their being a "cap" it would be easier to plan boss encounters and also encourage using other Pokemon if they haven't reached the cap instead of relying on a core few (BUT still give you the option to only focus on a core team if that's what you want, you just won't see the benefits of the extra levels until you get the next Badge; unlike how it is now where players are using multiple teams in order to try and mitigate the Exp. Share & Affection effects). This would also make implementing difficulty modes easier if there's a "max" the developers can plan around.
Boss Boons: Like, Pokemon is the only game where I know the bosses essentially play by the same rules as the player, and as we see it could easily make the bosses a non-factor. So I wouldn't be against giving the Gym Leaders, Pokemon League (except maybe the Champion), and villain team a way to make themselves more of a challenge or battle to be remembered. I mean, most of the time the player is walking right into the territory/planned scheme of the boss so you would think they would have some way to setup an advantage. And we're talking simple stuff here like just raising their Pokemon's stats, having a Weather/Terrain/Room active (and remain so) when the battle starts, and maybe have a way to apply another Status Move/Ability effect upon their entire team cause you're in their house. And maybe if the situation can call for it, maybe do something extra like have a Battle Facility-like playstyle or the Gym Leader messes with you like Opal in SwSh (though these should be done only like, once or twice a game, as I don't think these Boss Boons should really affect your Pokemon like decreasing their stats or afflicting them with status ailments).
I was about to mention Braviary but then I remembered it evolves at like level 60. What the hell?
54. And that's because in White your found Rufflet earliest on Route 10, yeah, pretty much before the Pokemon League and they're Level 39/41 (and remember Ghetsis's Hydreigon, the final boss of the main game, is Level 54). Yeah, in the original games you weren't using Braviary during your initial match against the Pokemon League (same also goes for Mandibuzz), it would be the rematches.
In White 2 they tried to make this better by letting you catch a special Braviary/Mandibuzz on Route 4 at Level 25... though unfortunately its only on a specific day and they're restricted to only have their Hidden Ability (not too bad for Braviary which has Defiant, but Mandibuzz comes with Weak Armor). I don't remember whether I got "lucky" or waited but I got this Braviary and it was fun to have on my team, likely was my strongest Pokemon for a while before the others caught up.
But yeah, it's an old story that the Unova mons DESPERATELY need to have their evolution levels decreased. Actually, this can go for a lot of Pokemon, seriously they need to start changing evolutions levels so there's two kinds:
- A "game progression" one which depends on the game you're playing and thus is constantly changing depending on when you catch the Pokemon in the game.
- A "base" one for general uses if the Pokemon isn't catchable in the game. Though if GF wants to be lazy and only do one this one would be preferred and, if a Pokemon is catchable in the wild above its evo level, either use its evo, have it be unevolved for one level, or better yet just make it available earlier in the game somewhere.
As it stands it just feels like there was some under-communication going on, that ILCA wasn't given correct direction to prevent this weird discrepancy even when you put the irritating regressions and their consequences themselves aside.
Miscommunication when Masuda "when I get in a mood I give development directions that make no f***ing sense even I don't understand when I get out of the mood" is game director? No...
or inversely, I feel pretty much guaranteed that BDSP is so bizarrely faithful down to the dumbest detail on the back of not wanting a third party to go whole hog on a game they already made. Or if we want to be less cynical, ILCA had less experience with a Pokemon title & were developing it during a pandemic, and using the DP so rigidly meant they could focus on implementing that rather than rebalancing literally everything alongside implementing the new/changed side content.
Not using Platinum as that base line could be tied into "not wanting to tweak it more to pick & choose what is DP and what is PT".
Basically if ILCA had been responsible for HGSS, it would probably more closesly resemble the original GS way more, if you catch my drift. And if you thought ORAS was overly faithful before, well, just imagine if they had ILCA on it.
If I were to be unbias as I can, I think it probably went down like this:
GF: ILCA, we've hired you to make the DP remakes. Cause we'll be busy with Legends: Arceus, we can't really give you much new creative decisions so just remake what's there.
ILCA: What about the Platinum additions?
GF: It has features that aren't necessary and would take too much time to parse through the other data that could be split between DP. Just focus on DP.
ILCA: What about the dex? Platinum made it so all Gen IV Pokemon were obtainable.
GF: Oh, right. Um, how about this: since we're not going to have the connectivity stuff in the Underground, revamp it so that it's like a Wild Area where you can catch Pokemon that aren't normally available including ones that were added into the Platinum dex.
ILCA: The redone Gyms and Gym teams?
GF: They would take extra time to make, focus on the simpler DP ones.
ILCA: What about the added story elements?
GF: Not needed.
ILCA: But what about Charon and the Frontier Brains?
GF: They're not that important to know about
*had forgotten or hadn't thought of adding their ancestors to Legends yet*. We just need players to know generally about the Sinnoh games so we can say we've done them and have a vague knowledge when going into Legends: Arceus to get the references.
ILCA: Are we allowed to make any significant changes?
GF: Erm, no mostly. Like, as long as they're beatable, you could change up some of the boss's movesets as long as you keep their Pokemon the same. Also you can give them tougher teams for rechallenges in the post game.
ILCA: Only allowed to change their movesets and make tougher post game teams, not much but it's enough wiggle room for some fun...
GF just wanted to get the game out there and ILCA just complying while taking whatever allowance they were given and running with it. I still feel GF were being gatekeep-y and greedy (rushing the game out to make early profit instead of taking at least the bit of time to have the base be Platinum which split to having the Diamond & Pearl exclusivities), but it's likely just out of wanting to get the remakes out of the way so they can focus on Legends than being jerks to ILCA. Had GF hired a bigger third developer they likely would have been given more freedom to make changes, but GF hired ILCA because they know they can make a game and so they gave them a set of blueprints to strictly follow so they wouldn't have to worry about overseeing them.