SMD got Wigglytuff's gender wrong, it was legit fanservice
All games take place in separate continuities. Too many inconsistencies otherwise
Yoom-tah ;)
SMD got Wigglytuff's gender wrong, it was legit fanservice
All games take place in separate continuities. Too many inconsistencies otherwise
That originated in RTYoom-tah ;)
IMO it's more nuanced than just "make it super easy to get mons in-game or allow genning", which in of itself is a hot take, but the hotter take is just I think TPC is correct to ban people for genning. Not because oh I hate them or they aren't skillful, people like Brady Smith are skilled and I do not disrespect people for genning, I just think there are core assumptions in the conversation that are incorrect.
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The real debate shouldn't be "is genning cheating". For one, cheating is arbitrary term, but the base assumption is that cheating means an unfair advantage. Unfair could be considered going around the rules. Cheating can be defined in a tournament not just because it's a dick move, but because said tournament says to not do x, y, z. In my opinion, genning is by definition cheating. It is not cheating inside the actual battle; it is cheating in preparation.
What concerns me about attempting to require the grind is the ability to get an advantage in time efficiency by using real-world resources. Even if somebody needs to be doing the IV breeding, there's no way to enforce that said somebody is the same one actually battling in the tournaments. A person with spare money or influence could just have another do the tedious parts while they focus on battles (or sleep, for that matter). They'd probably have to ban all traded mons to even start to enforce a restriction against doing this, which is completely untenable for several reasons. Heck, I recall hearing about tricks with the Switch's System Transfer functionality used for distributing Mario Maker levels that get taken down on the main servers, those would probably let someone else do all the grind in one place and pass the competitor the save file.yo, so with the recent VGC controversy I wanted to talk about it
IMO it's more nuanced than just "make it super easy to get mons in-game or allow genning", which in of itself is a hot take, but the hotter take is just I think TPC is correct to ban people for genning. Not because oh I hate them or they aren't skillful, people like Brady Smith are skilled and I do not disrespect people for genning, I just think there are core assumptions in the conversation that are incorrect.
The motto of the series is "Train On." they want you to have to train your Pokemon, but that's obviously not wanted by the players who have to make so many teams in order to make it far. I also think people are disingenuous when they say genning is not cheating.
Because time is an advantage at a high enough level, being able to test more teams and tweak quicker is a major advantage, like:
Who is more likely to win?
1. The guy who spent 100 hours battling to find their best team, spending 20 minutes at most between play sessions to gen Pokemon
2. or the guy who spent 15 or so hours making their first team, playtested for 5 hours, tweaked, played another 5 hours, realized it sucks, starts over, spend another 20 hours making a new team, retry on the ladder, oh you're getting bad luck with practicing the team against weird ass matchups, ok now this needs a tweak grind again
I'd hope this makes it clear how being able to have all of your teams in a split second is an advantage, because teambuilding is a skill especially in a tournament like VGC's where you cannot spend a week making a new team and prepping for your opponent. You need a shit ton of practice not just to find the team you want, but also in order to train yourself at piloting the team against different matchups. This takes a lot of time, and having to spend time tweaking or making a team is a significant time loss that otherwise could be spent practicing.
The real debate shouldn't be "is genning cheating". For one, cheating is arbitrary term, but the base assumption is that cheating means an unfair advantage. Unfair could be considered going around the rules. Cheating can be defined in a tournament not just because it's a dick move, but because said tournament says to not do x, y, z. In my opinion, genning is by definition cheating. It is not cheating inside the actual battle; it is cheating in preparation.
In this multi-step game, you have to make the ultimate recipe and win against others with it. To test the recipe, first you have to cook it. But I just got my friend Carl to get me a cake exactly as I said despite the fact that the tournament says, "Do not ask Carl to make a cake for you". Still, I do it anyways because it's an advantage and I don't like waiting for the cake to cook, and I test the recipe. I realize it sucks, and I ask Carl to make another cake.
My opponent is still making the first cake, and still is at the store buying ingredients.
The real debate should be, do we accept that training is a part of the game? And the popular answer, simply, is no. When people say "genning is not cheating", they are definitionally deciding that training is not a skill. Preparing your team is not a skill and is not tested in the actual competition that matters, how well you pilot the team, and what team it is.
Game Freak and The Pokemon Company want training to be a part of the competition, because it's part of the RPG, you have to play with more mechanics. You have to breed, grind money, do Tera Raids, etc. etc. In a way it's like an MMO in The Pokemon Company's eyes, and before playing PVP you have to go back and interact with all of these nuanced systems before you even have a chance. Sword and Shield made this even more blatantly obvious by making the game 10FPS when you run it online, by showing you a bazillion other trainers moving around the overworld, most likely training their own Pokemon.
Really, in a way, genning is a cultural battle and it's not between He Who Shall Not Be Named and the competitive players. It's between the game itself and the players. The players who are interested in Smogon or VGC want the game to be about battling, which is the part they find most interesting. It's not like these are shiny hunters, they want to battle. Game Freak, the designers, have an interest in making the game more well-rounded. They want you to interact with all of the branches of the game, as much as they possibly can edge you towards it.
But, I don't think there is no audience for this. Look at MMOs like PokeMMO, which are way harder to grind out a team than the main series games, even probably compared to the actual Black and White, especially if you want shinies. It is similarly a game that wants you to grind and interact with all of the mechanics, and it has survived for around 10 years. PokeOne is another fanmade MMO and similarly keeps an audience of competitive battlers who play within the bounds and see training as part of the game.
So, I don't think there is any perfect solution, but I have one that I can borrow from Temtem, an MMO Pokemon-like that I think has a lot of good ideas, regardless of how you feel it is quality wise (please don't quote this part of the post, I don't care!)
Temtem has three major branches of PVP play. Temtem Ranked, Temtem Showdown and Temtem Tournaments. All of these provide varying levels of time to put in before you can play.
Temtem Ranked: Your Temtem are given full IV-equivalent but not EVs, items, moves or abiltiies. This is up to you, but also removes the main problem stopping you from bringing your Temtem from the main playthrough, or needing to breed for literal hours, from being able to play with your actual in-game collection. Temtem Showdown lets you play against, to my knowledge, exclusively other Temtem Showdown players, who all are able to use teams like you would Pokemon Showdown. Tournaments are also held on Temtem Showdown, but...
The official, most real Temtem tournaments for the main game require in-game built teams. Including breeding for IVs. This means that every type of player is rewarded in some way. Those who don't care don't even need to buy the game, they can just play, just don't expect to be able to play against those who put in like 20 hours to craft their perfect team. Those who don't want to grind for hours of breeding can still play with imperfect Temtem in ranked, and you also get practice with teams without needing to put in 20 hours before you know you like the team.
I think this is the best solution personally, let me know what you all think, I put a good amount of time into this post.
This is technically a possibility with any game where a grind is required, this is also an industry with literal pay to win tactics. In my opinion, focus more on actual realistic issues: Like lacking the ability to obtain certain Pokemon within the game itself. This is an actual monetary challenge every competitive player will have to face, unless they already have every game.What concerns me about attempting to require the grind is the ability to get an advantage in time efficiency by using real-world resources. Even if somebody needs to be doing the IV breeding, there's no way to enforce that said somebody is the same one actually battling in the tournaments. A person with spare money or influence could just have another do the tedious parts while they focus on battles (or sleep, for that matter). They'd probably have to ban all traded mons to even start to enforce a restriction against doing this, which is completely untenable for several reasons. Heck, I recall hearing about tricks with the Switch's System Transfer functionality used for distributing Mario Maker levels that get taken down on the main servers, those would probably let someone else do all the grind in one place and pass the competitor the save file.
Realistically, a player who does not bring hacked Pokemon to the tournament can still use hacks or use Showdown to practice. Such a player will lose some time preparing their team right before the tournament, and have less time to make changes, but it's not by as much as you're saying. In the end, I'd argue that the advantage provided by hacking your team for the tournament is vastly outweighed by various factors which Gamefreak has no control over (such as how long your work hours are, or how much time you need to dedicate to family responsibilities).Because time is an advantage at a high enough level, being able to test more teams and tweak quicker is a major advantage, like:
Who is more likely to win?
1. The guy who spent 100 hours battling to find their best team, spending 20 minutes at most between play sessions to gen Pokemon
2. or the guy who spent 15 or so hours making their first team, playtested for 5 hours, tweaked, played another 5 hours, realized it sucks, starts over, spend another 20 hours making a new team, retry on the ladder, oh you're getting bad luck with practicing the team against weird ass matchups, ok now this needs a tweak grind again
I mean, there is a very simple solution for Gamefreak that lets them remove grind and remove monetary challenges to the greatest extent possible. Most games with serious competitive events (other than pay-to-win card games) put all players at the same level. It's not like you're forced to prove that you bought the Smash DLC or completed the story mode since they'll give you a device with all characters unlocked.This is technically a possibility with any game where a grind is required, this is also an industry with literal pay to win tactics. In my opinion, focus more on actual realistic issues: Like lacking the ability to obtain certain Pokemon within the game itself. This is an actual monetary challenge every competitive player will have to face, unless they already have every game.
The problem you are describing could happen with theoretically any PVP game with a grind, like any MMORPG. But is that really even a big issue?
Most people spend some of their free time on activities other than practicing competitive Pokemon. Is there a reason why someone who chooses to spend time training in-game needs to be separated from people who choose to spend time on other unrelated things?Also, like I said, there isn't forced in-game teams in Temtem Showdown tournaments for obvious reasons. They are two different types of players, and I think making tournaments only for one type of player is a problem with the game design, both ways. Why should those uninterested in doing the grind be forced when they don't consider it an interesting challenge? And why should those who want it to be a part of the preparation of the game have to play against those who don't want to, and thus likely fight hacked teams that bypasses that anyways?
Can the player who also likes to spend time in cake-baking competitions claim that it's unfair that they're matched against people who spend all of their time practicing competitive Pokemon? The only difference between the two situations is that an out-of-touch game company has arbitrarily connected the training minigame with the competitive game, even though the two activities are completely different. The reason why the official Temtem tournaments require you to grind is not because it has intrinsic value, but because encouraging that makes them the most money, despite the fact that it makes the tournament objectively less fair and less competitive.Hypothetical situation for the sake of argument said:Because time is an advantage at a high enough level, being able to test more teams and tweak quicker is a major advantage, like:
Who is more likely to win?
1. The guy who spent 100 hours battling to find their best team, spending 20 minutes at most between play sessions to gen Pokemon
2. or the guy who spent 15 or so hours participating in a cake-baking competition, playtested for 5 hours, participated in another cake-baking competition, played another 5 hours, realized that they needed spend another 20 hours practicing for a cake-baking competition, and then afterwards makes another team to try on the ladder, oh you're getting bad luck with practicing the team against weird ass matchups, ok now this needs a tweak (but doesn't need to grind) again
1. yes some people do like grinding and don't like fighting people who skipped the grind if they did do itRealistically, a player who does not bring hacked Pokemon to the tournament can still use hacks or use Showdown to practice. Such a player will lose some time preparing their team right before the tournament, and have less time to make changes, but it's not by as much as you're saying. In the end, I'd argue that the advantage provided by hacking your team for the tournament is vastly outweighed by various factors which Gamefreak has no control over (such as how long your work hours are, or how much time you need to dedicate to family responsibilities).
"But we should still make the tournament as fair as possible"
I'd argue that access to hacked Pokemon makes tournament preparation far more far. If Gamefreak could magically prevent all hacking from occurring, the gap between players who have access to resources and those who do not might be significantly greater. Although it does cost money to get a hacked Switch, a player without resources could probably still find someone else to hack their team for free (which might be what happened, judging from his comments). If no hacking could occur, then it would be much more difficult for someone without money/influence to get competitively trained Pokemon without spending the time personally.
I mean, there is a very simple solution for Gamefreak that lets them remove grind and remove monetary challenges to the greatest extent possible. Most games with serious competitive events (other than pay-to-win card games) put all players at the same level. It's not like you're forced to prove that you bought the Smash DLC or completed the story mode since they'll give you a device with all characters unlocked.
Most people spend some of their free time on activities other than practicing competitive Pokemon. Is there a reason why someone who chooses to spend time training in-game needs to be separated from people who choose to spend time on other unrelated things?
Can the player who also likes to spend time in cake-baking competitions claim that it's unfair that they're matched against people who spend all of their time practicing competitive Pokemon? The only difference between the two situations is that an out-of-touch game company has arbitrarily connected the training minigame with the competitive game, even though the two activities are completely different. The reason why the official Temtem tournaments require you to grind is not because it has intrinsic value, but because encouraging that makes them the most money, despite the fact that it makes the tournament objectively less fair and less competitive.
Edit: You could argue that it should be up to the playerbase to decide whether or not in-game grinding should be given value, but judging from the fact that most of the top-level VGC players are using hacked teams, it doesn't seem that they care about it very much.
So I play a little-known MMO called Final Fantasy XIV, so I can confidently say this mindset on their part is flawed. Why?Game Freak and The Pokemon Company want training to be a part of the competition, because it's part of the RPG, you have to play with more mechanics. You have to breed, grind money, do Tera Raids, etc. etc. In a way it's like an MMO in The Pokemon Company's eyes, and before playing PVP you have to go back and interact with all of these nuanced systems before you even have a chance. Sword and Shield made this even more blatantly obvious by making the game 10FPS when you run it online, by showing you a bazillion other trainers moving around the overworld, most likely training their own Pokemon.
This sticks out to me because it's something that I used to get out of Pokemon. I was completely fine with having most high-end held items and several TMs locked behind Battle Points because my primary drive was to be playing the Facility anyway. In USUM, I generally avoided the more point-efficient minigame because it wasn't what I was playing for. Now, with the standard Facility being missing, I don't see any reason to engage with postgame content at all (which in turn leads into a general lack of interest in the game).So I play a little-known MMO called Final Fantasy XIV, so I can confidently say this mindset on their part is flawed. Why?
Because in FFXIV, the high-end content people want to do (Savage raiding) is intertwined with the grind. Pokémon locks its comparable content (PVP) completely the behind the grind.
Want to get the best gear to max your damage, healing, and bulk? Then go do the Savage stuff, learn the fights and your job (or jobs), beat the bosses weekly, get your gear and slowly get all the pieces until you have best-in-slot, and eventually obtain the shiny weapon and rare raid tier mount for sweet sweet bragging rights. You play the content to get the gear that enables you to play the content better. It feeds into itself.
Wanna learn how to play competitive Pokémon? Then go do a bunch of completely unrelated and boring shit before you can even test teams. The system is inherently flawed from the outset because the gameplay loop doesn't even loop.
Of course people want to skip it. Grinding for the resources to perfect your Pokémon is absolutely unrelated to the actual combat. At least in an MMO you have crafters who will make stuff you need and throw it on the market board so they can make a profit to buy houses or whatever. Like trading is a thing but, it's not exactly convenient when you probably still have to interact with the systems you hate to provide something of value. Or just pay a dude real cash I guess.
Same, but his point (which is correct in my opinion) is that Pokemon locks most of its PvP related shenenigans behind non pvp ones.This sticks out to me because it's something that I used to get out of Pokemon. I was completely fine with having most high-end held items and several TMs locked behind Battle Points because my primary drive was to be playing the Facility anyway. In USUM, I generally avoided the more point-efficient minigame because it wasn't what I was playing for. Now, with the standard Facility being missing, I don't see any reason to engage with postgame content at all (which in turn leads into a general lack of interest in the game).
the least popular part of the SV grind is tera raids which is literally an entire unique batyle system inside the game that is multiplayer, mostly because it's the longest part of the grind (for an arbitrary reason I will add)Because in FFXIV, the high-end content people want to do (Savage raiding) is intertwined with the grind. Pokémon locks its comparable content (PVP) completely the behind the grind.
this is subjective, I think that learning how to effectively breed, how to take down raids efficiently, make a strategy for EV training (money grind or killing grind) and get more efficient at it is funWanna learn how to play competitive Pokémon? Then go do a bunch of completely unrelated and boring shit before you can even test teams.
that's not the reason whyAre we gonna ignore one of the reasons this topic sprung back is because you either need to buy two 60$ games and one 30$ dlc to get meta viable pokemon on top of the grind for them, or hope someone else who bought into the system will do that grind for you
that's not the reason why
literally almost if not all high level vgc players are middleclass people who can afford to travel out to a fucking videogame tournament with a low prizepool that can threaten to end your run with just some bad luck
You know, this is fair and all, but you speak as if people playing the various TCGs don't have to spend significant money to keep their collection up to date, on top of having to deal with banlists suddently invalidating cards you may have spent several hundred bucks on.
I will make my take clear so there is no confusion, and it will be slightly harsher considering this is a hot takes thread anyways, so whatever. I know this will probably catch some flak.I mean just because cases like Brady can afford the multiple games without issue doesn't mean that isn't a concern for other people playing: in TPC's world, you wouldn't see the player for whom this is an issue because they don't get to build the teams that let them participate at a visible level. What if some people can only afford to participate because of the time save on Genning. Being able to Gen a team and play it on a simulator saves on 2 things
Time spent playing for resources and THEN testing the team as opposed to jumping straight to the latter is still an expense, whether that's time they'd prefer to spend on other hobbies/family, or perhaps they need to work a job that doesn't spare them enough attention to do grind busywork simultaneously.
- Money spent on acquiring the old games that several Pokemon are exclusive to (for the sake of argument I am including emulating and trading the old Pokemon up because this still entails external resources even if the Pokemon aren't "generated" outright)
- Time to iterate on the team, in the form of playing matches, making adjustments, and playing more matches. Resources are available within SV but they're not bottomless, and things like Tera Raids to restock on them is a time sink if your expense exceeds your supply.
Yes, Pokemon fans who play VGC do not have accessibility issues, but I think the causal relationship is being reversed here: the inaccessibility without Genning is why the playerbase is mostly middle-class people who can buy multiple games and spare that time.
Imagine an in-person Fighting Game Tournament in which each competitor had to unlock the character they wanted to play on their copy before participating, or had to complete Arcade move to change something like an assist character or Super Move choices. Individual iteration isn't a large time expense, but the amount of times one would have to do that to experiment and then practice before arriving at their choice would add up to untenable amounts of time for a hobby even with a prize pool, much less something played mostly as a large-scale hobby like Pokemon.
To extend the tangent a little further, I find the high emphasis on card pricing is the main thing keeping me out of TCGs as a hobby. When I'm trying to relax by making weird gimmick sets, real-world money is the last thing I want to think about.You know, this is fair and all, but you speak as if people playing the various TCGs don't have to spend significant money to keep their collection up to date, on top of having to deal with banlists suddently invalidating cards you may have spent several hundred bucks on.
Like, I get that most other videogames don't require monetary investment other than "buy the current videogame", but having to invest money to keep up with collectible competitive games isn't *exactly* a new concept and Pokemon isn't isolated in it.
The thing is, the existing rules don't actually require you to put in any work. You're allowed to have friends just trade you everything; genning doesn't really offer a competitive advantage over that. It's perfectly justifiable to be upset when you're punished for doing something that is functionally basically the same as something which is explicitly allowed.There is one of the pro-genning arguments that I don't like, though, because I find it to be disingenuous: "genning offers no competitive advantage." I find it disingenuous because it is only true insofar as all players show up to event with optimized spreads or all the mons they want. But events like Regulation D worlds demonstrate explicitly that in some events you cannot reasonably guarantee you will be able to get all of the mons you need with the exact IVs you want by only 'legitimate' play. Players without PLA or SwSh may have a hard time getting Legendaries like Urshifu, Glastrier, Enamorus, etc., and they may also be unable to guarantee they get the right IV spread. And that's the crux: genning or using custom firmware allows you to eliminate pre-game variance that doing things legitimately cannot always guarantee you to do, and that's where possible advantages for genning can arise.