The thing about Power Creep is that there's 4 options when something new is introduced to a game:
It's outright better than whatever came before. It replaces whatever came before in all cases.
It's outright worse than whatever came before. It is never used.
It's completely identical to whatever came before. This greatly annoys people.
It's situationally better, situationally worse than whatever came before. This is the ideal and is STILL POWER CREEP. Stall players will recognize this problem the best. If there's more stuff that's all roughly the same power level, then people will use the new stuff when new stuff is more powerful and the old stuff when old stuff is more powerful, raising the average power level even when everything is perfectly balanced.
So power creep is essentially inevitable. Now, there are fixes. TCGs and similar often rotate out old stuff, meaning that balance only has to account for new things. Rule changes and bans can reduce the power level overall even as new toys raise it. And an increased power level can also just be fine and interesting if it's handled well. I think part of the issue is that no one expects Pokemon to handle any of this well.
One of the questions I think really matters is, what SHOULD VGC look like? If they sat down and planned it out, how many team archetypes would be viable? How many turns should a match last? How many different mons should make the top 8 of a local tournament? Worlds? How long should training a viable team take? I'm not convinced Gamefreak has any idea. And if they don't know that, how can they make decisions about rulesets/balance that will lead to what they consider a "good tournament"?
It's outright better than whatever came before. It replaces whatever came before in all cases.
It's outright worse than whatever came before. It is never used.
It's completely identical to whatever came before. This greatly annoys people.
It's situationally better, situationally worse than whatever came before. This is the ideal and is STILL POWER CREEP. Stall players will recognize this problem the best. If there's more stuff that's all roughly the same power level, then people will use the new stuff when new stuff is more powerful and the old stuff when old stuff is more powerful, raising the average power level even when everything is perfectly balanced.
So power creep is essentially inevitable. Now, there are fixes. TCGs and similar often rotate out old stuff, meaning that balance only has to account for new things. Rule changes and bans can reduce the power level overall even as new toys raise it. And an increased power level can also just be fine and interesting if it's handled well. I think part of the issue is that no one expects Pokemon to handle any of this well.
One of the questions I think really matters is, what SHOULD VGC look like? If they sat down and planned it out, how many team archetypes would be viable? How many turns should a match last? How many different mons should make the top 8 of a local tournament? Worlds? How long should training a viable team take? I'm not convinced Gamefreak has any idea. And if they don't know that, how can they make decisions about rulesets/balance that will lead to what they consider a "good tournament"?






