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Unpopular opinions

Im a bigger fan of the smaller new dexes. I think that a lot of the larger new dexes tend to have rougher designs due to spreading concept time to various pokemon, especially because many concepts get scrapped and removed all the time, which increases the workload a lot.

I also think that the smaller dexes have a lot more of stayers — despite loving hoenn, the hoenn pokemon i love still ellicit less feelings than something like the alolan or paldean pokémon i love.

also also smaller dexes have the benefit of leading into more useable pokemon i feel. you can take your time to craft a moveset where every pokemon even if theyre competitive shitters will still provide something fun to your gameplay, something that was absolutely not true for the older dexes. once again hoenn dex is 70% useless shitters
 
A lot of these discussions are somewhat moot in a post-dexit world because having new gens with less than 400 per dex will never be viable again. I'd love to go back to the 200-300 range to give the smaller new dexes more breathing room and so there aren't a dozen different species clogging up one islet to the point of immersion-breaking but, again, they will not do this outside of Legends games. At some point they're probably gonna have to aim for the 500 mark for base games to avoid the ever-growing fan favorite backlog from spending too much time MIA and I am not gonna like that at all
 
Every Regional PokéDex Explained in one post or less

Kanto: An all-time classic, they’re the first games so this pretty much has to be it by default. Lacks in quantity compared to newer ones. What you get here is hilariously unbalanced but for a 1996 jRPG for the Game Boy you could do worse.

Johto: The game wants you to think there’s an extra 100 Pokémon you can use but a sizeable portion of these are available so late or are so hard to find they might as well not even count. Note that the Kanto starters, fossils, and Legendaries are all absent in the Game Boy Color originals.

Hoenn: A solid mixture of quality and quantity despite the number looking like it’s less than Johto’s. Includes every new Pokémon during the main story unlike Johto’s while having a bigger quantity than Kanto. Best PokéDex so far and it’s not close. FireRed & LeafGreen help add in the rest of the National ‘Dex.

Sinnoh: What the f*** were they smoking when they made this? Roughly the same size as Kanto’s originally and is both unbalanced and lacks some of the new Pokémon, relying heavily on Platinum to fix all of its problems. I don’t want to look at this anymore. Let’s move on before I choke.

Unova 1: It’s Kanto all over again but with a different coat of paint and you can’t use the hardware as an excuse this time. You can’t at least use all the new Pokémon but that shouldn’t be something we have to celebrate coming off of last region. That should be an expected standard. At least these Pokémon are more balanced, for the most part, than Kanto or Sinnoh’s attempts at a 150-ish size roster.

Unova 2: This is Unova 1 but if you add older Pokémon back to it, reorganize the numbers, and properly add in stuff from the postgame areas to encourage exploration of those areas. One of the most underrated PokéDexes in the core series, and the largest in quantity at the time though I do think it’s slightly less balanced than the first game because of the returning options. This Regional Dex gives Hoenn a run for its money.

Kalos (3DS): I like the idea of splitting the region up, and Kalos was the first to do this. This is also where the positives end. It’s similar to Johto in that you’re likely not going to use the majority of what’s available here, though this time that’s because of how all the best Pokémon are just kind of handed to you in an already notoriously easy game. Megas help soften the blow a bit but this region has the least amount of new Pokémon in it. Even though it’s the largest out of any regional ‘Dex, this is the definition of quantity over quality.

Alola: Simimar to Sinnoh in that the upper versions, of which it’s split this time, help add new options. Only this time, the base versions don’t suck and they have the new Pokémon from the start. The base 301 is identical in number to Unova 2 and, coincidentally, a certain other region, and the balance is much better here than in Kalos. The Ultra versions add roughly another 100 and can be seen as a precursor to Galar and Paldea in a sense. A strong PokéDex all around, and I like regional variants more than Megas. The Ultra additions may still get overshadowed by the base 300 sometimes, though.

Galar: Dexit this, Dexit that… I know, Dexit sucks, but as much as Sword & Shield are my least favorite original games, I will give them this. They freaking COOKED with the base game PokéDex that did return. So many fan favorites return and benefit from the addition of the Wild Area, the Galarian Pokémon are interesting but not broken… most of the time, and it’s probably the most balanced selection we’ve had since… maybe Hoenn?

Hisui: Better Sinnoh.

Paldea: Like Galar, but power crept and not as balanced as a result of the nonlinearity of the story bosses. I also don’t think the base 400 chosen here was as memorable as last time. Not much to say here that hasn’t already been said about other regions. If you get something before you’re supposed to, the main story becomes warped around that, but at least the Crown Tundra’s legendary cheese from the DLC is gone.
 
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Ye the DLCs kinda ruin the balance of old/new sadly
A lot of these discussions are somewhat moot in a post-dexit world because having new gens with less than 400 per dex will never be viable again. I'd love to go back to the 200-300 range to give the smaller new dexes more breathing room and so there aren't a dozen different species clogging up one islet to the point of immersion-breaking but, again, they will not do this outside of Legends games. At some point they're probably gonna have to aim for the 500 mark for base games to avoid the ever-growing fan favorite backlog from spending too much time MIA and I am not gonna like that at all
Like they learned the wrong lessons from early SwSh reception in the same way they learned the wrong lessons from BW1 reception for XY

Romhacks (especially Radical Red) aren't helping, everyome now wants to force old favs
 
A lot of these discussions are somewhat moot in a post-dexit world because having new gens with less than 400 per dex will never be viable again. I'd love to go back to the 200-300 range to give the smaller new dexes more breathing room and so there aren't a dozen different species clogging up one islet to the point of immersion-breaking but, again, they will not do this outside of Legends games. At some point they're probably gonna have to aim for the 500 mark for base games to avoid the ever-growing fan favorite backlog from spending too much time MIA and I am not gonna like that at all
Yeah, as much as I respect wanting a smaller group to shine in terms of placement, I've still mostly been a postgame player and I keep feeling like 600 is needed if there's going to be a lack of postgame PvE formats. On a spiteful day, 810 so they can finally be better than a handheld two hardware generations ago.
 
Like they learned the wrong lessons from early SwSh reception in the same way they learned the wrong lessons from BW1 reception for XY
I imagine Game Freak was relieved that this time the negative backlash didn't actually impact sales figures at all, lol
Yeah, as much as I respect wanting a smaller group to shine in terms of placement, I've still mostly been a postgame player and I keep feeling like 600 is needed if there's going to be a lack of postgame PvE formats. On a spiteful day, 810 so they can finally be better than a handheld two hardware generations ago.
that's fair, I've never really engaged with post game stuff. as soon as I beat the champion/Red in gen 2, I delete the save file and start over at a later date.
 
In my opinion the quality of a regional PokéDex doesn’t just depend on the number as you’ll be able to see with my explanation post I wrote earlier. There’s so much that goes into this- ideally, you want a healthy mixture of quality, quantity, and game balance for both single player and multiplayer all at once, preferably with as little filler as possible and areas of the region designed to let the new Pokémon be shown off and fully utilized.

Too small or too big of a roster can be a logistical nightmare- to me, the perfect range would be anywhere from 200 to 300 for the base game and up to 100 for DLCs and the like. The 150 Tier (Kanto, DP Sinnoh, Unova 1) is too small these days but anything above the 300 Tier feels too large at times. As a game developer you want to try and make sure every Pokémon, even the filler-y ones, at least has a reason to exist, even if that reason is just to exist in nature in a kids game.

DLCs and upper versions both tend to be very top-heavy with their additions likely for the sake of competitive which is fine, if it doesn’t mess with the balance of the base game’s main story. For that reason and because I think it’s good in general, I currently believe Hoenn to have the best regions ‘Dex in the series specifically in Gen 3 where Megas aren’t around to warp the game around them and the power level is low enough to where weaker Pokémon can still find a slight niche without being too low and unbalanced like Johto’s is.
 
A lot of these discussions are somewhat moot in a post-dexit world because having new gens with less than 400 per dex will never be viable again. I'd love to go back to the 200-300 range to give the smaller new dexes more breathing room and so there aren't a dozen different species clogging up one islet to the point of immersion-breaking but, again, they will not do this outside of Legends games. At some point they're probably gonna have to aim for the 500 mark for base games to avoid the ever-growing fan favorite backlog from spending too much time MIA and I am not gonna like that at all
what i feel should happen in the future to keep the main game dex smaller is simply gatekeeping some mons to the post-game like it has always happened. if they did "you need national dex to register all these mons that happen to live right here in the east half of the region" for BW, they can do it again lol. have a "core" dex of 250-300 (the ideal main game number imo) and then post-game expand it to however many they want to include in those games - 500, 600, all of them even
 
what i feel should happen in the future to keep the main game dex smaller is simply gatekeeping some mons to the post-game like it has always happened. if they did "you need national dex to register all these mons that happen to live right here in the east half of the region" for BW, they can do it again lol. have a "core" dex of 250-300 (the ideal main game number imo) and then post-game expand it to however many they want to include in those games - 500, 600, all of them even
I do think this hits a relevant discussion of "how many mons are in the dex" is not the same as "how many useful mons are in the dex". Frankly, I care a lot more about the number of mons that are reasonably useful in the playthrough than I do about the mons that are only available post-game. Competitive is the only place where mons locked past the 7th gym matter at all, and hopefully Champions makes it irrelevant for even competitive so that GF has to focus on putting mons in the parts of the single-player game that matter.
 
*Me making shinies a flat 10% chance cuz they're worthless cosmetics in the end*
What might be worthless to you means a great deal for many who find shinies, especially at full-odds. It's not always the shiny designs themselves, but either the journey to grind for them, or that one unexpected encounter that spawns one. It's the memories made from these moments that made shiny Pokemon one of the cornerstones of the Pokemon community.

Speaking of cosmetic changes, I'd be down for more individual variation in Pokemon, such as different stripe patterns, different eye colors, etc. We're already at a good start with size differences.

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What might be worthless to you means a great deal for many who find shinies, especially at full-odds. It's not always the shiny designs themselves, but either the journey to grind for them, or that one unexpected encounter that spawns one. It's the memories made from these moments that made shiny Pokemon one of the cornerstones of the Pokemon community.

To be fair, you can get that same feeling with rare pokemon in general.
 
Shiny Pokémon are an active detriment to this franchise and I will not be told otherwise. This is a take I’ve had for a while now and I was initially nervous to say because heaven forbid I say something this controversial on the Internet.

In their current state, Shiny Pokémon seem like an awesome idea, but the problems start with how you actually find them. The guaranteed ones- Gyarados, Ponyta, the ones in the Unova sequels, stuff like that- those I’m okay with, since they serve their purposes as a tutorial of a game mechanic and as completion rewards for certain tasks respectfully. Those are also the only two ways I can justify their inclusion, because it’s all just pure luck beyond this point. I’ve always had a strange obsession with wanting to see rare things happen, but beyond my obsession with numbers and statistics I have no desire to see these as they currently are. Normally I would say more extra content is a good thing, but how that content is executed is just as important in game design.

Consider this: You’re playing Pokémon Legends Arceus, a game whose entire premise is to catch a ton of Pokémon, complete the PokéDex, and serve as Pokémon’s excuse for a 25th anniversary region haphazardly fused together with a Sinnoh remake. If there’s any game where random Shinies enhance the experience in a way that isn’t just cosmetic, it would be this one. Now, say you’ve never actually completed a PokéDex before this. I still haven’t, and while the Internet may have you believe otherwise the majority of Pokémon’s player base probably hadn’t either. Hisui is a unique environment in that the Shiny Charm serves as a postgame incentive for an activity you may already be interested in doing- but therein lies my biggest gripe. Shiny hunting is the only incentive for people to come back to most of the newer games after completing the main story, which is a problem because Shiny hunting itself is not strictly a postgame activity.

If there’s literally nothing else to do in the game once you get the Shiny Charm, that’s one thing, I can let that pass. But Game Freak seems to have some kind of impression that performing an activity that can already be performed during the main story anyways suffices for a “good enough” focus of postgame experience, and I just can’t agree with that. It’s such an easy problem to fix- in fact, here’s five ways off the top of my head Shiny Pokémon could have more incentive to get people to play their games:

  1. Make random Shinies (the guaranteed ones would be excluded from this- call it the Red Gyarados Rule) only available during the postgame as extra incentive for players to want to complete the main story- it’s worth noting that the “Epic Pokémon” in Pokémon Rumble Blast, the closest thing that game had to a Shiny replacement from the first game, does exactly that
  2. Keep random Shinies as they are but provide more real, actual activities in the postgame and/or DLCs that… aren’t this- the big issue here all comes down to the fact that there’s barely anything else to do, meaning if you don’t care about Shinies you have no reason to come back to the game
  3. Keep random Shinies as they are but make the Shiny Charm accessible immediately upon completion of the main story- what this would do is promote completion of the main story just like in Option 1 without taking away from people that specifically enjoy playing the main story with Shinies
  4. Completely remove random Shinies or replace them with something with more gameplay relevance- this is probably the worst case scenario but this would allow the guaranteed Shinies to remain as completion rewards while addressing the main complaint of the existing mechanic
  5. Make the Shiny Charm accessible requirement for finding any random Shinies at all- this also probably wouldn’t be the best outcome but this would effectively turn Shiny hunting into a dedicated postgame activity that actually counts as such, as opposed to being an optional feature that most people just happen to do in the postgame already anyway (Edit: I just realized this an Option 1 are basically the same thing, lol)

Any of those five options would immediately improve my perception of this mechanic, especially the first three. I’ve gone on record before saying I actively avoid going for the Shiny Charm because, in the time I could spend grinding the PokéDex, I could be hunting Shinies anyway…
 
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Shiny Pokémon are an active detriment to this franchise and I will not be told otherwise. This is a take I’ve had for a while now and I was initially nervous to say because heaven forbid I say something this controversial on the Internet.

i dont think your take is controversial, its just kinda nonsensical. your problem is that pokemon games dont have a good postgame loop, shiny pokemon are completely unrelated to that. theyve existed long before the concept of games having postgame loops, and theyre just like. fun feature that takes very little to implement and gamefreak catters to it because people like doing it. i dont think theyre doing it to avoid doing postgames, because once again theyve existed since the second generation of the franchise and we've had various levels of postgame works since then.

if youre going to point at a feature thats used as an "excuse" to not create actual postgame gameplay, thatd be competitive pokemon
 
and serve as Pokémon’s excuse for a 25th anniversary region

This is just an aside, but I don’t think they ever marketed Legends: Arceus this way at all.

Now, say you’ve never actually completed a PokéDex before this. I still haven’t, and while the Internet may have you believe otherwise the majority of Pokémon’s player base probably hadn’t either. Hisui is a unique environment in that the Shiny Charm serves as a postgame incentive for an activity you may already be interested in doing- but therein lies my biggest gripe. Shiny hunting is the only incentive for people to come back to most of the newer games after completing the main story, which is a problem because Shiny hunting itself is not strictly a postgame activity.

If there’s literally nothing else to do in the game once you get the Shiny Charm, that’s one thing, I can let that pass. But Game Freak seems to have some kind of impression that performing an activity that can already be performed during the main story anyways suffices for a “good enough” focus of postgame experience, and I just can’t agree with that.

Like Bakugames said, I don’t think this issue is causally linked to Shiny Pokémon in particular.

Take USUM for example. The game has three distinct battle facilities, and a minigame to help grind BP for Move Tutors, but only the Battle Tree is exclusive to the post game. The Battle Agency and the Battle Royal Dome are both accessible right away. In an older game, they might have held both of those facilities back until the post game in order to create a small Frontier-like place, but now they are foregrounded during the main game.

Similarly, if I remember right, the SwSh DLC really only gates the Galarian Star Tournament behind game completion. Whereas other battle challenges like Restricted Sparring and Dynamax Adventures have much earlier points of access.

If anything, I suspect this has more to do with the fact that not only do most players not bother with completing the Pokédex, plenty of them don’t even bother to finish the main story. So putting the unique battling features (that a lot of development time probably went into) in front of players during the main story means more people might end up giving them a try.

I think a lot of older players (and I’ve been playing Pokémon since 1998 so I’m very much included in this) still tend to think of Pokémon game design in pretty firm terms of “main” and “post” game, expecting the post game to be at least x% as substantial as the main game because we look at it like, “Well I finished the main story, so now what do I do?” But the games these days tend to be designed more as just “the game.” You have these experiences available to you as you progress through the main story, then once you reach that final pinnacle, you’re basically done. You beat the game, congrats, you can go back outside now, or play a different game or whatever you want.

The funny thing is, most non-Pokémon games are designed that way, rather than with a “main” and “post” game division. It’s always amusing to me when I see someone finish the story in Breath of the Wild or Tears of the Kingdom and say, “Wait, why did it put me right back before the final boss? You mean I don’t get to explore post-Ganon Hyrule?” Because games are, by and large, meant to be temporary experiences. Yes, enthusiasts will find ways of prolonging the experience (see: my over 2,000 hours of play time across BOTW and TOTK, or my probably over 10 billion hours across Pokémon games), but broadly speaking, you are supposed to reach a point where you can say you’re done. Within Pokémon, Shiny hunting and competitive battling are very much things for enthusiasts, so GF have taken to providing post game tools for them to take advantage of. But I don’t think it’s the existence of those niches that are directly responsible for the erosion of post game content. I think that’s just GF adapting to modern playing habits.
 
If I were building Pokemon from the ground up now, there would be 2 color systems:
The first is Color. 95% of mons get the default colors(which internally are stored as a list of colors applied to the model and therefore easy to change). 2.5% are albino(white with red accents), 2.5% get melanistic(black with normal accents). 0.1% get a special color(generally just primary and accent colors swapped). (Also internally we now have a slot for a 4th color which can be used for unique boss mons and other storyline stuff).
The second is markings. These are player-changeable and are treated like a haircut in-universe, but apply something like dark stripes, light spots, a cool headband, etc to the mon.

This gives you something rare to hunt for(but not unreasonably rare like modern shinies), as well as a reasonable chance that even if you don't find it, you find something cool. The markings meanwhile is player customization that, again, can be applied in a low-resource way.

Shinies are cool, don't get me wrong, but between the ridiculous odds and the lack of care that goes into their design, I am not a fan of the implementation.
 
The first is Color. 95% of mons get the default colors(which internally are stored as a list of colors applied to the model and therefore easy to change). 2.5% are albino(white with red accents), 2.5% get melanistic(black with normal accents). 0.1% get a special color(generally just primary and accent colors swapped). (Also internally we now have a slot for a 4th color which can be used for unique boss mons and other storyline stuff).

what a system like this tends to do is make the experience of hunting worse because it will make you lose affection to the less rare variants. because to hunt for the 0.1% special color youre likely to get an albino/melanistic which instead of going "wow i got such a rare pokemon!" you go "man not this shit again". it turns something that should feel like an acomplishment into disappointment, even if its totally unintentional. hell even just hunting for the less rare ones theres a chance youll just get the wrong color and still be disappointed.

while this is a much more exaggerated example because the rates have a larger disparity, an online pokemon fansite had a system where shinies are the less rare, albinos are rarer and melanistics spawn if a pokemon rolls both albino and shiny rolls. what this means is that anyone who wants a melanistic pokemon would have boxes upon boxes of shinies and albinos they see as having no worth, no emotional attachment and just toss them to get a quick cash. and your system would definitely not be this bad for sure but i think it has similar points of frustration that should be avoided imo

its also why i dont really like coromon systems where theres two color variations. not only because theyre tied to their version of ivs so getting a good comp mon is made to be harder because its connected to their super rare shiny, but because... well youre probably gonna have a bunch of repeats of the lower grade shiny while trying to get the perfect one.
 
what a system like this tends to do is make the experience of hunting worse because it will make you lose affection to the less rare variants. because to hunt for the 0.1% special color youre likely to get an albino/melanistic which instead of going "wow i got such a rare pokemon!" you go "man not this shit again". it turns something that should feel like an acomplishment into disappointment, even if its totally unintentional. hell even just hunting for the less rare ones theres a chance youll just get the wrong color and still be disappointed.

while this is a much more exaggerated example because the rates have a larger disparity, an online pokemon fansite had a system where shinies are the less rare, albinos are rarer and melanistics spawn if a pokemon rolls both albino and shiny rolls. what this means is that anyone who wants a melanistic pokemon would have boxes upon boxes of shinies and albinos they see as having no worth, no emotional attachment and just toss them to get a quick cash. and your system would definitely not be this bad for sure but i think it has similar points of frustration that should be avoided imo

its also why i dont really like coromon systems where theres two color variations. not only because theyre tied to their version of ivs so getting a good comp mon is made to be harder because its connected to their super rare shiny, but because... well youre probably gonna have a bunch of repeats of the lower grade shiny while trying to get the perfect one.
So the question becomes, do we want different color systems for variety, or because we want to encourage people to hunt for a super-rare thing with no actual benefit? I want variety, personally, and hate grinding for a 1-in-insane drop. My system gives people who just want something different for their mons a reasonable chance to get it, while also giving the ones who only care about the rarest option something they can grind for. I don't think shiny hunters will treat melanistic mons any differently from how they treat normal-colored mons, but that's fine, it's not for them, and we still have an ultra-rare alt color available(odds can be shifted however you want). It's so that people who don't want to spend hours searching can at least have something different, whether as a cool thing they found by random chance, or something they hunted for story reasons that they managed to reset for in a reasonable timeframe.
 
So the question becomes, do we want different color systems for variety, or because we want to encourage people to hunt for a super-rare thing with no actual benefit?

i will always prefer the latter, yes. because if you want to give people something more reasonable to find, i think you can just create a different system than using shinies random appearance but like 3 times. i always thought a genetic system for markings would be fun. let me do some punett square shit on my pikachu
 
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