Mods, I am like a week late... Forgive me...
I get so sick of Game Freak apologetics. Some people talk as if no studio has ever had to handle challenging development before. As if no studio has ever had to shift to a new platform, or switch to 3D.
Alright I can't help myself
The truth is Game Freak is uniquely privileged and advantaged, holds a status that most other developers would kill for, and still fumbles the ball.
No they aren't. Every other game developer that has looked like they're going to do a similar task has actually lowered their scope an insane amount to even be relative.
Every other monster collection game goes the route of reskins and clones of the same designs in order to save resources because game development with all of these creatures is multiplicative.
If you need to test if the Pokemon work in this one area, then you need to do that
with every Pokemon. You can skimp on this scale by essentially having the same creatures but copy pasted in order to lower the workload.
This isn't just for testing, though, this is for the entire design of the game in general. Everything is like this.
Despite the way some big names at the company may talk and act in interviews, and despite what they may like to believe about their company and themselves, and whatever internal culture they think they are trying to maintain, they are not some small, struggling indie developer that has to push out a game no matter what to keep the lights on. They are no longer the small group of hobbyists for whom even putting out a finished product is a minor miracle.
I'm gonna let you in on a little secret: Money doesn't solve game development.
They are (say it with me now, you all know the words) the developers of the highest grossing media franchise on Earth. Not just game franchise. All of media. More money than Disney.
This is actually irrelevant because money does not solve game development.
We cannot tolerate these excuses. You don't even need to know a single thing about game development to see the problems.
Okay
They have the resources to buy whatever tools they need, hire any talent to deliver whatever skills they may be lacking and take the pressure off of their development team, and release the games in any timeframe they please. Pokémon is not going broke because they didn't put out a game this year.
None of this matters. You can't actually just hire staff until the problem is solved because most roles in game development only has a few people working on it.
The reason big AAA studios right now have a lot more staff is because they are dealing with 4K graphics. In fact, contrary to popular belief, Game Freak actually has proper staffing numbers for the Switch era.
200 core Game Freak staff worked on Sword and Shield directly with 800 additional names in the credits for contract work. On top of this, Creatures Inc. helps work on many models.
At this point, defenders usually engage in accountability pass the parcel, resulting in an endless loop that means it's no one's fault. Pokémon games just manifest from the ether malformed, and no one can change or fix anything to improve the situation.
This feels like a strawman honestly.
"You can't blame the developers. They are very talented and doing the best they can in the meagre time provided. It's Game Freak management's fault."
Eh.
"Management are beholden to [other company]'s (The Pokémon Company/Creatures/Nintendo, etc.) schedule, and don't get the money and resources
This is ultimately semantical since TPC is effectively Nintendo's company when you look deeper into the rights and ownership, the 33% splits aren't truly 33% in terms of who holds the reins.
"Nintendo et. al don't make the games. It's Game Freak's fault."
Eh.
See, the "blame game" here is actually really unproductive because the real answer is capitalism lol. It's really that simple. Every single party involved here except the developers has a responsibility to The Shareholders of the World and are only hired in order to keep this cycle going.
, they are not some small, struggling indie developer that has to push out a game no matter what to keep the lights on
That's why this is a silly statement.
Capitalism isn't about keeping the lights on. It's about profit margin and line go up. This is true for every videogame company. Game Freak themselves are not publicly traded, but Nintendo is, and that's what really matters.
Beyond that, Nintendo relies on Pokemon as Holiday titles to shore up their own weaker holiday cycles and guarantee a successful Quarter.
Round and round the bickering goes. Part of me thinks splitting ownership of Pokémon between multiple companies is not only a financial decision, but also a PR one to ensure that no one company can ever be pinned down and blamed for their problems.
This makes literally no sense.
At the end of the day, whoever is responsible for these decisions (and it is somebody) the games suffer as a result. When challenges like a change in platform come up, they need to be prepared to put time, talent and resources into development to ensure that the issues are handled correctly.
This is something literally everyone has said. But the thing is that, no, it's not "somebody"'s fault, literally every single party agrees with the system. There isn't one person you fire that conveniently is making the wrong decision.
Not one company listed disagrees with it at a management level. Why would they. There is no singular company to blame. I'm sure they have some disagreements, but no one said no to the three Pokemon games in one single calendar year initiative- Clearly they were right from their business perspective, since it was their most profitable year *Ever*.
We can't just shrug and say "game dev hard" and all sins are forgiven and the games are pretty good, actually, all things considered... They are banking on that good will. It's why this keeps coming up with every new Pokémon game release.
I can because judging games by what they could be and not what they are is dumb and silly. I judge the games by what I received, not by what they could be, and therefore I assess if I enjoyed them or not.
I also think that this is more stawman rhetoric with shit like "game dev hard" when, turns out, tbh game dev is hard? The thing that was being talked about in the prior page was genuinely insane deadlines for a project of this scope, which is why people were sympathizing with their jobs lol.
Also, no that isn't why this happens with every Pokemon game. For one, because that's not true- LGPE was fine, BDSP was, outside of bugs only speedrunners really found, pretty polished for what it was, and Legends Arceus' worst flaw polish wise was texturing.
Sword and Shield itself is just unfinished content wise and Scarlet/Violet is finished content wise but unfinished as a game, which is unacceptable but IMO makes this kind of rhetoric extremely eye-rolly.
And customers shouldn't buy it twice!
I think people in the Pokemon fanbase vastly, vastly overestimate how many people buy both versions. It is a miniscule number of buyers.
I'm genuinely curious what the budget of new Pokemon games is. Like yeah, the franchise as a whole makes a bazillion dollars, but how much of that is actually being funneled back into making new games? It's been occasionally said that the Pokemon devs often act as if they're still a small indie team, and it's possible they intentionally give themselves the budget to match.
I want to say again budget is literally never the problem with Pokemon, because budgets in this industry only really matter as to scope and how long a game takes to make.
And Scarlet/Violet was already a pretty big scope, they have the funds.
The problem is time and that's something you can't buy with money. Whereas some roles are scalable to where adding more cooks will in fact make things easier, a lot of game development roles are not like that.
There are around 300 people in The Legend of Zelda: Breath of the Wild's credits, 1,000 in Pokemon Sword & Shield.
Staffing and budget aren't the problem, it's literally just as simple as time. Because time compounds badly. Not only are the developers not given enough time in general,
but they aren't given much time on pre-production.
The most successful game developers right now are developers that have strong in-house engines or codebases for franchises, and the biggest point at which games tend to struggle in said franchises are when the scope radically shifts.
To streamline game development, you need to make the tools that will be used for it of course. A common one is a map editing tool that is developed to be easy for people to handle. The easier it is to work with tools, the more efficient the process is. But it goes deeper with game engines. Problem is: Scarlet/Violet is fundamentally running the same game engine as Sun and Moon.
Sun and Moon is:
-Linear
-Set camera angles
-Loading Zones Everywhere
-Made for the 3DS
The engine was fairly well-made for that type of game, but clearly SV is not made with that shit in mind. Engines will often be built with many tools designed to optimize the style of game being made, and that's something that this engine is clearly not designed for; as like, a small in-depth example, how an engine handles memory is going to be different from engine to engine.
In a linear, set camera angle game, you only need to create the illusion of a map. Borders are the end of the world and then you have the space the player moves along, the rest is void. When you enter a battle, the game fades to a loading transition and enters a scene where you do a battle, then after loads back in to the prior world.
Let's compare this to Scarlet/Violet:
In Scarlet/Violet, the world is loaded at some level at all times, with it basically being everything you can see. I do not know everything about how the game does level of detail/collission/spawns, and I also cannot be sure what the intention was since all of that is unfinished.
You see Pokemon spawn in said world and then start a battle with it, adding more to the load. More importantly, however, we've laid a trap: Now we're doing battles at anywhere, at any time. This means that you need to have a rigid system for making sure battles do not go out of whack, plus you need to change how move animations work so that they work everywhere. This is why SV scales back the animation quality very hard, which people ended up complaining about.
Since all of this applies anywhere, they had to do this for various environments such as water areas, whereas in the 3DS game you can just have it float over a water circle in a Battle scene.
All while this is happening, more Pokemon are spawning and moving independently in the background.
Now, this isn't impossible stuff to do, but to actually optimize it takes a lot of time to code and have an engine designed for this kind of thing.
f we have to have yearly releases, why not let other developers have a crack at the franchise and let Game Freak have an extra year or two to work on their next title? (Could you imagine what a Pokémon game made by Monolith Soft might look like, for example? I think they might be a good fit for another Legends game.)
Monolith Soft already helped on Legends Arceus but also they'd actually do worse than Game Freak at making Pokemon.
Because what you're imagining in your head is "Monolith makes Pokemon Xenoblade" but what will actually happen is they pick up the shitty game engine Game Freak is forced to work on, except their staff are way less experienced with it, and catching up on all of that will take a significant amount of dev time.
Then, you'll have the fact that everything about the game will still have to be managed by Game Freak or TPC.
The answer, I fear, is that Game Freak are probably afraid another studio might highlight the problems with the franchise and their products, and loosen their grip on the property. I can understand why they would so jealously guard their flagship series that made them a household name, but the current model is not sustainable.
This is wild considering they literally just let ILCA make a Pokemon game.
Both can be true at once. ILCA can be a bad choice for a developer, given that they had never actually developed a game before, and they can also be rushed and put under unreasonable pressure.
ILCA has had a good development history. They just were given like 1.5 years to make the game. They also had to take the codebase and slam that shit into Unity.