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(Little) Things that annoy you in Pokémon

I'm with Cod on this. Sure, collectors and competitive battlers are what they cater to, but to say "well you don't like those things so tough shit" is shortsighted. There absolutely should be some repeatable activity that you can do with weak postgame Pokemon.
There is two though... Raids and Battle Tower.

Raids you can literally do with whatever nowadays (expecially as most people will be using legendaries to clear them anyway, i've even beat raids with people actively trying to kill others at this point), and the Battle Tower's structure allows you to basically play it with whatever. since the Dynamax advantage of the player allows to really use whatever and win anyway.
 
I gotta agree with Codraroll, honestly. That's one of the big reasons why I hate legendary hunting: Once you're done with the ass gameplay, what do you have aside from a trophy? You can't really use it anywhere, so...

That said, I think Game Freak is actually trying to solve this issue somewhat via how you access Isle of Armor and Crown Tundra. From what I've heard if you start a new save file the areas you purchased will be available to travel to immediately after reaching the Wild Area for the first time. Assuming there's no restrictions on what you can do/catch here at this stage aside from typical level restrictions that means you could theoretically reach this point in the game then quickly stop by the Isle of Armor to get yourself a Galarian Slowpoke or Mienfoo or something and then resume your journey with your new catches. If that's how it works that's honestly pretty cool, I like the idea of Battle Zone-esque side areas you can get a taste of during the main story should you so desire and then go back to and see more of during the postgame.
 
I gotta agree with Codraroll, honestly. That's one of the big reasons why I hate legendary hunting: Once you're done with the ass gameplay, what do you have aside from a trophy? You can't really use it anywhere, so...

That said, I think Game Freak is actually trying to solve this issue somewhat via how you access Isle of Armor and Crown Tundra. From what I've heard if you start a new save file the areas you purchased will be available to travel to immediately after reaching the Wild Area for the first time. Assuming there's no restrictions on what you can do/catch here at this stage aside from typical level restrictions that means you could theoretically reach this point in the game then quickly stop by the Isle of Armor to get yourself a Galarian Slowpoke or Mienfoo or something and then resume your journey with your new catches. If that's how it works that's honestly pretty cool, I like the idea of Battle Zone-esque side areas you can get a taste of during the main story should you so desire and then go back to and see more of during the postgame.
This just made me realise that, knowing the DLC was coming; this might have been one of the motivations behind wildly varying levels in the Wild Area (which are then made level 60 in postgame). Because the same can be applied to the DLC which in theory you can go to at any point in the game.
 
You know I glanced over the HoF mention before but yeah I just realized there is no Hall of Fame anymore
There's one actually.

After you beat E4 once, the pokemon you beat it with will show on the title screen.

Only those though, rip the others. (Not like the HoF ever had any real use since it'd quickly devolve into a level 100 powerleveling other mons with exp share)
 
There is two though... Raids and Battle Tower.

Raids you can literally do with whatever nowadays (expecially as most people will be using legendaries to clear them anyway, i've even beat raids with people actively trying to kill others at this point), and the Battle Tower's structure allows you to basically play it with whatever. since the Dynamax advantage of the player allows to really use whatever and win anyway.
Haha, right, the two worst features in the game.

Okay, so here are my thoughts on needing things to do with Pokémon in the postgame:

For one thing, Gen VIII drops everything that has ever been good about the Battle Tower... and arguably completely misses the point of having one. Who was supposed to like this? The obvious response is that it was dumbed down for that vaguely defined "casual audience," but I can't even imagine a "casual player" having any actual fun with it when it does absolutely nothing to reward getting better, does nothing to keep from being monotonous, and doesn't even offer you a reference point to compete against yourself and set your own goals like the old streak-based system did. This really can't even be handwaved as targeting a different audience, because... well... what audience is it targeting? How could Game Freak possibly come to the conclusion that this is what's best for a majority of players?
And even then, that's another thing that bothers me about it: other games actually try to have "something for everyone," and the Battle Tower was the one "something" that didn't have to be tailored to an increasingly casual audience. Its entire purpose was to be a challenge for players who understood the deepest mechanics of the game and wanted to test themselves more than they could in the main campaign, and people who didn't like it could easily ignore it because by ORAS, there was absolutely nothing locked behind it and it only existed for its own sake. I am immensely frustrated that Game Freak has lost sight of this and has decided to put all of their eggs in the one basket that is this, again, ill-defined "casual audience" and has actively moved away from having "something for everyone." Things like this and limiting the extent to which difficulty can be modulated have made it way harder to enjoy Sword and Shield than any other game and this is absolutely not me asking Pokémon to be something it's not or asking it to take cues from a completely different series - I am comparing Sword and Shield to other Pokémon games as recent as Generation VII that understood this balance perfectly as someone who's... well... not really that audience.

Meanwhile, Raids are just horribly designed (and, while this is obviously not an objective statement and it's clear that some people enjoy them, I feel these are very valid reasons for someone to think they're not at all fun to play; this still isn't something you can just dismiss as a matter of taste or nitpicking or having unrealistic standards and say people are wrong not to like them), which brings us back to the problem of having nothing fun to do or worth doing.

These are not effective solutions to the problem. Maybe they would have been if SwSh did a half-decent job with them, but as it stands... yeah, no, Sword and Shield somehow manage to be the worst games in the series for even this other than the obvious exception of Gen I.
I haven't played Shield since... January? December, maybe? And even since Sword and Shield came out in November, I've gone back and played more of other games - not even replayed (no restarting involved!), just resumed normal postgame activities - than I have of Shield, main campaign playing time included. There's definitely a problem, and it's definitely on SwSh and not the players.
 
There's one actually.

After you beat E4 once, the pokemon you beat it with will show on the title screen.

Only those though, rip the others. (Not like the HoF ever had any real use since it'd quickly devolve into a level 100 powerleveling other mons with exp share)
I actually liked using the HOF feature to track all my old teams as I used them...
 
Haha, right, the two worst features in the game.
They might be terrible, but doesn't remove from the fact they are there.

So saying "there's nothing to do" is false, while "you don't like what there's to do" is correct.

I know I'm playing on semantics, but I do agree with the line that in fact SwSh has a fine postgame, just your usual smogoner isn't interested in it.
(then again, almost noone is interested in this iteration of the Tower anyway, but there's still plenty of people interested in raids to this day)
 
Haha, right, the two worst features in the game.

Okay, so here are my thoughts on needing things to do with Pokémon in the postgame:

For one thing, Gen VIII drops everything that has ever been good about the Battle Tower... and arguably completely misses the point of having one. Who was supposed to like this? The obvious response is that it was dumbed down for that vaguely defined "casual audience," but I can't even imagine a "casual player" having any actual fun with it when it does absolutely nothing to reward getting better, does nothing to keep from being monotonous, and doesn't even offer you a reference point to compete against yourself and set your own goals like the old streak-based system did. This really can't even be handwaved as targeting a different audience, because... well... what audience is it targeting? How could Game Freak possibly come to the conclusion that this is what's best for a majority of players?
And even then, that's another thing that bothers me about it: other games actually try to have "something for everyone," and the Battle Tower was the one "something" that didn't have to be tailored to an increasingly casual audience. Its entire purpose was to be a challenge for players who understood the deepest mechanics of the game and wanted to test themselves more than they could in the main campaign, and people who didn't like it could easily ignore it because by ORAS, there was absolutely nothing locked behind it and it only existed for its own sake. I am immensely frustrated that Game Freak has lost sight of this and has decided to put all of their eggs in the one basket that is this, again, ill-defined "casual audience" and has actively moved away from having "something for everyone." Things like this and limiting the extent to which difficulty can be modulated have made it way harder to enjoy Sword and Shield than any other game and this is absolutely not me asking Pokémon to be something it's not or asking it to take cues from a completely different series - I am comparing Sword and Shield to other Pokémon games as recent as Generation VII that understood this balance perfectly as someone who's... well... not really that audience.

Meanwhile, Raids are just horribly designed (and, while this is obviously not an objective statement and it's clear that some people enjoy them, I feel these are very valid reasons for someone to think they're not at all fun to play; this still isn't something you can just dismiss as a matter of taste or nitpicking or having unrealistic standards and say people are wrong not to like them), which brings us back to the problem of having nothing fun to do or worth doing.

These are not effective solutions to the problem. Maybe they would have been if SwSh did a half-decent job with them, but as it stands... yeah, no, Sword and Shield somehow manage to be the worst games in the series for even this other than the obvious exception of Gen I.
I haven't played Shield since... January? December, maybe? And even since Sword and Shield came out in November, I've gone back and played more of other games - not even replayed (no restarting involved!), just resumed normal postgame activities - than I have of Shield, main campaign playing time included. There's definitely a problem, and it's definitely on SwSh and not the players.
What's wrong with SwSh's battle tower? It's by far my favourite iteration of the concept and the one time I've actually enjoyed playing it.
 
What's wrong with SwSh's battle tower? It's by far my favourite iteration of the concept and the one time I've actually enjoyed playing it.
Sorry sir, you are not allowed to enjoy a feature of SwSh on these boards, you will have to come with me quietly :blobglare:

Memes aside, the main issue of this version is that it gets boring relatively fast as, if you don't self-impose a challenge, it is vastly too easy.

Now, if you do self impose, it's actually pretty fun, arguably more than the previous ones (assuming you do track your streaks somewhere).
 
On low incentive to catch/use Pokemon in the postgame: It seems worth noting that I didn't feel that way as a kid. I was happy to keep switching up my team, running different versions through the Elite Four, and having a strong supply of trained Pokemon in the PC.

But that hasn't really lasted into adulthood.
 
On low incentive to catch/use Pokemon in the postgame: It seems worth noting that I didn't feel that way as a kid. I was happy to keep switching up my team, running different versions through the Elite Four, and having a strong supply of trained Pokemon in the PC.

But that hasn't really lasted into adulthood.
I also enjoyed to battle my friends as kid with 4 dragonites all using different elements, or the 6 Eeveolution team, then realized that's not how it works :[
 
My lack of competitiveness means that I still value style over success. I have found it harder in gen 7 than gens 5 & 6 (when I started actually thinking about teambuilding), but I mostly attribute that to team-wide gimmicks not being sustainable (i.e. you can make a full sand team in gen 5 where everything relates to sand in some way, but in gen 7 you've already done a sand team but terrains don't have that kind of support yet) since I'm more than willing to try out weird options in other games.
 
What's wrong with SwSh's battle tower? It's by far my favourite iteration of the concept and the one time I've actually enjoyed playing it.

The idea behind it is good IMO (namely the fact that you don't risk losing the chance of getting what you were looking for just because the RNG wanted to screw you) but the rewards cap so quickly (and the capped rewards themselves are so disappointing) there is little, if any, motivation to keep going after you reach the final tier.

It needs a better execution.
 
Sorry sir, you are not allowed to enjoy a feature of SwSh on these boards, you will have to come with me quietly :blobglare:
to be quite honest my impression is often the opposite when you post :P
Not everyone who has problems with SwSh is just part of a hive mind, you know!


... okay, but in more seriousness, I admittedly was responding pretty defensively there - I was wrongly anticipating a different kind of response and sort of expected you not to take the criticism seriously (even specifically because I'm not the target audience or by labeling it just a nitpick by people looking for faults where there were none - it's probably pretty easy to tell that those were what I had as I was writing)... buuut actually you didn't do that at all and you had a much better response. I sort of feel like a jerk now for judging you based on my first impression. OTL
I'm sorry for my tone in that message;;

In any case, I'll try to give a more serious explanation this time around, not for the sake of argument but just because I do think battle facilities are an interesting discussion topic, and I'd rather end it on a note that invites more conversation than I did before!

What's wrong with SwSh's battle tower? It's by far my favourite iteration of the concept and the one time I've actually enjoyed playing it.
Huh, I'm happy to hear you enjoy it!
I'd actually be curious to hear you talk about your experience with it if you're willing - I don't think I've ever heard anyone say that, so now I'm interested in your take!!

But yeah, the main issues I personally have with it are...
Okay, so first to recap what I said in the post I linked, because I realize it was very long and only a short segment in the middle was actually relevant (my fault for not having made a better ramble on it by now): up until now, the Battle Tower has been getting better and better every time it was introduced. Nothing to do with SwSh so far, but here's just a brief history on how it's changed over the years:

- Crystal's Tower was a simple system with ten level-based sets, and you were just going for a streak of seven at a time.
- Ruby and Sapphire streamlined it a bit and had a standardized level system, and Emerald went further and introduced BP and a more user-friendly reward system (previously, it was just random items for every streak - generally Vitamins, which aren't worth seven battles). In addition, every game starting in Emerald has some form of single-player-accessible Multi Battle mode, generally all in a different way. Emerald also introduced Battle Videos.
- Generation IV in particular made a very nice QOL change by making it possible to enter Pokémon of any level and just have them scaled down to 50 (while previous Towers forced you to enter different courses for different levels if you accidentally overleveled, and your team still had to be relatively even). Platinum also made it possible to share Battle Videos.
- Black and White divided the Normal and Super Modes, which was actually a change I really liked because Normal Mode could be a sort of "tutorial" mode that was pretty feasible even with an unoptimized, non-EVed in-game team but still established the battle facility rules well enough... and then once you got to the "real" battles of Super Mode, you could jump right into serious battles no matter what your streak was (they still escalated in difficulty, but you were done facing random NFEs), whereas previous Generations had to incorporate both the "easy mode" and the "serious mode" into every single streak; incidentally, while the Subway Bosses didn't do much with this, BW did set the precedent for every battle mode having a different boss (with dedicated teams), and subsequent games continued this to a much better effect, with properly dedicated teams for the modes well actually the Chatelaines also had some really weird teams but-- okay should I just put this in the Gen VII section.
- X and Y made some major strides forward in QOL (incidentally, while I've gone back and played the older Towers since, the Maison was actually the first time I got particularly into the feature as a casual player, and it was very beginner-friendly) - being able to take a break after any battle and much better BP rewards being the main two seriously, it does take way too long to grind for any good items in past Generations. X and Y also made it possible to save more than one Battle Video of your own at a time and introduced mock battles against the AI, allowing one to learn from their mistakes, practice different strategies more easily and see what they could have done better.
- ORAS made the small but crucial step that no TMs are locked behind BP at all, which is something I value a lot because - like I mentioned above - it actually does mean that the feature finally exists for its own sake and no one who dislikes it on principle has to deal with it (which is good because a lot of people do consider the streak-based system to be frustrating and unfun); especially since TMs stopped being tradeable and became infinite-use, they were much more valuable and much more important, so this was a legitimate grievance to have with every battle facility before this.
- Sun and Moon did something I really loved: the boss trainers every tenth battle who were all recognizable characters, either from Alola itself or from other games in the series. In my opinion, this made building a streak more interesting - now that there are smaller benchmarks, you can take it one set at a time and feel like you're making meaningful progress, and you can actually look forward to every tenth battle rather than focusing solely on the big picture (especially because it might be someone you haven't scouted yet, which was another cool feature that was introduced at this point - even if you don't actually do the single-player Multi Battles, I feel like there's a certain amount of excitement in scouting your favorite characters from the game and even just in facing a particularly tough opponent or an interesting team and knowing you can get them on your side if you win).
And that's not to mention how good the NPCs' teams got over time - especially in the Tree, even regular Trainers showed off a huge variety of Pokémon and made effective use of Z-Moves and Mega Evolution, and there was a distinctly smaller proportion of deliberate hax-based mechanics (like Bright Powder/Quick Claw) than other facilities. There's always going to be some luck involved - because it's Pokémon - but it really felt like you could compete against yourself and actually work on your consistency rather than feeling like that many losses were out of your hands (which I know is a very common complaint about battle facilities in general).

I don't think they've ever been perfect, and I can totally understand why they're not for everyone, but I think they've gotten better every time - and you know what's downright crazy in this series? Every improvement I just listed above actually stuck for the next iteration of the facility! The Tree is my favorite Tower clone hands down, not just because of my innate Alola bias but because it's the culmination of everything the others are and more.
There have been a few missteps along the way (even in the Tree, as much as I love it - I'm a little unsure of Normal Mode using fully evolved opponents and such when it's always seemed like the beginner-friendly tutorial mode, and USUM in particular made the weird choice of removing some of the core restrictions of the facility so it wasn't even a functional tutorial of how the facility worked to a new player; I forgive these things because they make no difference once you start Super Mode anyway, but I will admit that the Maison has a stronger introduction) - but on the whole, the facility has actually felt like it was getting more and more polished each time, with the earlier stages becoming increasingly beginner-friendly, the later stages feeling increasingly like real tests of skill, and the core mechanics making it increasingly fun and increasingly rewarding to pursue a streak. I've spent countless hours playing in battle facilities in nearly every game, because it's one of the few postgame features that's replayable and consistently interesting and challenging - like, I've probably spent more time in the Tree than the rest of the game combined in both SM and USUM - so it's one of the most important parts of a game for me and can kind of make or break my long-term experience with it.

So with all of that context on why I find the Battle Tower important to my experience and why I was so frustrated that SwSh didn't deliver on it in the same way, here's why I have such a hard time enjoying the Tower in Galar by comparison.
Some minor things first, in terms of the quality of opponents: instead of either fighting the main boss only at significant benchmarks like every other Gen or fighting a wide variety of NPCs (even like the Gym Leaders or something!) more frequently - or both, like the Tree - you instead fight the same one boss, Leon, all the time. In terms of the NPCs' teams, maybe I haven't done the Tower enough to judge fairly, but from looking at the datamine, it seems like they really took "it's no longer streak-based" to heart and went back to their old habits of prominent luck-based elements. Nearly 10% of Battle Tower enemies hold either Quick Claws or Bright Powders alone, and I think I remember seeing some sort of Shedinja gimmick where each of them invalidates a different way to knock it out so you have to guess the set every time.
And this isn't that relevant because it was never the most important battling style, but it is pretty jarring to go from Sun and Moon having the most in-depth multi battle system yet to... a complete lack of multi battles, even in local multiplayer, for the first time since Generation III introduced them. It feels like a pretty surprising thing to drop, especially with the emphasis on multiplayer in the rest of Sword and Shield? Again, though, this one isn't that important to me personally; it's just... a weird step back.

But the big thing for me really is just the loss of streak counting. What I've always understood to be the focus of a feature like this - fighting battles endlessly and seeing how much you can win - is becoming more consistent. The mere fact of recording streaks in the first place is a testament to that: the longer you go, the less luck is on your side and the more apparent it is that you really have triumphed over the facility.
But when the game stops recording your streak, it just feels... less meaningful. It no longer even keeps track of your streaks at all in favor of a rank system, and whenever you do lose, it actively supports resetting to continue from where you left off instead of trying again from the start - it just feels less like it's what you're actually supposed to be doing. Logging your own streaks is possible, but it's kind of unreliable, much less permanent and much less satisfying; the fact that the game acknowledges when you made it further than usual and keeps track of your best record is a big part of what motivates me to try to "compete with myself" and set new personal bests, and SwSh just doesn't have that.
On top of that, you have access to Dynamax and any Ubers you want in every battle - so it's not even like getting a high streak is an achievement. (On the other hand, if you just self-impose "no Dynamax" for the sake of challenge, some opponents still randomly use it and others don't - it sort of requires either flip-flopping between the self-imposed challenge and a "normal" streak or being at a disadvantage, neither of which is that great.) Plenty of people have self-imposed challenges of their own, and I respect that, but... honestly, I've seen a lot of posts by players in the Discussion and Records thread saying that it's noticeably less challenging than other facilities even then, so I'm kind of doubtful that that would be all that appealing, either. It's sort of a lose-lose - if you don't do well, it feels less important because the game actively encourages you to just ignore it and keep going, but if you manage a really good streak, it feels less significant because everyone gets a really good streak unless they go out of their way, and the facility is on easy mode by default.
The reward system is also undermined by this change - now that the game doesn't track high streaks, it also can't reward them, meaning... once you finish ranking up (which is a single-time occurrence), your reward for every battle is the same as the first one. The in-game incentive to battle is diminished greatly because the BP yield just doesn't go anywhere, and the incentive to battle well is gone because the game doesn't respond to it at all.

Honestly, either the lack of stakes or the lack of rewards would make it mediocre enough on their own (and again, these are both things that are actually done really well in other facilities, especially the more recent ones), but the fact that there are neither stakes nor rewards just makes it... tedious. It just stops it from being engaging and makes even self-imposed challenges feel fake and cheap, you know? It's like the difference between playing a self-imposed challenge in USUM and playing a self-imposed challenge in X and Y - with USUM, the game "cooperates" by having well-designed opponents and mechanics that allow it to be flexible and it's clear that the developers knew some people would be going for a challenging experience and wanted to make that possible, but with X and Y, it feels like the responsibility is all on the player and just trying to make the game hard is working against what it has to offer.
Some of this is more a matter of mindset than anything, but I do find the Battle Tower in Sword and Shield to be underwhelming and noticeably less engaging than the rest, and I just don't think it fulfills its apparent purpose any more for me.

As much as people complain about the lack of variety and of cooler places like the Battle Frontier, if we were going to stick to the more basic standard Tower clone anyway, I feel like their constantly evolving mechanics had been the best-case scenario up until now. I mean, I've probably spent as much time in the Tree alone as much as I've played every other Battle Frontier combined - and the thing is that I'm not even that good at it!
I don't have any impressive high streaks; half the time, I'm just trying out goofy gimmick teams anyway, I pretty much never use the Pokémon that are actually ideal for battle facilities, and I'm not nearly skilled enough or patient enough to do the tried-and-proven reliable strategies like the popular Moody one or a lead that slowly cripples an opponent to make way for a setup sweeper.
I honestly just play the Tree because it's fun, and I didn't really think one could get that much more "casual" than I already was if they were interested in playing it at all. Which... is kinda why my interpretation that the new changes were just to dumb it down and make it accessible frustrated me - it just felt like bending over backwards to appeal to an audience that wouldn't really be interested anyway, at the expense of the people who had enjoyed it until that point.
(Another reason I was convinced that it was a "compromise" that pleased no one: I have a friend who considers himself part of the "casual audience," struggled a great deal with past Generations' battle facilities, and found personal enjoyment in a lot of things I didn't like about Sword and Shield, so I kinda figured he was as close as one could get to the perfect audience for the SwSh Tower - but even he openly found it boring, which is sorta what had me lose all faith that it was right for anyone. XP)
Honestly, though? If you do like it, I would love to hear your take on what it does well!! Not only do I think it would be an interesting perspective (I really do enjoy going into design stuff like this), but it also makes me feel better to know that what it does actually did hit the mark for someone. I sort of felt like the changes were wholly misguided and no one would be happy, and that was part of why I was bitter about the changes - "was it even worth it?" and all - but hearing that you consider it a step up, I'm kinda reassured!
 
While having more incentives would never be a bad thing, especially for weaker pokmon only available after the fact, to be honest...that sounds more like a "you" problem?

I mean right now they incentivize collectors & pro battlers. That's what they consider the post-game's domain. If you're not into it, well, you're not into the post-game.

It's like, say, a normal RPG that has a post-game dungeon that's designed around people who minmax and get everything. Those are typically overtuned but its just that Extra Challenge for those that did so.



That said shoutout to BW2 who had an achievement system which included medals for beating the elite 4 with mono-type teams and the previously mentioned white treehollow and black tower for more low-stakes hard battling.

I think the problem is, or at least historically has been, that there is nothing to bridge the gap between the story, where you can easily be five levels above everything and one-hit-KO every opponent by always using the moves the game suggests you use, and the vastly less forgiving battle facilities or competitive, where having fully trained and flawless Pokémon is merely a barrier of entry and any mis-play will lead straight to defeat.

Once you get into the postgame, the whole nature of the game changes. You go from a journey of growth and progress to a standstill, where any further activities requires you to grind new Pokémon to perfection before they can be used for anything substantial. The world no longer is full of trainers to beat, bosses to fight, quests to fulfill, or challenges to overcome. There's the endless, hardcore threadmill of the Battle Tower, or that handful of elite trainers you can re-battle for monetary rewards, but the games tend to give that feeling of having done all there is to do, and the gameplay boils down to catching more Pokémon to do nothing with. I mean, the main story can't go on forever, and you can't have the game always keep sending you off to fight another new boss in another new area, but something small, self-contained, and pseudo-random would easily have been within the scope of the series. The Battle Whatever has this problem with being never-ending: you're always pushing that stone up the hill and it'll always tumble back down at some point. Your goal is to see how high you can push the stone before it rolls back, but you're never going to get it over the hill and have the satisfaction of seeing it tumble down into the next valley.

Granted, this might be something Pokémon has never been very good at, but it has always shown the potential for repeatable, self-contained challenges that also felt meaningful. BW2 came closest, of course, but there are things like Contests in Gens III-VI, which really could give your individual Pokémon time in the spotlight in a very literal way, but did so in a system unrelated to battling. Or the Hall of Fame, which at least let you record the team you used to beat the Elite Four. Or the VS Seeker, which let you walk around the region and re-battle trainers, so you could have a sort of re-adventure with a new team if you just ignored the total lack of story or bosses (but hey, some games had Gym Leader rematches too, so you could even make a sort of story out of it). Back in GSC, you could take the SS Aqua back and forth and fight its trainers over and over again (granted, with insultingly low levels given that this was strictly a postgame activity), a feature I really missed from SS Tidal in RSE and ORAS.

Anyway, the point is, the games had casual little moments in the postgame where you could say "I'd like to do this again, but with a different set of Pokémon!" and it'd be just like doing it the first time. And I think that's lacking in the new games. It may even be lacking in most of the old games as well, and it may never have been a fully fleshed-out feature. But that's not to say it couldn't possibly be. What about, say, having the option to play through a dungeon such as Po Town over and over again?
 
I'd give a little side eye to being so desperate for repeatable content you suggest going through the region again doing VS Seeker rematches but then I remember always being disappointed that going to the "other world" in the Alola Games didn't refresh the entire region's trainers so really who am I to judge.

Still, that aside it would be nice if there was just this long climb of trainers you could work through repeatedly if you wanted to. Like the BW2 challenges we've mentioned before, but maybe also something like Mt battle. Maybe even make it a casual counter part to the Battle Tower's competitive side. Like you go to this elevator and it's a 100 battle challenge that you can start/stop and gets progressively harder and maybe changes themes entirely every couple floors so as to encourage "hmm i could keep using my current pokemon or maybe go get some new ones!" That could be a decent bridge depending how it gets balanced.
 
Maybe this is a bit wishlisty... Hm.

Now that we're open to semi regular online updates, it'd be nice to have essentially "memorial fights" open up on significant dates (game release anniversary, new years for example) where you can refight story battles at a drastically higher level (90s to 100s). This provides a challenging single player experience that's completely optional for the kiddos, gives an additional reason to buy online, and wouldn't even take that much effort to implement.

Can even add in additional gimmicks to increase difficulty, stuff like bonus stat stages for enemies to make up for their AI disadvantage.
 
AI disadvantage.
Ehhhhh... facilities, as well as stuff like Mewtwo raids, have proved that AI doesn't need to be at a disadvantage.
If they want to actually use competent AIs, they shown several times they are capable of programming them.
 
You know, this reminds me of how Mystery Dungeon 1 and 2 had the Lvl 1 99 floor dungeons
Since MD already was randomized for floor layout, and this rule applied to all mons, you effectively can have a new experience for Lvl 1 challenges. And if you complete/die, you will have your old level and stats before entering that dungeon
Maybe Mainline can have something similar to this. It already has the lvl 50 official tournaments reset
 
Hey, remember the Pokemon of the Year poll? It resulted in one of the worst websites I've ever seen.

https://pokemon2020.pokemon.com/en-us/

Before you can see the top 30 list, you must first draw a circle five times in order to count down the top 5 winners. This is very frustrating because
  1. The circle is so large that it gets obscured by the browser's toolbar at the top and my computer's taskbar on the bottom, so I have to zoom out.
  2. I'm not using a touch screen.
  3. Every time you switch between lists (overall and the eight regions) you must draw the circles again.
Who the fuck thought this was a good idea for the desktop version of a website?
 
Hey, remember the Pokemon of the Year poll? It resulted in one of the worst websites I've ever seen.

https://pokemon2020.pokemon.com/en-us/

Before you can see the top 30 list, you must first draw a circle five times in order to count down the top 5 winners. This is very frustrating because
  1. The circle is so large that it gets obscured by the browser's toolbar at the top and my computer's taskbar on the bottom, so I have to zoom out.
  2. I'm not using a touch screen.
  3. Every time you switch between lists (overall and the eight regions) you must draw the circles again.
Who the fuck thought this was a good idea for the desktop version of a website?
I had never seen the english version of the website and wow, this is...bad. THis is some real "you want us to do WHAT" -> "god we have no choice do we" development nonsense right here.

I will say though, what's your resolution. I have a fairly small monitor by these day's standards (1280x1024) with no zoom on a browser and i'm able to do the circles

Which again, to be clear, this circle idea.....is insane. The japanese website I am pretty sure did not need to do this.
 
I will say though, what's your resolution. I have a fairly small monitor by these day's standards (1280x1024) with no zoom on a browser and i'm able to do the circles
Mine is shorter and wider at 1366x768, and taking into account the space taken up by toolbars (and the scroll bar I guess) the actual dimensions for this website are 1350x626.

bad website.png


I actually can still spin it, but it's even more awkward.
 
Going to address some of the points here about post game and the DLC:

I gotta agree with Codraroll, honestly. That's one of the big reasons why I hate legendary hunting: Once you're done with the ass gameplay, what do you have aside from a trophy? You can't really use it anywhere, so...
What triggered this post is possibly the new trailer for the Sword and Shield DLC, which showcased a handful of new legendaries. And all it had me thinking was "sure, they are cool, but what am I going to do with them?" I'm not particularly into PvP, for one, and if I were I'd probably use the legendary with the most competitive merit and disregard most of the others. I'm not even sure if they will be eligible in the official formats either, so that's another option off the table. Raids could be another option, but Raids are inherently terrible in this game, and I doubt bringing a new legendary to them would increase my enjoyment of them much. Especially if they don't have the option for new strategies that make the raids easier to overcome. Most Pokémon don't.
The fact that Legendary Pokemon are returning is almost certainly because they want to do a GS Cup for VGC- In Gen 6 and 7 you could catch all the Legendary Pokemon and wouldn't you know, GS Cup Format for both years. I don't see it randomly changing this year either. Heck even in Gen 4, for HGSS, the 2010 ruleset was also a GS Cup, and wouldn't you know it, all the box legendaries were obtainable in HGSS. Gen 5 was the only generation without a GS Cup, and it was the only one without the abilities to catch the Box Legendaries. Though a lot of players like Wolfe Glick are not looking for Dynamax Ubers, " Shudders at Dynamax Xerneas ". For casual players, the thrill of catching gigantic legendary Pokemon is exciting enough to warrant the purchase of the pass. ( AKA Kids )
What's wrong with SwSh's battle tower? It's by far my favourite iteration of the concept and the one time I've actually enjoyed playing it.
There are some problems, but here are the biggest ones: No Banlist, so Zacian, Zamazenta, and Eternatus are permitted, giving the player huge advantage since the NPCs don't use them, only one trainer Dynamaxes, Leon, and he always Dynamaxes Charizard, so its predictable, and the player on the other hand, can Dynamax whatever they want. Streaks no longer exist and is replaced by a tier system, which does mean much when winning grants you so much while losing costs very little, and the NPCs are easier compared to Battle Tree. I guess you could manually keep Streaks, but that a lot of extra work compared to past generations.

Anyway, I can definitely see why the Legendary Hunt seems boring to casual players, though to be fair, we still don't know if they are locked post game. If they aren't you could potentially catch on them early game if they allow you to travel to the Crowned Tundra early. When I saw the returning and upcoming Regardless, I also agree that the lack of "non-Battle Activities" is very noticeable, starting from Generation 6, though PR Video Studio was still a nice activity, it wasn't really competition. SM didn't have anything either, but USM introduced the Photo Club feature, which again, I had a lot of fun with, but it's not a competition to use your favorite Pokemon. SwSh has no feature like that, and the only things to do Post games in SwSh are Battle Tower, Champion Cup rematches and Raid Battles, all of which are battling, and higher levels will almost certainly require optimized Pokemon to compete. SwSh does feature things like Exp Candy and Nature Mints, but casual players don't care for that. Not to mention even with these boons, only a handful of Pokemon are consistently viable in ranked cartridge formats, so there's various Pokemon that a trainer traveled with that objectively outclassed. That's why activities like Contests, PokeStar Studios, and Pokeathlon are important. They allow trainers to use any Pokemon to obtain a high tier. Contests were perfect because they allowed complex strategies and you could use your favorite Pokemon. All that matters what moves, which wasn't that deep since there were only 4 categories. A Pichu could have an equal chance against Garchomp. And saying that "competitive" is the post game is simply bad game design, simply because some Pokemon can only be caught post game, like the Box Legendaries in SwSh, which can only be used in the aforementioned formats. I remembered I tried playing SwSh for a bit after trading today, but I quickly lost interest after trading because the only options were raids or PvP, which I did not want to do.

The points above relate to my next opinion: I don't' believe Pokemon games are intended to be replayed. Don't get me wrong, there's some replay value, like the different Pokemon you can use per journey, but keep in mind that GF makes Pokemon for children, and in their mindset based off interviews, they expect children to stop playing if they find dungeons too hard, hence streamlining. Do you think they built the games to be replayed? No options for multiple save files, no skipping cutscenes, no tutotrial skill, and generally speaking, its a very little in choice other than what Pokemon you can use: Examples: Route Progression, Gym Leader fights, lack of quests, and 0 difficulty to name a few. The Wild Area in SwSh was a perfect opportunity to allow you to challenge the gym in any order you want, and since the story of SwSh happens during the league cup, which you need 8 gym badges, it shouldn't matter which gyms you challenge them in, like the 6th gym fought first would not have an impact if you did the second gym first.
 
There are some problems, but here are the biggest ones: No Banlist, so Zacian, Zamazenta, and Eternatus are permitted, giving the player huge advantage since the NPCs don't use them, only one trainer Dynamaxes, Leon, and he always Dynamaxes Charizard, so its predictable, and the player on the other hand, can Dynamax whatever they want. Streaks no longer exist and is replaced by a tier system, which does mean much when winning grants you so much while losing costs very little, and the NPCs are easier compared to Battle Tree. I guess you could manually keep Streaks, but that a lot of extra work compared to past generations.

A very minor point, but while they are few and far between, there are some battle tower trainers other than Leon who dynamax. One caught me off guard the other day with a turn-1 dynamax. It was a macro cosmos agent, but I'm afraid I don't remember which one, and unfortunately Serebii only lists the trainers by name, not class, and I am not about to go through every trainer to figure out which one it was! (A quick google search didn't obviously turn up a list either)
 
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