Please learn what a theme is before you say "and then what?", proceeding to ask what the theme "does". A theme is a message in a piece of work, it doesn't "do" something by itself. You interact with the theme to create your own meaning and additional depth. Themes and questions brought up by a piece of media don't always have clear answers, and that's because we're meant to interpret from them. Pokemon absolutely dwells on its themes and delves deeper into them: the theme of environmentalism and the need for people and Pokemon to coexist is repeatedly explored in areas like the Safari zone, berries, and the plentiful examples I've described in my last few posts. Sinnoh's theme of isolation isn't just geographic, as it's the motive for the villainous team leader. Cyrus's disconnection from others and feelings of rejection lead him to reject the world back and aim to create a new world that has no emotion. The player's connection with beings like Mesprit, which are the embodiments of emotion and parts of humanity, enable them to intervene in and foil Cyrus's plot at the climax through their cooperation with the legendary Pokemon, neutralizing Dialga and Palkia or navigating the Distortion World. The player is capable of connecting with Dialga and Palkia without using the red chain, unlike how Cyrus had to use technology and exploitation of the lake spirits so he could control the ultimate Pokemon. It could not be more obvious that the core themes of Pokemon here are "connection and cooperation".you didnt say anything that added to the convo tbh. sure, pokemon asks questions and has themes: and then what? does it answer them, does it dwelve on them? does it do anything at all?
there's environmental themes: and then what? whats the answer, how does it actually impact people, who suffers less or more? or is the answer beating up some evil bad guy and the issue gets solved? is the evil bad guy explored in any way? why is the evil bad guy like that?
there's themes of isolation: and then what? there's themes of energy extraction: and then what? does pokemon actually explore any of these on the pokemon world, reflections of our own world, or does it use it as a theme for a new boss battle and evil team? do you as a player see any consequences of energy extraction or isolation or environmentalism in your exploration? do you engage with it beyond beating up some crooks that are labeled evil guys so you know the thing they support is evil? do you get to make choices or see your character involved in these themes?
you compared pokemon with disco elysium, but de is infinitely more willing to ask questions and make you face the consequences of its world. it is so willing that half of what happens cant be posted here because its overly political and will gladly call you a straight up fascist for certain choices. does pokemon make you like... think? ever? it is better at interpersonal struggle, as the last 3 gens did have good character arcs, but did you have to ponder about the themes of pokemon? were you ever challenged by it if even for 2 minutes?
the existence of a theme does not a meaningful game make. no matter how much its relevant or reflects current worlds, a theme with no follow up is set dressing, its aesthetics. pokemon themes are aesthetics
I don't mean to pick on this post, but I disagree that Star Wars is simplistic with the themes it is trying to convey, and it's definitely not using them as window dressing or pure entertainment. George Lucas has described his inspiration for the conflict between the resistance and the Empire as being related to the global conflicts that the United States involved itself in during the mid-20th century. It's literally in the name "empire", something that is definitionally expanding, exerting control, and militarized. For all of the mess of the prequels, they're interested in the themes surrounding how easily institutions of power can be manipulated towards coalescing into antidemocratic empire. These movies are being sold back to the people who are inside the core of the empire itself, and I believe it's also why they're still compelling now! These themes are asking people to think more deeply about the world they live in by interacting with this piece of art.As I see it, pop culture has two extremes for the existence of themes in their media. I specify pop-culture as in works made to entertain and be commercialized as at least one primary goal, compared to "Cinema" films or literature where they exist to depict artistic meaning or material regardless of broad appeal or a monetary return.
At one end you have something like Star Wars and Pokemon, where the themes and/or their depiction are very simplistic and on the face such that they're simply "seen" rather than interpreted; then at the other you have something like NGE (it's been my "hyperfixation" lately so pardon the double dip referencing it) where most of the audience agrees there are thematic elements deeper than the face value events... and that's as far as a consensus goes because to this day all manner of interpretation exist for metanarrative implications of the individual OR collective entries, or ambiguous/not-explicitly-defined scenes such as the infamous ending of the Anime's finale film.
I do think there is merit to the former, in that presenting the theme on its face can spark a conversation even if the work does not itself take a defined stance or delve into the issue, but this value should not be conflated with how strong or weak the narrative itself is.
I do think it's a bust that you write off the textual examples I bring up, either because they're "simple" (as though elements and motifs that back up themes aren't relevant for being simple), they are or are not from your preferred game (arbitrary), or they aren't personally compelling to you. That's not media criticism though, that's just your personal feelings on those elements and your choice to ignore these parts of the series. You are mistaking your subjective experience with the games as being something objective, which is why you're using words like "quality" to describe art. Doing so doesn't change that Pokemon games have themes and depth to them, things that are often underdiscussed and written off in the reception of the games despite the massive size of the population that engages with Pokemon and discusses it.i think this convo is a bust because i simply disagree with all that you said. a lot of examples are extremely simple and one off (or are alola, which i mentioned again is a pretty big exception for the franchise) or are pretty shallow and underdeveloped by themselves (wally and cyrus lol).
but also because the notion here is both that having a theme imbues a work with immediate depth and though AND that the only way one can interact with the world of pokemon is if the themes are in depth, both which i consider false premises. one can talk about the nuances of pokemon and how it reflects the politics of its creators without it being a work of depth, because thats just a inherit feature of art no matter its quality
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Okay so this initial premise was clearly quite stupid, but I'm enjoying the memes it has spawned
Playing the Mega Man Zero quadrilogy was an illuminating experience for how I view Pokemon stories because it made me realize that Actually It's All About Vibes And Aura
Obviously whenever the actual words in the textboxes are well-written that's cool and appreciated, but Pokemon is a series of 15-20 hour monster-catching RPGs, not a book series. There are a plethora of other tools you can use in this medium to immerse people and attain the aforementioned Vibes And Aura. People don't like N because of a particularly quotable monologue of his, people like N because he's a handsome mystical puzzle man with a big fuck-off dragon who you fight in a giant castle risen from the earth. People like SV's story because it's based around your cool motorcycle dragon friend and 3 other funny lovable blorbos and at the end you go with them into a big crater with wicked time creatures to fight a robot with Undertale text glitches. Vibes And Aura! On the flip-side, Team Galactic and Flare suck not because of any egregiously bad lines but because they look stupid and their plans are anticlimactically thwarted before the game even ends and you just continue with your journey like nothing happened.
I bring up Mega Man Zero because those games are often considered the best Mega Man stories and some of the best games in the series in general. Why is that? Is it because they have these brilliant beautiful dialogue exchanges and extremely detailed character arcs? No, lol, these are 2-3 hour Game Boy Advance sidescrollers. The key is - say it with me now - Vibes And Aura! Without spoiling too much the setting is cool, the villains are cool and the threats they pose feel real thanks in large part to having some of the sickest setpieces on the hardware.
Here's a tier list if that makes it any easier to understand what I'm saying (probably should've bumped down swsh a slot but the galar gym challenge is pretty high aura while rose's plot is low aura eternatus not-withstanding so it's kind of a borderline case)
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I might just have a cold dead heart because I think most Pokemon games would be objectively better if you removed the storytellingIn all this discourse I think this is the take I resonate with most. I know Pokémon’s not Shakespeare, but it still engages the part of my brain that likes storytelling and I still generally come away with cool impressions from the stories and some thoughts and observations that I find meaningful. I haven’t felt much of a reason to even want to expect more than that on this front when I’m already getting more substantial stories from other, non-Pokémon media. Pokémon is fun, low-stakes storytelling that stays in its lane, but I think that also offers flexibility in terms of what you take away from it, and I like that.
Luckily in Brazil it's required by law that a medicine's name is also written in braille in the box/ package so that's the reason I quickly realized what it was and what I used to decode the messages.
View attachment D Rose Lost Loss for words.webpis learning braille (or at least a bit of it) from medicine packs a canonical brazilian experience... i did play these games as an adult only but when i saw the dots i was like oh its braille because i learned to read braille to read medicine boxes
Each their own, but that would just be boring to me. Like, I could go play Solitaire or Tetris if I just wanted a ruthlessly efficient, plotless game, and sometimes I do. But I don’t ever connect with those games in the same way that I do with Pokémon, because Pokémon has lovable creatures and characters and an adventure with obstacles to overcome. Doesn’t need to be high art (and it never is), but these are adventure RPGs, and I like being immersed in a story that can create situations beyond “catch monster, grind through cave, beat nondescript League-sanctioned boss, repeat.” And I think narrative is important for differentiating those things.I might just have a cold dead heart because I think most Pokemon games would be objectively better if you removed the storytelling
I've always had one major rule when analyzing media: If you do something, do it right. I'd rather you not try something in your game that you don't give a shit to do well at all than to fail and dilute the game. If you remove all of the storybeats from Hoenn games I straight-up have a superior experience, same with Crystal, same with Kanto, same with Platinum.
Since we're on this topic, we really might as well call it for what it is.the galar gym challenge is pretty high aura
To be fair, there were a bunch of children who would get sick often and my parents had an attitude to stock on medicine "just in case", so we had a lot of medicine in the house. But 3 common medicines are half of the alphabet's letters: tylenol, advil, dorflex. You don't need much, you just need variety.View attachment 716266
How many fukkin meds y'all taking to learn a whole-ass writing system out of medicine boxes!?![]()
And besides that the words have to make sense. I doubt that I ever discovered the letter "w" in braille, it's not really used in portuguese so I had "_ailord", but I knew there is a pokémon named Wailord, it was easy to deduce that first unknown letter.There's also the fact that Braille is algorithmic. Sign language or a foreign language, you have to learn everything on it's own. Braille is a pattern.
So, MAJOR props to Galar for putting respect on Gyms' names. They're this franchise's meat and potatoes gameplay-wise and should have a BIG impact on the journey.
There's also the fact that Braille is algorithmic. Sign language or a foreign language, you have to learn everything on it's own. Braille is a pattern.To be fair, there were a bunch of children who would get sick often and my parents had an attitude to stock on medicine "just in case", so we had a lot of medicine in the house. But 3 common medicines are half of the alphabet's letters: tylenol, advil, dorflex. You don't need much, you just need variety.
Playing the Mega Man Zero quadrilogy was an illuminating experience for how I view Pokemon stories because it made me realize that Actually It's All About Vibes And Aura
PLA isn't really contradicting anything when the Pokedex has been describing their behaviour of some species since the start, like Clefairy and Chansey being very timid, or Mankey/Primeape being very aggressive. Heck, Gold and Silver (and I think some mons in BW) had Pokemon that run away from you, like Teddiursa, Tangela, Delibird, etc.; so the Canalave Library thesis is that, a theory proposed to explain the behaviour of Pokemon, but is not absolute.
PLA using the "humans versus Pokemon" theme so little is a problem, though. It seems at the start and how the game was promoted in trailers that everyone in the village are wary about Pokemon, but you're quickly given sidequests to catch Pokemon for the villagers. They even offer you to take care of your caught mons in a ranch, they didn't commit to this premise whatsoever. Only when not-Rowan kicks you off the village due to paranoia kicking in, but it wasn't well executed.