I mean, everyone has their own ideal for what is or isn't a good video game. I can't argue that. I like some games that are considered mainstream, some not. I like "good" games and "bad" games.I know it's not gonna sell (at least not outside of the niche rom hack subculture), which is also why, imo, video games have continuously been getting worse on average since the late 00s.
The games dev industry often suffers for having to turn a profit, but this far predates the late 00s. We were just younger then. The stories already existed.
(there's a bunch of worse stuff at the moment, but it's relatively cyclic and tuned to external forces like crypto nonsense for example, to take a modern one)
Hard disagree. I see where you're coming from, but this generally not how design works.The only way "more content is always better" doesn't apply is that there are practical limitations on how much content there can be. Okay, fair enough. But all other things equal, more content is always better than less content.
Or maybe we're not discussing the same things. I'm saying there are valid reasons to constrain the number of Pokemon. In response to you saying it's an artificial limitation. You're focusing on content from the perspective of a consumer (which is valid! Just not where I'm coming from).
To provide one just off the cuff; Pokemon has always tried to model a simple ecology. Just throwing every Pokemon into a new region completely breaks that assumption (and destroys things like forms, which have been established for a few generations now and also build on that simplistic ecology).
My favourite mainline Pokemon game is Crystal, and my favourite starter is Cyndaquil.I also don't see what anything you wrote below this has to do with what I wrote. The analogy here is if I have some civs I like to play for roleplaying or nostalgia reasons, I don't want any of them to be arbitrarily excluded from the pool of civs in the next civ game. If, say, civ 7 came out and I couldn't play as the Mongols because the developers only wanted to pick 10 civs to focus on, that would severely impact my ability to enjoy the game. I don't understand how you don't feel the same way. Is it just that all of your favorite pokemon happen to be in the newer games?
But it's not a dealbreaker for experiencing a new game (though I got lucky with Arceus there haha).
But here you're saying "arbitrary". I don't really know what you mean by artificial (any more than certain Pokemon you can't catch in Gold / Silver / Crystal and need other copies for is artificial), but arbitrary I can argue against. These choices are made intentionally. They may seem arbitrary but that's because the developers are working to a system that you or I don't have any exposure to. Even Pokemon Red / Blue (/ Green) had limits. That's how the Missingno cheat worked. Overwriting pointers in memory or something like that. It's why Kanto in Crystal was comparatively empty compared to everything Johto had going on. It's why there are entire websites devoted to "lost" Pokemon because the devs design a ton more than make it through to the final product.
It's not (just) needing to make a profit. It's about meaningful decisions. Would your starter choice matter as much if the elemental types were easy to obtain from the offset? No. That's why Grass, Fire and Water types not only are harder to get (but not the hardest), but the Gym design in each generation reflects your choices. Like how Charmander was hard mode in Gen 1, but in the Gen III remakes Steel Claw made up for a lot of his weaknesses (but Misty was still a hard challenge because Steel did nothing there).
More isn't always better!