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What new mechanics would you consider to be in the ‘can’t live without’ category?

bbbbbbbbbbb
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I dont know which game but they did add a QoL feature that tells you whether a move is effective, super effective, or ineffective vs monsters youve fought before, based on typings.

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I remember that being the “feature” which really highlighted the dumbing-down of the game. Work things out for yourself? Look them up? Remember what you’ve learned? No, we’ve solved the puzzle for you, don’t worry.

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It’s not meant to be a rote memorization game. That sort of feature is meant to enhance the true point of the game.

A game they make for children, btw.

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Not to blow my own trumpet, but I was able to memorise basic type relationships as a small child!

That is a summing-up of the criticism that I’ve seen a few times though: they refuse to accept that their players grow up and only ever aim the games at youngsters, difficulty-wise.

_cryptagion [he/him]
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Sorry, I should have phrased that a little differently. What I mean to say is the game should not be limited to just the mechanics of the older games. There’s so many small mechanics they’ve added since the days of the 2D games on GBA that shouldn’t be ignored just because they aren’t retro.

One mechanic I’ve always loved in any game it’s been in is the ability to have a hideout/home/etc that you can deck out with furniture and whatnot to make it your own. It’s just a comfy mechanic to have.

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I remember this from Gen 3, which is as far as I’ve played. I’m curious what other mechanics are around now that people consider must-haves.

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Being able to trade with anyone around the world is pretty dope. It was much harder finding another kid with Pokemon Blue so I could get a goddamn Pinsir.

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In HeartGold/SoulSilver specifically (and then not again after for some reason), you could toggle the running shoes. So much nicer than having to hold B all the time. They also allowed for two Select items (items you can activate without entering the items menu), which also never carried over to other games.

I seem to remember one of the more modern games allowing you to view move details (description, power, accuracy, etc) from the movelist screen during a fight, rather than having to go to Pokemon > [Pokemon] > view moves, or whatever it is. I think one game also allowed you to see if the move you’re about to use is super effective or not, but I’m not really a fan of that one. Learning type effectiveness is part of the game imo, but my opinion on this isn’t too strong.

Not really QOL but I loved mega evolution and would like to see it come back. It was exclusive to Gen 6, which was the last Gen I played, but I heard they never included it in following Gens. It was basically a temporary “evolution” (a different form) for specific fully evolved Pokemon for just the fight. Only one Pokemon can mega evolve per fight though, so you gotta choose wisely. Gen 6 competitive battling was peak imo for just that reason.

I really liked the EV training in Gen 6, not sure if that carried over but it made it much easier to increase EVs, rather than having to fight the same Pokemon over and over again.

HMs eventually disappeared. Gen 4 had a whole bunch, then in Gen 5 I think there were still a lot but most weren’t required for progression (I think in order to beat the game you only needed one of the HMs, I can’t remember which. The rest were just for optional stuff I think. It’s been a while though). I think in Gen 7 they finally removed HMs. The moves are still available I think, but they don’t do anything outside of battle.

I’m sure there’s more I’m forgetting, someone else can expand on this list.

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