LENGTHY RANT INCOMING WOO because this is something I've wanted to get off my chest for ages now
If you ink it is too easy, then make it harder for you. And I don't think the cartridge could hold three versions of one game.
It couldn't. I believe it was found that Black/White uses up about half of the memory available in a DS cartridge. To be completely fair, though, it wouldn't surprise me if trainer data as a whole took up far less space than, say, map data. If they really wanted to, I'm sure that the folks at GameFreak would be able to add many, many more trainers (or variations on existing trainers) to each game if they felt like it. But even so, we should do our best to remember that memory storage limits are
limits, not objectives.
Note how I said "if they really wanted to." The question isn't so much one of capability, but rather of practicality. I argue that it simply wouldn't be at all practical for GameFreak to implement a "hard" mode. (note the quotations; more on those later)
First, it seems to me that some of you need to be introduced to a certain concept called
"numerical hard"--basically, the idea that simply making a few numbers bigger (e.g. enemy levels) makes the game harder. (protip: it usually doesn't.) This has the potential to work--but typically only if the numbers are big enough to make a difference. Metroid: Zero Mission is an example of doing it well; between reduced power, reduced defense, reduced damage reduction from suit upgrades, and energy and ammo expansions only giving half or even 40% as much, you're operating at somewhere around 10-20% capacity on Hard as compared to Normal. And because it's an action game, you're forced to learn to deal with your enemies more efficiently; you can't, say, stop and grind for stat increases or theoretically bash your face against that one boss using the same strategy over and over and expect it to work eventually the way you can with an RPG.
Meanwhile, Golden Sun: The Lost Age is an example of it not working so well; enemies universally get 50% more health and 25% more everything else--and considering how that game was already generally quite easy, with the difficulty derived more from puzzles than combat, there wasn't exactly a huge effect (and again, you can just grind to make up the difference). Was it harder? Sure--very slightly. More than anything, though, it was just long.
As this sort of thing applies to Pokemon, well, we can't just give everything a universal stat multiplier. It just wouldn't work with how the games work, between the mechanics of capturing your team and how, with IVs, EVs, and BSTs, every single pokemon has an unalterable cap on each stat for a given experience level. And we all know how, once you get past the early game, opponents require a significant advantage, in level, BST, or even both, to pose any sort of threat. And with the option to grind still readily available, a "hard" mode in Pokemon would be far more like in Golden Sun: TLA than anything--not quite so much
harder as it would just be
longer.
...Unless, of course, we simply got better AI and movesets all around, which I see is the other big thing people want. And this is where the question of practicality really comes in. Now, I'm no expert on game design, and anyone who is is free to correct me, but...for some reason, I'm pretty sure that the more advanced trainers (Ace Trainers, Veterans, and the assorted boss fights) have had their AI and teams' movesets pretty much hand-picked by the developers. I imagine that would take some time, depending on how difficult it would be to code individual movesets. In other words, it wouldn't surprise me in the least if the main reason we're able to have 400+ unique trainer battles in each main game's story is precisely because most of them are set up with that baseline trainer AI (i.e. "AI Roulette" or, for the majority, a level above that) and their pokemon with the basic level up learnsets. Doing this would, I believe, all but require the developers to essentially code at least twice as many trainers into the game (assuming the requisite two difficulty levels). And make no mistake: that
would take up quite a bit of time--time that would be better spent making sure other areas of the game are up to snuff.
Not to mention that that would only make certain parts of the game more difficult. If all the regular trainers are using advanced teams with high-level AI, then that effectively takes away what makes people like Gym Leaders better than regular trainers. If you've spent a significant portion of the game having the AI spam high-power moves like Thunder, Earthquake, and Rock Wrecker at you, then by the time you reach anywhere near the end, not only will you be thoroughly used to dealing with those moves, but your mons will be powerful enough to start using them as well. ...and so on.
And if it's done in a manner similar to what cantab suggested, with the bosses primarily being the ones to get boosts in levels, movesets, and AI, well, that just hearkens back to the "good" old days of GSC/HGSS, where--
Mav-san said:
You reach Blackthorn's Gym, which has over level 40 Pokémon, and all you can find on the wild are lvl 20 Pokémon that give laughable EXP. It's not "hard", it's just frustrating and time consuming.
...yeah, pretty much, except the bosses are even more of a potential brick wall. And again, because grinding is such an amazingly viable option...
The point is that Pokemon, almost by design, is not a hard game--at least, not in the way something like Donkey Kong Country Returns is hard. And it's not just Pokemon, but a lot of RPGs that have similar mechanics--most Final Fantasies, or Dragon Quest, or Golden Sun, as a few examples. If you bash your face against that one boss with that strategy enough times, there's a possibility it'll work eventually. If you use another strategy, that might work. And if all else fails, you can always just hang back and grind half a dozen levels and smash the boss into the ground with your statistical superiority. None of that is what I'd really call "hard"; that's why, back in the beginning of the post, I put the word in quotations.
Really, the folks advocating self-imposed challenges are pretty much correct. Nuzlocke runs. Monotype and assorted theme runs. Level or BST restrictions. Scramble(/hit-me-with-your-best-shot) challenges. Or, hell, how about an N run, where you can only ever use pokemon from the surrounding area? You're really only limited by your own imagination, and you get the same "flavor" of challenge that you'd invariably get from a "hard" mode, with the added benefit that the folks at GameFreak don't have to break their backs developing a special mode for a decidedly small section of their periphery demographic. And personally, how difficult a game happens to be is completely irrelevant as long as I'm having fun, and I'm still having fun with Pokemon.
Pre-post edit:
Glass Eye said:
Black and White are a step down, with a weaker elite four and less brutal AI.
Well, I dunno about that. Perhaps it's the way my teams have been set up, but I've never had a problem with DPP's Elite Four--Cynthia's the only one that's ever offered a challenge. Meanwhile, both Caitlin and Marshall have been a consistent thorn in my side, and both N and Ghetsis have nearly kicked my butt on separate occasions. To each their own, I guess.