Cerex
Well-Known Member
People really aren't thinking that creatively when it comes to the freedom of travel concept. Remember, from the perspective of the player within the game itself they have freedom of travel, it only as you play the game that the developers introduce hurdles to block your passage until certain segments are completed. It would be one thing if within the story of any game there was a specific linear format that you ought to follow, for example gyms you needed to complete in a certain sequential order. However, even in Gen 1 they introduced the idea that the order in which your encounter towns doesn't have to be order in which you unfold the game's story.
You could have an immersive story in a game with freedom of travel where the plot unfolds with you triggering certain events in specific locations, with beyond that the player is free to explore the world. In a lot of ways mirroring some aspects of Gen 1. Remember, the goal of the game was to defeat all eight badges, we really only stumbled into the Team Rocket in Mt. Moon and then with the break in Cerulean City, and then we had a few other small events. Besides preventing us from Battling Sabrina and having the 8th gym closed at the start of the game, the entire Team Rocket saga was essentially just a side story to the main plot, after you defeated Giovanni and got the Master Ball you probably thought you were done with them, only to be pleasantly surprised that he was also the 8th and final gym leader. You could have a game where you are in an open region where you encounter seemingly independent events that overtime you piece together as being part of some larger nefarious plot by whatever evil organization is in the new region. Nothing requiring the player to specifically follow a certain path to get around the world. Especially for a game where certain Pokemon are usually confined to specifically certain sections of the map, forcing players to have to wait to get access to them is annoying and unnecessary.
The only thing the developers would have to sort out is the leveling system; however, I don't think it needs to be complicated. The game already is making leveling less and less important. In Gen IV Heart Scales were essentially unlimited and players could teach Pokemon any more, even if they weren't at the level they would normally learn it. They made farming EXP a little harder to do, but still not that difficult.
I think we can move to a system where rather than your individual Pokemon being the ones that level up it is the trainer specifically that levels up as you progress. Pokemon would learn moves as you gain EXP and your bond with them increases, and they would evolve when they reach a certain bond with you. Trainer classes could be leveled pegged to your trainer level, so that there is always a variety and challenge, with Aces or Veterans being maybe a level or two higher, and youngsters a bit below. I think Gym Battles should be treated like the Battle Tower, so that it is about strategy not levels that determine the outcome.
You could have an immersive story in a game with freedom of travel where the plot unfolds with you triggering certain events in specific locations, with beyond that the player is free to explore the world. In a lot of ways mirroring some aspects of Gen 1. Remember, the goal of the game was to defeat all eight badges, we really only stumbled into the Team Rocket in Mt. Moon and then with the break in Cerulean City, and then we had a few other small events. Besides preventing us from Battling Sabrina and having the 8th gym closed at the start of the game, the entire Team Rocket saga was essentially just a side story to the main plot, after you defeated Giovanni and got the Master Ball you probably thought you were done with them, only to be pleasantly surprised that he was also the 8th and final gym leader. You could have a game where you are in an open region where you encounter seemingly independent events that overtime you piece together as being part of some larger nefarious plot by whatever evil organization is in the new region. Nothing requiring the player to specifically follow a certain path to get around the world. Especially for a game where certain Pokemon are usually confined to specifically certain sections of the map, forcing players to have to wait to get access to them is annoying and unnecessary.
The only thing the developers would have to sort out is the leveling system; however, I don't think it needs to be complicated. The game already is making leveling less and less important. In Gen IV Heart Scales were essentially unlimited and players could teach Pokemon any more, even if they weren't at the level they would normally learn it. They made farming EXP a little harder to do, but still not that difficult.
I think we can move to a system where rather than your individual Pokemon being the ones that level up it is the trainer specifically that levels up as you progress. Pokemon would learn moves as you gain EXP and your bond with them increases, and they would evolve when they reach a certain bond with you. Trainer classes could be leveled pegged to your trainer level, so that there is always a variety and challenge, with Aces or Veterans being maybe a level or two higher, and youngsters a bit below. I think Gym Battles should be treated like the Battle Tower, so that it is about strategy not levels that determine the outcome.