So, there's been something that's been bothering me about how the Pokemon games are generally setup, and that's the fact that the player character doesn't actually have the ability to lose any of the significant battles, or really any battle for that matter.
To be clear, I'm not talking about fainting and waking up in a Pokemon Center with some of your money lost, I mean actually losing a battle to a powerful foe and the story continuing on because it's assuming you are going to lose that fight for story purposes.
It's kinda been bothering me that none of the significant "threats" are particularly challenging, particularly the "admins" (or equivalents) starting out with weak pokemon and leveling up as you grow in power. This is ok when you're talking about your rival, who is supposed to grow alongside you, or gym leaders, who are essentially "benchmarks" for you to hit, but not the evil team, and definitely not the champion (or equivalent)!
While the game is targeted towards a younger audience, there is a reason why an instance like this would be beneficial: Motivation.
We all know the basic premise of the game is to become the champion at the end, but what is it that motivates you to strive for that level?
Imagine a story where you get to meet the champion of the region on a meet-and-greet a little while after you get your starter, and are presented the option to battle them. This is a fully optional fight, and you're free to say no and let the story progress regardless, but if you say "yes", the champion shows you how outmatched you really are at this point. When you do fail, s/he tells you that they were impressed with your courage at challenging them, and tells you that they will be waiting for a rematch at the end of your journey.
Then, at the end of the game, after having earned all 8 badges and beaten the elite 4, you finally get that rematch, and celebrate as you show them how much you've grown.
Granted, there will be people that grind out the early game and somehow manage to win the optional match, in which case the champion is shocked and tells you that they will have to up their game next time you meet, at which point they'll have a team 10 levels than in the original finale.
Another instance where this kind of thing would work is with the obligatory "bad guy team", where tier 1 grunts use un-evolved low-level pokemon, tier 2 grunts use the evolved forms at mid-level, and the "admins" use mid-high level pokemon, with the "boss" having a team comparable to that of the 8th gym leader (but still lower than the champion).
Heck, when you first encounter the team, you may fight several tier 1 grunts before the "admin" steps in and tells you to stand down. Again, you have the option to back off and let them escape, or battle the admin who is several levels above you (if you meet them after the 1st gym, then the admin is about as strong as the 4th gym leader). Again, losing is expected, and allows the villeins to escape, but the off-chance victory forces a scripted intervention by a more powerful "admin" and tacks on a few levels for future encounters.
I know this kind of a system is a little complex, and there are a lot of people out there that don't play the game for the story. However, I personally feel that a system like this, one where you have the option to lose story-significant battles, would allow for a more dynamic and organic experience in the game.
Heck, it could even be an optional system that you toggle on or off when you start a new save file, defaulting to a cinematic "no" choice when the option is presented.
But that is just how I feel.
I'd be glad to know what everyone's take on this is.
To be clear, I'm not talking about fainting and waking up in a Pokemon Center with some of your money lost, I mean actually losing a battle to a powerful foe and the story continuing on because it's assuming you are going to lose that fight for story purposes.
It's kinda been bothering me that none of the significant "threats" are particularly challenging, particularly the "admins" (or equivalents) starting out with weak pokemon and leveling up as you grow in power. This is ok when you're talking about your rival, who is supposed to grow alongside you, or gym leaders, who are essentially "benchmarks" for you to hit, but not the evil team, and definitely not the champion (or equivalent)!
While the game is targeted towards a younger audience, there is a reason why an instance like this would be beneficial: Motivation.
We all know the basic premise of the game is to become the champion at the end, but what is it that motivates you to strive for that level?
Imagine a story where you get to meet the champion of the region on a meet-and-greet a little while after you get your starter, and are presented the option to battle them. This is a fully optional fight, and you're free to say no and let the story progress regardless, but if you say "yes", the champion shows you how outmatched you really are at this point. When you do fail, s/he tells you that they were impressed with your courage at challenging them, and tells you that they will be waiting for a rematch at the end of your journey.
Then, at the end of the game, after having earned all 8 badges and beaten the elite 4, you finally get that rematch, and celebrate as you show them how much you've grown.
Granted, there will be people that grind out the early game and somehow manage to win the optional match, in which case the champion is shocked and tells you that they will have to up their game next time you meet, at which point they'll have a team 10 levels than in the original finale.
Another instance where this kind of thing would work is with the obligatory "bad guy team", where tier 1 grunts use un-evolved low-level pokemon, tier 2 grunts use the evolved forms at mid-level, and the "admins" use mid-high level pokemon, with the "boss" having a team comparable to that of the 8th gym leader (but still lower than the champion).
Heck, when you first encounter the team, you may fight several tier 1 grunts before the "admin" steps in and tells you to stand down. Again, you have the option to back off and let them escape, or battle the admin who is several levels above you (if you meet them after the 1st gym, then the admin is about as strong as the 4th gym leader). Again, losing is expected, and allows the villeins to escape, but the off-chance victory forces a scripted intervention by a more powerful "admin" and tacks on a few levels for future encounters.
I know this kind of a system is a little complex, and there are a lot of people out there that don't play the game for the story. However, I personally feel that a system like this, one where you have the option to lose story-significant battles, would allow for a more dynamic and organic experience in the game.
Heck, it could even be an optional system that you toggle on or off when you start a new save file, defaulting to a cinematic "no" choice when the option is presented.
But that is just how I feel.
I'd be glad to know what everyone's take on this is.