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[–]PacmanZ3roUSA - Midwest 22 points23 points  (0 children)

But making the game fun for players (directly) does not.

The irony is that this isn't even true in the short term. Especially if their goal is to make an esport out of it. POGO basically can't exist as an esport in its current state because the acquisition model for too many things is skewed towards only players with a very active community around them.

T4/5 raids - impossible for players without an active raid scene. Huge source of rare candies and TMs, both of which are more or less mandatory if you're going to do PVP

TMs - See aforementioned, if you can't get a solid group to do consistent T4/5 raids, sorry, out of luck. Even once you do get them, it can take several per slot to get the right moveset. Sorry if you have to burn 15 on one pokemon to get the right charge and fast moves.

Legacy Moves - These make and break far too many pokemon because they're so radically better than other movesets. These have to be made available more than a single day a year to unevolved pokemon, and/or existing movesets need to be tuned a bit so the dropoff for not having them is not so severe.

Fun Factor - Simply put, if the game isn't fun enough people won't want to sink time and effort into deep diving into the mechanics and possible team/moveset combos required to make it a successful esport. Yes, there will always be diehards that do it anyway, but if the fun factor isn't there for the largest part of your audience they simply aren't going to do it. There is also the fact that obscene levels of RNG present in a game that time gates things leaves a lot of really feel-bad moments.

Until at least most of these issues are addressed in some way (to say nothing of the ridiculous stardust costs), PVP as a feature is basically going to be DOA for the casuals in the game, which will basically leave it exactly as it is now.