Welcome to Dev Game Club, where this week we finish our series on 1996 Game Boy classic Pokémon Red/Blue. We talk about the tension of the final battles and then of course chat about our lessons and takeaways from the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
Finishing the Game!
1:15 Pokémon discussion
50:35 Takeaways and Feedback
Issues covered: renaming your rival and Professor Oak chiding him, being less precious about what things are named and such, separating out boxes and pure memory limits, the punk rival, coming full circle, naming your Pokémon, finding the legendaries, our final six, Brett's end-game, whether or not you can buy the elixirs, Tim's Frankensteined Pokémon team, how Brett leveled his top Pokémon, Tim coming down to running out of PP and items to take on the Elite Four, save states in the middle of the Elite Four battles, charging your adrenaline, four color palette, having very tight hardware limitations, squeezing more out of consoles late in hardware lifecycle, dungeons as puzzles, dungeon as palate cleanser and tuning/balancing pinch points, dungeon variety, trainers as gates and auto-grinds and tests of where you should be, map as revealing the order in which you will encounter stuff, the collection mechanics, evolution and collection, unique Pokémon, designing to your hardware constraints, music constraints, the depth of the roshambo, flexibility in supported approaches and player goals, emergent story in individual Pokémon, zany aesthetics of the Pokémon, collecting game play depth, whether playing Pokémon on release would have impacted our design or hardware thinking, most huggable Pokémon.
Games, people, and influences mentioned or discussed: Metal Gear (series), Ultima Underworld, Final Fantasy IX, God of War, Anachronox, Chrono Trigger, Junichi Masuda, Hayao Miyazaki, Studio Ghibli, Raymond, Ester Olsen.
Play some Pokémon Let's Go!
https://twitch.tv/brettdouville, @timlongojr, and @devgameclub