Thursday, March 30, 2017
5 Ways That Pokemon Sun and Moon Streamlined Design
Pokemon is kind of an interesting game to analyze design-wise. As a long running series, around 20 years old at this point, it finds itself stuck in a rut of people wanting more of the same game. Therefore, more games get released that are essentially re-skins of older games.
Sun and Moon, on the other hand, made a myriad of subtle game design changes that might have at some point been considered taboo.
1. Goodbye Grid!
This is an idea that hasn't really been touched upon since the GameCube Pokemon games, like Pokemon Gale of Darkness, that boasted the feature. I remember being a young girl and wanting to play Gale of Darkness incredibly bad for this reason, so bad that I emailed Game Freak and begged them to release the game on PS2 (I never got a reply, and the game didn't make it off Nintendo consoles.)
My theory is that the limitation of the handheld systems is what kept developers from releasing this feature earlier. Pokemon Sun and Moon is a big game, and if you're playing on an older 3DS system, there are some pretty noticeable frame drops, though these occur mostly in battles and not as much on the over-world.
The oblong islands of Alola are best traveled without the grid system, that's for sure.
2. Egg Encouragement
This one is a little dumb, but bear with me.
See that spot where she's riding the Tauros?
If this little fenced in area was on purpose, it's definitely the most subtle addition to the Pokemon standard. This little addition allows players to hatch their eggs fresh out of the nursery, cutting out the hassle of running in the most efficient loops for steps, or taping down buttons and stepping away from the games. Excellent!
3. Transparent IV's
While nothing new in the Pokemon series, IV's play a large part in Pokemon's expansive meta-game. Now that you can train or view your Pokemon's hidden stat values at any time, any player can become a powerhouse without having to use predictive algorithms.
4. Death of the HM Slave
This is probably the most noticeable change for long-time players of the game. HMs, or 'Hidden Machines,' represent items that teach Pokemon moves on the field. In older games, one would have a Pokemon that was specifically for clearing paths and crossing oceans using HMs.
Now that all of these moves are accessible from rental Pokemon that you can call to your location, your entire team can be focused for combat. Pretty neat!
5. Time Kill Islands
Upon completing the game, players find themselves with much more of an agenda then before. Pokemon isn't necessarily known for its post-game, which is surprising considering that there's no feasible way to "Catch 'em all" without playing a little bit after defeating a game's respective final boss.
Instead of beating the game and systematically collected the Pokemon that you missed along the way, the game provides you with many small tasks that one can rotate through in addition to catching the remaining 'mons.
The 'Time Kill Islands' refers to the Poke Pelago, where PC Pokemon farm berries, look for treasures, and train IV's (a feature that is incredibly useful on its own).
Friday, March 10, 2017
VR Industry: The Goods and the Bads

The VR industry is kind of like the Wild West of innovative gaming right now. With systems like PS4, Oculus, and the Vive, VR is slowly becoming more and more accessible for the developers and the general public.
Lets start out with the positives that come out of the VR industry.
The Possibilities!:
- Oh wow. Its real.
By this, I mean, VR is entirely what you don't want to expect it to be. Someone who has never experienced VR will try to not get their hopes up about the level of reality, but the realism is astounding. You can get your hopes up.
The best personal example was when I was playing the Lab, sitting on a hillside in Iceland, throwing sticks for a robot dog. Somehow, VR makes you staunchly aware of how little stimuli it really takes to fabricate a surrounding in our minds. Scary.
- Its versatility
While VR is primarily focused on gaming, it proves itself useful in a wide variety of settings. In a classroom or lab, VR allows one to interact with game objects to represent real world objects. They can then manipulate these objects in a more abstract way to help improve understanding.
Some find VR useful in a more literal sense. For work-spaces or workouts, the idea of simulating a more pleasant surrounding environment is appealing.
Now for a quick look at—
The Limitations...:
- The price point
VR is expensive. The biggest limitation of the system will continually be related to the price of the system itself and the equipment required to run it all.
- The power required
I think that I have a pretty beastly computer, but to run VR on it would push it to its absolute limits. I previously lived with a VR developer, and it took his Mega Computer a substantial amount of power to render and test games.
- The set-up
Getting the Vive to run in our tiny apartment living room was an event. When he pitched the idea to me, I think he phrased it as "Do you want to gut the living room for a Vive?"
Two tripods, a mess of cables, and enormous PC, and a three month-old kitten was excessive, and difficult. Even with not a spared expense (equipment wise) we would still run into bugs and game that would not work at all.
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