Myth
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Post-Dexit, no one's asking them to remember all of them. Doing so is now a pursuit solely for the sake of itself - the only reason to have to remember all of them when you're not going to be seeing them in-game is to be a trivia buff.
Besides that, new generations roll around every three years or so. Hypothetically, one new Charizard form per gen would give us a whopping total of 6 by 2028. That's a decade from now. There will be hundreds of new fans by then who have no clue what a Mega or Giga Charizard is who will get along just fine. You know how many more overall Pokémon we'll have by then when we're already about to hit 900? And it's the 6 Charizard that will be the problem? I mean, we're already getting 40+ Alcremie in the same game that we're getting this 1 Charizard. Pikachu now has 13 variants over the last 5 years, and a generational burst is responsible for all of 1 of them.
The burst modes are not causing the bloat.
Although I do agree I would not find it hard to memorize 6 Charizards, I still think it would be messy. Especially because Charizard isn't the only one which could be getting multiple gimmicks and forms throught generations if the trend continues. But honestly, better agree to disagree. We had talked about something similar before. Doesn't look like we will reach a consensus here.
Getting rid of the generational burst modes is not going to make new generation games any less of a fresh start, because feeling like a fresh start is a very deliberate goal.
I do disagree, but I didn't even say that getting rid of bursts mechanics would make new generations feeling less like a "fresh start". You seemed to argue for getting rid of old burst mechanics and always introducing new ones of them because "every generation is a start from scratch"? And I just said that that's exactly one of the points being criticized here, how the series has been dealing with its continuity. That deliberate goal was being criticized (but indirectly, since the only one complaint here is about how they're dealing with previous mechanics).
Go on...
Do you would like to know my ideas? In any way, I meant, the only change they made was that about the time their speeds would change when Mega Evolved, and some nerfs. Nothing would stop them from making deeper changes later if they wanted to.
Do we even know if Gigantamax Pokémon have better stats than their regular Dynamax counterparts? If not, then the difference is just in the effect of the Max Move, and there could still be situations in which the Max Move would be more useful than the G-Max Move. Similarly, if that's all it is, then a Dynamax Pokémon could take on a Gigantamax Pokémon without being at a significant disadvantage like a Pokémon that has no access to Mega Evolution going up against many of the ones that did.
Do we even know if they don't though? But okay, let's consider they don't. They are still giving them to a small portion of Pokémon, and it's clear to me that some Pokémon that wouldn't even need a new form will gain one. But the point is that this gimmick limits the Pokémon movements. So, what will set them apart? They will be: its stats first and foresmost, its types, its abilities and its Max or G-Max moves. We already know most of the Max moves, and most of them (with the exception of a few, like Fighting and Water coming to mind) seems to have inferior side effects if compared to those of G-Max moves (remembering that G-Max moves also causes damage). Also, Gigantamax Pokémon will also be able to use some Max Movements, so even the most interesting ones can still be used by many Gigantamax Pokémon.
Of course, you will have many specific occasions when that will not happen, I'm trying to address it generally.
As I've said in this thread before, I too think they're are much more balanced than older burst mechanics (compared to how they were). But it seems clear to me that the main goal behind them wasn't to create a more balanced mechanics, but a way to try to promote the new games, etc. They are just taking the opportunity to create more balanced mechanics this time, but that is clearly not the goal that led to their creation. Otherwise, when dealing with these mechanics, they would avoid mistakes they already made with past mechanics.
Which is where division of labor comes in. The people like Iwao and Morimoto who do the battle planning are not generally the same people who do character and creature design. There might be some overlap, but it's not like there's only ten people who have to manage everything at once. We already know that their staff just doubled in size for these games, too.
If the division of labor argument is so important to you, why did you raise the argument that they are cutting dex to introduce new features?
Anyway, as you said yourself, many employees have multi-tasking. Not only that, but when it comes to creating new burst mechanics, it's not just the competitive department that need to deal with related tasks, but also the design, modeling, and even the story one. Unlike models, which have a department solely to create them within Creatures, Game Freak should not have an "exclusive burst mechanics department", it's just a cooperation between several of them.
But just to remember my point: yes, I believe the amount of Pokémon can prevent them from developing new features, as well. I happen to believe that the time and energy required to create everything related to a new burst mechanics is far greater than that spent just introducing old Pokémon into the game, at least for Game Freak. And even if it wasn't, I think having all the Pokémon in the game is much more important for Pokémon games than any new feature they could implement. In short, I don't think new burst mechanics are as important as.
That's not really the point. There's a whole team of artists that are responsible for designing Pokémon, and from what we've been told, getting designs into the final product is a pretty rigorous process - but not for lack of ideas or productivity. James Turner recently gave us an estimate that only 2 or 3 out of every 10 designs makes it into the finished game, because getting a design approved requires the artist to justify their work in a way that makes sense for the setting and the overall game. Seems pretty wild to me to assume that the reason you're not getting the Galarian Qwilfish and Klink and Stantler and Croagunk you want is as simple as "But Gigantamax is also a thing that they make designs for!"
I disagree. I knew what James said, but there are many points to be adressed here: If the designs were not meeting the requirements, I would not say that it would not be lacking ideas or productivity. I also wouldn't say that it would be lacking either. We just don't know. Second, as you have seen (or read) in James's message: 1) Artists are often required to make monsters. If they are busy making the monsters they have been asked for, for some reason, then that would be preventing them from making other monsters, for any other reason. 2) If I remember correctly, James also says that a monster often meets the requirements but doesn't get into that specific game because "that slot" can be already occupied by other.
edit: (mechanics*).
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