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Generation 9 predictions: Game Mechanics

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Niello and Ivory are indeed very mechanically different from previous pokemon games, moreso in overworld traversal than in battle, but even that has its changes. Some general gameplay changes:

The entire game runs on wild area logic, so the camera is fully controllable. It is not a full open world, but a series of smaller distinct open worlds akin to Alola's islands (though there's 7 of these). Called republics, each zone has a fairly linear progression path, which is broken up by having to hop back and forth between different zones.

There is a karma meter, for the first time. This is actually an extremely major mechanic, as it affects the order in which the player moves throughout the region, which rivals they battle, and which villainous team they fight, based off of their score at certain flags, in addition to more passively affecting which pokemon the player can catch. It has aesthetic and secondary effects on training arts (more on that later). The version legendaries also have form differences based off of a players karma (or trainer style). There are three trainer styles:

Hospod: the "good" end of the karma spectrum. Players shift towards this end of the spectrum by solving the trial puzzles in the most elaborate and hardest manner, showing diplomacy in dialogue, and generally challenging optional trainers of ne'er do well classes (punks, gopniks, etc). It is associated with the color blue.

Hero: the "neutral" end of the karma spectrum. Players shift towards this end of the spectrum through solving trial and gym puzzles in a balanced manner, showing ambevilance in dialogue, and challenging optional standard trainers (campers, youngsters, etc.) Niello associates it with the color green, and ivory yellow.

Hajduk: the "evil" end oof the karma spectrum. Players shift towards this by solving trial puzzles in a manner that is direct and forcefull, showing emotion in dialogue, and challenging wealthy or righteous optional trainers (rich kids, policemen, etc.). It is associated with the color red.

Trainer arts serve as this region's battle gimmick. Depending on where they are on the karma meter (this includes NPCs), a trainer can fill a meter that can be used to activate one of four seals. Upon use, these seals sacrifice an item, applying that item's effect alongside a specific major effect associated with the type of item, and a minor one associated with thir trainer style. Like mega evolving, this does not take up the player's turn.

Double-up can be activated with any item type, and allows the pokemon to act twice. Hospodar gain the ability to retain a modicum of charge (charge affects all seals at once) upon use. Heroes can choose to activate the affected pokemon's held item without consuming it. Hajduci will gain the ability to extend the chain into the second turn if they switch out as the first action (which is usually unavailable).

Level-upper increases the pokemon's level by a certain amount depending on current level (pre-10 will only increase by 1, 10 on by 3). This may trigger a forme change with new types, or even introduce old mega evolutions back in. It is activated by healing items, and the strength of the item used affects the length of the effect (again, this is dependent on level; below 10 always lasts for five turns no matter what item is used, 10 above can shift between 8 and 3). Hospodar gain an extra turn of the effect. Heroes gain an additonal 1/2 levels for the effect. Hajduci gain an immediate one-pip all stat increase when the effect activates, and again when it wears off.

Heel-smile is akin to the Smirk status from Megami Tensei, and activates using temporary enhancers like the X-series. Here, a pokemon does not take additional damage from super-effectve moves and is immune to critical hits. They also gain permanent mold breaker and a guaranteed critical hit for the 1 turn, 1 move duration. Hospodar gain immunity to supereffective moves during this turn. Heroes gain the ability to transfer the effect when switching indefinently. Hajduci retain charge.

Follow-through is activated by PP-restore items, and for a limited time (8 to 3 turns), enhance moves. If ethers are used, the moves change into enhanced "follow-throughs" with increaded power and extra effects, whilst elixirs will add extra effects like allowing poison type moves that cannot poison to inflict the effect. Hospodar gain the ability to pierce type resistances (effectively mold breaker) on attack moves, whilst all other moves have their effects roughly doubled. Heroes do not lose PP during this time, and Hajduci can gain an extra turn for every pokemon they defeat with an enhanced move at the cost of starting wth 2 less turns)

The player can both climb up and jump off of ledges. They're less shortcuts and more access points.

Trainers can forefeit their matches if both consent. Refusing to consent voids that trainer from the prize money. Refusing to consent is the mark of a Hajduk, wheras allowing forefiets is more befitting a Hospod. Forefeits count as losses if successful.

The flying taxis from the previous game appear, except now they are carried by braviary. The bike also allows you to go across water from the beginning. It does not change the player's clothes, except over water, where it will change them into a swimsuit.

Speaking of clothes, it is now possible to earn them as rewards for sidequests and training milestones. A new fashion ability is that the player character can now gow shirtless under an open jacket (females will still wear a bra).
 
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I can Definitely see the Return of Character Customization AND Regional Varients(there's so much more potential for Regional varients aside from just alola & Galar alone)
 
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make it work like those Patches we now get in Galar and would work well.

Game mechanics , you mean like:

-starters getting secondary and hidden abilities meaning that Intelleon or Delphox could get Illusion and Magic Bounce, Torterra with Solid Rock

- Gigantamax getting diffrent ability similar to megas...

-substitute becoming a increased priority move

- multistrike moves now hit even after oponent faitend the next pokemon that is send out into battle?

- new abilities using substitute method , counting 1hp like one hit designet for pokemon with low hp and blocking powerful moves from popwerful sweepers but beeing weak to sound, multistrike and all-targetting moves depending on case

- magma armor beeing additionaly immune to biting moves boosted by strong jaw and inflicting damage on the users of those (bug bite becoming a biting move)

- dazzling now additionaly block oponent move after a speed change occured on previous turn and caused a priority change if oponent starts moving faster then the user in battle

- Heatproof and Waterproof both half damage and rise +1 in both defense and sp.defense

-Steam Engine halfs fire and water damage additionaly

- would make cramorants ability additionaly immune to oponents dive move without activating it.
cramorants ability should activate by using dive, surf, muddy water, sludge wave, waterfall, water spout, whirlpool, water pledge or when get hit by all with exveption of dive and be immune to their damage... this would make cramorant much better as a pokemon.
Also shout out different kind of pokemon like Qwilfish(poison point or intimadate), skrelp, carvanha (rough skin), Frilish(cursed body) , politoed(drizzle) activating their abilities against oponent in battle...

- dancing moves and sound moves boost each other 1,33 in battle when used one after the other

- pokemon with ice body, liquid ooze, magma armor and over coat additionaly become immune to stealth rocks and entry hazards

- magician not only steals item, it can aditionaly exchange a item with the oponent and activate it twice or double the effect of it

- Powder now gets blocked by Damp but reacts additionally to electric and poison moves like to fire moves

-Reciver now activates also when calling out getting the abillity of fainted pokemon that battled before it
-Power of alchemy the same way but can also receive the ability of a fainted oponent.

-Magnet pull halving the damage of oponents steel type moves against the user or making user immune and getting a sp. def boost when hit

- Stall - additionally prevents oponents moves that would go last against the user

- Stench prevents the target from making a move instead to flinch, even before getting hit similar like Cursed Body with 30% chance to activate in the first turn and 10% in the next ones

-Sacred and Cursed seals (sacred warm colors, cursed colder colors) depending on seal a pokemon is immune to magic moves, fairy, ghost ,dragon and dark type moves for 3 turns... sacred protects from dark and ghost, cursed from dragons and fairy ... all moves and bilities with mistic, mythical, magic and hex in their names are blocked from affecting a pokemon under seal...
a pokemon can use all its abilities for 3 turns(main, hidden and secondary at the same time, all moves effects get 2x effect rate).
The user of Cursed and Sacred seal can't get Cursed or Perish song-ed , Cursed seal deal oponents every turn 1/8 damage and causes their attacks to miss more, Sacred seal restores 1/8 of own and alies on field hp every turn. When a sacred seal user battles cursed one they nullify the restore and damage inducing... Pokemon with seals are immune to status ailements.
A Cursed seal user can use curse without the effect of loosing own hp.
A seal can be used once on one pokemon and not with a other mechanic in a full battle leght mode.
 
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To fit the use of items in triggering training arts, there are more consumable and battle items than in previous generations (which typically focused a lot more on held items): Things like lemonade and fresh water are rather ambundant and available in pokemarts given that they have special effects when used to trigger a trainer art (Fresh water heals back to full health, whilst Lemonade boosts speed to the max and drastically increases the priority of most moves). This includes similar items akin to the X-series, and to the Ether's and Elixirs.

THe menus are a lot more streamlined, and textboxes are a lot more naturally integrated into the game (battle messages occur immediately as the action passes), items do not generate textboxes when picked up (only generating a prompt that contans the item's name) and allowing the player on their way. It's generally more streamlined and has a ton of modern quality of life improvements.

Regional variants return.

Training style affects what wild pokemon and mandatory trainers you encounter.

There are no boxes in Pokemon centers anymore. The box is a key item like in Let's Go. The equivalent of PokeJobs are still available from it. The name rater is now a service in the box.
 
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would make Pyroball work like Dragon Darts and hit a target smart

would make Pyroball and Sling shot additionally hit target in semi turn of Fly, Bounce and break through screens

Would make Snipe shot , Anchor Shot, Sky Drop hit targets using Dive when in their semi turn

would make Drum Beating hit additionally Dig and Dive users in semi turn (Grass)

Would make Dragon darts fly, bounce, sky drop, dive users in their semi turns...
dig and phantom force would be safe bc the missiles are dragons...

______________

Fly, Bounce and Sky Drop... would make additions and relations to other moves

would make that when a pokemon uses Telekinesis or Gravity against a target that is in semi turn of those moves, the user falls on ground and damages itself instead the target, the bounce user falls but also gets 30% chance of self paralysed instead.
Pokemon that had levitate simply drop on the ground...

Would make that bug type entry hazard Sticky Web also blocks/prevents land-moving pokemon from using Bounce, Fly, Dig when its on the field...

Would make that Fly has 30% to inflict confusion

Sky Drop would make it to pull up a water pokemon using Dive... would make that pokemon that use moves that work agains semi turns of Fly and Bounce work also against Sky Drop in it's semi turn.
_______________________________
Telekinesis additionaly blocks flying type moves for 3 turns now

Kinesis additionaly blocks steel type moves for 3 turns now (Behyem and Hypno line learns too)

Discharge blocks electric types moves for 3 turns
_____________________

I predict more types to be getting trapping and switching moves then now...
till now switch out targets: dragon(dragon tail), fighting, normal(roar), flying(whirlwind)
users: electric(volt switch), bug(u-turn), dark(partying shot) , normal, psychic(teleport)

taking that fire, grass and water should do both maybe as signature moves for starters and a few pokemon?

ghost types would for sure need a entry hazard and a switching out move of their own....normal types would be immune.

taking we have emergency exit we should get oposite ability to switch out targets....

Emergency exit when below 50%hp passes on a multistrike moves duration onto the next pokemon that is called out and doesnt wait for last hit anymore. (would allow for strategic switch in)

Wimp out heals the user too when switching out but at 25%.

Make additionaly Dazzling also react for one turn if a prority speed change occurs in vafor for the target, meaning trick room or speed reduction or rising makes the target get a priority over the user of dazzling that would cause dazzling to block that move for one turn.

Runaway getting its long awaited in-battle effect to escape binding and some trapping moves.

A pokemon with ability to hurt trappers.

Trapping abilities getting a new additional effect to make the users immune to damage of types moves they self are :
arena trap(immune to ground, or rock and ground moves halved damage),
magnet pull(immune to steel or halfs steel and electric damage by half),
shadow tag(immune to ghost/dark or ghost and dark halfed by 50%)

if a flying type pokemon looses its flying ability via roots or smack down then it gets trapped and its flying type changes to pure normal type till it either uses Fly, Bounce , Magnet Rise or faints...


arena trap not blocking teleport and emergency exit

_____________________________
a ghost trapping ability and move for some pokemon not all...
____________________
more multistrike moves and multistrike oriented abilities, like immunity to multi-strike moves after the first hit ,
more different type of multistrike moves...

draining moves of different types special and physical, water , fire ghost, maybe even a shielding move

sound moves of different types then ever, ghost, psychic, rock, ground, grass, fire, electric

maybe grass whistle coming back and not only sleeping but causing the targets that are immune to sleeping to beahave diffrently?
like repeat a move next turn?
________________________________
 
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More on Niello and Melchior's region of Illystrius:

Illystrius' republics correspond to in the real world: Slovenia, Croatia, Serbia proper, Portions of the Banat that would in real life belong to Romania and Hungary, Federation of Bosnia and Herzegovina, Republika Srpska, Kosovo, and the vardar river basin with portions of southeastern bulgaria (the historical region of macedonia is completely absent). Each republic is about the size of one of alola's islands proper, minus the introduction of a new area mechanic: The Drugisvet: in areas where the light seems to be an off color, peculiar doors and entrances with strange auras exist. Entering them takes the player to a an alternate version of the current republic with altered areas and new, exclusive pokemon. Though restricted to only naturally occuring overlap zones initially, the player can later consciously trigger zone shifts from wherever upon beating the dark-type gym leader Crina, who reveals that there's more to this alternate world than meets the eye.

Illystrius is predominantly a region of forests and plains regardless of whether one is in the dark world or not. The only deserts exist on the numerous islands along the coastline. The starting town is based on an island similar to Cresh, and thus the player spends much of the early game around the coastline of the region's mainland.

The peony field is another important location, and is similar to the real field of kosovo. Bizarely, despite it's normal appearance, it's a shift zone, and it's Drugisvet equivalent is near identical..
 
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the bells of joy are ringing
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Some new Super Mechanic. Super Abilities anyone?
Seeing that they touched upon moves, evolutions, and even forms, I think we should expect a Pokémon professor that focuses their research on abilities. I mean, at this rate, it would feel like it'd leave a hole if there wasn't one!
 
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Seeing that they touched upon moves, evolutions, and even forms, I think we should expect a Pokémon professor that focuses their research on abilities. I mean, at this rate, it would feel like it'd leave a hole if there wasn't one!
That's what I'm thinking too, but I wonder how Super Abilities would work.
 
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Enchanced abilities?

Synonyms for superpower

Dominion Forms/might/boost?


Synonyms: power, exponent, index, ability, might, tycoon, force, great power, top executive, world power, business leader, powerfulness, mightiness, baron, big businessman, major power, magnate, office, mogul, king.


maybe additionaly a immunity or something? Levitate could protect from some more moves? maybe flying?

technically most could get addition to boost a extra stage or boost more stats then one?

work tripple instead instead double ?

flash fire instead of 1,5x could boost 2x and heal hp maybe???
Multiscale 0,25 damage
fluffy 0,25% damage

two turns instead of one?disquise working 2 turns.... ice face reacting to special attacks too...

________________________________
game mechanics Sekiro and cyberpunck 2077:

-way of movements in games, maybe a seperate mode of batteling in game?
-strategies and styles
-items that harm oponent and tricky are when target steals them from you or tries to destroy them
-moves that are more advanced: one turn entry hazards with larger impact when switching, or using a categor of moves...



______________
teleport switching out from selfdestruct or explosion would be cool, would make teleport a priority move... pursuit alsways would double only if oponent is faster


one thing for sure a ability to activate Curse effect after faiting for a ghost type pokemon , but a Curse that duration ends first when a pokemon faints on the other side and doesnt stop with switching.
 
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I imagine we’ll see regional variants make a return, and perhaps expanded on, as well as some form of burst mechanic which will be the gen’s gimmick. We might also see a shift to full open world, and all the mechanics’ changes that would come with that, considering it feels like SwSh was GameFreak dipping their toes into the genre a little.
 
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Free camera movement is one thing I think will be implemented in future generations.

There will also inevitably be some kind of weird battle gimmick again. Maybe something akin to quick time events or some kind of gauge to unleash some kind of all-out attack on your opponents? I'd also like to see raid-style bosses in the main storyline as well, like in gyms or for legendaries.
 
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Well first of all I think we'll go further in the direction of full open world. Probably not fully there yet, but closer to it. I think the entire region will be like the Wild Area, with open areas, full camera control, dynamic weather. However, it would still have a linear storyline and linear progression at this time, it would be more like Xenoblade than BotW. I also think following Pokemon will return from the Isle of Armor and permanently become a series staple.

I think several things SwSh did will be here to stay. Normally Game Freak loves changing up mechanics, but I think people are getting sick of them constantly removing things for no reason and they're going to be a lot more selective about what gets removed (and I think already they're starting this, most of what they removed from SM was either regional flavor that was replaced with something similar or wasn't well received). Regional variants and their evolutions should stay, they're already handling this perfectly. Wild Pokemon encounters should also stay the same, they've already found the perfect balance of handling overworld vs. random encounters (although they could come up with new gimmicks for special encounters). The TM/TR system also gives players an ample amount of moves to choose from at a reasonable balance. I think what's most likely to be replaced from SwSh are Dynamax, the Y-Comm, Camping, and Poke Jobs, most of which will be replaced with new mechanics that have similar functions.

That's all the standard stuff that's most likely to happen, now for some bolder predictions:

-The Dexnav (rebranded as a new mechanic with a different name) returns by popular demand. This time you use a new gadget that finds hidden Pokemon and items using the HD Rumble (this could potentially serve as the game's random encounter method with all default encounters being overworld encounters). Like with the DexNav, you can see the abilities, moves, IVs, and held items of the Pokemon before battling the Pokemon. You can also scan overworld Pokemon with this device to obtain the same information for them.
-Return of field abilities, but instead of HMs or Poke Ride, the Pokemon following you can use a designated field ability. Or if you don't have a Pokemon in your party that can, you can rent a Pokemon that does (although it doesn't battle with you, it's just for using field abilities).
-A full sidequest system. NPCs throughout the game will assign various tasks for you to complete. Accomplishing rewards you with gift Pokemon, new Pokemon that spawn in the overworld, items required for the new power boost gimmick, TMs/TRs, and other significant rewards. A list of sidequests can be found on the map as well as a location for where they take place for players that might have trouble navigating the overworld or remembering what they're supposed to be doing. Main storyline quests are also listed similarly.
-The new Amie/Refresh/Camping equivalent now serves as a Secret Base equivalent and you can decorate it and invite your Friends there to interact with and trade/battle.

Those are some fairly reasonable requests that shouldn't take them a whole lot of development time. If they can implement some of these things, it should at least partially make up for the current state of affairs and bring some level of quality and depth back to the series.
 
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I remember hearing a credible rumour a few months back on how Game Freak moved their offices into the same building as Nintendo. This does make me more optimistic on getting a more fleshed out, open-world game for Gen 9.

It's only a matter if The Pokemon Company can follow Nintendo's philosophy on taking their time with games to develop something good.

Seeing them already get upstaged by Bandai Namco can hopefully encourage the developers to produce more refined graphics with dare I say, high quality animations. Maybe Bandai can help with co-developing the next gen.

Better graphics should be a given when you consider the jump from Gen 4 to 5, plus Gen 6 to 7. There's always a graphical upgrade to the last gen when they're on the same console/handheld.
 
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I seen fan art of merged Pokemon which makes me think that merging two Pokemon could be one of the next gen's mechanics. We seen Kyurem and Necrozma merge the box legendaries. Why not do it with other Pokemon such as Pikachu and Eevee.
 
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I seen fan art of merged Pokemon which makes me think that merging two Pokemon could be one of the next gen's mechanics. We seen Kyurem and Necrozma merge the box legendaries. Why not do it with other Pokemon such as Pikachu and Eevee.
Eh, I honestly don't think Pokemon fusions will go beyond Kyurem and Necrozema. I feel that such a mechanic would be too complex and labor intensive to do properly. Not only that, ever since gen 6, each generation had some focus on a "burst" gimmick, a temporary, battle-only gimmick that gives an edge in battle. I don't think Pokemon fusions could be easily translated into a mechanic like that, and I think that regional variants mean that we won't see other permanent variant forms for Pokemon. And, I feel like GameFreak has gotten a bit of flak for having yet another fusion story with Necrozema so part of me thinks they are wary of doing that yet again, even if it's a different flavor of fusion.

Or perhaps this is all my own bias showing. I'm not too keen on the idea of Pokemon fusions being expanded further...
 
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I for one would love for fusions to be more universal. I like the concept of fusing Pokemon in general and I really like the Necrozma fusions as well. So expanding further than the legendaries would be lovely. On the complete opposite end, I hate burst mechanics and how they are so overdone at this point.
 
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No, please, I don't want to witness fusions for EVERY pokemon, they wouldn't really make sense from a lore perspective, and if it's only limited to a few pokemon then it would seem random and out of place, but if they were to do it, time for a ralts-stoutland fusion (FMAB reference)
For burst mechanics, I already gave up and accepted that they will be the norm for upcoming gens.
 
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No, please, I don't want to witness fusions for EVERY pokemon,
Good news for you, then, since that's literally impossible. The one series that included actual fusions for everything (or almost everything) was Monster Rancher, and they only had like 20 pure species per game (the rest were the fusions).
 
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