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Things you want to see done in Sun and Moon

Dark type gym would be nice as long as there is a dragon gym.
Personally, I don't want more Dragon type Gyms or Elite Four. Gens I, II, III, V and VI had Elite 4 + Champions that used Dragons (and Cynthia's ace was Garchomp), and Gens II and V had Gyms. They don't have many Gyms under their belt, but they've been represented in almost every Gen already. They have 6 or so representatives and every Gen since III has introduced at least one Dragon type legendary. I'd rather not have Dragons all the time, no matter how powerful they are.

I'd like a Steel type Gym. We only have four representatives of that type. Poison only has three representatives and evil teams, so a Gym or E4 would be great. And Rock types have only been really represented in Gyms.
 
Personally, I don't want more Dragon type Gyms or Elite Four. Gens I, II, III, V and VI had Elite 4 + Champions that used Dragons (and Cynthia's ace was Garchomp), and Gens II and V had Gyms. They don't have many Gyms under their belt, but they've been represented in almost every Gen already. They have 6 or so representatives and every Gen since III has introduced at least one Dragon type legendary. I'd rather not have Dragons all the time, no matter how powerful they are.

I'd like a Steel type Gym. We only have four representatives of that type. Poison only has three representatives and evil teams, so a Gym or E4 would be great. And Rock types have only been really represented in Gyms.
i get what you mean, but i think it's just the general issue with how types are. it'd be kind of silly to have a Bug-type boss so late in the game when they peak really early. that's why the Bug bosses have been largely early (Badges one, two, and three, and one Elite Four) and the Dragon-type users frequent (because they have fairly good match-ups even with the introduction of Fairy) and later. there is a relative method to the madness in making the Gym types. it doesn't really explain why there isn't Dark-type gym, though that could change with the introduction of Fairy.
 
You can have a late-game Bug Gym, if they just used the stronger Bug Pokemon with good typing. Aaron of the Sinnoh E4 focused on Bugs, although his ace wasn't one.

And while Dragons are solid for the late-game, DP proved that you don't need to overuse them (box legendaries notwithstanding.) Cynthia still proved to be challenging and only used one Dragon type. Cyrus was tough and didn't use a Dragon type in battle.

All I'm asking is that we don't have Dragon type E4, Champions or Gym Leaders next gen. (I'm not even asking for non-Dragon legends, because I think that we'll never be free of them.) Dragons can still be used, but they don't need more people representing and focusing on them.
 
I want to see a dark type gym in Gen. 7 and I agree that there should be more Pokémon introduced than there was in XY. I also want walking Pokémon back as well and hopefully they still keep Pokémon Amie.
 
I don't know about a better story. I feel like the story of Pokemon is more or less determined by our experiences rather than a set of events the game tells us. I feel like having a more fleshed out story would detract from the individuality of each person's experience.
i agree with this so much. i appreciate GameFreak for trying a more story-centric game with BW, and for a first attempt it was pretty good, but there were just times where the story just felt overbearing; like, i felt that i couldn't take two steps on my own without the game trying to make something happen. for example, when you first arrive in Nacrene City and Cheren drags you to the Pokemon Center, gives you some berries, and tells you that Lenora uses Normal-types. though i appreciated the berries (because Hypnosis), that entire interaction just felt so forced. XY almost suffers from something like this, but i feel like they did a decent job of cutting down the sort of "interactions for the sake of interaction."

This is similar to the thing that's been happening in a lot of games where every five steps you get a cutscene or some dialogue or whatever. Last gen games had a HUGE problem with forced interactions. I feel like Pokemon is a game that has no use for forced interactions in any form. I think a good solution would be to disassociate the plot a little more, meaning that the game has a plot but it's not so forced on you, maybe even in a sort of Dark Souls manner where plot is optional. You can either play the game because YOU want to catch Xerneas, or you can play the game because you know Xerneas is going to shoot his ATF at the world and destroy everything and you know you have to stop it.

Like, in X and Y it would have been nice if throughout the game you were just dropped hints as to what's going on with the legendary through reading books or something, so if you care about the plot at all you have it there and it works. And if you don't care about the plot and just want a cool big Pokemon, well you can do that too.

A flaw to this, however, is that this would likely mean that having an enemy Team wouldn't make sense, as they are the ones who generally ARE the plot, and having them be something optional would just be weird, making them a side-quest essentially.

But, that could also work. Having the main plot as a sort of side-quest would allow players to play how they want and complete the story at their own pace, granted they want to. I feel like the main focus of Pokemon should be about the adventure and romance of being a young trainer bonding with their Pokemon and conquering the E4 and all that junk, and as I mentioned before, having a forced plot sort of detracts from that by minimizing the individuality of your experience. Having the main story as a side-quest would be a welcome shift in my opinion, as another reason I'm not fond of the forced plots is that GF has no idea what "pacing" is. Some plot encounters happen too close or too far apart, as opposed to consistently. I think a good example is Wally in RSE/ORAS (Especially in ORAS)(By the way he's not the main plot but this is a good example). In the game, you fight Wally two times: Once in Mauville and once elsewhere (I can't remember). Both times you fight him are very early in the game, and then suddenly for the entire rest of the game you don't see him again until Victory Road, and by that time you've forgotten he existed entirely. Rather than an opponent you test your skill against constantly throughout the game as a rival, he's just a stranger you battle for reasons, and this is all because of a lack of pacing.

Whew, I think I got a bit sidetracked, but that's how I feel on the matter.

well, I disagree with that. I wish Pokemon had a more developed story. I think this is one of the points where the games needs to put more effort. If they get rid of the plot, the games would be dull as hell.

Anyway the plot needs to be more flowed, and I agree that would be boring if pokemon became a game that's cut scene + fight.

As others have said, would be nice a more open world; some random routes; more than a route that leads to the same place. As well as interesting side-quests.

And the idea of a game with multiples ends and development possibilities would be really enjoyable.
 
I kind of want to change what I said regarding having the game be more "open", or at least explain it a bit.

I want options. One thing that frustrates me is the linearity of the regions, and the fact that there's not a lot of side stuff to do. Johto is a good example of a region that has lots of side stuff to explore that's completely and entirely optional. Ruins of Alph, Mt. Mortar, Union Cave, Whirl Islands, there are also routes that have lots of hidden stuff, such as the route west of Mahogany Town. There's a patch of grass you have to Surf to that's a bit out of the way. It's always nice to know you have options and things to do. It would be nice to have entire routes that are just side content, such as the route south of Sandgem Town in the Sinnoh region. All that did was lead to Pal Park. There was also a hidden route south of Valor Lakefront (the little resort area) that was entirely optional. There was also two caves under the Cycling Route that were also entirely optional. That's more what I mean when I say I want the next region to be "open", I just want more options, more things to explore, and less being told what to do. One thing that's always irritated me is when a game tells me how I'm supposed to have my adventure. "Do this, this, get this, defeat this, grab that." Don't fucking tell me how to go on MY adventure. I don't need plot or anything to hold my hand and tell me what my adventure is all about. I want to explore and just have fun, that's all it needs to be.
 
Dark type gym would be nice as long as there is a dragon gym.
Personally, I don't want more Dragon type Gyms or Elite Four. Gens I, II, III, V and VI had Elite 4 + Champions that used Dragons (and Cynthia's ace was Garchomp), and Gens II and V had Gyms. They don't have many Gyms under their belt, but they've been represented in almost every Gen already. They have 6 or so representatives and every Gen since III has introduced at least one Dragon type legendary. I'd rather not have Dragons all the time, no matter how powerful they are.

I'd like a Steel type Gym. We only have four representatives of that type. Poison only has three representatives and evil teams, so a Gym or E4 would be great. And Rock types have only been really represented in Gyms.

So here's what we have for each type:

Normal: 4 GL, 0 E4
Grass: 4 GL, 0 E4
Fire: 3 GL, 2 E4
Water: 6 GL, 2 E4
Electric: 5 GL, 0 E4
Rock: 4 GL, 0 E4
Ground: 2 GL, 1 E4
Flying: 3 GL, 0 E4
Fighting: 4 GL, 2 E4
Psychic: 3 GL, 3 E4
Bug: 3 GL, 1 E4
Poison: 2 GL, 1 E4
Ice: 4 GL, 2 E4
Ghost: 2 GL, 3 E4
Dragon: 2 GL, 4 E4
Dark: 0 GL, 3 E4
Steel: 2 GL, 2 E4
Fairy: 1 GL, 0 E4

Dark has yet to be represented as a gym and Normal, Grass, Electric, Rock, Flying, and Fairy have yet to be represented in the Elite 4. So with this in mind, I think they should have Dark, Poison, and Ground for gyms, Electric, Flying, and Fairy for E4, and give Water and Dragon a rest.
 
You can have a late-game Bug Gym, if they just used the stronger Bug Pokemon with good typing. Aaron of the Sinnoh E4 focused on Bugs, although his ace wasn't one.

And while Dragons are solid for the late-game, DP proved that you don't need to overuse them (box legendaries notwithstanding.) Cynthia still proved to be challenging and only used one Dragon type. Cyrus was tough and didn't use a Dragon type in battle.

All I'm asking is that we don't have Dragon type E4, Champions or Gym Leaders next gen. (I'm not even asking for non-Dragon legends, because I think that we'll never be free of them.) Dragons can still be used, but they don't need more people representing and focusing on them.
my post wasn't saying that you can't have a late-game Bug Gym, it was explaining why you don't see it. even though Aaron is a bug specialist, in DP 2/5 Pokemon are sub-400 BST and he is by far the easiest of the Elite Four. Platinum remedies this slightly, be he's still, for me, always been the easiest. just using the stronger Bug Pokemon doesn't really solve the problem because every Bug, except for a hand full-- Crustle, Scizor, Escavalier, Forretress, Shuckle, Wormadam-S, Galvantula, Durant and Armaldo-- are weak to Flying, a type that just about any in-game team easily access too. not to mention the fact that Bug type has a limited STAB offensive movepool and even more limited offensive capabilities.

GameFreak takes a formulaic approach to the distribution of types and that's why Dragon is frequently a boss type and why you're not likely to ever see Rock or Normal as a late-game boss type. i get what you're saying and i agree that Dragons probably do appear too frequently, but from a design standpoint, they work best for late-game challenges just by virtue of their high natural stats, diverse movepools, and the fact that they already resist all three of the starters' main STAB.
 
My Bug type tl;dr rebuttle
I got what you're saying, but I don't think formulas should be followed exactly the same all the time. The later-game Bug point was more me believing that GF doesn't need to cling to the status quo. Gen VI saw the first time we didn't have a Rock Gym that was fist, or an Ice Gym that was 7th. I get why we don't see them later on, but we could see them.

And we may have a handful of good Bugs, but that's all that's needed. Even if we don't count on Gen VII introducing good Bug types with strong moves, or more type chart changes, we have Galvantula and Crustle to take out the types' common weaknesses, Forretress for entry hazards, other Bug/Steel types for anything that isn't Fire type, M-Pinsir for sweeping, and Pokemon that can use Sleep Powder and Quiver Dance together. You're right in that they have glaring weaknesses, but a lot of E4 have glaring weaknesses with their type choices. We could easily see a good team put together, or at least one that's on par with other E4. Yes, they don't have the best type coverage, but they could still pose as much threat if given the chance.

But my whole tangent on a Bug type E4 member or late Gym Leader is just a spin-off of my main issue about Dragons. Yes, it makes sense from a design standpoint that we see certain types more commonly at certain parts of the game, but it doesn't mean it's the only way they should go about doing things.

I go back to DPPt: aside from Byron's Steelix using Dragonbreath (which was replaced with Earthquake in Pt) and Crasher Wake's Gyrados using Dragonbreath/Twister, none of the Gym Leaders or E4 used a Dragon type or even Dragon type moves to be strong. Cynthia only used one Dragon type, and her team altogether was solid. Cyrus had no Dragon types, but he was still challenging.

Platinum's often seen as one of the hardest Pokemon games. And even if some of them did use Dragon types and their moves, we still had a challenging Gen without needing to depend on Dragon types to make the game hard.

tl;dr: I agree with you in what you're saying. I agree in that the way the have things makes a lot of sense from a design standpoint, I'd rather see the series not just depend so much on Dragons for that difficulty. DPPt proved that you don't need to depend on Dragons to make an all-around challenging game. Sticking with Dragons is lazy and repetitive.
 
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Make confusion a proper status condition. Being paralyzed + confused is ridiculously not fun. #DeathtoSwagPlay (mostly).

Might think of some other stuff later.
 
The idea I have in my head borrows from Fire Emblem If, but that is not the only idea I have for gen 7. Basically there are two three directiobs they can go, and features I want overall.
Direction #1- Pokemon East and West. The bext region is a masdive Johto/Kanto oandmass, with major differences between the two. East has a gym league based on physical pokemon and the west has gyms focused on special pokemon. Both leagues share the same E4, which is reached by a mini-tourney between trainers of each side. When yiu beat rhe main story, the other side has been overrun by the evil team! While trying to stop them in yournative region, the other side had no way to oppose em. Tne dexes between the two are different, with the ComMons like the bird, thevrident and what naving east/west variations.

When I started browsing this thread, I had a similar idea in my head, but it was nowhere as developed as that. Two different regions, one on each game, each with different Dexes, Pokémon & gym leaders and post game access akin to GS Kanto. I like the way you laid it out, with physical and special focused gyms and post game evil team takeover. One thought I have now is that the evil team could be radicals from the other region due to some form of conflict or disagreement between the two regions. If that happens in any future generation, not just gen 7, I would be truly content.
 
I kind of want to change what I said regarding having the game be more "open", or at least explain it a bit.

I want options. One thing that frustrates me is the linearity of the regions, and the fact that there's not a lot of side stuff to do. Johto is a good example of a region that has lots of side stuff to explore that's completely and entirely optional. Ruins of Alph, Mt. Mortar, Union Cave, Whirl Islands, there are also routes that have lots of hidden stuff, such as the route west of Mahogany Town. There's a patch of grass you have to Surf to that's a bit out of the way. It's always nice to know you have options and things to do. It would be nice to have entire routes that are just side content, such as the route south of Sandgem Town in the Sinnoh region. All that did was lead to Pal Park. There was also a hidden route south of Valor Lakefront (the little resort area) that was entirely optional. There was also two caves under the Cycling Route that were also entirely optional. That's more what I mean when I say I want the next region to be "open", I just want more options, more things to explore, and less being told what to do. One thing that's always irritated me is when a game tells me how I'm supposed to have my adventure. "Do this, this, get this, defeat this, grab that." Don't fucking tell me how to go on MY adventure. I don't need plot or anything to hold my hand and tell me what my adventure is all about. I want to explore and just have fun, that's all it needs to be.



I agree 100%. Pokemon needs to take a real look at more traditional RPG's. Where they allow you to roam around, without forcing the story down your throat and putting the game on rails. More to the point...I'd like to see a less "Epic" adventure. XY and ORAS are just too much... I don't want a huge story involving the end of the world, saving the world, or being a national hero...I just want to get a normal character and go off on an adventure to to the elite four.

Also a HUGE complaint of mine in regards to XY and ORAS, is that why is there such lack of diversity in these games? Each trainer 'type' uses the same exact pokemon... It's almost guaranteed that a Hiker trainer will have a geodude, etc... There's literally hundreds of pokemon but we see the same exact ones over and over. THe Battle Maison was notorious for this crap in XY... So many options, yet you see and fight the same exact pokemon over and over.
 
Well, the adventure can still be "epic", but epic on your own terms. Pokemon is not Metal Gear or Persona or Final Fantasy or anything like that. Pokemon isn't plot driven, it's primarily driven by your experiences as a player, and it's kind of strayed from that by having story and plot hold your hand through the game. I'm just beginning to feel that this on-rails style of gameplay is getting incredibly old, and given the current level of technology and myriad possibilities, it feels almost unacceptable that it's still the way it is. In terms of world and especially level design, the Pokemon series has been incredibly stagnant, and no progression seems to have been made in that department. There seems to be a lack of direction with the Pokemon series in that it's not clear as to exactly what kind of game Pokemon is supposed to be. It's weird.
 
Also a HUGE complaint of mine in regards to XY and ORAS, is that why is there such lack of diversity in these games? Each trainer 'type' uses the same exact pokemon... It's almost guaranteed that a Hiker trainer will have a geodude, etc... There's literally hundreds of pokemon but we see the same exact ones over and over. THe Battle Maison was notorious for this crap in XY... So many options, yet you see and fight the same exact pokemon over and over.
this is the series as a whole. Hikers will use Fighting, Rock, and Ground types, much like how most Youngsters and Lasses tend to use the Pokemon from most of the starting routes.
 
Also a HUGE complaint of mine in regards to XY and ORAS, is that why is there such lack of diversity in these games? Each trainer 'type' uses the same exact pokemon... It's almost guaranteed that a Hiker trainer will have a geodude, etc... There's literally hundreds of pokemon but we see the same exact ones over and over. THe Battle Maison was notorious for this crap in XY... So many options, yet you see and fight the same exact pokemon over and over.
this is the series as a whole. Hikers will use Fighting, Rock, and Ground types, much like how most Youngsters and Lasses tend to use the Pokemon from most of the starting routes.

Well yea, but it's not a good thing! Too Cliche!
 
Well, the adventure can still be "epic", but epic on your own terms. Pokemon is not Metal Gear or Persona or Final Fantasy or anything like that. Pokemon isn't plot driven, it's primarily driven by your experiences as a player, and it's kind of strayed from that by having story and plot hold your hand through the game. I'm just beginning to feel that this on-rails style of gameplay is getting incredibly old, and given the current level of technology and myriad possibilities, it feels almost unacceptable that it's still the way it is. In terms of world and especially level design, the Pokemon series has been incredibly stagnant, and no progression seems to have been made in that department. There seems to be a lack of direction with the Pokemon series in that it's not clear as to exactly what kind of game Pokemon is supposed to be. It's weird.

I think their focus is on the multiplayer and social experience (Look at everything they've done for VGC/Online. Seriously.), and making it easier for everyone to get into that. It probably is their biggest asset when you look at the turnouts and fan communities, but single player is noticeably lagging at the same time. I definitely want to see more done with it now the former has basically been perfected.
 
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Speaking of plot and player-driven experience, I'd love to see a player-driven plot with tons of choices that affect the story and outcome.
 
Speaking of plot and player-driven experience, I'd love to see a player-driven plot with tons of choices that affect the story and outcome.

The best way I can interpret this is that you're looking for a Tell-Tale style gsme like The Walking Dead or Game of Thrones. Personally I feel like while that might make the story itself a little more open, I just don't think a system like that would be fitting, as it implies that the player would have to make moral choices that would heavily impact the story, which not only seems inappropriate for a Pokemon game, but also inappropriate for the target audience, who are much younger. It also would seem to be incredibly awkward that it would be a mechanic in an RPG, this decision based storyline sort of thing. It would actuallyy be less of a mechanic and more of a gimmicm in a game like this. It also wouldn't make sense giving that the base structure of a Pokemon game, the "formula" if you will, is so cemented into the series that making this sort of change would almost be too drastic, and it wouldn't feel like a natural progression of the improvement of the game's structure, but rather an unnecessary and inappropriate feature.
T

hink about this. Remember the Journal back in DPPr? That is what the story should be. A record of all the things you've done. What Pokémon you caught on that day. Who you battled this day. What item you found here. That isn't the games story, that's YOUR story. The Journal is one of the best story-telling items in the Pokémon series, and that's what I want Pokémon's story to be.
 
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Speaking of plot and player-driven experience, I'd love to see a player-driven plot with tons of choices that affect the story and outcome.

The best way I can interpret this is that you're looking for a Tell-Tale style gsme like The Walking Dead or Game of Thrones. Personally I feel like while that might make the story itself a little more open, I just don't think a system like that would be fitting, as it implies that the player would have to make moral choices that would heavily impact the story, which not only seems inappropriate for a Pokemon game, but also inappropriate for the target audience, who are much younger. It also would seem to be incredibly awkward that it would be a mechanic in an RPG, this decision based storyline sort of thing. It would actuallyy be less of a mechanic and more of a gimmicm in a game like this. It also wouldn't make sense giving that the base structure of a Pokemon game, the "formula" if you will, is so cemented into the series that making this sort of change would almost be too drastic, and it wouldn't feel like a natural progression of the improvement of the game's structure, but rather an unnecessary and inappropriate feature.
T

hink about this. Remember the Journal back in DPPr? That is what the story should be. A record of all the things you've done. What Pokémon you caught on that day. Who you battled this day. What item you found here. That isn't the games story, that's YOUR story. The Journal is one of the best story-telling items in the Pokémon series, and that's what I want Pokémon's story to be.

It wouldn't have to be forefront and gimmicky, nor would it have to be big moral choices. Even moral choices wouldn't have to be really good or really bad, just personal preferences, and several small things throughout that could simply affect the game. Like, you battle trainer A. He asks for a potion after you battle to help heal his Pokemon (I know they're fainted. Disregard). You give him a potion and he helps you out somehow later on. It's just a little example. But still. Personally, of course, I would prefer those bigger story affecting choices, and have a really player-intensive plot, but that might be asking too much. And of course, no "bad" endings. Just different, each good in their own way based on your preferences. Maybe it's not the perfect fit for a Pokemon game so far, especially in the ways other games have done it (and by the way, the Telltale Walking Dead games, while beautiful and fantastic stories, don't really have much choice factor. Besides a couple relationships and one character presence, nothing changes much. Ending and core plot is always the same).

I personally think a slightly darker and more serious Pokemon game (think a couple steps above BW) would be really good. And it wouldn't have to be so blatant as to be bad for any kids. It could either be subtle or complex, both of which could go over the heads of little ones. Even though I don't consider it to be a huge deal necessarily. Lot of kids today play games way out of their maturity league and they just don't care. A deep and sometimes serious Pokemon plot would be nothing to them.

But just in general, take out choice making and serious/darker plots, the plots need to improve. They're so weak and two dimensional. Only one that came anywhere close to being interesting really was BW, which still fell short of what I would like to see. I would love to see stronger, longer, deeper plots as well as higher levels of difficulty (no, not just level grinding. Mainly just better AI and better NPC Pokemon teams).

Gym Leaders should be as tough as the past Elite 4. Elite 4 should be at least as tough as past champions. Champions should be even stronger. Or, at least, give us true difficulty settings for these conditions... At the beginning of the game. Easy, Normal, and Hard at least.

In the Pokemon selection department, I feel like XY did pretty damn good. Given the huge number of Pokemon there are now, I think regional dexes should have at least a good 300, if not more. But I also want a bigger region. Kalos, frankly, was far too small for its 450+ Pokemon in the regional dex. Routes could be so packed it would take forever just to find a relatively "common" Pokemon.

I want a region twice the size of Kalos. I'm thinking a good 20 towns or so at least, maybe a few more. Maybe 25. But don't let them just be empty towns. Give them all purpose! Have a minimum of one non-badge town in between each badge. Maybe even 2 or 3 at some points. Have more sidequests. More optional sidequests for players to do, whether they're rewarded in special Pokemon encounters, TMs, money, Items, etc.

Allow more open-world freedom. Let players choose the direction they want to go in, and stop putting arbitrary boundaries everywhere to keep the player on a specific linear path. I say, let the boundaries for many areas simply be levels. And even then, make it possible to explore and try new directions sometimes. At least Kanto and Johto had a little bit of freedom in the mid-late game with badge/town order.

Bring back the best features from past games. Stop leaving out great features. For God's sake, keep the DexNav (or variant) going. Don't reduce the bottom screen. It's never been more amazing.

I could go on, but hey.
 
Speaking of plot and player-driven experience, I'd love to see a player-driven plot with tons of choices that affect the story and outcome.

The best way I can interpret this is that you're looking for a Tell-Tale style gsme like The Walking Dead or Game of Thrones. Personally I feel like while that might make the story itself a little more open, I just don't think a system like that would be fitting, as it implies that the player would have to make moral choices that would heavily impact the story, which not only seems inappropriate for a Pokemon game, but also inappropriate for the target audience, who are much younger. It also would seem to be incredibly awkward that it would be a mechanic in an RPG, this decision based storyline sort of thing. It would actuallyy be less of a mechanic and more of a gimmicm in a game like this. It also wouldn't make sense giving that the base structure of a Pokemon game, the "formula" if you will, is so cemented into the series that making this sort of change would almost be too drastic, and it wouldn't feel like a natural progression of the improvement of the game's structure, but rather an unnecessary and inappropriate feature.
T

hink about this. Remember the Journal back in DPPr? That is what the story should be. A record of all the things you've done. What Pokémon you caught on that day. Who you battled this day. What item you found here. That isn't the games story, that's YOUR story. The Journal is one of the best story-telling items in the Pokémon series, and that's what I want Pokémon's story to be.

It wouldn't have to be forefront and gimmicky, nor would it have to be big moral choices. Even moral choices wouldn't have to be really good or really bad, just personal preferences, and several small things throughout that could simply affect the game. Like, you battle trainer A. He asks for a potion after you battle to help heal his Pokemon (I know they're fainted. Disregard). You give him a potion and he helps you out somehow later on. It's just a little example. But still. Personally, of course, I would prefer those bigger story affecting choices, and have a really player-intensive plot, but that might be asking too much. And of course, no "bad" endings. Just different, each good in their own way based on your preferences. Maybe it's not the perfect fit for a Pokemon game so far, especially in the ways other games have done it (and by the way, the Telltale Walking Dead games, while beautiful and fantastic stories, don't really have much choice factor. Besides a couple relationships and one character presence, nothing changes much. Ending and core plot is always the same).

I personally think a slightly darker and more serious Pokemon game (think a couple steps above BW) would be really good. And it wouldn't have to be so blatant as to be bad for any kids. It could either be subtle or complex, both of which could go over the heads of little ones. Even though I don't consider it to be a huge deal necessarily. Lot of kids today play games way out of their maturity league and they just don't care. A deep and sometimes serious Pokemon plot would be nothing to them.

But just in general, take out choice making and serious/darker plots, the plots need to improve. They're so weak and two dimensional. Only one that came anywhere close to being interesting really was BW, which still fell short of what I would like to see. I would love to see stronger, longer, deeper plots as well as higher levels of difficulty (no, not just level grinding. Mainly just better AI and better NPC Pokemon teams).

Gym Leaders should be as tough as the past Elite 4. Elite 4 should be at least as tough as past champions. Champions should be even stronger. Or, at least, give us true difficulty settings for these conditions... At the beginning of the game. Easy, Normal, and Hard at least.

In the Pokemon selection department, I feel like XY did pretty damn good. Given the huge number of Pokemon there are now, I think regional dexes should have at least a good 300, if not more. But I also want a bigger region. Kalos, frankly, was far too small for its 450+ Pokemon in the regional dex. Routes could be so packed it would take forever just to find a relatively "common" Pokemon.

I want a region twice the size of Kalos. I'm thinking a good 20 towns or so at least, maybe a few more. Maybe 25. But don't let them just be empty towns. Give them all purpose! Have a minimum of one non-badge town in between each badge. Maybe even 2 or 3 at some points. Have more sidequests. More optional sidequests for players to do, whether they're rewarded in special Pokemon encounters, TMs, money, Items, etc.

Allow more open-world freedom. Let players choose the direction they want to go in, and stop putting arbitrary boundaries everywhere to keep the player on a specific linear path. I say, let the boundaries for many areas simply be levels. And even then, make it possible to explore and try new directions sometimes. At least Kanto and Johto had a little bit of freedom in the mid-late game with badge/town order.

Bring back the best features from past games. Stop leaving out great features. For God's sake, keep the DexNav (or variant) going. Don't reduce the bottom screen. It's never been more amazing.

I could go on, but hey.

100% agree with you.
More mature content and different choices dont mean bad vs good.
And when I was kid i played games much more complex to my age reage, that when growed up I began to fully understand the plot and some details hinted.
And I didn't become mental, a bad person or mass murder by playing that types of games.
 
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