Celever
no longer hibernating
With the release of Pokémon Sword and Shield I've been thinking a lot about what exactly makes a "good" story in the Pokémon franchise. Sword and Shield has presented a more immediately noticeable departure from the storytelling of recent games: the plot is almost casual, with a primarily laid back, carefree tone until the end game, which is at first jarring compared with the constant world-is-about-to-end stories we've become accustomed to. However, I found myself more invested in the characters of Sword and Shield as a result because the focus of the happenings of the game was on them, rather than on the higher stakes of ecoterrorists, invasive murderous aliens, or an ancient cannon prepared to wipe out all life in the region. This is just one perspective, however.
What I'm trying to get at is there has been quite a lot of variance in how Pokémon has delivered its stories, with one of the largest departures being in the most recent games. So I can't help but wondering: what exactly do we as a community value in the plots of our series? Story and worldbuilding are often seen as key aspects of other JRPG series, but I feel the topic can be somewhat neglected in ours.
Discussion Points (suggestions)
What I'm trying to get at is there has been quite a lot of variance in how Pokémon has delivered its stories, with one of the largest departures being in the most recent games. So I can't help but wondering: what exactly do we as a community value in the plots of our series? Story and worldbuilding are often seen as key aspects of other JRPG series, but I feel the topic can be somewhat neglected in ours.
Discussion Points (suggestions)
- Stakes - Most games in the franchise have some sort of world-ending threat, particularly in the core series (since Gen III), but this doesn't necessarily mean this is the best route. Kanto, Johto and Orre centred their stories around collapsing organised criminal gangs, while Alola and Galar focussed their stories around containing the threat of thugs or deviants for the majority of the game. Most other games, however, have used legendary Pokémon to threaten the world, and it seems to be a tried and tested formula that usually utilises a variety or nuances to make each plot seem distinct. Is it better to have world-ending stakes, stakes based more so on the human or Pokémon cost (criminality), or less intimidating, deviant threats?
- People vs Pokémon - There's variance in how heavily games character-build humans compared with Pokémon. A great example of the focus being on humans in Unova: N and Ghetsis are undoubtedly the stars of that plot, introduced in the very second town and being pervasive throughout the adventure, resulting in arguably the most emotional crux of the series. These games also explored how people use Pokémon and their relationship with them, but the focus is always on whether people are symbiotic or parasitic towards Pokémon rather than the other way around. Inversely, Galar's focus is on uncovering the legend of Zacian and Zamazenta: they are also introduced very early in the game, and most key plot points involve them, such as the uncovering of their statues in Stow-on-Side. A slightly left-of-field pick is the Pokémon Mystery Dungeon series: the only person in the entire world is the player character, who has morphed into a Pokémon and must learn to live by the ways of our favourite creatures. It provides insight and anthropomorphism of Pokémon unlike other games in the franchise. Inversely, Orre and the Pokémon Ranger series are centred almost entirely around people with Pokémon playing at most a supporting or subordinate role. Though it's called Pokémon, are stories best served deep diving into the lore of Pokémon themselves, or are people more enticing as storytelling vessels?
- Main Characters vs Side Characters - Though the obvious answer may be "why not both?", the vast majority of games in this series cleanly prioritise either main or side characters, particularly in the main series. Johto only develops Silver and Lance to a significant degree, but does both excellently, with highlights from the supporting cast often being tied to these main characters, such as Claire and Giovanni (in HGSS). Similarly, Unova is all about Cheren, Bianca, N, and Ghetsis, with supporting cast highlights again being tied to these characters such as Elesa's interaction with Bianca's Dad and the Shadow Triad's servitude to Ghetsis. On the other hand, Hoenn's worldbuilding is arguably focussed most on the wider Hoenn region: Maxie and Archie are unconvincing primary antagonists, but the story is kept interesting by features from characters like Mr. Briney, the Devon Corp guy you save all the time, the glassblower, Rydel, Steven (Emerald), and Wally, among others. Kanto follows a similar philosophy where, though Gary and Giovanni are great, the main cast is lacking besides and side character highlights aren't connected to those two directly. Despite this, it's a memorable region with figures like the Silph Co. President, the Old Man looking into Celadon City Gym, and even the ghost/Marowak of Lavender Tower. Pokémon Mystery Dungeon is most successful in having well developed main and side characters, but their rosters usually have the benefit of having longer campaigns to properly develop in and a more episodic structure that can give different side characters definitive spotlights. If you had to choose one or the other, would you rather have really well-developed main characters to grow greater attachment to individually, or side characters to grow greater attachment to the region as a whole?
- Tone - Similar to stakes but distinct, games have the ability to set their tone through use of language choices and regional visuals. Orre, despite having relatively low stakes for the franchise, does away with boyish adventure to craft a more rugged, mature tone both visually and through the language people use. For instance in Orre, Pokémon battles aren't the primary way of settling disputes: Cipher is corrupting Pokémon so that they will attack people directly, adding an element of violence that is a departure from franchise norms. Sinnoh also has a more muted colour palette which is perhaps intentional considering the attempted maturity of characters like Cyrus, who exhibits clear psychopathic tendencies that may be lost on a child but adds a dimension of depth for adults. Alternatively, most characters in Galar use British slang which constantly lightens the tone, and the story is essentially one huge celebration of the trainers of the region with no real stakes until right at the end, and it has an intensely vibrant colour palette. Similarly, Kalos goes hard on a child-like outlook until the climax of Lysandre's character arc, with focus on Serena, Shauna, Tierno, and Trevor as they try to find their own aims and motivations in life, as well as ridiculous Team Flare grunts. Perhaps one of the easiest comparisons is between Kanto and Johto: Team Rocket is intimidating in the former but pathetic in the second, going from controlling the entire region through the criminal underworld to trying so desperately to return to their former glory that they stage a coup in the region's Radio Tower in order to plead for Giovanni's return live on air. As a community, do we think it's better to have a maturer tone to games which may be lost on kids but appeal to older audiences, or to cater more so to kids in a way that the casual adult player can still enjoy?