Showing posts with label pokemon. Show all posts
Showing posts with label pokemon. Show all posts

Saturday, March 8, 2025

EXP Podcast #765: Pokemon, Prices, and Putting up With It

Truly, a work of art
A blurry tree here and little upsell there can't be so bad, can it?  But what happens when these little annoyances build into something that truly irritates people into action?  This week we have ugly Pokemon and triple-digit game prices are top of mind as we talk about some recent dust-ups in both the fan and financial circles.

- Here's the show's stand-alone feed
- Listen to the podcast in your browser by clicking here, right-click and select "save as link" to download the show in MP3 format, or click play below.

 

 

Show Notes:

- Run time: 38 min 41 sec
- Music by Brad Sucks

Wednesday, February 16, 2022

EXP Podcast #653: Pokemon Legends: Arceus and the What If Machine

What if...we caught 'em all?
What if they made a Pokemon game where Pokemon actually roamed the countryside?  What if you could actually interact or be attacked by wild Pokemon?  What if catching 'em all involved stealthy, precision pokeball tosses?  Sometimes we think about the alternate history or hypothetical tangents our favorite franchises and genres could take.  This week, we use Pokemon Legends: Arceus as a starting point to discuss what happens when an established idea or approach takes an unusual turn.  Is it everything we hoped for or should we be careful about we wish for?  All I know is that, no matter what the future holds, I have an army Bidoofs at my disposal.

- Here's the show's stand-alone feed
- Listen to the podcast in your browser by clicking here, right-click and select "save as link" to download the show in MP3 format, or click play below.




 

Show Notes:

- Run time: 33 min 33sec
- Music by Brad Sucks

Wednesday, August 4, 2021

EXP Podcast #629: Pokemobas, Discos, and Ninjas

It's gotta be the shoes.
This week we're enjoying a grab bag of games that are getting us through the dog days of summer.  What better way to pass the time than watching a Pikachu viciously dunk on a Snorlax?  Or how about experimenting with recreational drugs in a cyberpunk wasteland?  Or if that's not your scene, could I interest you in some material that was "liberated" from Shinra's R&D facility?  Maybe you could use it as currency in your favorite free-to-play game?

- Here's the show's stand-alone feed
- Listen to the podcast in your browser by clicking here, right-click and select "save as link" to download the show in MP3 format, or click play below.


 

Show Notes:

- Run time: 39 min 18 sec
- Music by Brad Sucks

Wednesday, November 27, 2019

EXP Podcast #549: Sonic, VR, and Tall Grass

War Machine himself, Don Chewtle
It's American Thanksgiving this week, and I know one thing that I'm thankful for: a new version of Sonic that doesn't look like the monkey-kid from Jumanji. This week on the EXP Podcast, we emerge from the uncanny valley unscathed and carrying a VR headset and some pokeballs!

- Here's the show's stand-alone feed
- Listen to the podcast in your browser by clicking here, right-click and select "save as link" to download the show in MP3 format, or click play below.



 - Runtime: 36 min 00 sec
 - Music by Brad Sucks

Wednesday, February 27, 2019

EXP Podcast #517: Detective Reggie

Puppet Reggie will now act
as interim President
This week on the EXP Podcast, we say goodbye to Reggie, who will now spend all of his retirement getting good at Smash Bros. Ultimate, hitting the competitive circuit, and making children cry when they dunked on by Isabelle.

Also, the Detective Pikachu movie is coming out and it raises more questions than answers.

- Here's the show's stand-alone feed
- Listen to the podcast in your browser by clicking here, right-click and select "save as link" to download the show in MP3 format, or click play below.





- Runtime: 37 min 21 sec
- Music by Brad Sucks

Wednesday, June 13, 2018

EXP Podcast #481: A Glimpse Into the Pokefuture

Detective Pikachu catches you.
E3 is in full swing and we are up to our eyeballs in press conferences and teaser trailers.  We'll be back next week with a full E3 debrief.  This week: we make a future Pokepredictions about our favorite pocket sized monsters.  What with the steady stream of Pokemon-related news, we talk about the evolution of the franchise and what we're looking for in the upcoming games.

- Here's the show's stand-alone feed
- Listen to the podcast in your browser by clicking here, right-click and select "save as link" to download the show in MP3 format, or click play below.





Show Notes:

- "Pokémon boss Junichi Masuda on keeping hardcore players happy, borrowing from Pokémon Go, and Let's Go's story," by Chris Tapsell via Eurogamer
- Runtime: 38 mins 01 sec
- Music by Brad Sucks


Wednesday, July 20, 2016

EXP Podcast #387: Pokémon Go Debrief

Check out all the digital monsters I caught!
A game has done the unthinkable. It's made thousands of people go outside. Pokémon Go has become a cultural phenomenon overnight. Your parents, your neighbors, even your coworkers can be found wandering the streets in search of some rare Snorlax. What has the world come to? What can explain all this madness!? This week on the EXP Podcast, Scott and I venture into the tall grass to find out.

- Here's the show's stand-alone feed
- Listen to the podcast in your browser by left-clicking here, right-click and select "save as link" to download the show in MP3 format, or click play below.





Show Notes:

- Runtime: 28 mins 40 secs
- Music by Brad Sucks

Wednesday, May 14, 2014

EXP Podcast #276: Gotta Name Them All

Diancie, the latest Pokemon in the series.
Nintendo recently announced a re-release of Pokémon Sapphire and Ruby for the 3DS. The future for the series is bright, but have we already forgotten the past? This week on the podcast, Scott and I take on the ultimate challenge: How many Gen 1 Pokémon we name? Along the way we chat about pokemon design, history, and gender. We encourage you to play along and let us know how many you come up with in the comments below!

- Subscribe to the EXP Podcast via iTunes
- Find the show on Stitcher
- Here's the show's stand-alone feed
- Listen to the podcast in your browser by left-clicking here. Or, right-click and select "save as link" to download the show in MP3 format.
- Subscribe to this podcast and EXP's written content with the RSS link on the right.

Show notes:

- Runtime: 46 mins 52 secs
- Music by: Brad Sucks

Our results:

Tuesday, February 12, 2013

Boredom, Terror, and Pokemon

Oshawott, my noble champion
Inspired by Jorge and Mattie, I have started playing Pokemon using the rule variant known as the Nuzlocke challenge. I'm not sure if I'll "finish" it (more on that later), but I'm glad to have tried it. First off, a quick refresher on the Nuzlocke rules:

1. You attempt to catch the first, and only the first, pokemon you encounter in each new area.
2. If a pokemon faints, it is "dead" and you must release it.

It's the first time I've ever done the Nuzlocke challenge. It's also the first time I've played a Pokemon game since the original Blue/Red editions. I decided on Pokemon White Version 2 so that I could have the most up to date experience. That combination of circumstances has led to some interesting realizations:

1. Pokemon (like war) never changes

Even though I haven't played a Pokemon game since the 90s, the game feels remarkably unchanged. Whether this is a good or bad thing is a matter of personal taste at this point. What some call repetition others call ritual. Whatever your opinion, I think everyone can agree that it's remarkable that things like "PKMN" have persisted. I always imagined this weird abbreviation was more a function of screen economy, but maybe now it's house style? The franchise is fast approaching its twentieth birthday and has remained remarkably faithful to its roots.

2. Nuzlocke turns you into an NPC

I was always amused by the juxtaposition between you and the NPCs in the Pokemon world. On one hand, the world is full of modest trainers with small stables of pokemon. They talk about the lifelong bonds they form with their pokemon. Many run with lineups consisting of entirely of one type. On the other hand, there is this one trainer ransacking the wilds, capturing hundreds of pokemon, rolling over gym leaders as if they were amateurs, literally writing the book on the world's pokemon by catching and training them all. Nuzlocke's limitations mean that you're just one of the litany of small-team trainers trying to scrape by.

Thanks to my initial choice, my successful capture of Azuril, and the untimely death of my Patrat, I've become one of those trainers I always mocked. I don't have a big party, I feel especially close to my team since there is no replacing them, and I'm rolling with an all-water squad. In most Pokemon games, you're the Michael Jordan of trainers; in Nuzlocke, you're just another schlub trying to get by.

3. Long stretches of boredom punctuated by moments of terror

Because your opportunity to catch pokemon is so low and the penalty of death is so high, the Nuzlocke challenge incentivizes grinding. Pokemon is already a fairly slow-paced, grind-oriented game, and this rule dramatically magnifies these traits. You need to be able to win battles without fainting, so levelling up is key. Especially early in the game, you don't have much money for health items like potions, so a short time of wandering around in the grass and fighting random encounters, you'll have to go back into town to heal your pokemon. I swear I can see a pixelated rut forming on Route 19.

On the other end of the spectrum, every encounter is potentially a life and death ordeal. Never have random trainers provoked so much terror. How many pokemon will they have and what types? Did I remember to heal my squad after that last battle? I bet my pokemon has enough HP to withstand another critical hit, but did I do the math correctly? Knowing that each battle is a game changing encounter is exhilarating.

4.  Deconstruction vs. Destruction

The Nuzlocke challenge is a novel way of adding some exciting consequences to what is usually a very forgiving game. Even so, I'm not sure I'll stick with it. First: the game's already slow pace begins to feel glacial if you're trying to effectively manage your small stable of Pokemon.

Secondly, and more importantly, the rule change cuts out a huge swath of the game. Without being able to catch and train a large stable of Pokemon, the game becomes a pretty bare-bones JRPG with extremely limited characters. True, your actions now carry heavy consequences, but such consequences feel bolted on. Games like The Walking Dead and Dark Souls have consequences that are indigenous to their rule systems. The Nuzlocke challenge is an interesting variant, but it dismantles a huge section of the game and leaves the remainder a much more homogenous experience. It makes sense that it arose from a veteran player's desire to add some spice to the game. He had already experienced the widest array of rules, so he pinpointed a specific challenge for himself.

In any case, let's place some bets: What will end my Nuzlocke challenge? Boredom, death, or glorious victory?

Thursday, January 31, 2013

Permadeath Pokémon and Flexible Systems

Pokeball Art by BionicleGahlok via Deviant Art
My latest PopMatters article is now live: Permadeath Pokémon and Flexible Systems.

You may have recently read my Nuzlocke Challenge, Day 1 experience. The death total has increased to four since I wrote that piece, and everyone was painful. I still have my most loyal group though, so I take pleasure in knowing my pokémon skills are not complete garbage. Meanwhile, I have also been re-reading Donella Meadow's book Thinking in Systems - which is always an enriching experience. The result is this article about the design of flexible systems.

What I mean by flexibility, in this case, is the way game systems can adapt to player input when input can go so far as creating their very own rules. As I see it, if a game community is able to tweak their experience freely and create their own meaning within the system without fundamentally breaking the system in some way, then that is the sign of an incredibly healthy work.

There are a lot of ways to create a non-rigid system. The two that I think are most significant for user-created experiences are readability and fungibility. Simply put, players need to be able to understand the components of a system and be able to determine their relatively value freely. The easier is to re-appropriate game components the better. I defer to the article itself for examples.

I actually want to point you to a relevant article by Jamie Cheng and Kevin Forbes of Klei that appeared on the PA Report this week: Intrinsic vs. Extrinsic rewards in Klei’s latest game: Don’t Starve. Their now abandoned quest system had a negative affect on player behavior. Instead, they came to this conclusion:

"We could no longer simply tell people what to do, but instead, after dozens of playtests and many UI passes, created an interface which gently and neutrally showed them what they could do created an environment where players could enjoy the game exactly as they felt was correct."

This important point here is that creating the space for players to engage with the system in that way is a choice, and a difficult one. Even when players are enjoying a situation of their own design, they still bring their own rules into a thoroughly designed space. Designers can't please everyone, but they can work on making their game systems as flexible and habitable for the ingenuitive players as possible.

Tuesday, January 22, 2013

The Nuzlocke Challenge, Day 1

Pokémon Black Version 2 arrived in the mail last week. I have never been the biggest Pokémon fan. In fact I have called out the series for being unethical and an agonizingly slow monstrosity that never evolves (get it?). Yet there is a joy to building a team of warriors and friends, something special and worthy of praise. With some optional rules, maybe I could enhance the positive feelings I have toward the game, even if it means creating a more difficult experience. So I made my choice: I would embark on the Nuzlocke Challenge.

Basic Nuzlocke Challenge rules via Bulbapedia

The rules to the Nuzlocke Challenge are simple:
1) If your pokémon faints, it is dead. You must release it from your inventory.
2) You may only catch the first pokémon you encounter in an area. If you fail to catch it, so be it.
3) You must nickname all your pokémon to form a stronger bond with them.

 My mother asked me if I wanted to catch and train pokémon. "No," I said. She asks again, so I reluctantly respond yes. I have decided to play the role of an angsty teenager. I begrudgingly agree to carry a pokedex around with me and briefly consider naming my starter pokémon, Tepig, something insulting, like "porky" or "bacon". I go with Sam instead.

Those bushes are far more foreboding when playing "permadeath Pokémon". Who knows what monstrosity I'll encounter in the tall grass? Maybe it could kill my Tepig in one blow and put a quick end to my adventure! The first pokémon I find and capture is a Patrat. Dammit. It had to be a lame rodent. I name it Rudy. The second pokémon I capture is another Patrat. I name this one Patty. OK, not going well so far. I'm stuck with two over-sized squirrels and a pig.

After a few battles, I have already picked my favorite. Patty can carry her own after all. Rudy, on the other hand, is my third-stringer. Entering the fourth area, I can't wait to replace him with someone more powerful. Then in walks Azurill, a water-type pokémon whose absolute uselessness shows in that terrible frown on its face. Still, who knows, maybe Azurill evolves into something amazing. I decide to name him Bebop and slowly work on leveling him up, Bubble Beam after Bubble Beam.

Sam (Tepig), Rudy and Patty (Patrat), Bebop (Azurill), Maggie (Magnemite)

I find my next true warrior in a Magnemite I appropriately name Maggie. This is my star, someone who can hold their own against the next gym leader. I play smart, leveling up in the bushes, working on my game before facing the next big challenge. Even Bebop is still seeing some action. And then it happens. I leave Bebop in battle when I know I should have pulled him out. An enemy Magnemite fires at him with an electric attack, frying him and his weird blue sack sack with a powerful jolt of energy. In one hit, Bebop has fallen.

 I never wanted you Bebop. But I'm sorry I let you die. I led the weak to war and you paid the ultimate price. Now only four remain. It's time to take this seriously.