~ Music Timestamps included below ~ The first video took a few months to create. This only took 2-3 weeks. I grow increasingly proficient at the art of video editing with each passing day. My editing power is rising... it's overflowing! Fun Fact: The Spongebob joke was actually not originally planned to be part of the video. I actually finished the video at 3 AM last night. Then I had a dumb idea (as people tend to do at 3 AM) for the Spongebob bit at the start. So I went to go cook it the next afternoon. NO! ARCEUS DAMMIT, the CD breaking SFX at 0:32 bugged out and is missing! No, no, it's fine. It's fine! It doesn't bother me, it doesn't bother me... It bothers me. IT BOTHERS ME A LOT. WHY TH- … no... let it go Owl... you have shit to do... ---- Yes I like Ghost Trick. It is a fantastic game, 7/7 would recommend. Go and play it.
@robertlupa8273
Жыл бұрын
Thank you for listing the music you used.
@jantheking7028
Жыл бұрын
Broly reference?
@KazuoLucas
Жыл бұрын
@@jantheking7028 Mr. Perfect Cell reference.
@JB-bc2ry
Жыл бұрын
This may be a slightly silly thought, but in the case of a more linear Pokemon game, i think a decent solution could maybe be having single use TMs for the main story, but at the endgame (or postgame) having access to a shop that sells every TM in the game at a cheap price (maybe depending on Badge total or Champion status), or maybe an item that makes all TMs infinite uses. That way the main game can design around the limited resources, but the on-cart competitive players have access after the main game is over that doesn't require farming for cash/resources to buy/craft them.
@squidynk
Жыл бұрын
Yeah, I was thinking the same thing. There's no reason to force people who want to play competitively to have to grind so much just to get moves, since they already have to do so much in terms of breeding, ev training, leveling, etc
@shytendeakatamanoir9740
Жыл бұрын
@@squidynk There's a reason why (almost) no competitive players get their Pokemon legally. It's just not worth the effort. And that's probably also why it's generally tolerated too
@RancorSnp
Жыл бұрын
Sounds like a good solution. Anyone that has ever played with reusable TM's surely noticed that they are overpowered, and completely nullify half of the gameplay experience. But after the story is completed, yeah, reusable TM'S to team build faster would be great. Thankfully starting with Gen8 building a competitive team is something you do in an hour, instead of months but yeah, good solution
@genarftheunfuni5227
Жыл бұрын
@@RancorSnp I personally prefer Infinite TMs, mainly because of HMs being a thing in the first 6 regions, and I have the tradition of, if there's a Pokemon I like and I'm already at the League, make it forget the HMs and give it an optimal moveset. The thing is, because HMs are limited and remembering moves is somehow tedious (and some regions don't allow you to do so until the postgame like Advance Kanto), and then there's a TM I want to teach to 2 Pokemon, issue being I only have 1 of it. Well, with them being infinite, I don't have to worry much about it. This is because I played Emerald and Alpha Sapphire, and I hated how Hoenn is the only region with not one, not two, but THREE water HMs, literally my Ludicolo was limited to only learning Surf, Waterfall, Dive and Strength.
@brothatsucks
Жыл бұрын
That and 1 Terra shards Who thought about those Swsh was the perfect game for vgc but they ruined it Tms are kinda annoying in scarlet and violet but it usually comes to you just koing some wild mons which you would do anyways for exp and evs
@FalconFetus8
Жыл бұрын
My issue with single-user TMs is that I'm afraid I'll regret my choice of who to teach it to. I don't want a team full of Earthquake users, I just want to be able to use it without fear of having wasted it! Single-use TMs ultimately end up being unused TMs in my playthroughs.
@soninhodev7851
Жыл бұрын
i feel for you, usually i dont have a problem with this, but in a playthough i did where i used a team of grass types... i ran into that exact concern when i got the giga drain tm... luckly ludicolo was the right choice afterall, but man did i second guess that... =O
@mariotheundying
Жыл бұрын
Also the fact that the Pokemon might get replaced with someone else, making the tm use basically useless even if it's a good move, luckily I usually just stick with the first 6 Pokemons I first catch unless they're too weak for even their own species, tho it doesn't matter much cuz I don't use tms at all because of the same reason (1 time use)
@NerdKing2nd
Жыл бұрын
I mean that's just the consumable dilemma that you find in any RPG with any type of non renewable consumable be it healing items or stat boosting so that's something coming to almost all RPGs.
@leargamma4912
Жыл бұрын
This is what the pokedex and catching is for. Understanding what pokemon are available to you gives you an idea in nearly each stage of the game as to what challenges you need to overcome and what tools (pokemon and moves) you can use to beat those challenges. The more pokemon you catch, the more options you can see. (This was before sites like bulbapedia existed.) You can catch a ton of pokemon, look at the roadblocks in your way, and select team members that can deal with these problems to help you progress. And finally, when you reach the end of the game, you can then look through your options and see what pokemon work together and make a decent team to cover what you haven't faced. The best part about this, is that since you catch so many pokemon, you don't need to hoard. Since you have so many tools for getting past nearly everything, you can spend tm's freely amd still have a chance. Your next playthrough, refer back to what pokemon were good, which were bad, and how the tm's could be used. You then form a team on your own with minimal time spent struggling with limited recource fallacies.
@funninoriginal6054
Жыл бұрын
@@NerdKing2nd Not really, you can have infinite possibilities of possible party members for either the story or competitive in pokémon, so the likelyhood of you "wasting" a tm on a mon that you might end up replacing later is way higher
@shytendeakatamanoir9740
Жыл бұрын
A TM I find particularly interesting is Water Gun in Gen 1. You later get Bubble Beam that is learned by the same Pokemon, and is way better. However, when it's obtained is what makes it interesting. Just after Brock, so you can't cheese the Gym with it, and just before Mt. Moon, a place full of Geodudes and Hikers (who also uses Rock Type). It's a one way use help for a specific portion of the game (you van give it to your Rattata or Nidorin@, giving them extra usage. Early, common Pokemon, you're pretty much assured to have with you at this point). (On the note of when TM becomes available, Stealth Rock being only available after beating Lance in HGSS, because it would cheese the fact completely is also very interesting)
@iBenjamin1000
Жыл бұрын
using the @ is honestly a brilliant and even adorable way to describe both genders of nidoran.
@shytendeakatamanoir9740
Жыл бұрын
@@iBenjamin1000 It's the one commonly used for Lati@s.
@francescganau7679
Жыл бұрын
Toxic being learnt by everyone via TM but no one via level up makes it an excellent management ressource tool
@Begeru
Жыл бұрын
All TMs in Gen I that are given by Gym Leaders cannot be learned any other way.
@10001vader
Жыл бұрын
@@Begeru In yellow at least, pikachu learns Thunderbolt at level 26
@Begeru
Жыл бұрын
@@10001vader Ah that’s true but definitely a purposeful exception because yellow has a number of moveset changes.
@spencerpinkston9972
Жыл бұрын
I’m ok with TMs breaking as long as there is potential to get a replacement later. For me a big part of Pokémon’s appeal is mixing and matching and experimenting with different combinations of mons and moves, but if I only get to try a move with one mon per play thru I’m usually just not going to use it out of fear of wasting it
@johnbuck4395
Жыл бұрын
I hoard the disposable TMs too 😂
@ZenoDLC
11 ай бұрын
If the playthrough is a concern, lock the replacement to postgame or something
@ShadowXeldron
Жыл бұрын
I must say that I prefer the Black & White approach. It makes the TMs feel more like a reward for going off the beaten path.
@hyobro8392
2 ай бұрын
I still remember the song they made in these games about "waking up" the TMs in your bag and actually using them.. They knew we were traumatized from the previous gens 😭
@ivanzoneBR24
Жыл бұрын
I don't care if Reusable Tms are "broken" or not, it was a way more reliable tool that you feel your earned it and can use it everytime, without frustration of using it too early, plus collecting them feels like achieving a second pokedex.
@mariotheundying
Жыл бұрын
Tbh even if they were too broken, the people who acknowledge that could at the very least, yknow, use them normally
@BusinessSkrub
Жыл бұрын
@@mariotheundyingha, they scream and cry and piss their pants that they can't turn off exp share when they have access to boxes literally at a button press. I have absolutely no faith that childish Pokemon fans would consent to having to do it themselves. They'll just blame game freak and continue their pointless hate train lmfao
@MegaPokefan97
Жыл бұрын
@frankcaggiano8282 Okay, toxic fan boy that thinks later games are perfect and don't deserve any criticism whatsoever.
@zjzr08
Жыл бұрын
@frankcaggiano8282 I'm actually against both forced party Exp AND accessible boxes, because I feel the latter beats the point-to-point challenge of going from one town or another...in an open world style game though, I will say the point-to-point gauntlets feel kinda moot now (that being said they can disable it in dungeon areas for example).
@SnoFitzroy
11 ай бұрын
They actually DO disable the boxes in key areas.@@zjzr08 for example, in Gen9, you cannot access your Boxes at all from the point you walk into the Pokemon League Building, to the point you beat Geeta and see the cutscene with Nemona's dialogue (that you physically can't say no to, so don't mash B like I do), and once you walk into the battle room, you immediately get a cutscene followed by the first fight with no breathing room - they truly do force you to use what you brought with you (which for me was a lone Furret I solo'd the game with :3 ) *However I do see what you mean,* as there are lots of areas you'd expect boxes to be disabled where they aren't.
@randaljr.8581
Жыл бұрын
I'd argue why infinite use TMs are better for 3 reasons. 1) Choice. Let the player decide how easy/hard they want to make their experience. If I want to teach everything earthquake, or skip all cutscenes, or turn of EXP share, let me. Giving options is never a bad thing imo. 2) It doesn't make the game too easy because of when they are made available. In the best cases, the TMs you find are increasingly more powerful as you go through the game. 3) Competitive battling became more and more important as the series went on. So making decisions that are beneficial to people who want to play online is a good thing.
@jasonreed7522
Жыл бұрын
4. Gens 3, 4, & 5 all have post game facilities like the battle tower where you face stacked teams. Maybe not competitively viable teams but certainly alot harder than the standard stories of these games. (Really just extending the arguments for competitive team building to also apply to single player games with any sort of post game content where you face actually hard battles) 5. I am a horder and i want to get every TM available just because, if they are sibgle use then I can't uae them without sacrificing the satisfaction of having every TM possible. 5.b the consumable item problem, players will save important 1 time use items for an emergency, and if they have an emergency they don't use it incase they have a bigger emergency. (Even while facing the final boss)
@doppelplusungutmensch1141
Жыл бұрын
I disagree on the first two points because of the following reasons: 1) I think it is not hard if you have a legitimate way to easily make the game easy by game design. That's artificially making the game a way the game isn't supposed to be. It just doesn't feel right. I remember doing the same thing on a way-too-easy football game on the Game Boy 20 years ago, I gave myself the rule of only being able to pass on the lighter patches of grass because the game wasn't a challenge anymore, but that rule never felt right, I could pass on the darker patches without being punished, the game still was too easy. The game itself was the problem, not that I had to implement a rule myself that was easily breakable. 2) Well, that's partly right, but as you said, "in the best cases". Those however are not all cases, some good TMs are found in the early game. And even if it was all cases, that made it impossible for the game designers to allow powerful TMs early on in the game. I don't have an opinion in number 3) as I never played Pokémon competitively, however even with single-use TMs you could have a perfect team by trading and other means. I personally think the best solution would be that TMs are single-use but you have access to all TMs indefinitely. Having most of them being available in the department store and the others in a newly-introduced game corner would give the player the opportunity to have each and every Pokémon with the perfect moveset by still not making the game too easy (as in a playthrough you won't have the money to purchase all TMs before you beat the Elite Four). I wonder why Game Freak never came to that conclusion. It would make every single TM move available as often as competitive players want them to, and it still doesn't make regular game play easier because the TMs themselves are single-use and you can't afford all of them until the post-game. And players who struggle to decide which Pokémon should learn a TM (and finally don't use them at all) are also better off as they know they can buy a new TM if they fucked up). Also, it is more logical anyway, as TMs are artificial everyday-use devices invented by humans, and I don't know of any such device in the real world which isn't purchasable. I always thought it to be a major plothole in the Pokémon world that humans invented artificial moves but there is only one single individual article available while others are available in shops as much as you want.
@zjzr08
Жыл бұрын
The debate of "choice" is interesting to me because it's the same reasoning as Nuzlockes...Pokemon games are usually easy (although I feel pre-Gen 4 or 5 are kinda OK difficulty) but there's not much difficulty so players are forced to make their own rules. Some say that's bad game design, because it's making the game play under rules it wasn't designed for. "We don't need difficulty modes as Nuzlockes exist", but what if I don't want to "kill" my Pokemon, or don't want to underlevel too much? I think something in between can be done here. I think for post-game though making TMs unlimited can be done, but I'm personally not against if they just respawn every day for example, although I get not all like that challenge.
@survivordave
Жыл бұрын
As someone who's played every generation, reusable TMs were when I started using TMs basically. In games where they broke on each use, I rarely used them. Not only is there the aspect of them being limited and/or expensive, but in the early generations, there was no way to recover any forgotten move, so you had to be doubly careful to not only use a TM on the right Pokemon, but also decide which of their 4 moves you were okay with losing forever. I rarely felt that the TM was worth it. Making them reusable actually got me to use them. I preferred when they were unbreakable, but S/V's crafting system is probably the best balance they'll be able to find, and now that Pokemon can remember not just old moves at will but any TM they've ever learned, it still feels fine to experiment.
@slaytera6592
Жыл бұрын
Would love to see smth like TMS become unlimited use after beating the game. Will help out a ton with competitive Pokemon without changing the difficulty of the game
@GoldenOwl_Game
Жыл бұрын
I've actually also been wanting that for some time too. I kinda felt the issues with TM's by the time Sun & Moon rolled in, and I thought a "recharge" system where you can go to replenish TM uses would be a good solution. After some time though, I realized this is actually not a good solution. It'd just result in a lot of unusable TM's clogging your inventory and making bag menu navigation unnecessarily inconvenient. Scarlet & Violet's system of craftable TM's is probably the best compromise so far. Craftable at any time we wish, but we need to naturally find one copy out there first, meaning they are effectively unlimited use but require farming effort.
@mariotheundying
Жыл бұрын
Would still kinda be a problem in post-game still, so maybe after post game
@boslyporshy6553
Жыл бұрын
@@GoldenOwl_Game Mystery Dungeon did the recharge system with recycle being the one of the moves for recharging. Items being transformable into grime, projectiles,or other items due to traps probably helped.
@zjzr08
Жыл бұрын
@GoldenOwlYT I think a better UI can handle this issue of clogged up inventory though, like sorting by most number uses at top, for example, or just make empty TMs hidden if allowed.
@ToxicWyvern1
Жыл бұрын
Single use TM's are something that has always bothered me about early gens, but you did an excellent job at explaining why they were designed that way. At 5:47 there is a small, the extra TM pocket was actually added in Gen 2.
@komarunaegi7460
Жыл бұрын
The improvement you’ve shown in this video compared to your last one is insane. And it’s only your second video! I really love this channel. You deliver your points from a perspective I don’t hear too often, trying to understand the thought process behind Gen 1’s game mechanics, while most people dismiss it as “these games were built off duct tape and a dream,” or overall incompetence and inexperience since these were Game Freak’s first Pokémon games. I understand these games are glitchy, and do have some bad design errors, but most of these glitches and errors are completely unnoticeable on a normal playthrough! And that doesn’t take away the care and intent they had designing the rest of the game. Same for the later generations. The newer games get similar flack when really, there are a lot of different perspectives the developers have to keep in mind to adjust as the series move forward-finding the right balance between adding convenience for competitive play while keeping the single-player experience a decent challenge with decent balance is a difficult act to keep up. You tackle each generation’s pros and cons and general with TMs from multiple perspectives instead of just *only* praising or *only* dismissing them from only *one* perspective like most others online do. Fans tend to dismiss a lot of this series as thoughtless when some of the mainline games really do have quite a bit of thought put into their design. The issue is that some of Game Freak’s choices just don’t work the best in execution, like with the scarcity of TRs, so they’ve had to go through learning process after learning process themselves. I love how eloquent and snappy you’re able to word everything, too, without beating around the bush. This video was paced really well, even with the added jokes and edits in between. Also, I love the Ghost Trick music you add to your videos. Underrated game. I really hope your success continues to grow from here. And try not to be too discouraged if later videos don’t reach the traction your first video got! The algorithm is a fickle mistress. Many channels find success with only one video simply by luck of the draw and average out from there, but there’ll always be that fraction of people who would love to see you grow and improve and add on with further videos regardless.
@GoldenOwl_Game
Жыл бұрын
An old university lecturer once told me: "It takes equally as much time and effort to make a bad game as it does to make a good game." Many games, in their early stages, all start out as little more than idle fantasies in a developer's mind. Oftentimes, designers and developers are forced to resort to every little resource, no matter how tiny, to bring those fantasies into reality. Even if those resources are nothing but duck tape and dreams... Regretfully, despite every developer's best efforts, we don't always succeed... low pay, long hours, studios close, developers get let go, years of work get erased from existence within an instant... sometimes even for reasons beyond our control. Money makes the world go round, after all... Sigh... the real world can be a cruel place to dreams...
@flannerysnotebook
Жыл бұрын
Anyone who says "these were Game Freak’s first games" is just wrong. They were making games for about 7 years before Pokemon RGB came out. Usually, anyone saying these were their first games is unaware of the truth behind GameFreak. They were a failing development studio. From what I recall, and this detail may be wrong, GameFreak was making Pokemon alongside one other game and these were their last ditch efforts before having to shutter if they did not pan out. They didn't need them to be the success Pokemon was... just good enough to keep the lights on through the development time of their next projects. But regardless, it's important for people to be aware of at least the base fact that GameFreak wasn't fresh off the block with Pokemon. They just lacked competence for the type of game they were making.
@intergalactic92
Жыл бұрын
@@flannerysnotebookI think you can legitimately treat it as their first foray into the genre at least.
@flannerysnotebook
Жыл бұрын
@@intergalactic92 Oh, certainly. No disagreement there. As I said, this wasn't their first game. "They just lacked competence for the type of game they were making." But it's not reasonable to defend them with, "This is their first game," when it isn't. They had a bunch of projects under their belts and should have been way more capable of understanding the limits of their abilities before making a game. It's fine to make something that tests your abilities and encourages you to learn. It's not a good idea to stake your livelihoods on you learning on the fly how to make the necessary game features. That was such a stupid decision on their part and it almost cost them everything if the stupidity didn't perform an underflow error (Mew being added last second) looping back around to livelihood-saving genius.
@dntremad8290
Жыл бұрын
The fact that this is only your second video is insane, awesome content hope your channel grows
@pokepress
Жыл бұрын
The part about competitive play you mentioned is extremely important. “Play the entire game again” is not a reasonable mechanism for getting more copies of a TM to most people. Surfing along the coast of Cinnabar Island makes a lot more sense. 😉
@qwertyrhoads9295
Жыл бұрын
Another great video by Golden Owl! High in quality for a channel with only two videos, truly astounding.
@zilness
Жыл бұрын
I really appreciate your point of view as a game designer. Your voice is easy to listen to cause you sound like you are having a good time doing this. It looks like your channel is kinda newer. Keep it up! There is always room for more wonderful poketubers. 💜
@zetafish7347
Жыл бұрын
I like what BDSP did with having them single use but also giving the player multiple of that tm at once. Not only would it decrease decision paralysis, but it still encourages resource management at the same time.
@zjzr08
Жыл бұрын
I agree this is one of BDSP's few design choices that I like where you get multiple TMs but are still single use...getting say 12× for low level moves but say 3× for strongest moves would've been interesting.
@9CrystalDragon2
Жыл бұрын
Just wanted to say discovered you today and I couldn't believe this was a new channel, when I saw there was only three videos. They're really good. Definitely subscribed.
@josephercanbrack8393
Жыл бұрын
My issue with TMs breaking ion the early games was that it felt like it was kneecapping potential exploration and experimentation. It became another "Gotta save this potions for the final boss" dillema. Sure, I can give earthquake to my geodude now, but what if he ends up not being much use by the end game? Now I've wasted a powerful TM on a Pokémon that is outclassed in everyway. I gave Toxic to my Dustox once, and ended up never using him past the 3rd gym, just due to how weak he was.
@rekc_bcq4816
Жыл бұрын
I mean It’s very unrealistic that Unova introduced reusable TMs. Things aren’t made to last in the US anymore 😂
@barryfraser831
Жыл бұрын
I just found your channel, I can't believe this is your second video, the qualify of your content is what I expect from a channel with dozens of videos.
@EldenRingBuildsArchive
Жыл бұрын
I understand the logic behind TMs being single use (even though, I doubt GF doesn’t want every single player to bulldoze the game), but once you complete the game, and go somewhere like the battle tower or play online there’s no excuse for them being one time only, you can add an ingame explanation of a scientist that made a machine for eternal TMs or whatever
@zachariahritter8913
Жыл бұрын
As someone who is both an aspiring game designer currently working on my degree and a pokemon fangame, this is pretty much content that feels tailor made for me. I went back to see the Onix video, and both that video and this one gave me a new perspective on some of the early gen design decisions and the lessons to be learned from them. From these, I think I have some better ideas on how i'll handle both early boss design and TM availability/move progression and escalation of available moves, especially because my game is trying to go for a bit more of an RPG feel. The videos you've output so far have been pretty decent in quality/composition for early in channel life content, and I'm sure you'll only get better with time. I'm looking forward to seeing what game design topics you'll cover next on this channel!
@connordarvall8482
Жыл бұрын
After watching your entire channel in the span of half an hour, consider me hyped to see more videos on Pokemon's game design. The TMs and move system remind me a lot of playing a wizard in D&D (Or Baldur's Gate if you have no friends) You prepare limited uses of spells with the more powerful ones being able to be prepared less. On your adventures, you will discover spell scrolls. They are normally single use, but if the spell is one that a wizard can learn, they can copy it into their spell book instead.
@soninhodev7851
Жыл бұрын
i never thought about that comparison between tms, and dnd spell scrolls. but now i can see it, and it makes sense.
@trotskyeraumpicareta4178
Жыл бұрын
In my headcanon when I first played the games (it was Fire Red), Tms were DVDs with a video tutorial on how to perform the move that you would show to your pokemon. After played once, the video was deleted, because whoever made those wanted to sell more of them.
@xdevil4139
Жыл бұрын
Great content and delivery. Easiest sub I've done after watching your first video. Keep up the excellent work and I hope that your channel booms quickly for you. Looking forward to more videos in the future
@philkirshenbaum8867
Жыл бұрын
When I first saw your Onix video, I thought that you were already super big. Checked your channel and found out you only had 3 vids and that the Onix was your first. Keep up the good work and may the algorithm look upon you favorably. XD
@Alexia-ys6yx
Жыл бұрын
I have played each gen starting at Gen 3 and don't remember ever using a single TM before they became infinite, other than 6 years old me in gen 4, when I didn't know how things even worked. My team back then was a Monferno with Flame Wheel, Flamethrower, Fire Blast and Close Combat and a Gligar with Guillotine. No wonder I never beat Cynthia.
@Lotloxa
Жыл бұрын
I do enjoy the fact that youtube recommends me brand new channels x3 The single use nature of TMs actually produced a breakthrough in me that helped me understand why I found Emerald nuzlockes to be more replayable than Blaze Black ones.
@dominicmoras4283
Жыл бұрын
Honestly, making the game slightly harder could counter balance the availability of TMs. Like, just give enemy trainers better moves.
@VerryLongName
Жыл бұрын
Exactly. That’s what happened in gen 7, especially if people didn’t want to overlevel
@ImTackoz
Жыл бұрын
for being your SECOND VIDEO this video is actually very well edited and recorded this is an amazing video and I hope you keep it up!!
@Fang_09
Жыл бұрын
I wasn't expecting to hear ghost trick music. 10/10 i like this channel already
@nunyabiznes33
Жыл бұрын
I remembered drawing Smeargle TM trees just coz of them being non-renewable. My philosophy on using them then was to only use them on Pokemon that might be impossible to chain breed the TM into (preferably one that also open up a new chain breed line).I remember I often reserve Roost for Flygon.
@davidmccarthy4206
Жыл бұрын
A great channel in the making ! Happy to be here to see it start
@elvenatheart982
Жыл бұрын
I am so happy you posted again
@GoldenOwl_Game
Жыл бұрын
Gotta give a guy time to cook. Editing is a lengthy process. And the channel does not yet have the ability to make posts to update subscribers on progress. Glad you enjoyed the show.
@RomanTorchic
Жыл бұрын
Consumable TMs came back in gen 8. Hard to forget the pain they caused
@zekuhryuhh
Жыл бұрын
TMs being single-use doesn't increase the difficulty of the main story in any significant way. You beat the single-player mode with practically any set of Pokemon as long as they have decent-ish base stats, diversified type coverage both offensively and defensively, and they're a high enough level. The *only* thing that single-use TMs make harder is creating competitive Pokemon in multiplayer battles. We literally regressed this generation by adding a stupid crafting mechanic. It wasn't added for difficulty, it was added because crafting became the flavor of the month again due to the resurgence of games Minecraft etc during COVID lockdowns, and Gamefreak leaned into the trend.
@Flametix
Жыл бұрын
Availability and resources put into a TM is also an interesting factor to note. The Zapdos vs Pikachu example has another element to it where you're either using the TM early when Pikachu is available, or saving it for the lategame Zapdos who can still do very well without it. Some TMs are infinitely purchaseable but are an investment to go for, like the elemental punches in Gen 2 or the beams in Gen 3 and 4's game corners that you can dump a lot of money into to get guaranteed. Looking back at Gen 1, I like to note that all the gym TMs are exclusively learnt through their TMs until Yellow's Thunderbolt addition, and even some TMs that we take for granted as signature moves like Softboiled or Egg Bomb were only learnable by TM and not levelup.
@zjzr08
Жыл бұрын
Huh, did Softboiled not learnt by Chansey in Gen 1?
@amesstarline5482
Жыл бұрын
Considering Gens 5 and 7 had infinite use TMs, I had this theory it's due to an alliance between the regions, while Sinnoh is very isolationist and thus does not have infinite TMs after Porygon-Z was developed. The finite-use TMs weirdly scared me away from using them, because then they're gone, and thus no longer collected. The weird thing is, I only discovered some TMs in B2W2 only recently after exploring some seemingly optional areas.
@zjzr08
Жыл бұрын
I think putting special TMs in hard to find areas is a way to encourage exploration - you don't need them to finish the game but these TMs do reward you with strong moves.
@literallygrass1328
Жыл бұрын
good point, but going to the TM machine, finding out i dont have the nessacery materials, flying to kill the specific pokemon, flying back to the machine, just to get one tm is kinda tedious. I wish they'd made like 1 drop for every type of pokemon, instead of 1 for every evolution line
@Gabe0823
Жыл бұрын
i only used the tm machine once, and it was because i just happened to have the right materials and not because i actively sought them out. i remember early on, i wanted to teach my crocalor fire fang as a temporary stronger stab option, however i didn't have any houndour fangs. and i just thought to myself that it was not worth the effort to go and find a houndour for a move that i was going to replace anyways. it's not even like sv demands much more from the player than just using incredibly basic strategies, so i often found myself not even using the tms i found because the level up movesets of my pokemon worked perfectly fine 90% of the time.
@literallygrass1328
Жыл бұрын
@@Gabe0823 yeah I mean in the post game, it's just annoying to not have the materials on hand when teaching tms for competitive battles
@Gabe0823
Жыл бұрын
@@literallygrass1328 yeah i get it, i'm mainly just speaking from a singleplayer perspective. i didn't play postgame in sv and i don't do competitive so i'm sure it's even more annoying under those circumstances, i just wouldn't know.
@Rezkeshdadesh
Жыл бұрын
even if there's a game design reason for it, I still prefer TMs that don't break. It was my favorite change of Gen 5
@drakewarnock1239
Жыл бұрын
I always assumed TMs were programs that were invented after Bill came up with the way to digitize Pokemon. So you'd take the pokeball they were in, put it in the machine, turn it on and it taught the move. And HMs were reusable because they were just made with newer, better technology.
@vidux6289
Жыл бұрын
Make TMs unbreakable but keep the better ones as true rewards, like a hidden quest or area, a tough battle or an engaging mini game. Sadly, Pokemon has none of those, because they are terrible at improving their design with simple rpg mecanics.
@c2_pikalee73
Жыл бұрын
Amazing vid and I love this channel already But as an Fe4 mega fan I can't believe the double sigard roast
@rafaelzamudio354
Жыл бұрын
2:37 Damn, that one was cruel
@kalythai
Жыл бұрын
I kinda like the manga "The Electric Tale of Pikachu"'s depiction of the TM and stuck with me until gen 3's CDs design became official. It's a techy box-shaped pokeball thing that you pull apart and sparkles goes to the Pokemon's head.
@Calvansbagoftricks
Жыл бұрын
I imagine the pokemon regions to be littered with broken TMs.
@erosennin4444
10 ай бұрын
I never thought if it like that. Never realized why it was designed that way. I fell in love with infinte TMs but didnt realize they weren't as broken as the older games with single use
@bellowingsilence
Жыл бұрын
The most recent games allowing for Pokemon to always relearn moves, and letting you pick and choose from their total move pools freely before combat, has helped the TM situation a lot. This combined with S/V’s crafting system has greatly increased the amount that I actually want to use TMs to create versatile Pokemon with different tools in their belts, while still making it so there is work that goes into it. Finally, that you specifically have to go out and fight/catch specific Pokemon to farm ingredients is pretty brilliant from a game design perspective, for a Pokemon game. “I need X ingredient. I gotta go travel HERE to go find some of THIS Pokemon!”
@TalysAlankil
Жыл бұрын
as someone who absolutely struggles with decision paralysis, i can never get behind single use TMs. Hardly ever used any of my TMs in gens 1-4 (i would just store them in the PC in gen 1-2 rather than use them, not to mention the issues with the UI being too sparse so it's a chore to figure out what TM teaches what without a guide) because it was always a question of "but do i really need this move, won't it be more useful on someone else later, maybe i won't even keep this pokémon on my team long term", etc etc. the first time i started paying attention to my moveset outside of level up learning was with the move tutors in Platinum, since they are repeatable even if they require some grinding. by contrast in gens 5-8 i actually used my TMs. and then in violet i once again barely ever used them because, even with the crafting, it's back to "but do i want to spend my LP and materials on this" etc etc. so…i'm sorry but to me infinite use TMs are forever the way to go, and i'm still miffed that game freak is trying to walk it back. better something I will actually use than something i won't at all. i can understand why it was designed that way and i think your explanations are very well made, i just don't think that developer intent should trump how a lot of players actually interact with a game mechanic (or in this case, don't). there's a reason why it's a joke among RPG players that we're always going "but should i really use this megalixir against the final boss…i may need it later" and it's up to the game designer to take those things into account, especially 25 years down the line. another problem i have with one of your examples is showing the earthquake TM in the let's go games. this is literally endgame at that point, all you have left is the elite 4; what's the harm in letting your team have access to earthquake? you could just as easily conceive of someone doing that in gen 1-4 in the same way that competitive players did. all you're sparing your players at that point by giving them the infinite use TM is the grind, and as far as i'm concerned, that's a good thing.
@zjzr08
Жыл бұрын
I mean I like how SV did it because I like trying to work for something good, while the opposite like in B2W2 can be iffy, as I remember getting Work Up early, which IMO is pretty powerful early game...and that's already in Hard Mode (although I admittedly had difficulty in the early gyms even then). Maybe make it a "difficulty option" that you can't revert after you started?
@N12015
5 ай бұрын
Also, I remember my Unova Playthroughs, and i'm sure the good TMs were mostly postgame, including the boosting move ones because they cheese too much. If TMs are so strong, why not make the opponents stronger?
@justsomejojo
Жыл бұрын
In the tricky balance between being a competitive multiplayer game and a balanced singleplayer experience, I think the approach of infinite-use TMs but make them decently well hidden to encourage exploration was a good move. It certainly gets me to interact much more actively with the world of Black/White and their sequel and it makes TMs feel like real treasures to be found (which they always were, technically, but the infinite use both makes them mechanically valuable and subjectively usable instead of something to hoard). But, fact of the matter is, Pokemon moved to a model where it wants to retain player attention on one game until the next DLC drops and it decided that a raid event format with tangible rewards was the best idea. A very cynical part of me still believes that they returned to single-use TMs because they needed a renewable source of rewards for that approach - and TRs in SwSh were the first incarnation of that. I actually really like the TM crafting system they implemented in SV - altough I think on release, that was a scalding hot take. The system speaks to Monster Hunter player in me, for one, but it also represents the first crafting system I actively use in its entirety rather than for a handful of items while ignoring all the rest. Well, the second, because Legends Arceus was the actual first - for some reason Pokemon's crafting actually really works for me so far. The reason I like TM crafting so much is because it re-introduces the scarcity of TMs and that scarcity allows TMs to be powerful. It also keeps the world exploration relevant, which is important in an open world game. The worst part to me about BDSP wasn't actually the botched level curve or the "faithfulness", but the fact that they simply slapped the frankly OP TMs from the former gamecorner into the department store, where they were easily accessible and infinitely rebuyable for, at that point, chump change. It made everything after the Dept. Store an absolute joke beyond outleveling and symbolized the absolute lack of care to me, since it's such a blatantly unbalanced slap-on fix to the missing Game Corner. Stuff like this can't happen if the scarcity comes from a crafting system.
@zjzr08
Жыл бұрын
I think the con of the BW style is that you won't get high tier TMs early to keep it as balanced...finding early Earthquake but making the materials for it difficult to recreate is a good balance IMO (although saving TMs on a Pokemon's moveset even if they forgot seems like an OK addition too).
@nathanlamberth7631
Жыл бұрын
I’ve never used TMs. I just wasn’t willing to let them go. Might need it more later.
@-.bella.-
Жыл бұрын
when i was younger i always thought tm stood for "teach move" for some reason
@samthecookielord
Жыл бұрын
this is an interesting video! ngl half the time i was distracted by the excitement i got hearing ghost trick music XD
@katiekat2074
8 ай бұрын
I like how in gen 4 you could buy certain TMs at the big veilstone city store. In the gen 4 remakes they even have NPCs in the underground that you can trade spheres for other TMs not sold at veilstone. I don’t mind them breaking as long as I can find a replacement somewhere
@alexrobinet7576
Жыл бұрын
In my head I always pictured tms as holograms that present a breakable challenge like a board to punch through. Which the pokemon copies.
@Franky_Sthein
Жыл бұрын
Okay, if I ever get back to my ROM hack (Just for personal fun) I need to keep this video in mind. Because this is something you really notice if you randomize the early games or change the TMs in the 3DS ones by using a toolkit. Every time I rando the TMs it is either hillariously OP or weak as a fly fart. Of course it is! If the first TM I get is something like Airblast but the original was something like Bulk Up wich almost every pokemon can learn the game becomes a cakewalk. On the other hand if the rando does not give you the big three (Flamethrower, Ice Beam, Thunderbolt) the game gets incredibly more difficult to the point of being almost like Dark Souls if there are no TM that can fill voids like this. Thank you very much for this videos, please keep them coming. Very informativ and a fun way to learn more about game design
@tk24life
Жыл бұрын
The newest change isn't so bad since more diverse level-up move sets and free move re-learning make TMs obsolete for casual play-throughs, while competitive players with more motivation to grind can get the TMs they need.
@BrVendan
Жыл бұрын
Thank you for the new perspective on this! It pained me that the developers moved away from reusable TMs but yeah, I suppose it does make sense from a balance reason why Scarlet and Violet had to move away from them
@jasonreed7522
Жыл бұрын
I just want them to be somewhat conveniently renewable. Making them reusable definitely does this, but making them craftable makes them slightly more limited but not so limited as to discourage their use. (TMs are powerups from the perspective of the main story, and important team building tools for competitive or battle tower post game content)
@korokigaming8604
Жыл бұрын
The cynthia piano jumpscare
@CammyMeeleTea
Жыл бұрын
Wonderful video. For a lot of people Pokémon is the only JRPG they've ever played, and since it's so different from the others, they aren't used to JRPG concepts like mana/MP, having trouble escaping, paying to heal, needing to grind, game overs, balancing story, etc. Pokémon compared to other JRPGs is like Smash compared to other fighting games. Pokémon has evolved, but it was first and foremost a JRPG, and not everything was perfectly planned or has the same meaning or purpose now as it once did. I'm happy to see it grow.
@nr1516
Жыл бұрын
Thunderbolt has to be the worst offender in this as outside of the Pikachu/Electabuzz line, Vikavolt, Voltiant and Regieleki no electric type gets the move in the main series games, which is just aggravating given that no variance for other types has this problem that the standard Stab option is not in the natural moveset, making that choice really bad, given that for Single player it straight up is the best option is a single use TM, that is a consistent pain to get multiples of
@SteadyTokai
Жыл бұрын
"and Elfires..." Wait a minute. I see what you did there.
@wynter5444
Жыл бұрын
I absolutely love SV’s TM solution, and I’ve always defended single use TMs from a design perspective. This was a very insightful and entertaining video, and you deserve all of the attention for your content!
@shytendeakatamanoir9740
Жыл бұрын
It's also a good way to control when you get them. For example Tera Blast is limited until you reach the end of the game, but then, they drop at an incredibly high rate allowing you to makes full use of it in the post game. There was clearly lot of thoughts put into their availability
@marcoasturias8520
Жыл бұрын
I only wish there was an alternative for materials of some moves, specially for rare mons. Having to find a barboach or pray the raid drops earthquake is such a hassle
@ShirakoriMio
Жыл бұрын
Mm no I'm only half convinced. Limited TMs aren't required to keep the difficulty curve because you can always just design the enemies to be competent enough to deal with full teams of earthquakers and infinite-use TM'ers. In fact, if they were designed that way, the game would be MORE difficult because now you have to manage more mandatory-to-win options than with limited use TMs. They are better justified by asking players to deal with more simple enemies using their more simple teams, which makes sense if you consider that pokemon didn't want to throw too many tools at the player and require them all to be mastered just to play the game since when it first came out, that kind of difficulty might really raise the barrier of entry just to play these games marketed at ten year olds. Accessibility is therefore the only reason I can see you justifying TMs being single use early on. From a design perspective, limited use TMs only limit your options, plain and simple. There is a very good reason 99% of players repeat stuff like "limited use TMs are bad, HMs are bad, TRs are a band-aid to a previously flawed design decision." The objective of pokemon's game design has changed, but outside of "this is your first pokemon game," there isn't enough of a reason to justify saying more good things about limited TM use design vs unlimited use. Limited TMs are just unfun and prone to you putting them on the wrong pokemon if you're a new player anyways. I believe you perfectly explained why they were designed the way they were, but I also believe that it was a bad creative decision on Game Freak's part. 100% yes limited TMs are balanced perfectly by being able to craft them easily. The worst design error in pokemon has always been making basic things used in, say, competitive or endgame so unbelievably time consuming to achieve (thousands of hours if you don't know how to RNG manipulate). Accessibility to tools justifies limitnig them. Unlimited tools are a path of least resistance, so players will always be at risk of using them to optimize the fun out of a game, and thus if you use them, you MUST design the rest of the game around them. Pokemon has gone in the direction of becoming insultingly easy. Thus, we see where pokemon's design flaws surrounding TMs are lol.
@GrandArchPriestOfTheAlgorithm
11 ай бұрын
Given how easy Wattson was when I had an Aron with Earthquake, you have a point.
@GamerNym
Жыл бұрын
I know this is a very extreme viewpoint, but for me, if a game gives a finite resource, I tend to expect that there will be a point where I 100% need it or I can't continue. I don't know why I'm like this, but I haven't been able to break free of that. I see that Earthquake TM in RSE, and to me that means that getting by without Earthquake is at best unreasonable, or at worst legitimately impossible. It makes these single use TMs, which should be an avenue of creative freedom, feel restrictive. I need to use that TM now, and the Pokemon I use it on has to stay on my team for the rest of the game and the post-game. Instead of being a tool in the box, it's a coercive contract I'm forced into. Bottom line, it feels bad to use them, no matter what. Now I know this is entirely in my head, but the fact that I could even be made to feel this way, this strongly, about it means I have to write off the single-use TMs as bad design in the first place. Regardless of the developers intentions. Black and White was one of the most fun Pokemon journeys I've ever played in no small part because the TMs are reusable AND because the TMs found respect the main story's power curve.
@renatoramos8834
Жыл бұрын
7:15 No, it doesn't make it easy as long as the game's design isn't shit. Enemy trainers should also have access to the same high power moves.
@Magicwaterz
Жыл бұрын
On a side note, HMs also have a design change with the more recent games dropping it outright. The problem with HMs is that you are potentially handicapping yourself because a lot of the HMs are weak in battle but you have to use them to access areas and to progress the story. It also created an unintended effect of having an HM slave, designating one or two Pokemon that are weak and are never intended to be used for battle but are only used like your Swiss army knife. Starting with Generation 7, they redesignated these as a service instead known as Pokeride, and it still continues on to Scarlet and Violet, with that having 2, the Flying Taxi and your Koraidon/Miraidon.
@MagillanicaLouM
Жыл бұрын
Wait theyre single use again? Never would've guessed they'd return to that
@FatherOfGray
Жыл бұрын
I personally see absolutely nothing wrong with how Gens 5-7 handled TMs. Being given permanent reusable tools at specific points in the journey that match the power level of what you'll be up against is exactly how such things should be done and how many RPGs already do things. However it's important to note that this only works for linear experiences, which Gen 8 and mostly Gen 9 departed from entirely, so I understand why things had to change, but I'm still not convinced that _how_ they changed was good. The video already explained the problem with SwSh's system. As for SV, having to farm and manage a gazillion different micro resources is cancer and making them honestly had to be a headache for the devs. My propsed solution is thus: Keep TMs single use and have them findable in the wild like they always have been. Separate all TMs into 8 "power levels" and sell them at every shop that's in/next to the Pokémon Center in slowly increasing catalog based on the number of badges you have. You can't buy any TMs if you don't have any badges. When you get your first badge, they will sell you only the weakest TMs, the ones at Lv 1 of those 8 power levels I mentioned earlier. As you get more badges you have access to more and more TMs of higher power levels until you have all 8 badges and you can buy every TM in the game. There is already precedent for this; separating and selling by perceived power level is already done with items like Potions and Balls. There's no reason we can't do the same thing with TMs as well. Honestly, we should take this a step further and do this with the other competitive prep and held items as well. By the time you have all 8 badges you will have access to every resource in the game to turn your shaggy in-game team into an online reasonably competitive one. The benefit of this is that we can make the League itself BDSP League level difficulty and unlike in that game where it was BS because you couldn't have all of the same resources the BDSP League teams did, it would be _entirely_ justified here because you _do_ have all of those resources.
@NatsuFirefly
10 ай бұрын
yeah to your point in the outro this channel feels like one of the bigger pokemon channels due to your insane amount of editing, so if you keep that work up you for sure end up in the higher view/subsciption count tying with other big poketuber for sure at that point its a "when" and not a "if" question~
@inspectorspinda
Жыл бұрын
i hope you reach 1 million subs one day! you have great content < 3
@EpicPrawn
Жыл бұрын
Your outro background is so cool! What did you use to make it?
@LukasArailiys
Жыл бұрын
Listen man, you deserve the subs! You’re doing great!
@chandlerwatts3948
Жыл бұрын
I love ghost trick phantom detective. Great taste in music
@billylin8800
Жыл бұрын
loved the vid, and the previous one, do you have any thoughts (or are they a potential future vid topic) on TM's more permanent counterpart and one of the franchises most devisive mechanics in the series: HMs, like you mentioned in this video they are a huge part of the resource management aspect of your team which so many people miss the point of and just complain about having to sacrifice on average 4-ish moveslots in their team, and the effect their existence had on route, progression and puzzle design?
@GoldenOwl_Game
Жыл бұрын
My thoughts? Controversial hot take... but I actually kinda preferred back when they were in the game. World exploration and navigation is a huge part of the earlier games, and HMs present players with an actually interesting gameplay choice to make, since they are a huge sacrifice for the Pokemon who is forced to carry them (except for Surf that one was really good) It also contributed into the experience of exploration. With HMs, it really did just feel like it was nothing but you and your Pokemon off in the mountains somewhere, with nobody else to rely on but each other. I understand why Ride Pokemon eventually became a thing, but I feel they compromised that feeling. After all, does it truly feel like exploring the unknown when you can just call for an Uber/Grab/Lyft/whatever at any time you want...? Modern convenience kinda kills the wonder and mystery of the world a bit... The original draft for this TM video actually involved HM's. But as it went on, it got so long that it had to be cut out. It's currently on the shelf for a future video. But it won't be the next one - I've had enough of looking at CD's for a while...
@textnumbers22
Жыл бұрын
One interesting things I realised about HMs is that most of them are pretty decent moves but never the best (except for surf). Cut is a pretty good normal type move for the early game. Strength is the same for the late. Fly isn't the best flying type move especially in competitive but its not the worst either. I'm not entirely sure they ever got that balance right (rock smash is normally given out too late, flash isn't good enough, surf is too good, waterfall was only a viable option post physical special split etc etc) but it definitely feels like the intent there was moves that are good enough.
@Gabe0823
Жыл бұрын
@@GoldenOwl_Game i can definitely see where you're coming from with this. some of the adventurous feeling of those old games was definitely lost with ride pokemon. but as someone who's first game was platinum, i can't really say i miss hms. they just went way too overboard with them there. i hope that in later games, instead of just providing us with a ride for free, you could just ride the pokemon you caught yourself. and instead of having hms, i think they could just use like... basic logic to decide what pokemon can do what. instead of having one specific move to cut trees, just have it so any pokemon that looks capable of cutting things can just cut them by default. they'd probably still have to be in your team though so you'd have to plan things out still (although with the permanently accessible pc, it's not like that would even matter)
@GoldenOwl_Game
Жыл бұрын
@@Gabe0823 I understand, and I don't disagree. HM's are undoubtedly a massive pain in the ass, especially with how tedious some can be. Rock Climb especially is a major offender, since you need to click multiple times and you tend to encounter multiple rock climb paths in succession. It's just, once again, one of those old design ideas which aged horribly as time passed and the games changed. Sinnoh was absolutely at their worst, though Unova was mostly fine (since Strength puzzle rocks there stayed pushed once solve)
@Gabe0823
Жыл бұрын
reflecting back on my comment while replaying platinum... jesus christ, hms are even WORSE than i remember. my pokemon's movesets are so bad because i constantly have to account for hms and i don't wanna have to return to the box to grab my bibarel for every single route. and it makes the issue of single use tms worse, because i don't wanna use any of them, because i have to account for so many damn hms that are required to comfortably traverse sinnoh. not like it even matters, because as it turns out, none of the pokemon on my team that i planned out can learn rock climb, so i HAVE to get my bibarel anyways. i still love platinum but god, there's so many little frustrations that i've come to hate during this playthrough.
@GoodlyData86596
11 ай бұрын
If I wanted to make single use TMs for a pokemon game that I somehow got involved in the development of, I would implement them like this: TMs are still physical disks in the world but are not immediately usable, instead you get a key item after (early gym number here) that allows you to store all of the data contained on the disks in one place and apply said data to the *pokeballs* that contain the pokemon that can learn the TMs. (I would probably name this key item the “DM”) the device works by wirelessly communicating with the pokeballs on your person (meaning this excludes boxed pokemon.) in order to send the pokemon inside instructions on how to use a desired move. A refresher video is played before every battle. If at any point the device loses connection to a pokeball with a TM applied the Pokémon inside will temporarily or completely forget the move learned by TM depending on what causes the disconnection. Loss of signal will cause the pokemon to only temporarily forget the move and the pokemon will immediately remember the move (unless the move slot is overwritten by a new move.) once connection is reestablished. The one exception to this rule is when the pokemon is traded away or is otherwise in custody of another trainer. Since the Pokeball is “paired” to another TM management device (or un-paired if custody is swapped via, morally dubious, methods.) it cannot access any moves learned from it’s previous owner’s device, thusly it will immediately forget any TM moves it has unless the new owner has the TM in their storage device’s memory and will not conflict with the *other* catch that this system has. The other catch is that the storage system can only assign *a specific TM* to *one* pokemon at a time (a pokemon can learn as many TMs as it has moveslots for but no TM of the same ID number can be on two different pokemon at once. example: pokemon A has TMs 01, 02, 03 and 04 applied to it, this however means that pokemon B, C, D, E, and F cannot learn those same TMs unless pokemon A forgets them for any reason, even if pokemon B-F could learn those same TMs under normal circumstances.) since it’s hard enough making a device that can wirelessly connect with, and transfer information to, six other devices at once with no noticeable hiccups in the process. (I know since I once tried to play local multiplayer on the switch with six joy cons, they constantly disconnected and failed to tell the switch that an input was made.) In fact it was only achieved via making each connection completely distinct with little to no similarly between the wireless links since any major similarity would cause the signals to mix and bug out. I made this system with one core design philosophy in mind “have your cake and not break it too”. I wanted to make a system that not only keeps the spirt of the original TM functionality but also makes it much more user friendly by not making players restart their save because they made a mistake and can’t take it back ever. It also solves the problem of “just trade for pokemon with the TM move you want baked in to skip progression.” that the other systems have, if you want a TM, *earn it.* not only that it also enables unique story senerios. Such as the possibility that it could enable story beats that disable your ability to use TM moves via some sort of signal jammer. Or even enable a plot point where your pokemon are stolen and you have to fight against a team including your stolen pokemon feasible without making any fights against your stolen pokemon a pain in the ass because earthquake spam among other problematic moves locked behind TMs. Of course this is my opinion let me know if you have any qualms or questions and I will address them.
@CinnaSwirls
Жыл бұрын
I would have simply made opponents have stronger move sets so that you need powerful optimal moves to stand a chance, but it seems like Scarlet and Violet found the best solution.
@dee7352
Жыл бұрын
2:38 Sigurd, my beloved 😭
@psyxypher3881
Жыл бұрын
I thought it was a reference to how old DVD break REALLY easily.
@kgrg31
Жыл бұрын
The sword and shield system was fine. Firstly, raids were not hard once you got to the post game. Secondly, the watt traders change their inventory everyday. If you need a specific TR just check them everyday and be sure to stock up on TRs that you only have 1 or zero of.
@TalysAlankil
Жыл бұрын
but what's the point of having that random factor? why not have the watt traders, once you have them all unlocked, collectively offer all the possible options? what do you gain by forcing a player to come back daily? this is the kind of cheap tactic you expect of a freemium game where you build a habit in the player so they'll buy more microtransactions, but in a solo pokémon game it's just a time waster.
@Doopyhpp
Жыл бұрын
I always imagined Tms were training videos
@poryjahn2
Жыл бұрын
a solution that I think would be interesting is maybe like throughout the game you get single use TMs and after you use them your pokemon gives you a Used TM X or a shattered TM X and then post game if you give those to a specific NPC they become a move tutor for those moves.
@nathanielberele9174
Жыл бұрын
I think the older games had the blend between reusable and one time TMs by having purchasable TMs. The elemental punches in gen2 gave a big power boost to any pokemon who could use them.
@ernestoiparraguirre2745
Жыл бұрын
An idea I have is that TMs could be single use, but you can recover the TM if the pokemon forgets the move via tutor. So you can use it multiple times, but only on 1 pokemon at the same time.
@fntthesmth423
10 ай бұрын
The in-universe justification for TMs being single-use is that the child applying the disk to the forehead keeps forgetting to be careful with the disk and drops it each time
@theangrycolossal
Жыл бұрын
I feel like Generation IV hit a really good balance, where you could usually obtain one copy of a TM during the main story but for a lot of key moves it was possible to obtain additional copies via the Battle Frontier or Game Corner
@DatakTarr
Жыл бұрын
You could restrict tms for the story line, and make them available again after. Imagine getting to the hall of fame and someone gives you the ability to use previously used tms. That way you don't have to grind or farm materials, and you get a balanced form of tm through out the main game
@Lefaid
Жыл бұрын
Normal type being nothing special was very well communicated in the games as well. It took me a long time to start thinking of normal as anything more than basically "typeless."
@Castersvarog
Жыл бұрын
One thing I’d add about TMs vs TRs is how absolutely unsatisfying it is to get TMs 99% of the time. Few things suck more then finding a tm hoping to get a new move you could use, and instead getting a weak and/or gimmicky move.
@TooMuchDad
Жыл бұрын
Onyx video was good, this one looks interesting! Subscribed for more :)
@somenerd31415
Жыл бұрын
I mean yes and no? Honestly the only gen where I think TMs made sense like you say is gen 1. For a lot of TMs, you'll only have 1 Pokemon on your team that can even learn it, so the choice of who you give it to is pretty obvious. It's more like a thing that encourages you to keep the Pokemon you give the TM, rather than a choice of which Mon you give it to. There are few TMs that are worth using while also often being usable by multiple members of a balanced team (really just earthquake and maybe thunderbolt). This was more common in Gen 1 where Pokemon just had much larger variety of TMs they were able to learn.
@somenerd31415
Жыл бұрын
(also, I think it'd be cool if you could talk about the only reason every early route bird being part normal type being cause they couldn't give them flying STAB without making the early grass type terrible, but still needing the flying Pokemon to be decent early on to make sure the player wants to include a fly user. (this is also why early bugs always have tackle or smth and not big STAB (and why Bulbasaur was given poison typing so he could resist poison sting)))
@JOCoStudio1
Жыл бұрын
Based on what you brought up, it seems like the best solution would be to obtain a mix of powerful TRs and more balanced TMs over the course of the journey, with the TRs eventually getting replaced by TMs of the same move by the end. Bonus is hoarding would be pointless (at least from the point the player learns of TM versions of TR moves).
@wonder6835
Жыл бұрын
really good video that actually talks about why pokemon has certain mechanics. i feel like most pokemon fans think pokemon lives in a vacume where it isnt influenced by any other games.
@Z4KIUS
Жыл бұрын
the solution seems to be ability to either regain all TMs you had or maybe even fix and improve all used-up ones you have once you finish the storyline
@NeptunII
5 ай бұрын
I always wished in the early gens that TMs were replenishable. Something like, you teach a pokemon a TM and the TM disappears just as it normally would, but if the pokemon forgets the move you automatically get the TM back so it can to be used elsewhere. I feel such a system would reward experimentation and creativity much better. There was always that sunk cost fallacity in the early gens. If I give my early rattatta a TM I'm much less willing to replace it later with a better pokemon because then I'd feel like I wasted my items, and I'm also much less willing to overwrite its early TM-moves with later moves that could be even better
@OGRScintilla
10 ай бұрын
My life became a whole lot better when I started using my single use TM’s just for the fun of it, and without the idea of crafting an “optimal” team. Remember you don’t have to mini-max your team, this is Pokémon!!! Let that Rhydon thunderbolt!!!!
@igorgiuseppe1862
Жыл бұрын
the issue is that you cant even test and different strategy and change your mind in case it dont work... why not make it like an equipable item, that you can unequip and equip in other monster between battles? it can still replace an attack but not permantently
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