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- Nov 22, 2013
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no, but it's about cost analysis. why spend 5 dollars for this function that barely does anything for casual players and is intended to be for hardcore players when those some hardcore players are also probably going to go on reddit and other forums and still complain about how GameFreak is pandering to those filthy casuals again, alienating their precious hardcore-neckbeard user-base.Then you're missing the point, it's not supposed to improve things for both groups in equal measures, it improves things for the hardcore audience that Game Freak alienated and evens things out a bit more. The casuals don't need to benefit because the games are already designed around them.
1) i hate to break it to you but the 'general' gaming population you describe, is a part of the casual gaming population.See, the thing with the older games isn't that they were designed around a hardcore audience, they were designed more around a general audience. They made the games family friendly and didn't include mature elements in the series, sure, but aside from that there was no sense that they were trying to narrow their audience based on age or gaming preferences, it's only recently that they've tried to narrow their target audience and specifically pander to little kids that don't put much effort into their games.
2) i'm waiting on those examples. if you won't (or rather can't) give me any, i'm just going to be done with you.
believe it or not, not everyone buys a game for a non-linear experience. i know. it might be hard to grasp. you'll work through it i'm sure. at any rate, there's a bunch of game design history you don't know about so lest you go do some research yourself, i'm not even going to bother. a recurring theme.These two statements contradict each other. Forcing games to be linear doesn't make them appeal to a wider audience or justify their price point, it does the exact opposite. Their audience shrinks because the people who like to explore are alienated and linearizing their games decreases content and reduces the value of those games.
u: rental facilities would be easier for casual players; it eliminates the need to catch and breed.Um... no. If they're not bothered by RNG or having to familiarize themselves with the Pokemon, then it's actually their best option.
me: unless the teams are in a very fixed rotation and the player is fairly knowledgeable about both the Pokemon and strategies, it's actually going to be harder.
u: if they don't care about RNG, they'll be fine. plus they probably don't know many Pokemon either.
me: ....that still makes it harder.
breeding isn't the only barrier to facilities and online battling: you can have a perfect 6 IV, HA, all that jazz team and have zero knowledge of the synergy or even proper prediction and still suck. again, rental facilities would likely be harder because it forces casual players, who tend not to have a wide-breadth of knowledge of the game, into unfamiliar territory. i honestly don't get why you can't grasp this.