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Junichi Masuda recently gave a 90-minute lecture (which can be watched here) in Tottori about the "culture strategy" aspect of the Pokémon games. Apparently, the highlight of the lecture was Masuda's statement that some features in Black and White were intended to appeal to university students, but the same features had a negative effect on the games' appeal to children.
One of the examples Masuda gave was the introduction of kanji support. This understandably appealed to adult Japanese players more than it did to children, but I personally find it surprising that some children apparently took issue with an optional feature; they could choose between katakana (the top option) and kanji at the beginning of the game. Complaining about that is akin to boys complaining about the existence of a female player character. As I see it, the only feature that prioritizes adults over children is the more complex plot (which I actually find a bit overrated). To me, Black and White were just a small step toward having a story that doesn't revolve around the standard badge quest, but I can see why not every kid necessarily liked that. Then again, the games were rather linear even in comparison to previous generations.
Masuda said that it is a challenge to maintain the appeal to children while continuing to draw more adults, so I'm curious to know how Game Freak intend to do that beginning with B2W2. I haven't actually watched the lecture due to its length and the language barrier; if anyone could do so and shed more light on Masuda's perspective, that would be most appreciated.
One of the examples Masuda gave was the introduction of kanji support. This understandably appealed to adult Japanese players more than it did to children, but I personally find it surprising that some children apparently took issue with an optional feature; they could choose between katakana (the top option) and kanji at the beginning of the game. Complaining about that is akin to boys complaining about the existence of a female player character. As I see it, the only feature that prioritizes adults over children is the more complex plot (which I actually find a bit overrated). To me, Black and White were just a small step toward having a story that doesn't revolve around the standard badge quest, but I can see why not every kid necessarily liked that. Then again, the games were rather linear even in comparison to previous generations.
Masuda said that it is a challenge to maintain the appeal to children while continuing to draw more adults, so I'm curious to know how Game Freak intend to do that beginning with B2W2. I haven't actually watched the lecture due to its length and the language barrier; if anyone could do so and shed more light on Masuda's perspective, that would be most appreciated.