Adverse Feedback Gets Us Down But Ought to Be Taken On Board, Says Pokémon’s Junichi Masuda


Pokemon Camp

It really is a bit of an odd time for Pokémon. You could argue that the series has by no means been larger, what with titles such as Pokémon GO and Pokémon Masters pulling in new fans on smartphones though motion pictures like Detective Pikachu spread the brand across the planet by way of the media of cinema.

Nonetheless, the core of the Pokémon brand – the mainline video games – has come below fire lately due to proposed alterations to the Pokédex in brief, developer Game Freak is taking out a load of older monsters in Pokémon Sword &amp Shield so it can concentrate on producing the game as excellent as feasible. This had led to some fans expressing their dissatisfaction, even going as far as to accuse Game Freak of cutting corners. Of course, it does not assistance that several of the hardcore fans contemplate the current Let’s Go titles to be as well casual and kid-focused.

Pokémon producer Junichi Masuda, who has been speaking to our buddies at Eurogamer along with series game director Shigeru Ohmori, says that all feedback has to be taken on board, irrespective of if it really is excellent or terrible:

Eurogamer: Has some of that adverse feedback on the Pokédex – which I am sorry to dwell on – had considerably of an effect on morale at Game Freak? I know you have pointed out that you are personally disappointed to not be in a position to involve all of the Pokémon. Did the group really feel saddened by the reaction at all?

Junichi Masuda: Of course, you know, you see these sort of adverse comments and it does, as a developer, make you really feel a bit down about particular factors. But at the exact same time, you have to take criticism. For instance with Pokémon Let’s Go, early on there had been a lot of comments that it was as well uncomplicated, or it was type of a bit as well “kid-focused” and that sort of factor. That sort of comment is a thing you see, and you take on board, and seriously attempt and base improvements in the subsequent game on the feedback you received from the final a single.

So, with regards to the Pokédex problem in distinct that you have pointed out, that was a thing that was a seriously challenging selection internally, there had been a lot of discussions about which path we should really take that in, and in the end we felt that, for the general game, focusing on building the richest encounter we could inside that game, leaving the Pokédex as we did was the most effective resolution general.

Ohmori also touches upon the problem of pleasing all components of Pokémon fandom:

Do you really feel like it really is really challenging to please everybody? With factors like the Pokédex problem not too long ago, or some people today wanting either a a lot more challenging or a lot more welcoming encounter, is there a difficulty or a stress there?

Shigeru Ohmori: Yeah there is absolutely a level of stress when you are producing the game, but it does not make creating a game really feel stressful or something like that. At the finish of the day it really is a thing that we like carrying out, and is seriously enjoyable to do. But we absolutely seriously want to answer all the wishes of our fans and reside up to their expectations, which is a thing that is really difficult, so, in that sense yeah there is absolutely a stress. But we also, inside ourselves, normally strive to make the most effective game, and seriously provide a thing that we’re proud of and that we really feel fans are going to take pleasure in. So yeah there is a enjoyable and a stress in there.

We’ll be operating our personal video interview with the core group later these days. Pokémon Sword &amp Shield launches on 15th November 2019.


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