Philosophically, a "pillar" is a foundation by which something is supported, as a fundamental part of it. Thus, a pillar related to Pokémon is something that becomes fundamental to it. For Pokémon, this may be many things, including the games and beyond. Based on my interactions with many Pokémon things as well as its beginnings, I've determined what I would term as the "four pillars" of Pokémon, as the fundamental concepts related to it. These are the four pillars:
Battle. Pokémon was conceived as a characterization of pitting creatures against one another, and this is indeed present definitively in the main series games as well as Go. In other games like Shuffle, the "battle" is emulated, but it's still a battle nonetheless. The anime and manga automatically has to depict battles as well, and the concept remains evocative even in figure (merchandise) form. It's something that is hard to avoid: a consideration of Pokémon also considers what they can do against one another. "Battle" is thus a key pillar of Pokémon, no matter the circumstance.
Trade. Along with the characterization of battles, Pokémon also involves the characterization of exchanging one creature for another, for battle or otherwise. It's an expectation when there are two parties that desire something that the other has; consequently, this is well-established in the main series and also more recently in Go. Pokémon games that don't link with each other may not have this characterization, but the influence may still be present (like the Link Cable item in Mystery Dungeon). Trading even occurs in the anime, and the sale and exchange of merchandise could be construed as "trades". The significance is evident, at least in a good number of areas, and this is a pillar as well.
Collect. Even if battling isn't a primary objective and trades aren't present, those that deal with Pokémon may be inclined to possess at least a characterized record of many species, and at that point, this is where this pillar comes into play. This is something I've discussed previously in terms of extent, but even with varied extents, there's still something captivating about getting many species of Pokémon. It's true for Pokémon in game form, graphic form, and actual tangible form. This ubiquity, helped by human desire and inclination, establishes this as a pillar.
Friend. Despite the nature of Pokémon tending toward rivalry, there's a sense that beyond the crossfire, good amicable relationships can still be forged. The characterization of battling and trading still involves linking two parties, and through that, they realize that there is a shared interest, which then leads to friendship in good terms. Evidently, it is easier to battle in the games when a friend relationship is established. And for Pokémon in actual form, it just becomes something to enjoy together. The importance of this concept makes this a pillar.
These four concepts, even if not immediately apparent in some cases, have a role to play in shaping the ways of and in Pokémon. It's a given that battles occur between people, but it's also given that they might trade and or collect Pokémon as an aside from battling. And through all that, they can manage to be on good terms with each other as friends. Fundamentally, these become important and relevant whether they're in game form or actual form. In this way, they are indeed the "four pillars" of Pokémon.
One year ago: Nostalgic Returns
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