Saturday, April 11, 2020

Three Simple Rules for a Great Adventure

I like games, and I like adventures. I also like Pokémon very much, which to some extent can also be considered to have its share of adventures, while not being fully adventure games themselves. However, I gain lessons from other kinds of games, including some adventure games. For a group of them, a few simple rules of thumb have been devised, and I'd like to think that they are applicable somehow to Pokémon games where adventure is a part of them, and that seems to be the case.

These are the three rules:

1. Read everything. - Reading is evidently important to Pokémon games, if a particular message for its main series games doesn't already suggest that it is so. Not everything to be read in Pokémon games is presented in books that are typically expected to be read (and do play a major part in those other games), but many are in fact presented as written messages, which do have to be read in any case. There are also descriptions, remarks, statements, and other kinds of written expressions, even when interacting with other characters, and they all have to be read. Undeniably, reading remains a key part of the games, and the rule holds.

2. Touch everything. - Those other games from which these rules are defined are physical games; one often needs to discover how things function and work out with the sense of touch. However, in a general sense, this rule really means "interact with everything", and in those games, there is no shortage of things to interact with. As for Pokémon, sometimes during an adventure one will really have to physically interact with objects, and that may work in much the same way as those other games. But more than that, one will have to interact with many characters, sometimes to discover useful things. Considered in a general sense, this rule is applicable as well.

3. When in doubt, turn on the power. - This is perhaps the most abstract of the rules to consider. In those other games, many things require some sort of power to work, and it's up to one to find it and make it work. In Pokémon games, everything is already powered on, or up - most everything anyway - but one can still find other ways of "making things work" such as with the legacy use of Flash, certain stat-changing moves, or even the Z-Moves of the previous generation. One can of course try to make do without them, but one may have them prepared at the ready regardless, so when in doubt, one may use them to gain an advantage. This rule remains abstract yet seemingly workable.

When it comes to adventures, the other games I refer to have no shortage of them. So much so, in fact, that these three rules of thumb were conceived in order to assist anyone who becomes immersed in them. Somehow, those three rules can seemingly adapt or become adapted to the situation in Pokémon games, which may provide adventures of their own. It seems that some adventures know no bounds, whether in those games or Pokémon games; it may be good to know that some of their elements can work in much the same ways.

One year ago: The Songs of the Detective Pikachu Trailers
Two years ago: O Charizard
Three years ago: Romanticism of Tall Grasses

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