First and foremost, we should collect the common complaints for every generation ever;
Common Complaint Collection:
Generation I:
- Simplistic, repetitive designs.
Generation II:
- Small amount of Pokémon, most of which are mediocre or worthless gimmicks.
Generation III:
- Many Pokémon who are counterparts to each other, most of which are mediocre.
Generation IV:
- Too many evolutions for past Pokémon.
Generation V:
- Too many repeats from previous generations.
Generation VI:
- Too few new Pokémon.
While there are also aesthetic complaints, such as anthropomorphic designs of Gen VI Pokémon, inorganic designs of Gen V Pokémon and juvenile designs and simplistic color schemes of Gen II Pokémon, we should remember that those complaints are not relevant to the discussion at hand.
These complaints, I have discussed elsewhere, are completely cyclical, but also completely valid. However, these complaints are also incredibly myopic, and fail to see big the picture.
As I discussed before, in each generation we see multiple repetitions of the same archetype. Regional bugs, regional rodents, regional electric starters, etc. etc. These multiple repetitions would have been fine if they played differently, but for the most of time they don't. Generally, the latest one is either the best or the worst, not just competitively but also in-game.
In fact, if one eliminates the common repeats from most odd generations, the amount of actually new Pokémon would be extremely limited.
This is ignoring other groups of counterpart Pokémon, such as the elemental Monkeys of Gen V;
As I discussed before, in each generation we see multiple repetitions of the same archetype. Regional bugs, regional rodents, regional electric starters, etc. etc. These multiple repetitions would have been fine if they played differently, but for the most of time they don't. Generally, the latest one is either the best or the worst, not just competitively but also in-game.
In fact, if one eliminates the common repeats from most odd generations, the amount of actually new Pokémon would be extremely limited.
This is ignoring other groups of counterpart Pokémon, such as the elemental Monkeys of Gen V;
Or the version exclusive counterparts, most notably the likes in Gen III such as Zangoose and Seviper;
Which mostly play differently, but not too drastically differently.
And thus, we have the issue of redundancy. While this is mostly avoided by different stats, types, movesets and abilities, these elements are neither too distinct enough, nor are of high quality. For the most part, anyways.
And of course, there are other habits. Each generation introduces a new Pokémon to fit with the new mechanics. For example, you have Gogoat for riding mechanic, or Sawsbuck for season mechanic etc.
Outside of these, there are other Pokémon with other unique traits, such as signature moves and abilities.
Within an individual generation, these are expected, and part of the natural design of a JRPG.
Here's the problem. We are in the sixth generation. We have 700+ different species, and about 500 fully evolved Pokémon. We can't have more individuality or counterparts. We need find a better balance.
Previously, I discussed why the current ideas don't work well. Now, I will be posting my personal ideal proposal for dex distribution.
I will be dividing the proposal to two sections, one focusing on odd generations and other focusing on even generations. As it is well known within the fandom, odd generations focus on introducing new Pokémon and new moves with new and varied regions, whereas even generations introduce new evolutions and improvements on existing Pokémon and moves.
So...
Even Generations:
Amount of Pokémon introduced in each generation: 100-110
Reasoning: While it is true that most even generations only introduce about 100 Pokémon, with most of them being related to existing Pokémon, most even generations also have a high focus on the lore of Pokémon and the location the game is set in. As such, they introduce a fair amount of legendaries, which take up much of the already not-so-new introduction list.
So having a bit more than the conventional number helps for either more with the distribution.
Distribution formula:
About 10-12 Legendary Pokémon, 7-8 for normal gameplay and 3-4 for events.
About 10 cross-generational evolution, about 3 side evolutions, and about 5 pre-evolutions.
Instead of creating new Pokémon to fill in archetypes, use existing Pokémon and renew them to fit archetypes. This was done in DP and GS, where in DP Roselia was rechristened as a powerful early game Grass/Poison-type with an evolution and pre-evolution and in GS where Tyrogue become available fairly early on the game.
Several single stage Pokémon can be expanded into such early game families, such as Druddigon, Heatmor, Durant etc.
The focus of entirely new Pokémon should be on filling underused types and archetypes, and create new archetypes whenever possible, such as creating a new early game weak Psychic-type similar to Abra and Ralts or an early game Ice-type. Over-used archetypes must be avoided, or given new types and playstyles to differentiate from the flock. Several of XY Pokémon would be good examples of this.
Initial amount of Mega Evolutions should be decently large, around 10 Pokémon. The bulk of these Pokémon should be within the regional dex.
The amount of Mega Evolutions introduced in a remake should vary;
--If it is an even generation's remake, the amount of Mega Evolutions should vary between 10-15.
--If it is an odd generation's remake, the amount of Mega Evolutions should vary between 15-20.
The amount of Mega Evolutions introduced in the third version should vary between 10-15.
All games except the initial game should focus on their home region's Pokémon for Megas. Megas for other regions should be limited.
Pokémon and Metagame Management:
The amount of signature moves introduced should be limited, and the amount of previous signature moves distributed should be high. Legendaries don't count to this, and can be given signatures regardless of their significance.
As much as previous Pokémon as possible should be buffed statistically to match the shifted baselines. Same goes for former moves.
The new moves should focus on creating variations for existing moves in different types, rather than trying to create new archetypes. If new archetypes are created, then they should contain a variety of different types. Rototiller variants and Mirror Shot variants are good examples of these.
New abilities should be given to existing Pokémon that don't have secondary or Hidden Abilities. Signature abilities should be avoided, however.
Odd Generations:
Reasoning: Unlike even generations, odd generations introduce almost completely independent Pokémon, many of which are created to replicate existing archetypes, and have a focus on creating new Pokémon, as well as completely new experiences. However, too much new stuff eventually leads to repetition. So to avoid that, the amount should be fairly limited, while being larger than an even generation.
Distribution formula:
About 8-12 Legendary Pokémon, about for 5-8 normal gameplay and 3-4 for events.
IF there are cross-generational families, the focus should be on side evolutions and pre-evolutions, rather than evolutions. In that case, about 5 side evolutions and 3 pre-evolutions should be sufficient.
If new Pokémon are created to fill in archetypes, rarer archetypes should still be the focus. Whenever possible, the archetypes should have more than one member for themselves, for example in Gen III both Zigzagoon and Poochyena filled in the role of the regional rodent in different games(R/S and Emerald respectively).
Early game archetypes should try to distinguish themselves with different focus areas, even if they don't have radically different types or gameplay styles(compare and contrast Fearow and Swellow, they achieve similar results with significantly different focus areas and capabilities).
Existing Pokémon should not overshadow new Pokémon in-game, but they might overshadow them in competitive metagame somehow. If an archetype repeat exists, a former member of that same archetype shouldn't be present in the initial games, even if they might appear post-game. So the cases of Abra and Ralts being in the same region should be avoided.
The counterpart Pokémon should be as minimal as possible. Any counterpart group that doesn't provide a new mechanic should be avoided. So no cases of Throh/Sawk, Lunatone/Solrock and Grimer/Koffing. However, version exclusive counterparts should be plentiful.
The initial game should avoid any new Mega evolution as much as possible.
The remake should follow the same formula as before.
The third version should introduce a large variety of new Mega Evolutions, about 15-25
All games except the initial game should focus on their home region's Pokémon for Megas. Megas for other regions should be limited.
Pokémon and Metagame Management:
New signature moves and abilities should be brought to new Pokémon, however some of them can be distributed for existing Pokémon in the next generation.
New moves should be created, variations to existing moves should be limited.
If there are any new cross-generational stat buffs, the newly introduced Pokémon should be altered to reflect these changes.
If a new battling style is introduced, new moves and abilities that fit that style should be introduced en masse. Doubles is not the only metagame in existence.
For Both:
Common tips:
Any new gimmick Pokémon should be able to fight competitively, even if their fighting style is odd.
No joke Pokémon that is useless should be introduced.
Pre-evolutions that don't serve an in-game distribution purpose should be avoided.
The level-up movesets, TM movesets and Move Tutor movesets of no Pokémon should be limited, and any Pokémon that should be able to learn a move from a design standpoint or due to previous moves should learn it, even if it doesn't make sense competitively. Egg Moves can be initially limited.
Counterpart Pokémon should have distinct battling styles, and these battling styles should be further distinguished for later generations.
Any Pokémon that is created for early game should have some sort of power boost for late game, either through a Hidden Ability, Mega Evolution, item or something else.
ALL trade evolving Pokémon should be useful in-game and competitively without an evolution, even if they aren't necessarily good.
New types and new Egg Group combinations should be introduced regardless of the generation, though odd generations can keep these as part of their focus.
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