Lonely_Dolphin said:
Super_Boom said:
Not sure if I should even get into this, since I don't entirely disagree...just think you're oversimplifying the content argument.
Of course playtime is subjective, but you can look at average times to get an idea at least. I just checked HowLongtoBeat, and it looks like the ratio of average completion time for all styles is 2:1 for Sun/Moon:Let's Go (46 hours: 24 hours). So yes, even ignoring the new features and other factors that I don't plan to get into, I would say the gen 7 games have more content, albeit not quite as much as you originally present it. Sure it might not be linear, but it begs the question that, if added content isn't a draw to play longer, is it really meaningful content to begin with?
That being said, the only real disagreement I have is with the idea that you get 800+ pokemon for $40 vs. 150 pokemon for $60, as if I'll ever get even close to seeing most of those Pokemon on an average playthrough. I can see why people more involved in the meta would see it this way, but to me, it looks like you're claiming that over 80% of the content of the game is locked into the online component, which many of us have very little interest in. And to be honest, having 80% of your content require you to access the online component (either by trading one by one or owning several past games), I'd say that introduces several other issues into the content equation.
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So you're disagreeing with a fact then? That you get 800 Pokemon for $40 vs. 150 Pokemon for $60 is not an idea nor just another way to see it but a fact. Whether or not you experience the 800 Pokemon, they are still in the game thus relevant in a discussion about value. Well atleast you kinda agree, that's good enough. :L
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No he is not disagreeing with a fact. He is pointing out that you're not "getting" any particular number of Pokemon for 40 dollars. You're getting a game, in which you may or may not get those Pokemon. Getting all the Pokemon in Sun and Moon does not only require your financial investment, but a potentially very large time investment. And that's something that factors into the value equation.
Suppose I am an adult with a relatively busy work schedule. I know I'm probably not going to spend much time searching for Pokemon that are not immediately available in the game. I know that I am not going to invest what is needed (time + money) to see all 800 Pokemon. For that kind of player, how is the extra Pokemon relevant to the value? How does the existence of Unfezant, Pidove, Levanny, Unown, FarFetchd, Igglybuff, Cleffa, Azurril, Elekid, Senetret, Furret, Grumpig, Luvdisc, Vanillish, or Swoobat within the code add any kind of value to my game, if I know full well I am never ever going to see them in it, and maybe don't have any particular desire to (I can not personally foresee any scenario in which I would want or need to acquire a Grumpig)? If those Pokemon were all removed from the game, how many people would notice? How many of the people who noticed would really care? I'd wager a small percentage.
Those are just a small set of examples, but honestly, I just don't care about many many Pokemon. The ability to catch or raise them, especially if it requires going out of my way adds nothing for me. Maybe there are some people who really do want to catch em all, and good for them. For those people, all these Pokemon have value. For me, they add nothing. And having easier access to some of the Pokemon I do like (Clefable, Ninetales, Gyrados, Starmie, Squirtle, or Golem for Instance), does have value to me. Although of course for someone who doesn't like many of the Gen 1 Pokemon, that does not add any value.
This is the thing that you seem to continually not get. Value is dependent entirely upon the consumer. Players are going to find value in different things. For many (I'd say most) sheer volume of Pokemon is not a huge factor.
Again I have to ask, is enjoyment of the game going to be based solely on the number of Pokemon? If not, what other factors should one take into account?
Last edited by JWeinCom - on 27 November 2018