A game designer explains why ‘Pokémon’ blew up (and what’s next)
THERE IS NOTHING LIKE THE POKÉMON BRAND
One of the most difficult things about successfully launching a new game into the modern marketplace is letting people know that your game exists. But marketing isn’t a problem for a brand as powerful as Pokémon.
It never seems to die. Pokémania first swept the world in the 1990s, but Pokémon’s biggest years were much later. The sales of toys, cards, games, movies and more, has continued to peak year after year, long after the media hype died down. Two generations have fallen in love with its ever growing roster of adorable characters. But up until now, you had to buy a Nintendo handheld console and a cartridge that, together, would cost you a hundred dollars or more.
With the arrival of Go, Pokémon is free and will play on a device that’s already in your pocket. Whether people are playing out of nostalgia, curiosity, or hardcore fandom, the price is right for millions of fans who have been waiting for a real Pokémon game to appear on a smart phone. But in order to take full advantage of a powerful brand you need to also play off the user’s expectations. If there’s one thing that’s core to the game’s success since the beginning, it’s the catchphrase -- “Gotta Catch ’em All!” This isn’t just a slogan, it’s the fundamental set of directions for every iteration of the game. Pokémon Go may play differently from its Nintendo handheld predecessors, but this core concept remains the same.
AUGMENTED REALITY IS A GIMMICK. MOVEMENT IS NOT
Many of claimed the game’s appeal is that it’s the first game to fully implement AR (augmented reality). Personally, I doubt that’s true. Yes, it’s a fun feature, but it’s also a gimmick.
I don’t doubt that the excitement of seeing Pokémon in the real world is driving people to check out the game, but once the initial excitement of catching a “real live” Pokémon on your street has worn off, most players will discover that it’s easier and more effective to play the game with AR turned off.
Related: Ready to become a 'Pokémon Go' master? Our ultimate tips guide
There is one dynamic that is deeply integrated into every aspect of the game, however -- movement.
Go is a game about walking around the real world. From gathering resources at Pokéstops, to hatching eggs, to the subtle game of hide-and-go-seek you play while hunting for new creatures to put into your Pokédex, you have to walk to win.
It’s incredible to see a game that demands so much motion find a big audience. I’ve been cynical about geo-location games working outside of big cities, and up until now, I’ve been right. But Pokémon Go has broken the mold.
Not only does this game get people moving, it drives people to meet face to face in shared spaces. Pokémon gyms create real-world points of contention where players can test their abilities against the most powerful players in their neighborhood.
Pokéstops provide shared resources that turn a walk down a street in a way to spot other players who are playing the game, and learn a little more about your environment.
Niantic has announced that more social features, including trading, are coming. That makes a lot of sense. After all, anything that gets players connecting and interacting is going to be good for the future of the game.
WHY POKÉMON GO IS NOT AS POLISHED AS ITS HANDHELD BRETHREN
As a game, Pokémon Go is a decent one. It is a B+ effort with the kind of endless playability that will maintain its popularity for a long time to come. But there are definitely design issues that I think will keep it from being the long-lived mega success that a lot of people are hoping it will be.
One of the elements that have kept the Pokémon games going strong since they first appeared has been the powerful and engaging animated aesthetic that permeates every element of the game. Oddly, other than the characters (which are definitely not as adorably cartoony here as