I analyzed all the resource numbers in the game Pokemon Blue, and identified the central resource to be the conscious Pokemon in the player's party. This is because all other resources affect this in some way - and this resource is pivotal to the game, since if the player's Pokemon in their party are all knocked out, the player is teleported back to the last visited Pokemon Center, loses some of their money, and this is the closest comparison to a "Game Over" state.
Below, I have drawn up a graph of all the resources in the game and their relation to each other. There are a few resources with dual relations (each reflects the other, rather than being one-sided). For instance, XP and level affect each other, since in order to level up, a Pokemon needs a certain amount of XP - but that amount of XP needed depends on the level. Gold and conscious Pokemon in the party also affect each other, since gold can buy revives to increase the amount of conscious Pokemon, but the amount of conscious Pokemon means more fights can be won, which gets the player more gold. The same holds true for gold and encounters - the more encounters there are, the more opportunity for gold or loss of gold, but more gold can also allow the player to buy items that will decrease the encounter rate.
As you can see, this graph is confusing. The main point to get out of this is that conscious Pokemon in the player's party are the most important resource in the game, and it is affected by all others. Most directly, it is affected by the Pokemon the player has (generally, not necessarily in the party), gold, and HP.
What I Would Change
I thought of many ways that resources in Pokemon Blue could be changed based on my evaluation of these numbers, but I prefer the original game to each of these. The major change I could think of has already been done in games since – splitting the “special” stat into special attack and special defense, since the broadness of this stat is somewhat imbalanced, considering all special moves will be affected by both the attacking and defending Pokemon’s special stat, while physical attacks will be affected by the attacker’s special and the defender’s defense. However, as I said, the creators of the games already thought of this, and took care of it.
One other change that I thought of which hasn’t been implemented in the Pokemon games regards the use of PP. Looking at the graph of relationships I’d drawn out, I realized that attack, defense, speed, special, and HP all increase as a Pokemon gains levels, but PP never does. It wouldn’t make sense for it to increase drastically, since PP for powerful moves is very low in order to keep the game more balanced, but allowing PP for certain moves to increase every few levels the Pokemon gains would make PP work more like the other stats, and would give another benefit to levelling up.
This idea would also give another benefit to teaching Pokemon good TM moves early on, because then they have more time to level up their PP over time. However, this is just an idea, I don’t know how well this would work in practice since that could mess with the balancing issues in the game. However, the way things currently are, there are only a few “PP Up” items available in the game, and if the player uses those early on, on moves they later delete, then their use is pointless. Allowing PP to slowly level up would make this less frustrating.
This idea would also give another benefit to teaching Pokemon good TM moves early on, because then they have more time to level up their PP over time. However, this is just an idea, I don’t know how well this would work in practice since that could mess with the balancing issues in the game. However, the way things currently are, there are only a few “PP Up” items available in the game, and if the player uses those early on, on moves they later delete, then their use is pointless. Allowing PP to slowly level up would make this less frustrating.
Game Progression:
I will also evaluate the progression of the game as a result of these resources and other factors. At the beginning, the player starts with only 1 Pokemon, very few, weak attacks, weak stats, and few resources (pokeballs, money) to catch more Pokemon.
Enemies are also weak (but barely weaker than the player’s Pokemon) so the game begins with a decent amount of challenge.
The first gym is one of the hardest because there is so little access to Pokemon, especially ones that will do much damage against rock types. The learning curve is actually steep in the beginning in terms of how long it takes to win a match IF the player picked Charmander as their starter, or IF their starter has not learned moves that will take down a rock type yet.
The second gym was the toughest for me because there was still such little access to different types of Pokemon, especially with moves that will be super effective against water types. On top of that, the gym leader’s Pokemon were stronger and had far tougher attacks, and even started to use boost items. It would often take me several tries to beat this gym, if I chose any starter besides Bulbasaur.
The third gym was SIGNIFICANTLY easier for me. For one, there was a cave beside the gym containing ground type Pokemon (Diglett’s cave), which take down the gym leader’s electric Pokemon easily. Even without them, by this point, my Pokemon would have learned far better moves which make battling more one-sided in my favour since I know which types of Pokemon to use.
After the third gym, the learning curve just feels like it falls for a while. As time goes on, my Pokemon get stronger, and though other Pokemon around do too, a player that knows how to play the game and exploit weaknesses, etc. has a far easier time since there is more access to a larger variety of Pokemon, and those Pokemon can learn better and more varied attacks. Since the AI of trainers is not very intelligent (including gym leaders), this makes the game get easier in a way. Some areas become harder to make it through due to more battles and attacks doing more damage, but fights in general feel far easier, and it becomes more about training than surviving.
Until I’d reach the Elite Four, encounters would feel very easy. Challenge started to be made in getting through large caves without losing your mind, or making it through a confusing building layout filled with Team Rocket members who want to fight. I would get to the point where gym leaders were just a good place to get experience since it took longer to gain levels (Pokemon around were just too weak), but they were also easy to beat.
When I fought the Elite Four, the challenge was finally up again. The Elite Four was almost like a sudden shock of difficulty at the end compared to the easy ride that most of the fights in the game had been up until that point. But even then, they weren’t incredibly difficult – just enough to make it a bit of a challenge.
After the Elite Four, challenge in fights quickly fell, but the time it took to gain levels increased significantly. There was one last cave to explore with high levelled Pokemon, but even then, after a certain level, everything became easy. By around level 60, challenge started to drop significantly. By around level 80, it was basically non-existent in fights, but it was also extremely time-consuming to grow levels since there were no tougher Pokemon to fight.
Resources increase with time. The greater the resources, the easier the game.
Summary of the Learning Curve:
The curve of difficulty for battles rises at the beginning to its highest point besides the Elite Four, and then falls as battles get easier for the experienced player. At the Elite Four, battle difficulty rises sharply, but falls again after that. By level 100, there is no challenge at all.
The curve of difficulty for levelling up starts off getting easier, then slowly gets more difficult as the player’s party grows stronger and needs more experience to level up. At the Elite Four, it is slightly easier to level up again (but this is over a short period of time), and then afterwards, especially in the higher levels, levelling up becomes extremely difficult.
The learning curve in the game (for new players) starts off fairly easy, then rises in difficulty as the player learns about fighting strategies. Eventually, by maybe halfway through the game, the player will have mastered most of these strategies, and the learning curve will sharply fall. Eventually, there is nothing really new to learn, and the rest of the game is levelling up.Altogether, the difficulty curve of Pokemon Blue depends entirely on what way you view it, and whether it is an experienced player or a new player playing the game. As an experienced player, difficulty falls with time, but time it takes to level up rises. However, the game still feels unbalanced in the way difficulty quickly falls after only a little way through the game.
Despite this, I still loved Pokemon Blue as a game, though the creators of the next generation, Pokemon Gold and Silver, made a good decision in incorporating a final challenge into the game for high-levels - the trainer Red. Red, with Pokemon in levels ranging from 70 to 80, gives a challenge later on in the game, rather than letting the last big challenge be the Elite Four, which are only around level 50, compared to the maximum level the player can reach, which is 100. If a challenge similar to Red were added to Pokemon Blue (besides the one-time fight with Mewtwo, which hardly counts), then the level of difficulty would not feel so anti-climactic.





