Two More Ingredients to Pokémon's Success

As the previous posts in this section reveal, I believe Pokémon’s success should be taken as seriously as, say, a historian analysing the Yalta summit. Though Pokémon, even at its most influential, obviously lacks the ramifications of Roosevelt, Churchill, and Stalin’s European map-drawing, it has that effect on a significant number of people. I’ve encountered fellow Pokémon fans who know little of outside their window, but they can sing the franchise’s theme song by heart and name the release date of every game. For a lot of people, Pokémon is the medium by which they interact with the world. It creates their relationships, generates their interest in related topics like other video games and Japanese anime, and even informs their career choices. It’s part of their identity and DNA.

As such, I believe a serious effort should be made to understand how, where, and why Pokémon works and, by extension, synthesising Pokémon’s effect on people with big ideas like history, natural biology, and philosophy. Pokémon is the language of the large portion of the under-35 crowd such as myself and so I intend to use it to express important ideas. Two such ideas can help explain Pokémon’s success: the Hero’s Journey and the psychology of collecting.

The Long Reach of Joseph Campbell.

In 1949, Joseph Campbell, a literature professor specialising in comparative mythology, published The Hero With A Thousand Faces. The book explores the structural similarities of heroic myths in many cultures. The Bible, The Odyssey, The Iliad and god knows how many other’s I’m too lazy to list all share some degree of similarity. Campbell sought to distill down the common elements of the “mono-myth”, to use his term. The term we more commonly use is “The Hero’s Journey”.

The most famous passage, plastered not once but twice on the book’s Wikipedia page, goes as follows: A hero ventures forth from the world of common day into a region of supernatural wonder: fabulous forces are there encountered and a decisive victory is won: the hero comes back from this mysterious adventure with the power to bestow boons on his fellow man.

Following this introduction, Campbell then lays out the stages of the hero’s journey in exquisite detail to expand on that master summary.

Now, I have a confession to make: I’ve never been able to finish The Hero With A Thousand Faces. The book is riddled with the kind of impossible to understand psychoanalytic BS that makes my blood boil. Campbell was influenced by Freudian and Jungian concepts that I’ve never been able to grasp and I’m willing to bet a lot of people won’t either.

Psychoanalytic nonsense aside, Joseph Campbell’s idea deserves a spot on the list of “best ideas ever”. By seeking to find the constituent parts of the most compelling mythologies dating back to time immemorial, Campbell speculated on the elements common to all cultures, and gave novelists, screenwriters and playwrights a guide on what storytelling features truly grasp people’s imagination.

The most famous work influenced by Campbell’s ideas is Star Wars. George Lucas has never kept that a secret. Other famous works that had Hero With A Thousand Faces explicitly in mind include Disney’s home-run classics Beauty and Beast, Aladdin, and The Lion King.

But another work of storytelling that shares Campbell’s ideas, however unconsciously, is Pokémon. Campbell’s executive summary quoted above hits that sweet spot between vague and detailed that it could very easily apply to Pokémon’s otherwise sparse single-player story. Case in point, allow me to fill in the blanks of Campbell’s executive summary with Pokémon specific details.

A hero (Red/The Player) ventures forth from the world of common day (Pallet Town) into a region (Kanto) of supernatural wonder (filled with Pokémon): fabulous forces are there encountered (Team Rocket, Gym Leaders and all manner of Pokémon trainers) and a decisive victory (against Team Rocket and at the Pokémon League) is won: the hero comes back (to Pallet Town) from this mysterious adventure with the power to bestow boons (aka a completed Pokédex) on his fellow man (aka Professor Oak).

By that description, Pokémon’s single player campaign has distinct elements of the mono-myth that people found so compelling in Star Wars and Disney movies. Crucially, the bare-bones adventure story conceived by Pokémon’s creators has rarely, if ever, deviated from the foundations laid by the first Pokémon games.

But pointing out Pokémon’s similarities to Joseph Campbell’s ideas does not make a complete picture. In the world of argumentative reasoning, the idea that Pokémon and Star Wars are basically Joseph Campbell’s book with a fresh coat of paint is guilty of the Texas Sharpshooter Fallacy. For those unfamiliar, the Texas Sharpshooter Fallacy refers to a false conclusion drawn from overemphasising similarities in a dataset and minimising differences. In other words, for all of Pokémon’s similarities to Campbell’s archetypal hero, so many crucial differences exist that negate the so-called “perfect” connection: Pokémon is a video game, Campbell was thinking of mythology; Pokémon’s hero is a silent ten year old with no dialogue or expressed desires, Campbell’s hero is weighed down wants and desires nail-gunned to Jungian kookiness; and the list goes on.

Pokémon did not resonate simply because of the similarities, however shallow, to Joseph Campbell’s book. Something else is needed to explain its power. For that, we need to return to the game’s slogan.

(The Psychology Of) Gotta Catch ‘em All.

The central objective of Pokémon, catching one of every creature, taps into another joy millions of people derive from life, collecting. The psychology of collecting is…a weird animal, so I’ll put it aside for now. But long before Pokémon existed, hobbyists of all ages took great pride in building their collections of…just about everything. Stamps, rare books, vinyl albums, sports cars, Hot Wheels, and postcards are but a few items people love amassing large collections of. The ultimate example of collecting would be libraries and museums. After all, art galleries refer to the works hanging on their walls as their “collection”. Pokémon’s link with the deep-seated joy of collecting is obvious: lead creator Satoshi Tajiri drew inspiration from his obsessive bug-catching as a child.

In newer Pokémon games, some emphasis on “catching them all” has been lost. Seeing as how more than 1000 Pokémon now exist, collecting them all would be an epic undertaking indeed. But early in the franchise’s history, when catching them all was the most plausible objective, Pokémon could easily attract anybody who enjoyed collecting things for a living and didn’t mind playing on a Game Boy…or trading cards with their classmates.

Putting The Two Together

Pokémon successfully combining two of the most powerful pulls on the human imagination, the psychology of collecting and the similarities to archetypal hero myths, help contextualise the franchise’s continued success. Much like how Star Wars or The Bible will always be compelling because their narrative structures resonate in powerful ways, Pokémon’s various media will always be compelling because they rest on the deep-seated human need for collecting, the most exciting forms of storytelling, or both.

The combination is irresistible.

The Top 3 Middle of The Road Pokémon Games

Pokémon games are given many labels. Chief among these labels is “formulaic”. There is no doubt that Pokémon has a formula which it has been milking successfully for the last quarter century. People cannot get enough of it.

The formula, in case you’re wondering, goes mostly as follows: you, the player, are ten years old. When kids turn ten, they became ‘Pokémon trainers’ and are eligible for a starter Pokémon from the region’s chief professor (whose name is always some kind of tree). Of the starter Pokémon, they can choose between one of three different creatures: a Grass-type, a Fire-type, or a Water-type. Once the player make’s their pick, their childhood friend, The Rival, also picks their starter, whose Pokémon usually has the type advantage over the player’s. Starter Pokémon in hand, the player is assigned to complete the region’s Pokedex, an encyclopaedia which will detail every Pokémon in the region, by capturing one of every Pokémon. In addition to catching all the Pokémon, the player must defeat eight local bosses, called ‘Gym Leaders’, who specialise in battling with a particular type of Pokémon. Along the way, the antagonists—who are always labelled ‘Team [insert villain group name here]”—will commit criminal acts for their own ends until the player stops them. Once the evil team and eight Gym Leaders are defeated, the player will earn the right to challenge the Pokemon League, comprised of the Elite Four and the region’s Champion, the strongest trainer in the game. Defeating the Champion rolls the credit’s on the game’s main story.

This formula has proved remarkably durable. Nevertheless, Game Freak, the company responsible for creating the games, has a mixed record of implementing the formula down the years.

Usually, when fans create lists ranking the games, they often aim for the extremes of ‘best’ and ‘worst’. But in tribute to the formula’s consistency, for this post, I’m going to do something different: rank the three best ‘middle of the road’ games. Games that provide a solid playing experience, but might not take it to the next level. For sake of ease, spin-off games are excluded.

3) Pokémon Sun and Moon

What The Games Are About: Pokémon Sun and Moon were the first 7th Generation games, released in 2016 on the 3DS console. They were the second generation of games to be released for the 3DS, following Pokémon X and Y in 2013. Set in the Alola region—a chain of islands clearly based on Hawaii—players will go island-hopping to complete their Island Trials, defeating the island chiefs, called Kahunas, along the way. During their journey, they will encounter the outcast gang Team Skull, the far more mysterious Aether Foundation, and strange alien Pokémon known as Ultra Beasts. Friends, Pokémon, and adventures await in the best saga holiday of all time.

Why The Games Are Middle Of The Road: Ironically, though I spent the preamble of this article praising the consistency of the formula, Pokémon Sun and Moon made a major break from said formula by replacing Gym Leaders with a different main story challenge. Instead of Gym Leaders, players must defeat ‘Totem Pokémon’—Pokémon of abnormal size with powerful stats—and Island Kahunas. This change is flashy but somewhat tedious to play, which might be why Totem Pokémon have not been reintroduced in later games. Furthermore, the greater emphasis on characters and story, usually the most neglected part of any Pokémon game, comes with the price of extensive cut-scenes interrupting the gameplay. And the ‘generational gimmick’—the flashy battle feature exclusive to that generation of games—less intriguing in these games compared to other entries. In the 7th generation, the battle gimmick is ‘Z-Moves’, a once-per-battle chance to power up a Pokémon’s move well-beyond the normal base power of a normal move. This gimmick is unspectacular because it only lasts one turn in a battle and can only be used by one Pokémon in the player’s party during said battle.

But when it comes to more enduring upgrades to the Pokémon formula, Sun and Moon turn in a much better performance. Chief among them is the introduction of ‘regional variants’. When these games were released, there were well over 750 unique Pokémon already in existence, and introducing anywhere between 70—150 new ones would cause problems. Sun and Moon solved this issue by introducing ‘regional variants’, derivations of Pokémon that already exist but that have altered designs, typing, and stats. It is a brilliant way to freshen up old Pokémon, fill-out the roster of new Pokémon for the new games, and also decrease the pressure to create entirely new designs that would be expected to be added into future entries. Regional variants have unsurprisingly continued in Generations 8 and 9.

Final Result: Pokémon Sun and Moon are mixed bags because their gameplay can be a bit awkward at times. Cut scenes, Totem Pokémon and a bizarre emphasis on NPCs rather than you the player are balanced out by the exciting regional variants, harder-than-average gameplay, and unique spins on the Pokémon formula that make these games solid entries.

2) Pokémon Ruby and Sapphire

What The Games Are About: The closest thing to a reboot in the history of Pokémon, Pokémon Ruby and Sapphire launched the 3rd generation of games on the Game Boy Advance in 2002. These games were released in what would ultimately be a dark few years for the franchise. Hobbled by hardware incompatibility, these games could not connect with the previous two generations of games, locking the 251 Pokémon fans spent six years collecting on their old cartridges. Worse still, the initial burst of Pokémania was dying out, which meant the first generation of fans were outgrowing the franchise. Ruby and Sapphire, with their more clearly defined story, colourful graphics and huge bevy of new features, laid the foundation for future.

Why They Are Middle Of The Road: Ruby and Sapphire made huge steps forward in terms of gameplay but also made a number of baffling changes that later games, including the enhanced version, Emerald, would fix. That’s not to say that these games are lacking innovation to improve the formula. Among Ruby and Sapphire’s biggest improvements were the introduction of Abilities. From these games forward, every Pokémon would come equipped with a special ‘ability’ that could do a wide range of things in battles, including boosting a Pokémon’s stats under certain conditions and changing the battlefield weather.. Abilities have been expanded upon and improved in every subsequent generation for the last twenty years. Ruby and Sapphire also laid the groundwork for proper competitive Pokémon battles by introducing double battles, where two Pokémon are controlled by the player at once whilst facing two opposing Pokémon. This is the official format of competitive battling to this day and often makes for more interesting battles than the usual rock-paper-scissors affair of a single battle.

Story-wise, Ruby and Sapphire added further relating elements. Unlike the previous games, there are two villainous groups, Team Aqua—who want to flood the world—and Team Magma—who want to increase landmasses. These motives, while basic, provide a more complete character arc than Team Rocket in the first few games. Subsequent villain teams would also include more complex motives to varying degrees of success.

Though these changes were welcome, Ruby and Sapphire have been pushed to the middle of the road less because of what they did and more because of what subsequent games did. The enhanced version, Emerald, packed far more features in the game than these two base versions. Chief among these improvements are a better Pokémon roster, a true final boss in the form of Steven Stone, and a far superior list of post-game activities. Once the main story ends for Ruby and Sapphire, there is surprisingly little to do. The aforementioned incompatibility with older games meant that a sizeable chunk of Pokémon were simply not catchable in either Ruby or Sapphire, thus rendering the ‘gotta catch ‘em all’ slogan obsolete. None of these issues ruin the games by any means, but they certainly wind up holding the games back a bit.

Final Result: Pokémon Ruby and Sapphire made the best of a bad lot. Waning interest and hardware incompatibility hobbled the games from the get-go. The improvements they brought were badly needed; it is hard to imagine Pokémon today without abilities, double-battles, and select mini-games. As a result, these games, many people’s first, make a perfect entry into the series and provide a solid game experience that proves the durability of the formula.

1) Pokémon Black and White

What The Games Are About: The 5th Generation games of Pokémon, first released in 2009, are a transition between the 2D-based games of the first four generations and the 3D-based modern games. The game’s region, Unova, is based on New York City rather the Japanese regions of earlier entries. 156 new Pokémon are introduced for the player to catch and the story was the most ambitious to date (and arguably ever).

Why It’s Middle Of The Road: Black and White, on the surface, seemed to be a radical departure from the Pokémon formula. For one thing, all previous generation Pokémon are locked to the postgame, forcing players to complete the main story entirely with the new roster. This caused some grumbling when first revealed. For another thing, the New York City-based region lacked a lot of the traditional Japanese elements fans had come to expect. However, these issues are surface-level because the formula itself is still intact and being put to full use in these games.

Among the greatest improvements to the formula come from the characters and story within that formula. The eight Gym Leaders have more personality in these games than usual and come to help the player in the climax against the villainous Team Plasma. Speaking of Team Plasma, they are by far the most compelling group of villains ever released. Full stop, no exceptions. Team Plasma’s mission is to ‘liberate’ Pokémon by forcing them away from the commands of humans. It’s surprisingly sympathetic, considering the surface-level similarities Pokémon battles have to animal fighting. Fortunately for those fretting about the ethics of Pokémon battles, Team Plasma’s leader doesn’t believe a word of what he’s selling and is out for the usual helpings of world domination. Another staple of the formula, capturing the powerful legendary Pokémon on the game box cover, is vastly improved upon. Not only do you catch the Pokémon on your cover of the game, but in the climax, Team Plasma’s king uses the counterpart legendary in the final story battle. This also means you do not beat the main story by defeating the Champion, but rather by beating the bad guys…like you do in every other video game.

Other improvements come in the form of new battle styles, including the ludicrous Triple Battles with six Pokémon on the field at once and the more experimental Rotation Battles. These would ultimately not stick around, nor would ‘seasons’, whereby certain parts of the gameplay map were only accessible depending on what time of year the game was being played in.

This all sounds amazing, but what keeps these games in the middle of the road? Answer: the trade-offs to the story-emphasis of the games. The gameplay is more linear than usual, giving players less options for exploring the new region. Furthermore, certain developments creeping into the games from the past two generations reached the point where the subsequent sixth generation had to fix them. Most significantly was the overpowering dominance of Dragon-type Pokémon who had few weaknesses and many strengths. The next generation of games took the radical step of introducing a new type to balance things out. Also making these games frustrating were the introduction of Hidden Abilities. Prior to these games, most Pokémon had one or two abilities that they could draw on. But starting with this generation, some Pokémon had a third ‘hidden’ ability, which was often so powerful that competitive matches were dominated by these special Pokémon. Obtaining hidden ability Pokémon was excruciatingly difficult as it involved a completely different game and extra software and god knows what else. Subsequent improvements would be made in later generations, but playing with the mechanics of 2009 could hobble players.

Final Result: Black and White are the ultimate middle of the road games because they use the formula to the maximum. Ultimately, the story is the same and most of the familiar elements—professor, evil team, eight Gym Leaders, and Elite Four—are all present and accounted for. Yet the way they were implemented makes the first Black and White games a bit more memorable.

Conclusion

In my opinion, the baseline of standard for any Pokémon game is its proximity to the formula. The formula is ultimately what makes the games so successful. The three pairs of games listed here are close enough to the formula that they provide an enjoyable enough playing experience while not being so extreme in their experimentation as to either turn fans off or else take the gam play to the next level.

The very best Pokémon games, which by popular opinion include Pokémon HeartGold and SoulSilver from Generation 4 and Pokemon Black 2 and White 2 from Generation 5, take the formula to that next level by using it as a base and building upon so memorably as to leave an incredible lasting impression.

The weakest Pokémon games, which include Pokemon Diamond and Pearl from Generation 4 and Pokemon X and Y from Generation 6, implement the formula poorly. The former games have a bizarre and uneven roster of Pokémon for the player to use which dramatically affects difficulty while the latter implemented so many quality of life improvements that the games wound up being far too easy even for novice players.

These middle of the road games, by contrast, I wind up revisiting most often because their experience is by-and-large consistent and a key reason why I believe Pokémon’s success is so enduring.

Pokémon's Core Gameplay Feature Is An Inbuilt Marketing Machine

In the last post, we discussed how Pokémon’s creators made fantastic decisions about their central mechanic, the Type system. A player can’t win any Pokémon battles no matter how simple without knowing the Type chart.

However, while the easiness of the Type chart shepherds all those new players through the game, it doesn’t explain why new players ought to pick up a Pokémon game in the first place. No Pokémon advertisement touts the Type chart as an innovative feature because it’s the central mechanic. It’d be like Apple making an advertisement talking about the design of their keyboards. Helpful? Yes. Intriguing to potential new customers? No. Something else was responsible for ensuring new players signed up to Pokémon’s multimedia smorgasbord.

This leads us to Pokémon’s other most famous feature: trading.

It Seems Innocuous Enough…

If you recall from the Pokémon Introduction post, you’ll know that every mainline Pokémon game is released as a pair; this tradition has not changed for almost thirty years. From Pokémon Red and Green to Scarlet and Violet, every player has the option to buy one of two nearly identical versions of the game. Nearly every player only bought one version because every video game console only had one game cartridge slot. The difference between the versions were minuscule like whether or not a city your character visits will have a futuristic aesthetic or a more retro feel.

But one version difference is HUGE: what kind of Pokémon you can catch and battle with. Some Pokémon are only found in one version of the game and not the other.

This might sound trivial until you realise what the game’s slogan is: gotta catch ‘em all. For a player armed with one console and one version of the game, catching them all is, quite simply, impossible. In the earliest games from the 1990s, this was a huge problem for players because much of the game revolved around catching one of every Pokémon available; sophisticated competitive battling would come later.

So a child who wanted to catch every Pokémon had two choices to achieve this end. The first and less likely option was to buy both versions of the game. However, the vast majority of players did NOT do this because in order to catch ‘em all, one needed not just two copies of the game but a second game console, which most parents didn’t have the money for. And even if money weren’t a factor, this single player would need to complete the game in both versions to find every version-exclusive creature and then trade the digital Pokémon back and forth between the two games.

Clearly this was impractical and lonely, so few if any players did it. But those who did increased the sales of Nintendo and the Pokémon Company because they bought two products instead of one. Needless to say, most players, armed with only one version of the game and one console, took the second route to catching them all: they turned to their friends for help.

One can see the appeal of this second method; if there is a Pokémon you like that’s exclusive to the version you don’t have, you can ask your friend on the playground if they can trade Pokémon with you.

What happens next is key to explaining Pokémon’s rapid rise and continual staying power. In the above scenario, in which Player 1 asks for help completing their Pokémon collection, Player 2 has two possible responses. In Response 1, they say “yes, let’s do a trade”, solidifying a shared experience with their friend and then planting the seeds for the enormous community that now exists today.

But in Response 2, Player 2 looks at their friend and says, “what are you talking about? What the heck is a Pokémon?” Player 1 will then explain to Player 2 what game they’ve been playing and show them how it works. Player 2 will find it extremely intriguing because that game, after all, is the reason their friend has been ignoring their playdate requests for the last month. In time, Player 2 will beg their mum to buy a console and a Pokémon game, increasing the profit share for Pokémon and adding a new convert by which the gospel of Pikachu can spread.

In other words, Pokémon’s central game mechanic has its own in-built marketing system as part of the gameplay.

Why is that significant? Because of the research done conducted on the effectiveness of advertising.

Why Advertising Doesn’t Work and Why Fans Made Pokémon What It Is

According to Hugo Mercier and his research on communication from his fantastic book Not Born Yesterday, people are not easily swayed by advertising. This is because people use what he calls 'plausibility checking'. Plausibility checking is, to use Mercier's terms, an 'open vigilance mechanism', which is how someone "evaluates messages in light of pre-existing beliefs". (Mercier 47) Every product the consumer sees in the store is judged against the consumer's preferences with the help of plausibility checking and other open vigilance mechanisms. According to Mercier, open vigilance mechanisms do this filtering of information quickly and efficiently. "When it comes to evaluating what others tell us," he writes, "open vigilance mechanisms are mostly on the lookout for cues that the message should be accepted. Absent such cues, the default is rejection." [emphasis added] (Mercier 161) Mercier further adds, "Plausibility checking is an ever-present filter, weighing on whether messages are accepted or rejected. On the whole, this filtering role is mostly negative." (Mercier 51)

So if a product, in this case a Pokémon game, offers no 'cues' that the consumer should pick it up, then the consumer will ignore it no matter how cute Pikachu is on the cover. Mercier states that some cues people use to do this filtering are questions like "Is the speaker [in this case, video game maker] likely to have reliable information? Does she have my interests at heart?" (Mercier XVI)

The latter question is key because, until the cues indicate otherwise, all products come attached with the same answer: no. No video game has the consumer's interests at heart because there is a mismatch in incentives between the two parties. The video game maker stands to benefit from every purchase, but the consumer might not; they could dislike their gaming experience and regret their purchase. Therefore, the consumer will, by default, continue to reject every signal these products send their way. (Mercier 85—87) The difficulty in establishing trust and aligning incentives helps explain why so many games are flops no matter how good they may be.

Further stacking the deck against the Pokémon creators in this scenario is the empirical evidence showing advertisements do not work. Upon reviewing the research on advertising, Mercier concluded, "Early work on advertising efficiency suggested that most ads had no discernible effect whatsoever. Marketing researcher Gerard Tellis drew from his review of advertising effectiveness these words of caution: 'The truth, as many advertisers will quickly admit, is that persuasion is very tough. It is even more difficult to persuade consumers to adopt a new opinion, attitude, or behavior.'" (Mercier 141-143) This goes back to the cue of 'does this person have my interests at heart?' Ads are so ineffective because everything in an advert's message is skewed to the advertiser's self-interest, creating a trust gap. So any child (or more likely, their parents) will reject an advert for Pokémon games as not being in their interests.

So if direct advertising from Nintendo will by-and-large not work in selling a Pokémon game, what will work? Answer: trustworthiness and word-of-mouth marketing.

Of all the cues available to consumers, word-of-mouth is almost certainly the most reliable. The wider effects of word-of-mouth are well-known. According to a study from the McKinsey Institute, "word of mouth is the primary factor behind 20 to 50 percent of all purchasing decisions…Its influence is greatest when consumers are buying a product for the first time or when products are relatively expensive, factors that tend to make people conduct more research, seek more opinions, and deliberate longer than they otherwise would.”[emphasis added] (Bughin et al.) Word-of-mouth works because the 'advertising' comes from people whom the consumer already trusts. How well does it work? Well: “In fact, our research shows that a high-impact recommendation—from a trusted friend conveying a relevant message, for example—is up to 50 times more likely to trigger a purchase than is a low-impact recommendation.” (Bughin et al.)

In Pokémon’s case, ‘high-impact recommendations’—trading version exclusive Pokémon between game consoles—are bundled into the gameplay.

So let’s return to our two players for a minute. Player 1 wants to trade with Player 2, but Player 2 has never heard of Pokémon or isn’t sure about the game. Suddenly, their friend, not some corporate executive from Nintendo, is showing them this cool new game. Player 1 isn’t trying to sell them on playing Pokémon and has no immediate self-interest beyond getting a cool new Pokémon. Even there, it’s not a self-interested claim because they’re able to barter a version exclusive Pokémon in return. Given all this information, Player 2 can trust that Player 1 has their interests at heart and they can soon enjoy the game together.

Of course, Pokémon trades only affect two players, so the final ingredient of Pokémon’s success rely on the networks and connections between those players buying the Pokémon games. Let’s talk networks for a minute.

Networks: You're Known By The Company You Keep

Trust might be the lifeblood of Pokémon’s long-term success, but that lifeblood must flow through a healthy network for that success to actually occur. The player’s network achieves what the advertisement cannot: persuasion and conversion from rejecting information to accepting it. Therefore, players embedded within key networks of trustworthy figures can more easily satisfy sceptical non-players’ open-vigilance mechanisms. Continuing from the word-of-mouth discussion, the players’ networks matter because those connections determine who exactly is spreading the message that new players have to buy the new Pokémon game.

According to Niall Ferguson, what determines how a message will spread in a network stems from which person within the network passes the information along. "A complex cultural contagion," he writes, "unlike a simple disease epidemic, first needs to attain a critical mass of early adopters with degree of centrality (relatively large numbers of influential friends)". (Ferguson 35) A strong, recent example of a product achieving critical mass is TikTok: "Part of TikTok's popularity came from canny early adopters cherry-picking the best bits and reposting them using the built-in share function on the app onto other platforms like Facebook and Twitter, where they gained an audience often larger than the views seen on TikTok itself." [emphasis added] (Stokel-Walker 70) Enthusiastic early adopters tend to have a horizontal network structure that allows them to create virality when compared to a more top-down, hierarchical structure. (Ferguson 47) Since Pokémon trades depend on peer-to-peer player network, they’re more likely to follow that viral horizontal structure.

So not only does Pokémon’s core gameplay feature, trading, have the only effective form of marketing built into it, it also has the network structure most likely to increase the virality needed to keep and retain the most number of players no matter how many games are released.

Conclusion

Putting the elements of trust, networking, the trading system, and version exclusive Pokémon together, the reasons for the Pokémon franchise’s jaw-dropping success becomes much clearer. A single player, buying their first Pokémon title, will be met with a game featuring cute and powerful creatures whose central mechanic, the battle system, ensures they have a good, simple playing experience. However, to actually finish the game as intended, they need to go out and recruit their friends via the most effective form of marketing that exists, word-of-mouth. Some of these friends know about Pokémon, some don’t, but all trust that the player coming to them looking for help has their interests at heart. So they in turn will buy the game and tap into their network of friends in an effort to catch them all.

And trading version exclusive Pokémon between players isn’t the game’s only way of roping in new players. Another key element of playing Pokémon games, finding rare Pokémon that are harder to obtain, means some players will have more attractive Pokémon to trade than others, not to mention extremely valuable gameplay tips. So by default, especially in the pre-internet era, players spontaneously used their networks to build an audience that, to this day, eagerly awaits the franchise’s next release. And because each new release inevitably adds at least one new player, the question shouldn’t be “why is Pokémon worth $95 billion” but rather “why is Pokémon only worth $95 billion”.

 

Pokémon's Type Chart Is A Key To It's Success

Among the Pokémon franchise’s most signature features is the Typing system, by which every unique Pokémon creature designed is assigned one or two ‘Types’ out of a possible eighteen. No Pokémon lacks a Type and no Pokémon has more than two. Understanding the Type chart is crucial for new Pokémon fans as it is the game’s central mechanic. But Types are more than a marketing stunt or a flashy gimmick to make Pokémon characters stand out from traditional video-game monsters. They are, instead, a core reason for Pokémon’s success, and a masterclass in creating and executing a ruleset.

We briefly covered Types in the article about introducing Pokémon to new players. However, what we did NOT do was discuss the implications of the Typing system on the franchise’s success, for I believe the Typing system is the bulwark between a family-friendly game for all ages and a brutal animal-fighting travesty. But why?

There’s a two-pronged answer.

Prong 1: Intuitiveness

Firstly, the Typing system is shockingly intuitive and by extension, simple. Charles Darwin once noted, “Man has an instinctive tendency to speak, as we see in the babble of our young children, while no child has an instinctive tendency to bake, brew, or write [no kidding on that last one—EN].” Darwin’s point was that some things come to people easily without training or education, as in the case of a child who picks up a human language by walking through the world. In other words, these activities are intuitive. On the other hand, some tasks require formalised training because they are not intuitive, such as baking a bread. If you don’t follow the recipe, the bread will burn.

The way Types interact in Pokémon games are closer to the ‘intuitive’ side of the spectrum and thus are easier for new players to figure out after picking up their first Pokémon game. Furthermore, the explanations for why each Type is Super Effective/Not Very Effective are drawn on real-world relationships, allowing the player to bring their own understanding of the world into the games with them.

To see this play out, let’s briefly look some Type relationships. To keep things simple, we’ll use the three starter Types, Grass, Fire, and Water.

In the games, Water Type Pokémon will take Super Effective damage from Grass and Electric Type Pokémon; they will take Not Very Effective damage from Fire, Water, Steel, and Ice. The reasons why make sense and are, crucially, easy to imagine. Why is Water weak to Grass? Well, every time you water the plants in your back garden, the plants get stronger and grow even faster. Clearly water won’t slow them down. But what about Electric types? Well, water is a conductor of electricity in the real world, hence the reason your lifeguard closes the pool upon hearing thunder in the distance.

But what about the Water Type’s strengths? Water resisting Fire is pretty easy to understand because everyone knows what happens when the fire department rocks up to a burning building: they pour water on it. As for Water resisting Water, well that makes because add more water to a lake isn’t going to shrink the lake. Ditto for putting a bag of ice-cubes in the lake, hence the resistance to Ice. Steel is the least intuitive of the bunch, but it’s not a big imaginative leap to guess what happens when an industrial-grade water cutter slices through sheet metal.

This same logic applies to all of the Types to varying degrees in explaining their strengths and weaknesses. Moving over to Grass Types, they take Not Very Effective damage from Ground, Water, Grass and Electric Type Pokémon. Again, your imagination won’t have to work hard to deduce why. For instance, your grassy front lawn is growing on a patch of dirt aka the ground, hence the resistance to Ground Types. Ditto for the already discussed Water type. Grass Types resisting their fellow Grass Type Pokémon makes sense because, as with Water, adding Grass to Grass doesn’t reduce the amount of Grass. And resisting Electric-types is related to the reason Electric-Types are weak to Ground Types: when lightning hits the ground, it loses all its power and it’s not like grass conducts electricity.

But on the flip-side, Grass Types takes Super Effective damage from Fire, Flying, Bug, Poison, and Ice Types Regarding the Fire and Ice weaknesses, anybody from California can tell you why fire obliterates the grass around them in the same way Floridians like me can tell you that our citrus crop freezes and dies when snow gets on them. As for the Bug and Poison weaknesses, the logic is, as ever, quite easy: bugs eat flowers and grass, and grass will die if sprayed with poisonous chemicals. Grass’s weakness to Flying Types seems unintuitive, but what happens a flower gets caught in a windstorm or finds itself on the receiving end of a bird beak?

Rounding out the final start Type, Fire, the real world parallels remain as consistent as ever. Fire takes Not Very Effective damage from Bug, Steel, Grass, Fire, Ice, and Fairy. Why is that? Well, what happens when you put a bug, a grass patch, a slice of sheet metal, and an ice cube in an Australian wildfire? They either melt, burn up or disintegrate, giving fire the clear upper hand. The Fairy Type weakness is the weird one because Fairy is the newest Type, but the logic is similar to the Grass Type weakness; fairies in mythology are associated with nature and don’t do well in forest fires. By contrast, Fire takes Super Effective damage from Water, Rock, and Ground type moves. Water for fairly obvious reasons, but what about Rock and Ground? Well, why do firefighters dig a rocky trench to stop a wildfire from spreading further? Because the rocky ground absorbs the fire and slows it down.

All of the imaginative exercises I’ve elaborated on require a person to simply exist in the world to make the logical connections between them. No first-time player is left out which is why changes to the Type chart have been sparing during Pokémon long history.

But though the intuitive nature of Pokémon Types matters for chaperoning new players into the game, that doesn’t explain why the Type relationships helped Pokémon become so successful. For that, we need the second prong of the answer.

Prong 2: Universality

When it comes to the acceptability of various behaviours, cultural norms are often the difference between an established right and a taboo. For example, in the West, a person taking off their shoe and raising it in the air towards some other person looks very stupid and is probably innocuous. However, in Islamic cultures, raising your shoe at someone can be highly offensive due to cultural restrictions on showing your feet. Of all cultural barriers, different languages are perhaps the most salient. An English speaker and a Mandarin speaker can’t understand the babble come out of the other’s mouth.

But though difference between cultures can be stark, there are some elements to humanity that are universal, shared by everybody. For instance, vomiting a half-eaten burrito on your subway neighbour is absolutely taboo regardless if you’re in New York, Paris, London or Tokyo. Sure you can do it, but it would draw immediate censure.

Universal things link all peoples together and the list of them is endless. We all live on Earth, we all need to eat and drink if we want to survive and so on.

Also on the list of universal things is the aforementioned intuitiveness of the Pokémon Type chart relationship. The way Types interact in the game do not require an understanding of certain cultural norms for players to figure them out. The elements of the eighteen Types are more or less applicable to all persons because of their empirical character. For example, pouring a bucket of water on a campfire will douse the flame everywhere on earth. It’s not like, for example, Koreans fire departments battle Seoul’s house fires by throwing sand packets at the building because water somehow doesn’t put out fires in Korea. Every Pokémon fan can draw on a shared intuitive understanding of the world to play the games.

But making the Type chart universalist in nature was a crucial to Pokémon’s success because Types are the central mechanic by which one understands how the game works. All Pokémon have a Type, all moves have a Type, and the Type effectiveness is foundation of all Pokémon battles. Playing the game without having knowledge of the Type chart is impossible. So by having that element of Pokémon intuitive to everybody, Pokémon’s creators widened their potential audience to include any interested person.

However, when it comes to generating interest, a game company isn’t sufficient. For that, we need to turn to Pokémon’s other key mechanic: their collectibility.

Introducing Pokémon To The Unfamiliar.

Of all the concepts I’ve stumbled across in Economics, the most interesting is the Curse of Knowledge. For those unaware, the Curse of Knowledge is a cognitive bias where Person A communicates with Person B while assuming Person B has all implicit background knowledge of Person A.

Still don’t know what I mean? Use this illustration.

Why am I blathering about the curse of knowledge? Simple: the chief topic of this blog, Pokémon, is a topic where common knowledge does not exist. A person can walk through their entire life without hearing about Pokémon and suffer no tangible penalty. Hence, a gap needs to be bridged between Pokémon fans and the general public, and that’s what this blog post is for.

But rather than copy and paste the Wikipedia entry for Pokémon, this blog post will be my attempt to explain Pokémon for those who’ve never heard of it before.

In the beginning/back in 1996…

The story begins with the release of the first Pokémon games, Pokémon Red and Pokémon Green on the Nintendo Gameboy in February 1996. Though the Pokémon franchise now includes a trading card game, a cartoon series, and a manga comic in addition to plush dolls and action figures, Pokémon started life as a video game. Hence, it is the core video game plot that holds the keys to Pokémon's jaw-dropping success and this post will focus primarily on that medium.

Pokémon's first games didn't have the strongest start, being so riddled with bugs and glitches, that improved version with better graphics, Pokémon Blue, was released later in 1996. The Blue game would form the basis of the international releases in 1998, as Pokémon Red and Blue. Once the anime cartoon series aired in 1997, a special Pokémon Yellow version was also released 1998 in Japan and 1999 for the rest of the world. Yellow depicted the Pokémon Pikachu on the cover, reflecting the growing popularity of that Pokémon character. The yellow, mouselike Pikachu is the Pokémon franchise mascot and has a balloon in the Macy's Thanksgiving Day Parade to this day.

aptain of a 105 billion dollar ship. 

This first batch of games laid the groundwork for all future Pokémon games and other media.

So what was the story of Pokémon? And how did one play the game to win? The keys to Pokémon's success are in this gameplay. But before we analyse Pokémon's success, a more basic question needs to be answered: what the heck is a Pokémon?

In the world of Pokémon, there are only two species on earth: humans and Pokémon. Humans are the same as you and me, but all non-human creatures are Pokémon. All Pokémon are based off of plants, animals, machines and any number of objects in the real world. Furthermore, most Pokémon have the ability to “evolve” in the games. “Evolution” in this context is not Darwinian, being more like metamorphosis in the real world. When a Pokémon evolves, it turns into another species of Pokémon that it is related to. For example, series mascot Pikachu evolves into a Pokémon called Raichu while Pikachu itself is the evolved form of a Pokémon called Pichu. Pokémon in the same evolutionary tree look quite alike.

But what makes Pokémon unique compared to mere humans is their ability to shrink down to fit inside a softball-sized sphere called a Pokéball. Fitting these creatures into a ball that can go into your pocket makes them “pocket monsters” or “Pokémon” for short.

Every Pokémon in every game has the following attributes: a Type, Base Stats, all of which are crucial to understanding how to beat the game, so I will explain them in that order.

First, Types. All Pokémon are one of eighteen “Types”. The series started with fifteen Types but three more have been added. Pokémon can either have one Type or two and, other than Pokémon occasionally changing Types via evolution, their Type is a permanent fixture. For example, series mascot Pikachu and its evolutions are Electric-type Pokémon.

A Pokémon’s Type refers to how it will be affected in a Pokémon battle (more on those later). Sticking with Pikachu, as an Electric-type Pokémon, it will not take much damage from Flying-type Moves because Electric-type Pokémon resist Flying-type Moves. However, Pikachu will take double-damage from Ground-type Moves because Electric-type Pokémon are weak to Ground-types. But what this example reveals is that Pokémon are not the only things in the games to have types, so do Moves.

That naturally leads me to the second item on the list, Moves. All Pokémon have the ability to use Moves which deal damage to opposing Pokémon. Moves are Pokémon’s magical powers in the game. Like Pokémon, all Moves have Types attached to them, but unlike Pokémon, Moves are monotype and remain that Type regardless of which Pokémon is using the move. All Moves either deal damage, temporarily protect a Pokémon, inflict a status condition, or raise/lower a Pokémon’s stats in a battle. The Move’s effect is clearly listed in the games, but what matters for this discussion is that it is the Moves that ultimately deal damage in battles. But how much damage they do depends on a Pokémon’s Type and Base Stats.

Speaking of which, the final element common to all Pokémon is their Base Stats. Base Stats are numerical values attached to every species of Pokémon across 6 categories: Hit Points (HP), Attack, Defence, Special Attack, Special Defence, and Speed. Pokémon further along in their evolutionary family have higher Base Stats. For example, Pikachu’s Base Stats are, respectively, 35, 55, 40, 50, 50, and 90. But evolved form Raichu’s stats are 60, 90, 55,90, 80, 110. These Base Stats are fixed for every Pokémon. Rarer legendary Pokémon have much, much higher Base Stats, making them more formidable opponents.

So if you’re ever in the Pokémon world and you find yourself looking at a creature that’s not a human, has a Type attached to it, can learn Moves, has a set of Base Stats, and can fit into a red and white ball, it’s a Pokémon.

So if those are the attributes of the digital creatures within these games, how do players and their Pokémon win the game?

Players booting up their copy of Pokémon Red or Green found their player character was a 10-year-old boy whose default name is Red (a female protagonist would be added in the next set of games). Of course, one named their player whatever they wanted.

Your character lives in Pallet Town, a sleepy little village in the Kanto region, with your mother and no father figure (an odd trend that continues in Pokémon games to this day). But before you are allowed to explore the region’s forests, cities, and oceans, you must receive your own Pokémon to accompany you, as it is unsafe to wander around in the wild without one.

The player receives their first Pokémon from Professor Oak, a legendary Pokémon researcher. (This trope of the player receiving their first Pokémon from a professor named after a tree would continue more or less for all subsequent main series games.)

Professor Oak gives you the option of choosing one of three starter Pokémon. In these first games, the starter Pokémon on offer are Bulbasaur (a Grass and Poison type), Charmander (a Fire-type), and Squirtle (a Water-type). In subsequent games, the Starter Pokémon are unique to each region, but, barring special games like Yellow version, the three Types available (Grass, Fire, Water) do not change.

With your first Pokémon in hand, you are now officially a Pokémon Trainer and your adventure can begin.

Also receiving their starter Pokémon is Professor Oak’s grandson, your childhood friend and Rival, Blue (in Japanese his name is Green but I’m sticking to the language I speak). Blue (or whatever you named him at the start of the game) is a cocky, arrogant, but extremely skilled Trainer who will battle you on multiple occasions throughout the game. Blue will always be one step ahead of you, and always have the advantage over you as the starter Pokémon he selects will have a Type match-up advantage over yours. (For example, if you selected the Fire-type Charmander, he will pick the Water type Squirtle.) The Rival Pokémon Trainer is another feature that has continued in all subsequent games.

Starter Pokémon in hand, your objective is two-fold: First, defeat all eight Gym Leaders and the subsequent Elite Four to become the Champion. You achieve this aim by battling and defeating other Pokémon Trainers who challenge you to a Pokémon battle. Second, you are tasked with catching and cataloguing all 151 unique Pokémon species of the Kanto region in your Pokédex, an encyclopaedia detailing each Pokémon’s habitats, stats, and so on. Or as the series’s catchphrase says, you gotta catch ‘em all.

On your journey, your player will battle a variety of Pokémon Trainers. For reference, Pokémon Trainers who are NOT your Rival are non-player character identified by their profession (“Trainer Class” to use the formal term). For example, you might be challenged by Picnicker Anna or Hiker James. The Trainer Class indicative what kind of Pokémon they will use (e.g., the Swimmer Trainer Class will use Water-type Pokémon).

However, not all Trainers are pure of heart. Some Trainers belong to the Team Rocket crime syndicate. Team Rocket steal Pokémon, abuse them, and treat Pokémon the way one would expect a crime syndicate would treat wild animals. The player will use their Pokémon to defeat the seemingly endless stream of Team Rocket Grunts (no unimportant member of Team Rocket has a given name), higher-level Team Rocket Admins and finally the Team Rocket Boss, Giovanni. Though Team Rocket itself doesn’t appear in every game, all subsequent games do feature an evil team with the ‘Team’ prefix whose primary function is to impede the player whilst conducting their nefarious deeds.

When the player is not battling Team Rocket, much of their energy will be devoted to catching Pokémon for the Pokédex and defeating the Gym Leaders. Gym Leaders, as the name suggests run Pokémon gyms (which have nothing to do with benchpresses and medicine balls). Each gym specialises in a different Type of Pokémon. Defeating that city’s Gym Leader will earn the player a Gym Badge and the ability to use a specific Pokémon move outside of Pokémon battles, which are necessary to progress through the game. As with the starter Pokémon, Rival, Pokédex, and evil team, Gym Leaders feature in nearly all subsequent Pokémon games, serving the same role as these first games.

Once the Gym Leaders are defeated and the player acquires all eight Gym Badges, they have the right to challenge the Elite Four at the Pokémon League. The Elite Four are essentially the same as Gym Leaders, but much stronger. Upon defeating the final Elite Four member, Lance, the player will be informed that their Rival beat the Elite Four before them and is now Champion. As such, if the player wants to be the Champion, they must have one final battle against their Rival.

It should be noted that, like the Gym Leaders, an Elite Four is a staple of nearly all Pokémon games. The same can be said for the final Champion character, but the Champion is rarely your Rival in later entries.

The Rival is defeated just as Professor Oak arrives. Professor Oak chastises his grandson for his Pokémon training methods, and escorts the player to the Hall of Fame. The Hall of Fame records the six Pokémon the player used to defeat the Pokémon League for posterity and the credits roll.

Once the credits are done, the only post-game story available to the player in these early games is completing the Pokédex by catching and collecting all 151 Pokémon, including extremely powerful Pokémon Mewtwo. Mewtwo and a select few others are so strong that they are known as Legendary Pokémon, as they would be in all future games.

The End.

Except, it's not the end because, unlike books and movies, understanding the story of a video game isn’t enough to understand its popularity; one must also master the mechanics and the rules. And Pokémon sure has a lot of rules. So to simplify matters, I will divide this part of the explanation into two distinct sections: the catching and Pokédex mechanics, and the battling mechanics.

First, catching and the Pokédex. A player—excuse me, “Trainer”—cannot battle other Trainers without catching Pokémon first. Without Pokémon, there are no battles. Every game comes with a brief tutorial, usually a cut scene, that demonstrates the art of the Pokémon capture. This tutorial’s instruments might change but its song remains the same:

After receiving their Starter Pokémon from the professor, Trainers can battle wild Pokémon—creatures that do not belong to another Trainer—right away. A wild Pokémon can only be found in “tall grass”, patches of grass found on the routes between in-game cities. Catching Pokémon in towns and cities rarely if ever happens. As the player moves their character through the grass, there’s a chance that they will trigger a battle. Triggering a battle switches the game from the overworld screen to the game’s turn-based battle screen.

Upon triggering the battle, the player will be greeted with the sprite (or, in later games, 3D model) of a wild Pokémon. Immediately, the player will send out the Pokémon in the first slot of their party.

The game gives the player four options: Battle, Pokémon, Bag, Run. If the player chooses to Run, the battle will usually end and the overworld screen will return. If the player chooses Bag, they can choose an item in their rucksack such as a Potion that will affect the battle in some way. The Bag is where the all important Pokéballs live, so we’ll return to this. If the player chooses Pokémon, they will be greeted with their party menu. A player may have six Pokémon in their party at any one time and they have the option to switch out the Pokémon they have at the front of their party with another Pokémon provided they have more than one. However, it’s only when the player chooses Battle that the task of capturing a wild Pokémon begins.

The player’s objective in this wild battle is to weaken, but not knock-out, the opposing Pokémon. Players can see their progress by looking at the opposing Pokémon’s health bar. The more health the opposing Pokémon has, the higher the bar and the bar itself will be coloured green. When the opposing Pokémon drops to below half health, the health bar will turn yellow. When the Pokémon nears 0 health, the bar will turn red.

Catching Pokémon with a green health bar is much harder than a Pokémon that has a red or yellow health bar. So, once the player has brought the wild Pokémon down to yellow or red health, they will select the Bag option and find their Pokéballs. A player then throws their Pokéball and one of two things will happen. In the first scenario, the Pokemon will shrink down into the ball and it will shake once or twice but then the Pokémon will break out. If the Pokémon breaks out, the player will need to throw another Pokéball. If the player runs out of Pokéballs, they can’t catch a Pokémon until they buy more. Legendary Pokémon and Pokémon with high levels will take more attempts to catch.

In the second scenario, the Pokémon will go into the ball and the ball will shake three times before the game announces that you’ve just captured a Pokémon over a cheerful jingle. After successfully catching a Pokémon, you will be given the option of giving your new Pokémon a nickname (and no, you can’t use naughty words). If the player has less than six Pokémon in their party, the new capture will be immediately added. If the player has more than six, the Pokémon will be sent to the storage box. Players can withdraw, deposit or substitute Pokémon to build the best team at any time.

And that’s catching, the staple in every Pokémon game, and you need to catch them all. However, there’s one important caveat about trying to catch every Pokémon: it’s technically impossible, at least with just one game.

Recall that each mainline Pokémon game is released as a pair like Red and Blue. Among the reasons for releasing two nearly identical games is that some Pokémon are “version exclusives” only found in one of the pair.

So how do you get the Pokémon exclusive to the other game? The answer is trading. First through the Game Boy’s Link Cable and through wireless in later games, the two games pairs can speak with each other and allow players to trade Pokémon they caught between the games.

But the very act of catching a Pokémon requires knowledge of a Pokémon game's other central feature, battling.

A Pokémon battle in the game is initiated when the player character steps in front of another non-player character and the NPC challenges the player to a battle. The game will again switch to the battle screen. The player will throw the first Pokémon in their party out onto the field and the opposing trainer will do the same.

As with capturing wild Pokémon, the player is presented with the same four options: Battle, Pokémon, Bag, Run. Unlike battles with wild Pokémon however, a player cannot run from a Trainer battle, nor can they use their Pokéballs to catch the opposing Trainer’s Pokémon. Capturing a Pokémon in the wild puts that Pokémon under the ownership of the Trainer who caught it. No other Trainer may catch that particular Pokémon but they can catch another wild Pokémon of the same species.

So in Trainer battles, players are essentially limited to battling with their current Pokémon or substituting it with another one of the five Pokémon in their party. Winning one-on-one battles primarily comes down to the player’s understanding of Type matchups. They need to understand what Type their Pokémon is, what Type their opponent’s Pokémon is, what Type of damage their moves deal, and what type of damage their opponent’s Moves deal, in that order.

Conclusion

This blog post by no means explains every aspect of Pokémon battles. Such a feat would be impossible because the gameplay mechanics change ever-so-slightly with each new release. This blog post only contained the elements that were present from the very beginning and continue to be in the games. More lasting elements like Double Battles where four Pokémon are on the field as opposed to two and Abilities attached to each Pokémon aren’t mentioned because they were added later.

No matter what game you pick up, this blog post will save you from the existential terror of starting with nothing.

However, what’s interesting about Pokémon is not what I’ve outlined here…it’s why it worked.

The Leviathan: Pokemon's Fascinating Competitive User Manual.

Growing up in Celebration, Florida, was great, ain’t no other way to say it. I was a mile down the road from Walt Disney World and living in the middle of Florida. While every child feels like the world is their playground, my experience with the concept was a bit more real than usual. Unlike most children, my imagination was supplemented in the real world by theme parks near my house, the beach a few hours away, and, courtesy of the 21st century, a firehose of entertainment.

But of course, not everything could be endless leisure. I still had to go to school and I did so at a Montessori School. Many fond memories were formed there and it was objectively the right place for me, even if I didn’t appreciate it at the time. Among the memories form there, and most relevant to this blog post, was what I did every morning.

After arriving to school, we students would duly troop across the street to a playground where we had an hour to do whatever we wanted. One of the activities we created was a game called “Throw Up”. The rules, if my rusting brain can remember them, were fairly simple. There were two teams who stood on either side of the monkey bars. We had a ball, usually a soccer ball, and we threw it up (get it?) over the monkey bars. But the ball could not hit the ground. If it did…the player was out. First team out of players lost the game.

If I flagged down my ex-classmates, I doubt they’d remember the game the same way, but that doesn’t matter: the game was created spontaneously based on the equipment we had.

This is the fate of most games. A fun idea whose rules are created based on what’s in front of you. When something new comes along, the game changes or disappears. I know this because Throw Up has, to the best of my knowledge, not taken the world by storm.

However, some games do catch on, perhaps exponentially so. One of them, obviously, is Pokémon, subject of this blog series.

Pokémon’s video game sales, never mind the card game, runs into the tens of millions. The antics me and my schoolmates used to regulate Throw Up—where the official policy is ‘Make It Up As We Go’—won’t do. No, no, Pokémon need something else, something a bit more formal. In the same way a small enough tribe of people can afford to adopt a Lord of The Flies-style government, but when the tribe gets big enough everyone needs Hobbes’s Leviathan, so too does Pokémon need a way to boot its tournaments into reality with an official series of rules.

Which leads me to the following document.

What Is This Thing?

Ladies and gentleman, say hello to the Play! Pokémon Video Game Rules, Format, and Penalty Guidelines. Read it here. To anyone who is not a Pokémon fan, the document in the link is about as fascinating as the construction permits of a Welsh office building. Even for Pokémon fans, this document might be a tad boring because it’s little more than the Terms & Conditions for entering a competitive tournament.

Over the course of its 24-pages, players entering competitive matches officially hosted by the Pokémon Company will need to familiarise themselves with the rules of team construction, held item limits, and checking which Pokémon are permitted to be used on a team. Certain Pokémon might be excluded from tournaments hosted during certain time period.

Understanding these rules and following them is not the same as following a government advice guide on saving more money. Breaking the rules in an official Event Space comes with real penalties with varying degrees of severity.

The guide recognises this. It says, “Play! Pokémon Professors [event staff] should seek to create fun, safe, and non-stressful play experiences for our players. For this reason, the application of penalties should be handled in the most polite and discreet manner possible.“ What makes this guide even more self-aware is its awareness of who these penalties are being applied to: “As a general rule, Judges should take an especially easy approach with the Junior age division. Younger players are often prone to make mistakes due to lack of experience or from the intimidation of playing in a competitive environment. Pokémon Organized Play recommends starting with a Caution for most penalties applied to players in the Junior age division.“

Most penalties, though cloaked in Pokémon specific language, are no different from the usual anti-cheating rules found in most board games tournaments. For instance, a player may not look at their opponent’s game system, called “screen peaking”, a clear form of cheating.

Other penalties reveal just how “official” these tournaments are. For example, severe penalties where the recommended sentence include “game loss”, aka immediate forfeiture of the match, include “showing up late to a match” and “playing the incorrect opponent”.

Reading the penalty section can leave you feeling like you’re reading the criminal code rather than a user manual because when these rules are enforced, they’re as good as the law.

Cool, Cool, But Explain Something To Me: Why Is Any Of This Interesting?

The rules themselves are not interesting; it’s the fact they need to exist at all that’s interesting. Their existence shows not only how enormous the Pokémon franchise has become, but how sophisticated this one aspect of Pokémon has become.

The Pokémon Company has incrementally created a proper e-sport with the addition of each subsequent Pokémon game in the franchise as a side activity. Competitive Pokémon matches are completely optional. A Pokémon player can play every single game in the franchise without ever needing to interact with these competitive rules. A competitive team is not necessary to beat the single-player campaign of any Pokémon game. And of course, these rules have no bearing on the card game (that has its own set of rules), the anime series, or any of the other merchandise attached to the franchise. But for the subsegment of video game players who decide to create competitive teams after the main story’s completion, the seriousness by which they engage in competitive matches requires these rules.

The mechanics introduced in the franchise over the years—from Abilities to held items to one-off generational features like Mega Evolution—have slowly stacked up to create a multiplayer game as sophisticated as chess. Official chess tournaments are also no joke, requiring a series of implementations that two people playing a game in their homes would never need. The rules in the above document are merely the endpoint of that evolution.

In order for rules like these to be necessary, you need to have 1) a game in the goldilocks zone between simple and complex 2) a zero-sum outcome where one person wins 3) a large enough player base whereby there will inevitably be cheaters, hackers and other nefarious individuals 4) a strategic element whereby the results of the game are mostly if not completely determined by the actions undertaken by players with their own agency and 5) the ability to replicate all of the above on a large scale.

Only sports and large-scale board games like chess are able to pull this off, and those entities have a value economy in the tens of millions attached to them. Pokémon is clearly one of these extremely high-value games.

Conclusion and One Question

Sports, especially massive sports that have thousands of dedicated players, millions of fans, and more money than the GDP of Slovenia, have a unique cultural status. They feel like the common property of all. Amateurs can play them in their backyards while pros play them at an elite level in massive stadiums.

As these official rules for Pokémon reveal, this franchise has become such a sport, albeit an e-sport.

However, the similarities to sports don’t end there. Sports feel like the common property of all because they are not attached to a singular inventor. Who invented baseball? Who invented football? The answers don’t come as easily as the answer to the question who invented the lightbulb? Sometimes, there is no inventor. I’ve often asked sports fans this question: “are you not curious where this game came from?”

Pokémon is the same and I would argue answering the question is more important. Pokémon didn’t emerge spontaneously like sports; it was invented. It was—is—an idea, an idea worth 95 billion dollars.

This idea is so intellectually rich that its application demands a really technical rule manual for a small subset of players that gets updated every few months. For competitive players, that manual matters a great deal.

And to every single one of them, I ask: “Are you not curious as to where this idea came from?”

The Most Subtle And Valuable Decision In The History of Pokémon

Describing Pokémon to outsiders is a strange experience because those unfamiliar with Pokémon can only draw on their real-world experience and references to other franchises to understand what you may be talking about.

Imagine the work it takes to describe how Pokéballs work in the game. "The red and white ball is used to store Pokémon in your pocket. What you do is go to the in-game mart and buy a collection of Pokéballs. Then you get into a battle with a wild Pokémon on a route outside the city. If you want to catch the Pokémon you encounter, you need to throw the Pokéball. The ball will shake three times before signalling the Pokémon has been captured." The physics of the Pokéball are bewildering to those who have never experienced the game or anime in any way. "You mean to tell me that these universe-shaping creatures can be shrunk down and subjugated to your will?" But since it's a cartoon, most people can write it off. "Maybe Pokéballs are magic," they say.

However, when it comes to the beating heart of the video games, a Pokémon battle, describing it to outsiders can be even more problematic because of how bad it sounds. Such a description might sound like this: "In order to win, you and your Pokémon must battle and defeat the Pokémon belonging to opposing trainers. A battle begins when two trainers lock eyes and declare a battle. Then the Pokémon at the front of their party is sent out onto the battlefield. Then you choose a move like Tackle, Wing Attack, or Growl, and inflict damage on your opponent. When your Hit Points reach zero, your Pokémon is knocked out and unable to battle until revived at a nearby Pokémon Centre after the battle. Your goal therefore is to knock out all of your opponent's Pokémon before they do the same to yours."

What does that sound like? That sounds like dog-fighting. Isn't that animal cruelty? Would you ever send your pet to get into a biting contest with another person's pet? And this game is sold to children?

It sounds horrible, there's no other way to slice it. Describing Pokémon battles to people completely unfamiliar with the game with no visual aid would send the wrong signal. Clearly Game Freak recognised this situation early on and implemented several safeguards to prevent Pokemon battles from becoming too gruesome for children.

I believe these subtle decisions allowed the franchise to expand when the public began paying attention to it in the late 1990s. So what were these decisions?

Reason 1: Fainting, Not Dying

At no point are Pokémon battles described or depicted as lethal, traumatic, or life-altering for the Pokémon themselves. Sure Pokémon moves hurt when they make contact with their target, but these blows are not causing life-threatening injuries to the Pokémon the same way a gunshot would. Blood is depicted exactly never. And when Pokémon are declared unable to battle, there is no extensive shot of an animal's corpse mutilated on the ground. In the game, Pokémon vanish, usually in the form of an animation recalling them to their Pokéball. In the anime, defeated Pokémon are depicted as lying on the ground, their eyes large swirls to indicate their defeated status but there's little to suggest this is the same as a traumatic injury.

As such, the end result of a Pokémon battle is the same as an NFL football play. Rough, violent contact between the opposing parties on the field, but at the end of the day, there are clear rules delineating boundaries when the play begins and when the play ends. This is in stark contrast to what most believe constitutes a 'battle', which usually involves troops storming the beaches of Normandy.

Reason 2: The Scaled Down Effect Of Status Conditions.

In addition to moves that deal direct damage, Pokémon can inflict a variety of status conditions. These conditions do not deal damage directly, but instead cause passive damage that significantly hinders the opposing Pokémon's ability to perform. Once again, the terminology is too extreme to actually describe what Pokémon are experiencing when suffering from a status condition.

The five battle status conditions in Pokémon sound gruesome indeed: burn, paralysis, poison, sleep, and freeze. They each cause a different handicap. For example, being inflicted with a burn means the Pokémon loses 1/8th of their Hit Points each turn and having their physical attack stat halved. This is certainly a hinderance, but again, the way Pokémon are depicted as suffering each of these respective status conditions waters down the intensity of the terminology.

A burn is not suffering third-degree burns like in the real world but more like suffering a rug burn. Sharp, painful, burning hot, but ultimately harmless if treated properly.

Being poisoned is not the same as exposing Pokémon to a belladonna plant but rather having them suffer a low-grade fever or food poisoning.

Being paralysed is not like the Pokémon contracted polio a la Franklin Roosevelt. Instead, paralysed Pokémon are basically wading through superglue; they're slowed down drastically and occasionally can't move but it wears off.

Falling asleep is like being sedated; it's the only status condition where the effects match the terminology.

Finally, being frozen is like being encased in a freezer. Really cold, you can't get out for a while, but ultimately harmless.

And, as with the moves, status conditions are not shown to cause debilitating illnesses or lasting injury.

Reason 3: The Varying Effectiveness of Moves

Another shield against potential goriness is the uneven effectiveness of moves on each individual Pokémon, which contrasts sharply with war battles. For example, every soldier on the Somme in 1916 had the same level of potential injury. A grenade exploding in their trench at the wrong angle would kill them, no exceptions. Being hit by a mortal shell would have the same fatal result.

But in the Pokémon world, these creatures differ from humans in one dramatic way: their typings. Every Pokémon has one or two 'types'. Because moves are also classified by type, the damage they inflict is proportional to type effectiveness. Sticking with the starter Pokémon types for a minute, a Water-type Pokémon will not be that afraid of Fire-type moves. Fire-type moves do half their usual damage on a Water-type Pokémon. But on the other side, the Water-type Pokémon must watch out for Grass-type moves because they do double their normal damage. In some instances, some Pokémon types are immune to moves of certain types (i.e., the normally powerful Ground-type moves will do exactly zero damage to all Flying-type Pokémon). This rock-paper-scissors dynamic further adds to the sport-like nature of Pokémon battles because the varying damage levels inflicted by moves inherently means some Pokémon will suffer less if their trainers are smart.

Reason 4: The Disabled List Does Not Exist

Now that we've established Pokémon battles as being within the safety realm of rough-contact sports, let's look at a way in which Pokémon are safer in battle than their athletic human counterparts are on the football field.

Even with all the rules and safeguards in sporting events, injuries still happen. A baseball player can get hit by a pitch, a football player can suffer serious damage from a wrong tackle, and so on. When this happens, the player is put on the injury list.

But Pokémon never suffer such damage. Even in the most dramatic Pokémon battles, Pokémon are never so injured that they're prevented from being used in battle in future provided their Hit Points are above zero. In other words, the injury list does not exist. The moment a Pokémon has even 1 Hit Point, it can battle.

Reason 5: The Non-Political Ramifications Of Winning

In every Pokémon game, the final hurdle is to defeat the Pokémon Champion, the strongest NPC in the game. Their Pokémon are strong and their tactics sophisticated. Defeating them will take at least some preparation. But what is the prize for winning? Your character and the team of six Pokémon you used in your party are inducted into the Hall of Fame. And then…that's it. You're free to pursue the post-game after that.

This is in stark contrast to winning a first-person shooter game like Modern Warfare. In those games, your character has killed an enemy who has launched armies, massacred civilians, and killed your allied NPCs. The stakes couldn't be higher.

This is a subtle depiction, but it's yet another cue to the player that "this is just a game, the battles are sporting matches". No Champion in Pokémon is depicted as The Supreme Allied Commander In Europe. There's no consolidation of power by becoming Champion in the same way that, despite his many Super Bowl victories, Tom Brady is not President of the United States.

Conclusion
The yawning gap between the words used to describe Pokémon battles and the reality depicted in various Pokémon media is enormous. Yet it is these mild depictions that assured young players and their parents that Pokémon battles were sports. Two Pokémon walk onto the field and one is declared the winner at the end of the match. Nothing is preventing that outcome from being reversed in a rematch, unlike the finality of war.

But the ramification of these depictions is even greater than on first glance. Not only did Game Freak prevent their battles from being viewed as wars, but they also ensured the sporting-like nature of battles could grow into a proper competitive e-sport. Every year, the Video Game Championships, where players from around the world compete at officially sanctioned tournaments, host thousands of enthusiasts and players trying unique combinations of Pokémon rosters and moves to see which will ultimately prevail over all the others. The stakes are winning a Super-Bowl ring, not the fate of mankind. All the players get it, and they always will, ensuring the franchise’s continued success.