Generation I: Difference between revisions

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=== Balancing issues ===
=== Balancing issues ===
The original first-generation games had some game balance issues, mainly due to the limited variety of Pokémon type combinations and movesets. Those that were eventually fixed in [[Generation II]] (and are thus exclusive to Generation I) were:
The original first-generation games had some game balance issues, mainly due to the limited variety of Pokémon type combinations and movesets. Those that were eventually fixed in [[Generation II]] (and are thus exclusive to Generation I) were:
* {{type|Psychic}} Pokémon having virtually no match, due to their moves being resisted by no types other than itself, and their only weakness being Bug (that had only three damaging moves, {{m|Leech Life}}, {{m|Pin Missile}} and {{m|Twineedle}}). This made it easy for the player to catch a {{p|Drowzee}} relatively early into the game, evolve it and teach it the move {{m|Psychic}}, allowing it to easily defeat any opponent bar Sabrina.
* {{type|Psychic}} Pokémon having virtually no match, due to their moves being resisted by no types other than itself, and their only weakness being Bug (that had only three damaging moves, {{m|Leech Life}}, {{m|Pin Missile}} and {{m|Twineedle}}). This made it easy for the player to catch a {{p|Drowzee}} or {{p|Abra}} relatively early into the game, evolve it and teach it the move {{m|Psychic}}, allowing it to easily defeat any opponent bar Sabrina.
* The item backpack only had 20 slots, and every stack of items (including Key Items) took one. This forced the player to constantly store obsolete Key Items, TMs and HMs into the PC in order to make space for the new ones, as well as forcing them to choose either to bring certain ever-useful items with them (e.g. [[Itemfinder]], [[Bicycle]]) or deposit them to free up bag space.
* The item backpack only had 20 slots, and every stack of items (including Key Items) took one. This forced the player to constantly store obsolete Key Items, TMs and HMs into the PC in order to make space for the new ones, as well as forcing them to choose either to bring certain ever-useful items with them (e.g. [[Itemfinder]], [[Bicycle]]) or deposit them to free up bag space.
* Except for the Elite Four, there were no Trainers that could be rebattled, meaning that, barring winning expensive TMs at the Game Corner and selling them or using {{m|Pay Day}} many times, the amount of money that a player could earn before reaching [[Indigo Plateau]] was limited.
* Except for the Elite Four, there were no Trainers that could be rebattled, meaning that, barring winning expensive TMs at the Game Corner and selling them or using {{m|Pay Day}} many times, the amount of money that a player could earn before reaching [[Indigo Plateau]] was limited.
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