Pokemon Y level design analysis
For this blog, we are going to talk about game pacing. Pacing in video games would be described as the rate of excitement or activity in the player’s brain when playing a video game. It means it is a flow created by the player’s emotional state which indicates their level of focus and the intensity of the game.
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Pokémon Y is a 3DS video game in which the goal is to become the Champion of Kalos by battling the current Champion, the Elite Four and gym leaders and in the meanwhile, as secondary goal, collecting all Pokémon and the Legendary Pokémon, Yveltal (Xerneas in X). In my opinion, Pokémon Y has more narrative elements that contribute a bit more to the pacing of the usual one displayed in the previous versions. The start begins naturally and always by choosing a starter Pokémon (fire, water or grass), meaning the start of the trainer’s (player) travel. This moment is one important event because it is a choice that would correspond to the player’s way of playing or for the reason that they find one cuter than the others.
The mood gets down with the tutorial part afterwards (assuming the player had played older versions), forcing the player to battle against their rival who had chosen the Pokémon opposite to the type chosen by the player. The mood gets back up when reaching the first city and confronting the first gym leader after a bit of training and Pokémon gathering. In this version, the professor who sent the first starters at the beginning would be more involved into the story and would give a starter from the first generation of Pokémon, adding a bit of nostalgia. At this moment, the player would have a sight of the biggest city (big cities had been introduced since Pokémon Black and White) which would impress the player regarding the size of the city and also the 3rd person camera included.
Each Pokémon versions has their own villain organization and their own ideology progressively discovered until the encounter with the boss of the organization. In this version, the Mega evolution is introduced as a new feature, adding more depth to the Pokémon lore. Instead of having a linear pathway, the player has to come back in various places to unlock important places (i.e: Lumiose half part of the city needs to be powered by the power plant). One important event I recorded for any version is the existence of the Master Ball that guarantee 100% to capture a Pokémon which is usually destined to the capture of the Legendary Pokémon. The Sundial located in Anistar city is linked to the Mega evolution feature, making a great impression on the player.
The lore of the game intensifies with the player’s involvement with team Flare’s plans and the first view on the Legendary Pokémon.
After finishing with Team Flare’s chapter, the players get back to the usual pacing which is to beat the remaining Gym Leader before going forth to the usual Victory Road (the last pathway to the Champion). The pacing goes up as Elite Four is, as their name indicates, an Elite team that the player has to battle against to prove their worth and each member has their own type for each version. And finally, the Champion who was hidden in the whole game (usually designated in the first place in the older versions) is revealed, creating a sense of surprise. In a way, the soundtrack contributes a lot to the pacing (intense when important bosses are presented).








