Pokémon game aesthetic- research
Being heavily inspired by the fun elements and entertaining nature of these games since I was a child, I decided to incorporate elements of these games into my own final project.
Released initially in 1996, the games have since been a worldwide success and have even moved into experiments with VR, producing games such as Pokemon Go! which was a phenomenon for its ability to get players outdoors in 2016. The original Pokémon series, starting with the GameBoy games Red, Blue and Yellow, is an RPG that requires players to capture creatures known as Pokémon, form a team, battle, level up and progress through the game to become the ‘champion’. Since then, Pokémon has even witnessed the development of a TV show, movies, memorabilia, toys and a successful trading card game. The franchise’s games have since ventured into 3-D styled graphics following the release of the 3DS console, but since the 2-D pixel style is iconic and is the version of the franchise that many young adults recognise and associate with the games, it feels that it would be more beneficial to remediate this particular style of graphics instead of going for something newer and more recent. In doing so, it may also be an interesting reference to how past media objects have been reused and redeveloped to make a ‘critique of society’ and how a game meant for children has been used to create an educational game for (young) adults. It could be an interesting comment on how although technology has developed exponentially and dramatically over the past decade, old technologies still hold unique influence and charm over those who used them and are still just as effective at ‘doing their job’ as newer, faster technologies are.
Through preliminary research, however, it is interesting to see how many adults are still engaged with the franchise. It seems that many adults, ones who played the games as children themselves, are now with their own children and appear eager to introduce their children to the games and to the Pokémon products. Perhaps the Pokémon style has been developing in recent years not only to appeal to children but also to adults who have ‘life-long’ appreciation for the games and remember them fondly from their own childhood (playing with reminiscent feelings and nostalgia?).
Taken from basic research done in the development module of this project, I noted briefly how Pokémon games required players to become a main part of the story itself (referencing a text by Farber-Bell, 2014) so reusing the Pokémon style to engage players with the narrative and contents is an interesting perspective to take. A lot can be said for the engaging powers of a game as many successful games see players come back for months or even years to fulfill quests or complete missions within the narratives. Presenting information about the environment in the format of a Pokémon game is both unexpected and surprising as players would initially expect to interact with the game in a different way (ie. not be educated by it). Seeing an old style remade for a newer format (a computer game) may be refreshing to players who may have moved on to hyper-realistic games and high-definition consoles and screens, potentially promoting engagement with the game especially if players are surprised by the subversion of their expectations of the game’s content.












