Turn based system was never too easy, the rest of the game was
Plz, hear me out real quick, I understand this is a bit of a hot take but bear with me. I’ve been playing Legends ZA recently, and while it’s more fast paced than traditional turn based combat, I just didn’t jive with it as much. Now I know there are fans that like this new combat system and all the power to you, it’s just not for me.
So then I tried turning on my old DS and GBA games and tried understanding what it was that made them feel more memorable for me. And that’s when I replayed Emerald’s battle frontier and I realized why I preferred the old turn based combat system, and why both the old and new turn based games have this fundamental problem.
It’s not that the turn based battle mechanics are too easy, at least for me, it’s that the rest of the main story in most of the games doesn’t fully utilize the mechanics in the way the battle frontier does. When playing through the main story of older and newer games, I rarely had to consider elements of the battle system beyond things like level, type matchups, stat buffs/debuffs or certain abilities. If I had a particular problem with a gym leader or main story fight, I could just overlevel my Pokemon and brute force my way through it. It wasn’t until the battle frontier that I had to deeply consider things like abilities, held items/berries, EV/IV’s, status conditions or even special moves like skill swap or trick room.
Pokémon’s turn based system has had this level of complexity and nuance since at least generation 3, the rest of the game’s solo campaign just didn’t evolve along with it. I think a possible way to remedy this is to treat more trainer battles, and particularly main story battles like puzzle boxes the players have to solve. And these puzzles get progressively harder as the story moves on. These “puzzle box” fights would have trainers using specific kinds of strategy that the player either has to learn or even counter, whether it’s a team that is focused on using weather effects, a team that tries to do a battle of attrition with status effects and a wall, a team that maybe uses baton pass to buff a sweeper, or a team that incorporates abilities and or held items to affect the battle.
Now not all trainer battles on regular routes or in special areas have to be like this, but maybe have a percentage of regular trainer battles have a specific team strategy/composition so that players have to figure out how to beat them, and the amount of these types of battles and their difficulty increases throughout the adventure. Gym Leaders could work as checkpoints for the players puzzle solving skills, where maybe in the road leading up to each gym certain trainer battles utilize the same tactics but on an easier scale, and rival/evil team battles do something similar but with more diverse teams. And the Elite 4/Champion would work as a final test for the players becoming intimately familiar with the battle mechanics since they’ve been learning it for the whole game. Maybe even the legendary Pokemon battles could work in a similar way.
All this to say, I understand that some fans think the battle system is too easy, but I believe the fundamental issue isn’t with the core system, it’s with the solo campaign that is built around it. I truly think that if the main story fully integrated the hidden complexity of the battle system with its progression, the core gameplay loop would hit a new level.