{"id":136292,"date":"2026-03-02T16:00:00","date_gmt":"2026-03-02T16:00:00","guid":{"rendered":"https:\/\/www.nintendolife.com\/#article-197626"},"modified":"2026-03-02T16:00:00","modified_gmt":"2026-03-02T16:00:00","slug":"feature-the-single-best-game-concept-ever-pokemon-inspired-devs-talk-the-series-that-started-it-all","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2026\/03\/02\/feature-the-single-best-game-concept-ever-pokemon-inspired-devs-talk-the-series-that-started-it-all\/","title":{"rendered":"Feature: &#8220;The Single Best Game Concept Ever&#8221; &#8211; Pok\u00e9mon-Inspired Devs Talk The Series That Started It All"},"content":{"rendered":"<div class=\"media_block\"><a href=\"https:\/\/images.nintendolife.com\/3024f94e441c5\/large.jpg\"><img decoding=\"async\" src=\"https:\/\/images.nintendolife.com\/3024f94e441c5\/small.jpg\" class=\"media_thumbnail\"><\/a><\/div>\n<figure class=\"picture\" data-uuid=\"3024f94e441c5\"><a class=\"scanlines\" title=\"Pok\u00e9mon-likes Switch 2\" href=\"https:\/\/images.nintendolife.com\/3024f94e441c5\/pokemon-likes-switch-2.large.jpg\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/images.nintendolife.com\/3024f94e441c5\/pokemon-likes-switch-2.900x.jpg\" width=\"900\" height=\"506\" alt=\"Pok\u00e9mon-likes Switch 2\"><\/a><figcaption class=\"caption\"><em class=\"credit\"><span class><\/span> Image: Nintendo Life<\/em><\/figcaption><\/figure>\n<p>An awful lot has happened for <strong>Pok\u00e9mon<\/strong> in the last 30 years. It&#8217;s spawned nine mainline generations spanning seven different consoles, countless spinoffs, a trading card game that&#8217;s more popular than ever, movies, TV shows, merch, a flipping <em>theme park<\/em>&#8230; need I go on?<\/p>\n<p>It is the biggest entertainment franchise in the world with a global recognition that even the House of Mouse would envy. In short, 30 years on, I can&#8217;t imagine life without it.<\/p>\n<p>I&#8217;m sure that a bunch of you lovely lot would say that same, but I&#8217;d wager that the series hasn&#8217;t had quite as much sway over your life as it has for the developers behind the ever-growing sub-genre of <a href=\"https:\/\/www.nintendolife.com\/guides\/best-pokemon-likes-on-nintendo-switch-games-to-play-after-youve-finished-pokemon\">Pok\u00e9mon-likes<\/a>.<\/p>\n<p>Creature catching and battling, it seems, is such a solid format that it inspires a new wave of studios every year. We see Game Freak DNA cropping up in everything from battle-focused roguelikes to cosy farm sims, and what shines through in the very best of them is a genuine passion for the source material. A desire not to rip off what&#8217;s come before, but take what they love about it and work it into something new.<\/p>\n<p>With <a href=\"https:\/\/www.nintendolife.com\/tags\/pokemon-30th-anniversary\">the series&#8217; 30th birthday celebrations<\/a> in full swing, I decided to reach out to a handful of these studios to find out what Pok\u00e9mon means to them. Unsurprisingly, it means an awful lot.<\/p>\n<h2>Humble Beginnings<\/h2>\n<figure class=\"picture\" data-uuid=\"d560f17d9d408\"><a class=\"scanlines\" title=\"Pok\u00e9mon GB\" href=\"https:\/\/images.nintendolife.com\/d560f17d9d408\/pokemon-gb.large.jpg\"><img decoding=\"async\" class=\"lazy\" src=\"https:\/\/images.nintendolife.com\/d560f17d9d408\/pokemon-gb.900x.jpg\" width=\"900\" height=\"600\" loading=\"lazy\" alt=\"Pok\u00e9mon GB\"><\/a><figcaption class=\"caption\"><em class=\"credit\"><span class><\/span> Image: Zion Grassl \/ Nintendo Life<\/em><\/figcaption><\/figure>\n<p>&#8220;I got an atomic purple Game Boy Color and <a href=\"https:\/\/www.nintendolife.com\/games\/gameboy\/pokemon_red_and_blue\">Pok\u00e9mon Blue<\/a> for my sixth birthday, and that gift set me on a path that I\u2019m still walking along today,&#8221; said <strong>Sandy Spink<\/strong>, the lead dev of Supersoft&#8217;s creature-catching adventure <a href=\"https:\/\/www.nintendolife.com\/games\/switch-eshop\/moonstone_island\">Moonstone Island<\/a>. &#8220;I remember feeling like Pok\u00e9mon was made for <em>me<\/em>, and since I was a child in the 90s, it sort of was.&#8221;<\/p>\n<p>I heard stories of these childhood inciting incidents \u2014 a &#8220;canon event&#8221;, as <a href=\"https:\/\/www.nintendolife.com\/games\/switch-eshop\/cassette_beasts\">Cassette Beasts<\/a>&#8216; <strong>Jay Baylis<\/strong> describes it \u2014 time and again. <strong>Alex Pratt<\/strong>, Crema Games&#8217; Marketing Director on <a href=\"https:\/\/www.nintendolife.com\/games\/nintendo-switch\/temtem\">Temtem<\/a>, describes picking his first starter (Bulbasaur) as &#8220;a split-second choice that would quietly shape years of my life,&#8221; while Baylis recalls the anime&#8217;s creature-catching focus as a feature &#8220;laser-targeted to fry my six-year-old brain with brand appeal.&#8221;<\/p>\n<p>It was <strong>Jochem Pouwels<\/strong>, who worked with TRAGsoft on <a href=\"https:\/\/www.nintendolife.com\/games\/switch-eshop\/coromon\">Coromon<\/a>, however, that took the biscuit, as he recalled his earliest memory of the series: playing through Pok\u00e9mon Red <em>in the wrong language<\/em>.<\/p>\n<p>&#8220;I had absolutely no idea what the NPCs were saying,&#8221; he says, &#8220;but even then, the gameplay was engaging, so I just brute-forced my way through the game by trial and error.&#8221;<\/p>\n<p>And there&#8217;s the keyword I was looking for from these devs: &#8216;gameplay&#8217;. We all know the mechanics of a mainline Pok\u00e9mon like the back of our hand at this point \u2014 even <a href=\"https:\/\/www.nintendolife.com\/games\/nintendo-switch-2\/pokemon-legends-z-a-nintendo-switch-2-edition\">Legends: Z-A<\/a>&#8216;s real-time battle shakeup wasn&#8217;t enough to wholly push the series&#8217; tried-and-tested formula off its axis \u2014 but what do they feel like in the hands of a game developer? Why are they so gosh darn appealing?<\/p>\n<h2>The Power That&#8217;s Inside<\/h2>\n<figure class=\"picture\" data-uuid=\"2c2bd97ea2538\"><a class=\"scanlines\" title=\"Cassette Beasts\" href=\"https:\/\/images.nintendolife.com\/2c2bd97ea2538\/cassette-beasts.large.jpg\"><img decoding=\"async\" class=\"lazy\" src=\"https:\/\/images.nintendolife.com\/2c2bd97ea2538\/cassette-beasts.900x.jpg\" width=\"900\" height=\"506\" loading=\"lazy\" alt=\"Cassette Beasts\"><\/a><figcaption class=\"caption\"><em class=\"credit\"><span class><\/span> Image: Raw Fury<\/em><\/figcaption><\/figure>\n<p>Regardless of which studio I spoke to, two main features kept popping up: the creatures and the micro-rewards. I&#8217;ll begin with that first camp because, frankly, the &#8216;mon themselves have always been the reason that I&#8217;ve kept coming back to the series for more.<\/p>\n<p>&#8220;I honestly think the loop of collecting monsters as pets to battle with, which lets you progress and discover more monsters, is the single best game concept ever,&#8221; Baylis says, &#8220;People want to see cool creatures, and decide which ones match their own personalities. They want to compare and contrast those choices with their friends. It&#8217;s brilliant.&#8221;<\/p>\n<blockquote class=\"right\">\n<p>there are parallels to be drawn with the modern gacha experiences<\/p>\n<\/blockquote>\n<p>It&#8217;s not just the playground chatter of &#8216;who-found-what&#8217;, either. LEAP Game Studios, the team behind monster-training roguelike <a href=\"https:\/\/www.nintendolife.com\/games\/switch-eshop\/dicefolk\">Dicefolk<\/a>, points out how well the games constantly tease you with new Pok\u00e9mon via the battle system.<\/p>\n<p>&#8220;The fact that Pok\u00e9mon can be both allies and opponents is key,&#8221; studio co-founder <strong>Luis Wong<\/strong> tells me, &#8220;It creates a natural incentive to explore and experiment during battles. Every encounter becomes an opportunity to fall in love with a new Pok\u00e9mon.&#8221;<\/p>\n<p>Cute creatures aside, it was the recurring mentions of the game&#8217;s subtle rewards system that interested me the most because it&#8217;s something that I have never really considered. Unsurprisingly, a game developer&#8217;s eye will pick up on things that a more casual player might not.<\/p>\n<p>These rewards come in several different shapes and sizes. Most obvious is the team level and XP, each providing its own little dopamine hit with every battle and wild encounter. &#8220;Pok\u00e9mon employs the classic &#8216;number go up&#8217; mechanic that makes most RPGs so satisfying,&#8221; Spink says, &#8220;You can feel your team getting stronger and see it visually as you evolve your Pok\u00e9mon from these shrimpy little cuties into these war-tank beasts.&#8221;<\/p>\n<aside class=\"gallery\">\n<div class=\"cols cols-2\">\n<div class=\"col col-1 col-width-50\"><a title=\"Moonstone Island\" class=\"scanlines\" href=\"https:\/\/images.nintendolife.com\/18df75c133f46\/moonstone-island.large.jpg\"><img decoding=\"async\" class=\"lazy\" src=\"https:\/\/images.nintendolife.com\/18df75c133f46\/moonstone-island.445x250.jpg\" width=\"445\" height=\"250\" loading=\"lazy\" alt=\"Moonstone Island\"><\/a><\/div>\n<div class=\"col col-1 col-width-50\"><a title=\"Dicefolk\" class=\"scanlines scanlines\" href=\"https:\/\/images.nintendolife.com\/05aef688f9a7e\/dicefolk.large.jpg\"><img decoding=\"async\" class=\"lazy\" src=\"https:\/\/images.nintendolife.com\/05aef688f9a7e\/dicefolk.445x250.jpg\" width=\"445\" height=\"250\" loading=\"lazy\" alt=\"Dicefolk\"><\/a><\/div>\n<\/div><figcaption class=\"caption\"><em class=\"credit\"><span class><\/span> Images: Raw Fury, Good Shepherd Entertainment<\/em><\/figcaption><\/aside>\n<p>But there&#8217;s the near-constant reward possibility that comes with the simple act of walking through tall grass, too. The games show you the &#8216;mon you&#8217;ll want to add to your team via battles, then present the opportunity to bump into them during exploration.<\/p>\n<p>&#8220;The very short action of moving from one spot of grass to another, or transitioning map sections, awarded the player with a likely new Pok\u00e9mon appearance,&#8221; <a href=\"https:\/\/www.nintendolife.com\/games\/switch-eshop\/nexomon\">Nexomon<\/a> lead developer <strong>JVemon<\/strong> says. &#8220;I think, in that sense, there are parallels to be drawn with the modern gacha experiences: quick, controllable successions of positive feedback &#8211; except it was free.&#8221;<\/p>\n<blockquote class=\"left\">\n<p>we wanted to create almost a 1:1 homage to Pok\u00e9mon<\/p>\n<\/blockquote>\n<p>Pouwels used a similar &#8216;luck-of-the-draw&#8217; comparison in his description of the series&#8217; iconic tall grass, &#8220;a little slot machine of possibility&#8221;. This &#8220;incredibly satisfying rhythm of constant micro-rewards&#8221; means that no two players will ever experience the game in the exact same way, he argues, which he sees as the Holy Grail of development.<\/p>\n<p>&#8220;As a developer, that combination of accessibility and hidden depth is endlessly inspiring.&#8221;<\/p>\n<h2>You Teach Me And I&#8217;ll Teach You<\/h2>\n<p>It&#8217;s a system that we all know and love, so I was keen to find out how these developers pick and choose which mechanics will make the cut in their &#8216;-like&#8217; games, and how you go about tweaking some of the most iconic features in gaming.<\/p>\n<p>&#8220;I&#8217;ve never felt like Pok\u00e9mon was the only thing a monster-collecting RPG could be,&#8221; Bytten Studio&#8217;s <strong>Tom Coxon<\/strong> tells me, &#8220;even with all the indie monster-collectors coming out recently, there are still <em>so many<\/em> unexplored avenues in the design space. The genre is wide open and bursting full of potential.&#8221;<\/p>\n<p>For the Cassette Beasts team, that differentiation came in the act of transforming into different creatures for battle, rather than the more standard approach of collecting them, &#8220;an intentional choice to say &#8216;hey, people are making assumptions about what this genre is,'&#8221; according to Coxon.<\/p>\n<p>For Spink and Moonstone Island, it was a case of dropping the battle system completely. &#8220;I kept the cute guys and left the battle system behind because, to me, the battle system always felt quite repetitive. By using cards for attacks and dealing you a random set each round, every hand becomes a little puzzle to solve.&#8221;<\/p>\n<figure class=\"picture\" data-uuid=\"0d673d4780911\"><a class=\"scanlines\" title=\"Temtem\" href=\"https:\/\/images.nintendolife.com\/0d673d4780911\/temtem.large.jpg\"><img decoding=\"async\" class=\"lazy\" src=\"https:\/\/images.nintendolife.com\/0d673d4780911\/temtem.900x.jpg\" width=\"900\" height=\"506\" loading=\"lazy\" alt=\"Temtem\"><\/a><figcaption class=\"caption\"><em class=\"credit\"><span class><\/span> Image: Humble Games<\/em><\/figcaption><\/figure>\n<p>Others took a more straightforward approach. &#8220;In the early days of developing Temtem, we wanted to create almost a 1:1 homage to Pok\u00e9mon,&#8221; says Crema Co-Founder &amp; Game Director <strong>Guillermo Andrades<\/strong>, though the team quickly realised that Pok\u00e9mon&#8217;s gameplay consistency was something of a double-edged sword. It forms an immediate link between generations, but &#8220;limits how much you can innovate without disorienting your fans.&#8221; Free from these expectations, Crema realised it had more room for experimentation: &#8220;since we had a totally new audience, we had more leverage on carrying out different approaches and unique twists.&#8221;<\/p>\n<blockquote class=\"right\">\n<p>Pok\u00e9mon works best as an entry point into the RPG game world for young aspiring players<\/p>\n<\/blockquote>\n<blockquote><\/blockquote>\n<p>But it&#8217;s a balancing act, of course. Tweaking Game Freak&#8217;s tried-and-tested formula is essential to stand out from the crowd \u2014 and avoid a knock at the door \u2014 but change things too much and you risk losing that charm.<\/p>\n<p>&#8220;Strong inspirations needed to be drawn if we were to tap into the same player base,&#8221; JVemon tells me of Nexomon&#8217;s early days, &#8220;This led to creative constraints from fears of alienating an established market.&#8221; The solution, in VEWO Interactive&#8217;s case, was to shift focus to &#8220;improving seemingly unrelated aspects of the game,&#8221; like breaking Pok\u00e9mon&#8217;s classic linear exploration and implementing a slightly more mature storyline.<\/p>\n<p>While Game Freak has undoubtedly stuck to its guns in the gameplay department over the last three decades, there has been innovation in the series. We&#8217;ve seen battles expand with two or even three Pok\u00e9mon fighting on your side at once. Each generation from VI onwards has introduced a new tweak to the Mega Evolution formula. And despite <a href=\"https:\/\/www.nintendolife.com\/games\/nintendo-switch\/pokemon_scarlet_and_violet\">Scarlet and Violet<\/a>&#8216;s pitfalls, I struggle to imagine the mainline games turning away from an open world any time soon.<\/p>\n<h2>What? Pok\u00e9mon Is Evolving!<\/h2>\n<aside class=\"gallery\">\n<div class=\"cols cols-2\">\n<div class=\"col col-1 col-width-50\"><a title=\"Coromon\" class=\"scanlines\" href=\"https:\/\/images.nintendolife.com\/42500611ca1ee\/coromon.large.jpg\"><img decoding=\"async\" class=\"lazy\" src=\"https:\/\/images.nintendolife.com\/42500611ca1ee\/coromon.445x250.jpg\" width=\"445\" height=\"250\" loading=\"lazy\" alt=\"Coromon\"><\/a><\/div>\n<div class=\"col col-1 col-width-50\"><a title=\"Nexomon\" class=\"scanlines scanlines\" href=\"https:\/\/images.nintendolife.com\/585a1a8947cd4\/nexomon.large.jpg\"><img decoding=\"async\" class=\"lazy\" src=\"https:\/\/images.nintendolife.com\/585a1a8947cd4\/nexomon.445x250.jpg\" width=\"445\" height=\"250\" loading=\"lazy\" alt=\"Nexomon\"><\/a><\/div>\n<\/div><figcaption class=\"caption\"><em class=\"credit\"><span class><\/span> Images: Freedom Games, PQube<\/em><\/figcaption><\/aside>\n<p>All of the devs I spoke to drew inspiration from the classics, opting for Gens I, II, or III when I asked for their favourite games in the series, and you can see that throwback charm in many of them \u2014 be that Moonstone Island, Coromon, and Cassette Beasts&#8217; pixel art, or Dicefolk&#8217;s three-creature rotating battles (a feature actually introduced in <a href=\"https:\/\/www.nintendolife.com\/games\/ds\/pokemon_black_and_white\">Black &amp; White<\/a>, but even they are almost 15 years old now, so you take my point).<\/p>\n<p>Nonetheless, before wrapping up, I wanted to hear their hopes for Pok\u00e9mon&#8217;s future. Most of them still described themselves as fans, but would their nostalgia for the early games influence where they would take things next?<\/p>\n<p>The short answer is &#8216;no&#8217;, not entirely. &#8220;I would love it if Game Freak were given the time to make something amazing instead of having to turn the games out so quickly,&#8221; says Spink. &#8220;I hope that one day we get the <a href=\"https:\/\/www.nintendolife.com\/games\/nintendo-switch\/legend_of_zelda_breath_of_the_wild\">Breath of the Wild<\/a> equivalent of a Pok\u00e9mon game.&#8221;<\/p>\n<p>Likewise, the Dicefolk team hope to see things grow even bigger in future entries: &#8220;We enjoyed the open world of Scarlet &amp; Violet because it made our journey feel even more unique, which is what we want for the future of Pok\u00e9mon.&#8221;<\/p>\n<p>But I couldn&#8217;t help notice the devs&#8217; desire for Game Freak to return to its roots, too. &#8220;What I&#8217;d love to see someday is a real passion project for Pok\u00e9mon, something like what <a href=\"https:\/\/www.nintendolife.com\/games\/switch-eshop\/sonic_mania\">Sonic Mania<\/a> was for the Sonic series,&#8221; Pouwels tells me. &#8220;A love letter to what made the franchise special, made by people who grew up with it and truly care about the craft.&#8221;<\/p>\n<p>On a similarly nostalgic note, Coxon would love to see the series &#8220;claw back some of that mystique and even mild horror that the first few games had,&#8221; while Baylis believes &#8220;Pok\u00e9mon works best as an entry point into the RPG game world for young aspiring players &#8211; I hope that going forward they don&#8217;t abandon that!&#8221;<\/p>\n<figure class=\"picture\" data-uuid=\"c35e2213558f0\"><a class=\"scanlines\" title=\"Pok\u00e9mon Flatlay\" href=\"https:\/\/images.nintendolife.com\/c35e2213558f0\/pokemon-flatlay.large.jpg\"><img decoding=\"async\" class=\"lazy\" src=\"https:\/\/images.nintendolife.com\/c35e2213558f0\/pokemon-flatlay.900x.jpg\" width=\"900\" height=\"600\" loading=\"lazy\" alt=\"Pok\u00e9mon Flatlay\"><\/a><figcaption class=\"caption\"><em class=\"credit\"><span class><\/span> Image: Gemma Smith \/ Nintendo Life<\/em><\/figcaption><\/figure>\n<p>It feels like Game Freak is at something of a crossroads as we head into Gen X and beyond. Scarlet &amp; Violet posed the biggest gameplay leap that we&#8217;ve seen for the series in years, and the potential for innovation feels bigger now than ever before, but performance issues and a lack of polish in those titles have some fans (including me) hankering for some old-school simplicity.<\/p>\n<p>Whatever way the series goes, it&#8217;ll be intriguing to see what the <em>next<\/em> generation of game developers take from it \u2014 every Pok\u00e9mon game is someone&#8217;s first Pok\u00e9mon game, and all that. Pikachu and co. aren&#8217;t going anywhere, so you can bet that Pok\u00e9mon-likes won&#8217;t be disappearing back into the long grass, either.<\/p>\n<p>And based on how all the devs I spoke to are already demonstrating ways that Game Freak could improve and push the series forward, the promise of more is something that we should all be excited about.<\/p>\n<hr>\n<p><em>Our thanks to the Crema team, Jay Baylis, Jochem Pouwels, JVemon, Luis Wong, Sandy Spink, and Tom Coxon for taking the time to talk to us.<\/em><\/p>\n<p><em>Let us know your <em>favourite Pok\u00e9mon-like games<\/em> in the comments &#8211; and if there&#8217;s an innovation you&#8217;d like to see inspire the series itself.<\/em><\/p>\n<p><!-- cache: html:nintendolife.com\/ssl\/related-articles:137133 @ 1772529100 --><\/p>\n<aside class=\"block object-related\"> <\/aside>\n","protected":false},"excerpt":{"rendered":"<p>Image: Nintendo Life An awful lot has happened for Pok\u00e9mon in the last 30 years. It&#8217;s spawned nine mainline generations spanning seven different consoles, countless spinoffs, a trading card game that&#8217;s more popular than ever, movies, TV shows, merch, a flipping theme park&#8230; need I go on? It is the biggest entertainment franchise in the [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[27],"tags":[],"class_list":["post-136292","post","type-post","status-publish","format-standard","hentry","category-nintendo-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/136292","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=136292"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/136292\/revisions"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=136292"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=136292"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=136292"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}