Brianna Wu / John Walker Flynt - "Biggest Victim of Gamergate," Failed Game Developer, Failed Congressional Candidate

Wu things Pokemon is too hard for normal people.
I'm fucking serious.
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"The 3ds Pokemon games commit the ultimate gaming sin; often forcing the player to wander, not knowing where to go next"

The sheer depth of ignorance in a single sentence is commendable.

It's pretty obvious where Wu is coming from; Revolution 60 is designed so that you ARE going to play as Wu intended, even the story "choices" are merely variables that Wu has allowed. Pokemon, which despite what Wu stated, is ultimately linear, still has too much freedom...you aren't railroaded from one cutscene to the next, thus allowing too much "Fun".

Pokemon has two old RPG standbys to keep players on track, either requiring an HM (similar to Final Fantasy's various broken bridges) and levels...8 year old are smart enough to know that a fire-breathing dragon is stronger than their lvl 5 caterpillar, which speaks much to Wu's Professional gamer prowess.

Pokemon Yellow was my first video game, and yes, this triggered me(:_(
 
"I DON'T KNOW HOW TO PLAY 'ROCK-PAPER-SCISSORS', THEREFORE IT'S NOT ACCESSIBLE TO THE MASSES AND BROKEN ON A FUNDAMENTAL DESIGN LEVEL! PAY ATTENTION TO MY RETARDATION!"

Funny that my 8 year old self had no problems playing Red/Blue. It's almost like the design (learning-by-doing?!) is good enough to even allow children to be successful in the series, like, have they maybe deliberately designed the games for children? I don't know you guys, it seems Farfetch'd to think about.
 
"The 3ds Pokemon games commit the ultimate gaming sin; often forcing the player to wander, not knowing where to go next"

you see souls games, you see where you go wrong!! all boss battles should be a typefest and you should have a white knight option to come in and do it for you

can we all just not make a kiwi game and claim to be industry giants and experts...
 
See, expert knowledge of game design like that is why Wu has made billions from selling games for over 20 years, while Nintendo struggles for over 2 years to update one game.
Stop mansplaining! Brianna Wu is a professional... in the field of delaying games multiple times for no good reason.
 
Somehow my 6 year-old is on his second pokemon game (Fire Red and now Pearl) and has never complained about it being too confusing. If he doesn't know where to go next he talks to NPCs until they drop a clue like a non-exceptional person would. He also has more than enough mental capacity to learn all of the Pokemon, their evolutions, their moves and their weaknesses and strengths. Plus he plays the card game, so he has managed to learn most of them at least twice.

He can do that and Brianna thinks that an average adult can't even muddle through...

Not every game has the narrative and mechanical depth of Peggle.
 
Wu things Pokemon is too hard for normal people.

I'm fucking serious.

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Pokemon lacks appeal to a mass audience? Wu continues to show incredible ignorance of her supposed industry. Pokemon sells about 4 million copies during their first weekend of release. That's an incredible figure for just about any game series. With the hype from Pokemon Go, Pokemon Sun and Moon could very well reach 5 million. It would be easy to attack Brianna by asking "and how much has Revolution 60 sold?" but that's not a fair comparison to make. Instead, let's talk about it from a game design perspective.

Wu's first major complaint is apparently the learning curve, particularly when it comes to type match-ups. She insists that you need a chart to figure it out and implies that the information is nowhere to be found in the games. . . except that the NPCs explain type matches to you regularly and, design-wise, Pokemon is very careful about only giving you a handful of types in the beginning so you can discover the matches yourself. Discovery is always the biggest theme in the series because the basic story of Pokemon is one of a child growing and learning about the world. As someone who seems very combative to learning new things or seeking out information, I can see how Brianna doesn't like it.

Speaking of children, that is Pokemon's intended audience and Nintendo builds the game very well to them. Not only do they get to explore a pretty safe, optimistic world full of bright, colorful monsters they can befriend - they get to be the heroes standing up to the villainous adults. It's been asked before but I will ask again: who is the intended audience for Revolution 60? How are the game mechanics, story, characters, setting, etc. designed with them in mind? Wu wants the game's audience to be women but I don't see what's there for them. Sure, the cast are all women but none of them are likable or relatable. The combat in the game is overly simplistic to the point of being insulting - and this is one of the things Wu bragged about being specifically designed for women (because her ego makes her assume that anyone who isn't Brianna Wu is a blithering idiot). I don't see anything about the setting that would draw someone in but it's so generic that I can barely comment on it at all. And let's not even talk about the lighting. . .
 
POKéMON, the game where adults have to say "well, underneath those pixels lies a game with some depth and strategy" (indeed, the Rock, Paper, Scissors kind) and Wu can't grasp it. It is so basic, and almost on such a logical level (birds defeats bugs, bugs defeat plants) that John could almost pass as a woman, because he fails to see the logic.
 
One of Nintendo's design pillars is teaching the player game concepts and mechanics in a methodical manner. Its one of the main reasons it is the console of choice for families with small children, the basic concepts are literally designed for a 5 year old to be able to master in a few tries.

So of course Brianna doesn't get it. Nintendo doesn't add a pay to win button.
 
Pokemon X/Y is literally a straight line. You just go from Route N to Route N+1, stopping at every city in between. Plot gates block you everywhere else, and if you need to do something other than "go in the direction of the place you haven't been yet", the game explicitly tells you so.

ORAS is slightly less linear but you can always, y'know, think "Ok, beating the fifth gym unlocked the ability to Surf in the overworld, let's check the map for a waterway I can now use to go somewhere new".
 
Well John you have nothing on your resume and your dating pool consists of only the world's most massive cucks and tranny chasers so I think you're pretty safe.

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