This week I want to discuss something a bit more specific and mechanical: the clothing in Pokémon X/Y, and how it ultimately relates to engaging the player. Picking out a character’s clothing is the kind of thing which shows up in various games, but it’s not as simple as putting in extra art assets and telling the player to have at it. Here’s why clothes don’t just make the (wo)man, they can make the game too.
In honour of our new series, Playing with Aesthetics, and with a new Pokémon game approaching, I’d like to take this opportunity to dredge up the topic of Core Aesthetics again, and use it as a lens on the design of Pokémon games (and the upcoming Pokemon X/Y). I believe that a lot can be learned about the broad appeal of Pokémon games by examining how it covers many different core aesthetics. Through iteration and improvement over its history, the Pokémon games have kept many core game elements constant. Instead of constantly changing or over-developing, the game has steadily spread to reach many more aesthetics than the average game can.