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Notes -
Ah, that makes more sense. The Dwarf Fortress player in me loves the idea of a tantrum spiral, especially since there's such an asymmetry between how many Pals people look to end up having around their base in the late-game vs how many they can have on them at once, but I could definitely see that being too frustrating even if you had a ton of warning signs about it.
Interesting. I wonder if the 'harsher' modes are intended as a panic button for short bursts, or if players are intended to use longer periods at default-speed (such as dedicated servers when offline) to build up simple resources to support short bursts of the hard and super-hard work when players are online.
Maybe. A lot of these people are otherwise pretty critical of Pokemon, though, especially given recent flops or semi-flops like Arceus.
But even if the marginal buyer (or their parent's/grandma) doesn't end changing orders, this could still be a pretty hot fire under Nintendo's marketing and executive side, if it doesn't get solved by the legal one.
Well, I definitely hope Palworld lends its weight to the heaps of criticisms against Pokemon games. The camel's back will break someday.
The only justification I think is legit is that they are hamstrung by having to make games for the Switch, which realistically could never run something like Palworld. Dex cuts are extremely unpopular in the fanbase but those are the kinds of measures they have to take to fit their shit into a Switch (well at least I thought this until they started selling DLCs which add cut mons back, kek). The technical debt is catching up with them, they really should work on their 3d engine because SwSh and SV have both been, shall we say, lackluster animation/detail-wise. They have to start improving at some point, Palworld will not be the last to encroach on their lunch, not after such a smash hit.
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