Kayle, I will avoid my normal quote dissection and just try to address your comments in general. If I do quote you, it will be as a bridge into an idea; sometimes even a "play upon words". I do not agree with
vaporeon, but I do not completely disagree either, and of the three of you, my views match up much better with those
Fox_Master51.
If you feel the game is unbalanced you need to take a step back.
Take several steps back, and don't stop until you're truly looking at the entire game. I've long been working on an article in my free time about this subject; as players we so easily forget other aspects of the game.
- That it is a business, but bound by representing the Pokémon franchise as a whole as well as certain ideas held by Creatures, Inc.
- That while inspired ultimately by a video game series, the vast majority of play mechanics from said series do not translate well if at all to a TCG. They must be adjusted, sometimes abandoned and replaced.
- The bulk of the game's revenue is generated through sales to large distributors and then to large chain retailers, like Wal-Mart or Target, and from there purchased by those who neither play the game nor really collect; the cards are simply the "toy" a kid is purchases or for whom is purchased.
Now when you do this, you're in the best position to determine a good direction for the game; even if you can't figure out "the best" direction, you can at least spot the undesirable elements of a given direction. Keep this in mind throughout the rest of what I say.
You'll notice it is hard to find a Pokémon that doesn't have fans. Most Pokémon are not universally adored, but even transitional stages have fans. I would be surprised if we were able to literally ask every person alive right now, if we didn't find for every Pokémon a fan for which said Pokémon is their favorite.
Within the mechanics of the game, not every card can or should be identical; that would be boring. It is so improbable as to be impossible to maintain the game mechanics we are familiar with (or even invent new ones) where all cards were ultimately equal despite having different functions.
What is possible and should be the goal, is to have most Pokémon be "functional" and on relatively even footing... which seems akin the goal of the video games; barring "gimmick" Pokémon and accepting that Legendary Pokémon often enjoy raw power, exotic Abilities, and/or access to the best moves, it is amazing how a Pokémon can go from "dud to stud" once you figure out what Natures and Abilities to shoot for, what move sets to use, what Pokémon Tools they should hold, and who else should be on your team.
Not every version of a particular Pokémon need be the star of a deck, but by the end of a given format, it would be nice if each Pokémon was represented at least competently. It is a bit hard to qualify, but as best as I can express, each Pokémon should have a place in deck building, and while some decks are going to be more popular or more powerful, if someone really wants to run a particular Pokémon, it shouldn't force them to give up having a competitive deck. Nor should the tournament scene be overly homogenous... which brings me to my next area of discussion.
The game is called Pokemon. There are legends, and there are "normal" Pokemon too.
Legendary Pokemon have been bad, with a few notable exceptions in Dialga/Palkia, Mewtwo, and Rayquaza, for a very long time so far as I can remember.
The game is called Pokémon, not "Legendary Pokémon" or what have you; it is no better for the game to have token Legendary Pokémon that are worthless for competitive play than for them to be the driving force of competitive play, crowding out the vast majority of other Pokémon.
"Gimmick" Pokémon have a pretty hit or mess record; Pokémon-ex, Level Up, SP, various other "owner" mechanics, delta species... these things all did quite well. Pokémon LEGENDS, Pokémon*, Shining Pokémon, etc. have not.
Kayle, you know I am a student of this game; I didn't experience every format first hand or in depth, and I understand how you can miss stuff, but "Legendary" Pokémon generally fair about as well as most others. Since Legendary Pokémon are a minority when compared with everything else, it can be easy to think they aren't getting a fair deal, but Legendary Pokémon have been strong in the game of Pokémon since nearly the beginning.
The infamous "Movie Promo"
Mewtwo was one of about a dozen Pokémon that were important to dominant decks of the earliest period of the game, unless we decide to "shrink" that era to less than the first three sets plus promos.
Fossil Articuno, while only used in Rain Dance decks, also was an early Legendary Pokémon that made its mark. A few
Zapdos decks (using either
Base Set or
Fossil versions) were attempted, and my studies of reconstructing Base-Fossil era
without Energy Removal and
Super Energy Removal show it to be pretty potent.
So out of the five "Legendary" Pokémon of Mew, Mewtwo, Articuno, Zapdos, and Moltres, about a fourth of them were strong. Yes, I am factoring in the multiple, different versions as well (not reprints but cards with the same name but very different stats and effects) during that era. This unfortunately is pretty representative of the game's history; a small amount of cards released were useful enough to use competitively, while the rest were lucky to enjoy "fun" decks.
Firstly, if you don't think there's room for creativity, you're looking in the wrong places.
More likely, they (as do I) define it differently than you do.
I hear a lot of arguments based on relativity for Pokémon, and such arguments are not necessarily invalid. It is important to keep it all in the proper perspective; just because one thing is "better" than another doesn't make them both good, nor does something being "worse" than another thing make them both bad.
Not to just play with words, but I would describe what we can do this format more as flexibility than "creativity". Whether players are sharing ideas more or not, choosing between select major strategies and then trying to pick out the right TecH cards or exact build isn't what players like myself consider "creativity". Flexibility is very good! I greatly prefer it to a format where not only must I play one of a select few decks, but where I must run my deck almost identically to everyone else in order to win even a low level event.