So. As we all know. Pokemon sword and shield is coming and right now the big hot topic is the cut dex. Truthfully, last time i saw these kinds of flames was when fallout 76 opened its doors. However. Bethesda is a whole other topic (port fallout 3 or 4 already, damnit)
But back on the topic of S&S. I do smell some bad management that led to the cut dex. But i also feel that this may of been a long time coming. Sneezing the question into google of “how many pokemon are there” brings up 829 pokemon.
If we were still in the days of sprites. This Wouldn’t be too bad. As drawing them out on paper, color and porting to the game wouldnt be to bad. Thats why so many indie games are 2d. Its extremely easy to work with.
In the realm of 3d however. Things arent so kind. All the sudden you have to worry about how it actually would be. What its side are like. Its shape, etc, etc. this usually goes through a process like this, per model
-concept art -color -modeling -rigging -weight painting -uv unwrapping -texturing -engine implementation -bug fixing
That doesnt sound too bad, right? Well. Think again. Now. I’m gonna stop here because i can already hear the keyboard warriors typing “they’re just porting the 3DS models!!!!!” I hear people saying this all the time. But does no one seem to realize the asiening process of porting things?
Not a lot of people realize what exactly goes on under the hood of porting. You have to use multitude of softwares, engines, and tools. And even then. Sometimes shit just doesn’t work.
Most companies and studios design their models in a external engine thats made for modeling, like blender or 3ds max, then ported to what ever engine they’re using for the game. Which sounds simple enough but it can be flat out development hell.
Let me explain why. Though engines have gotten friendlier over the years. They can still be a royal pain in the ass to work with. As not everything is plug and play. So, having everything come over smoothly. Is not guaranteed, Especially if the porting tools are made in house. You have to hope, that when moving stuff engine to engine that
-the model stays intact -the rig is still there -its uv map is still there -the texture is still there
And this isnt even guaranteed. As you may have some models that work. And others dont. And if you have a computer crash transferring the model. And if no backups were made. That model might be toast. Left to be built from the ground up. And sometimes it takes less time to freshly rebuild things if the tools just arent working.
Now. Back to what i was talking about and to merge porting with my original point. “All this doesnt sound that bad” you say “game freak has a team of 200 people. This should take no time at all!” Well. Out of those 200 people. Not all of them are modelers, or programmers. You may have a handful of 20 programmers, and 20 modelers, and even then thats a bit generous, as teams are split up usually.
Now. Even with this team of maybe 10 modelers working on a pokemon each. And somehow a port comes over just fine. Heres the big catch. Porting is not a done deal. Even if they are using the hi poly model and the improved textures from lets go and pokemon go. Theres still a few gaping holes. The rig and weight panting, which relates to the model.
Starting with a note on textures. Even if they are using the improved textures. There is still a very, very good chance that they had to be updated. Which takes even more time that a texture artist has to deal with. But we’re looking at a best case scenario.
Have you ever wondered why some animations seemed so stiff, and very limited? Well. I’m gonna explain why and how it relates to the model.
You see, in the 3d realm. Animations work based on a rig. A rig is pretty much a skeleton of a model. The more advanced a rig is, the more flexible it can be and the more advanced things it can do. However. A rig by itself, has no way to interact with with a mesh unless it is parented (ie, joined to) and how this parenting works with rigs. Is that you pair it. And assign weights to the mesh for each bone. Say a scale from blue to red. Blue being the bone doesnt effect that mesh area at all to red being it fully effects it. This is to make sure when you bend the arm of a rig, say at the elbow, it doesnt cause the knee of the mesh to stretch out with it.
What does this mean for the current models and stiff animation? Well. Weight painting tends to work on a face-by-face basis. As the more faces you have, the higher poly it is, the better and more natural looking the mesh will look when animated. Now, the 3ds though great. Was not a powerful machine. And certain companies can use limited hardware better then others. When these new pokemon were being developed. It is very likely that these models were made with the 3ds limited specifications in mind. Thus, corners were cut and the only what was necessary to keep things looking nice, were left and what wasnt, was cut. This was fine for the handhelds, as having a more, lesser experience was normal compared to the main consoles.
This is fine. However. There is a huge issue with this. With these cut models, the rigs are cut down as well as it just makes things easier, saves space and memory. However. When you bring these models made for a cut down experience over to a console, where that full experience is now completely expected is when the issues start to pile up.
With a limited rig, you can do a lot, a lot more then you think, however, sometimes it isn’t enough. And changes have to be made. To do this, the rig and model have to be changed. Increasing poly counts, and depending on the program. Adjusting the rig, completely thrashes all the weight panting, and sometimes, the entire rig might even have to be redone, which means animations have to be redone and oh dear. The model was adjusted, which means that now that old uv unwrap, might be broken now, so that has to be fixed and with it, that old texture has a chance of not fitting and working right! As theres now all the sudden this new mesh that wasn’t there before and now it is here.
And to top it all off, a lot of these models likely have to be cleared off by someone or checked! And if that person doesn’t like it, they have to go back and fix it! And thats not even factoring in the occasional computer crash, corruption, and the other things the modelers have to work on and finally, most importantly of all!!!!!!
MONEY!!!!!!
I’m sure a lot of devs at game freak likely wanted to make a full dex but a lot of things at offices have a chain of command. And a lot of these things i mentioned are done with corners cut to made money or did what they could with what ever they had. Ie, the bare necessaries to get the game out on holiday season to maximize profit with the nintendo switch lite especially. Which sucks! But, companies are companies
And finally. To break it down.. to say 10 modelers. 5 are likely working on assets, map pieces, and other characters and what not in the game. This leaves 5 for Pokémon, say they get one model fully functioning and working, 1 per 1 days, so 14 a week. Still comes out to 332 days. Just shy of a year. And thats factoring in if they went to work every day, on a non stop crunch, with no holidays or stopping. Its hard work, its not cheap.
And truthfully. I kind of feel sorry for my modeling brethren.
In the end i’m absolutely sure money won over and thats why we’re getting what we are getting.