Pokemon
Gotta catch 'em all
Pokemon created a global phenomenon through monster collection, strategic battling, and social trading that transcended gaming into multimedia dominance.
Overview
Pokemon turned creature collection into a worldwide obsession. Satoshi Tajiriโs vision of catching, training, and trading monsters captured imaginations across generations. The games required social interaction: trading was necessary to complete the collection, and battling friends proved your training. From Game Boy to global franchise, Pokemon became the highest-grossing media property in history.
Fast facts
- Creator: Satoshi Tajiri.
- Developer: Game Freak.
- Publisher: Nintendo (with The Pokemon Company).
- First release: Japan (1996), West (1998).
- Franchise revenue: 100+ billion USD (largest media franchise).
Core gameplay loop
| Activity | Purpose |
|---|---|
| Catch | Expand collection |
| Train | Level up, evolve |
| Battle | Prove strength |
| Trade | Complete Pokedex |
| Gym challenge | Progress story |
Version differences
Strategic decision:
- Two versions released simultaneously.
- Each has exclusive Pokemon.
- Completing Pokedex requires trading.
- Drives social gameplay and sales.
| Generation | Versions |
|---|---|
| I | Red/Blue (Green in Japan) |
| II | Gold/Silver |
| III | Ruby/Sapphire |
| IV | Diamond/Pearl |
| V | Black/White |
| VI | X/Y |
| VII | Sun/Moon |
| VIII | Sword/Shield |
| IX | Scarlet/Violet |
Battle system depth
Simple surface, strategic depth:
- Type effectiveness (rock-paper-scissors expanded).
- Four moves per Pokemon.
- Team building (six Pokemon).
- Individual Values (IVs) and Effort Values (EVs).
- Competitive metagame.
Link Cable social
Original design genius:
- Game Boy Link Cable for trading.
- Face-to-face interaction required.
- Playground culture.
- Trust and negotiation.
Later: wireless, internet, but social core remained.
Multimedia expansion
Beyond games:
- Anime series (1997-present).
- Trading card game (massive market).
- Films (animated and live-action).
- Merchandise (toys, clothing, everything).
- Pokemon GO (2016 mobile phenomenon).
Development origins
Satoshi Tajiriโs inspiration:
- Childhood insect collecting.
- Link Cable potential for creature exchange.
- Six years of development.
- Game Freak nearly bankrupted.
- Nintendo supported the vision.
Cultural impact
Pokemon influenced:
- Monster collection genre.
- Handheld gaming viability.
- Transmedia franchise strategy.
- Childhood worldwide.
Competitive scene
Pokemon as esport:
- Video Game Championships (VGC).
- Trading Card Game tournaments.
- Strategy guides and communities.
- Breeding and training optimisation.
Enduring appeal
Why Pokemon persists:
- Accessible to children.
- Deep enough for adults.
- Nostalgia across generations.
- Constant new creatures.
- Social interaction core.