Yeah Scott was an almost entirely pointless addition to Emerald. You don’t need an entirely new character to advertise a new feature (hi Ultra Recon Squad! Not entirely the same thing but they were also pointless characters despite showing up more than you’d think they do).Something funny is how there's a change for Emerald where the Rival hides their anger at losing at Route119. Scott comes by and notes it, much to the player's surprise
...Come to think of it, Scott's kinda rude with how blunt he is
Maybe he was designed to promote the Frontier in Emerald?Yeah Scott was an almost entirely pointless addition to Emerald. You don’t need an entirely new character to advertise a new feature (hi Ultra Recon Squad! Not entirely the same thing but they were also pointless characters despite showing up more than you’d think they do).
Similarly, I think Charon is the worst case of “they wasted a perfectly good character” in all of the games. He never battles you and to my knowledge never does almost anything plot relevant. He has that special sprite in the intro that looks like a reversed battle backsprite almost. You’d think he could serve as a replacement for that entirely pointless Saturn rematch (as Saturn is by far and away the easiest of the admins and doesn’t get any harder between battles aside from having actual coverage on Toxicroak).
Cases of the third version or in one case BW2 introducing characters that are meaningful include characters like Looker and Colress. They actually do things and aren’t just there for the sake of “Look! We added extra content!”
Yeah, that's what I was trying to say more or less. But when your character is kinda a jerkwad with no reason to exist otherwise...Maybe he was designed to promote the Frontier in Emerald?
I don't think people necessarily want high difficulty in Pokémon. I've seen many posts about how that isn't really feasible given the current battle mechanics (free +100% damage bonus if you can identify the typing of the opponent and have the right move for it being the greatest example), static enemy teams, and the symmetrical design philosophy (anything you can face, you can also use - which Pokémon recently seems to have distanced itself from). The player simply has too many advantages. High difficulty is hard to create, and it probably wouldn't be very fun all in all either.I have said it before but Pokemon isn't and never was a difficult game.
If anything, the game's Trainer battles almost became... too monotonous lately? We've seen so much of the patterns and the lack of actual strategy from too many opponents to the point it do comes off as easier for veterans. You can only start to see actual strategy from rare NPC trainers or late Gym Leaders, Elite 4 (if any) and Champion. And even then, not late game opponents are winners, if Wulfric is any indication.I don't think people necessarily want high difficulty in Pokémon. I've seen many posts about how that isn't really feasible given the current battle mechanics (free +100% damage bonus if you can identify the typing of the opponent and have the right move for it being the greatest example), static enemy teams, and the symmetrical design philosophy (anything you can face, you can also use - which Pokémon recently seems to have distanced itself from). The player simply has too many advantages. High difficulty is hard to create, and it probably wouldn't be very fun all in all either.
But people want a step up from a "poke the enemy and it keels over" level of difficulty too. There is something about seeing late-game Gym Leaders with three Pokémon with several empty moveslots, a total lack of route Trainers carrying more than two Pokémon, held items almost never being used, or a conspicuous lack of anything resembling strategy from in-game opponents. As a player, you don't feel like you're being challenged on even terms, Instead, the game deliberately restrains itself from battling you on your level. The rival deliberately picking the starter weak to yours is a great example of this. It's as if the game bends over to facilitate your victory, and it's being really obvious about it. That's frustrating. It's the difference between being challenged and being led to victory. Of climbing a wall versus going up an escalator.
Arguably, the Challenge Mode in BW2 doesn't make the game that much harder. Only a few trainers are affected by the setting, and them having higher-leveled Pokémon even means you're getting more XP to fight the common route trainers with. But still it feels good to see the Gym Leader having an extra Pokémon, with moves to address the glaring weaknesses of their specialty type. Or Elite Four teams full of held Items. It's the game letting itself play a little smarter, letting you face a higher level of challenge. It's still not particularly difficult, but it's not "Oh no, here comes the player, better do everything we can to let them win!" And that makes a world of difference.
The games don't have to be hard to be fun. But I'd say they need to be less in-your-face easy.
...Come to think of it, Scott's kinda rude with how blunt he is
Similarly, I think Charon is the worst case of “they wasted a perfectly good character” in all of the games. He never battles you and to my knowledge never does almost anything plot relevant. He has that special sprite in the intro that looks like a reversed battle backsprite almost. You’d think he could serve as a replacement for that entirely pointless Saturn rematch (as Saturn is by far and away the easiest of the admins and doesn’t get any harder between battles aside from having actual coverage on Toxicroak).
If anything, the game's Trainer battles almost became... too monotonous lately? We've seen so much of the patterns and the lack of actual strategy from too many opponents to the point it do comes off as easier for veterans. You can only start to see actual strategy from rare NPC trainers or late Gym Leaders, Elite 4 (if any) and Champion. And even then, not late game opponents are winners, if Wulfric is any indication.
This may have not been what you meant, but a lot of people point to the "better strategies" and "complete movesets" of Pokemon from earlier generations, and, well...GF only needs to make complete and competent (but not 100% optimal) movesets
Even if the enhanced version movesets are significantly better, that brings up a whole new problem. Either dev conditions and/or priorities for the first versions are just so buggered that they can't even properly design the bosses' movesets on the first go or they're deliberately gimping them as yet another push for people to buy the third versions, both of which are very bad for different reasons"Why are you only using the first entries and not Emerald/Plat/B2W2?" Because X was a first entry too. There may be a case that remake trainers are notably better than first entry trainers, but that's not the narrative I normally hear.
I don't think it's necessarily only those two options. There's probably an understanding that only more serious Pokémon fans will buy the third versions of each generation, while the first versions are for a wider audience which includes casuals and kids. So they make movesets easier in the first games, and then give things a little difficulty spike in the third versions because the players tend to be better. Which is still unnecessary, kids can figure out how to win third versions easily too, but it's a less cynical explanation for things.Even if the enhanced version movesets are significantly better, that brings up a whole new problem. Either dev conditions and/or priorities for the first versions are just so buggered that they can't even properly design the bosses' movesets on the first go or they're deliberately gimping them as yet another push for people to buy the third versions, both of which are very bad for different reasons
I think the difference, which Codraroll also identified, is that whether something actually is particularly challenging or not, what matters is whether it feels challenging and therefore rewarding. Elite Four members having only 4 Pokémon makes them feel like regular trainer battles, and I think that's what Samtendo means by battles becoming monotonous. When boss battles of recent gens feel tonally like trainer battles of older gens, players don't get that little dopamine rush of feeling like they actually achieved something. This is something SwSh does well, because the atmosphere of gym battles is so damn good that it feels like an achievement even though the battle's easy, and the Elite Four (or Champion's Cup) are actually 6v6 battles right? This is basically all we've been asking for.This is something I hear often, it having "become" this way or heavily changed, and I don't aree. Gym leaders have been filled with gunk Pokemon and movesets since Gen 1. Even late-game. I figure Gen1 and Gen2 don't need that much elaboration (Sabrina Abra lol), but...
R/S Leader(s) 7 has two Pokemon total, and for a double battle no less.
R/S Leader 8... Seaking is neither the worst nor the second worst out of 5. Luvdisc and Sealeo get those honors.
D/P Leader 7 has Snover and Sneasel.
B/W Leader 7 has Vanillish. No leader in the whole game has more than three Pokemon.
All of these Pokemon are worse than any 6-8 XY leader's Pokemon. Sure, Wulfric gets obliterated by any Fire-type, but so does B/W Brycen, unless you fall before the might of... Beartic's Brine.
This may have not been what you meant, but a lot of people point to the "better strategies" and "complete movesets" of Pokemon from earlier generations, and, well...
Winona (6) has Water Gun / Supersonic / Aerial Ace (50 Atk!) / Protect Pelipper. Send help, please. Skarmory has Sand-Attack and Fury Attack.
All of Wallace's (8) Water-types have Water Pulse and no stronger STAB move (besides Earthquake Whiscash, which is admittedly good stuff). Luvdisc has Flail, Milotic has Twister (covers Dragons? it has Ice Beam. Twister just free reprieve chance), and Seaking has Fury Attack. All free-turn filler.
Candice's (7) Sneasel has Avalanche (???) and Slash. Snover has Razor Leaf and Ingrain (sure it'll survive to take advantage of that). Abomasnow has Swagger and Grasswhistle?? Like sure, those two can be dangerous, but this is clearly cheese and not a competent moveset for rewarding play.
Volkner's (8) Ambipom has no STAB moves. Raichu and Luxray have Charge Beam but no other special moves. Octillery has no move above 65 BP, which includes 10 BP Bullet Seed.
Skyla (6) has all-physical Swoobat with 57 Attack. Not technically all-physical because... Amnesia? (not Simple.) Unfezant has Quick Attack, Razor Wind, and Leer.
Brycen (7) has Astonish Vanillish, Rapid Spin Cryogonal, and Swagger Beartic.
B/W Drayden/Iris (8) have two Dragon Dance sweepers! With, uh, Dragon Tail as their only STAB move. What? And Fraxure has Dragon Rage.
"Why are you only using the first entries and not Emerald/Plat/B2W2?" Because X was a first entry too. There may be a case that remake trainers are notably better than first entry trainers, but that's not the narrative I normally hear.
In that case, it really shows how aging the way GF handles the Leaders' Pokémon to the point of insulting, and it really give a sense of a true lack of progression, if you ask me. I agree with what DrumstickGaming had said, too.This is something I hear often, it having "become" this way or heavily changed, and I don't aree. Gym leaders have been filled with gunk Pokemon and movesets since Gen 1. Even late-game. I figure Gen1 and Gen2 don't need that much elaboration (Sabrina Abra lol), but...
R/S Leader(s) 7 has two Pokemon total, and for a double battle no less.
R/S Leader 8... Seaking is neither the worst nor the second worst out of 5. Luvdisc and Sealeo get those honors.
D/P Leader 7 has Snover and Sneasel.
B/W Leader 7 has Vanillish. No leader in the whole game has more than three Pokemon.
All of these Pokemon are worse than any 6-8 XY leader's Pokemon. Sure, Wulfric gets obliterated by any Fire-type, but so does B/W Brycen, unless you fall before the might of... Beartic's Brine.
This may have not been what you meant, but a lot of people point to the "better strategies" and "complete movesets" of Pokemon from earlier generations, and, well...
Winona (6) has Water Gun / Supersonic / Aerial Ace (50 Atk!) / Protect Pelipper. Send help, please. Skarmory has Sand-Attack and Fury Attack.
All of Wallace's (8) Water-types have Water Pulse and no stronger STAB move (besides Earthquake Whiscash, which is admittedly good stuff). Luvdisc has Flail, Milotic has Twister (covers Dragons? it has Ice Beam. Twister just free reprieve chance), and Seaking has Fury Attack. All free-turn filler.
Candice's (7) Sneasel has Avalanche (???) and Slash. Snover has Razor Leaf and Ingrain (sure it'll survive to take advantage of that). Abomasnow has Swagger and Grasswhistle?? Like sure, those two can be dangerous, but this is clearly cheese and not a competent moveset for rewarding play.
Volkner's (8) Ambipom has no STAB moves. Raichu and Luxray have Charge Beam but no other special moves. Octillery has no move above 65 BP, which includes 10 BP Bullet Seed.
Skyla (6) has all-physical Swoobat with 57 Attack. Not technically all-physical because... Amnesia? (not Simple.) Unfezant has Quick Attack, Razor Wind, and Leer.
Brycen (7) has Astonish Vanillish, Rapid Spin Cryogonal, and Swagger Beartic.
B/W Drayden/Iris (8) have two Dragon Dance sweepers! With, uh, Dragon Tail as their only STAB move. What? And Fraxure has Dragon Rage.
"Why are you only using the first entries and not Emerald/Plat/B2W2?" Because X was a first entry too. There may be a case that remake trainers are notably better than first entry trainers, but that's not the narrative I normally hear.
This is a very good breakdown, and it illustrates that the earlier games weren't perfect either.This is something I hear often, it having "become" this way or heavily changed, and I don't aree. Gym leaders have been filled with gunk Pokemon and movesets since Gen 1. Even late-game. I figure Gen1 and Gen2 don't need that much elaboration (Sabrina Abra lol), but...
R/S Leader(s) 7 has two Pokemon total, and for a double battle no less.
R/S Leader 8... Seaking is neither the worst nor the second worst out of 5. Luvdisc and Sealeo get those honors.
D/P Leader 7 has Snover and Sneasel.
B/W Leader 7 has Vanillish. No leader in the whole game has more than three Pokemon.
All of these Pokemon are worse than any 6-8 XY leader's Pokemon. Sure, Wulfric gets obliterated by any Fire-type, but so does B/W Brycen, unless you fall before the might of... Beartic's Brine.
This may have not been what you meant, but a lot of people point to the "better strategies" and "complete movesets" of Pokemon from earlier generations, and, well...
Winona (6) has Water Gun / Supersonic / Aerial Ace (50 Atk!) / Protect Pelipper. Send help, please. Skarmory has Sand-Attack and Fury Attack.
All of Wallace's (8) Water-types have Water Pulse and no stronger STAB move (besides Earthquake Whiscash, which is admittedly good stuff). Luvdisc has Flail, Milotic has Twister (covers Dragons? it has Ice Beam. Twister just free reprieve chance), and Seaking has Fury Attack. All free-turn filler.
Candice's (7) Sneasel has Avalanche (???) and Slash. Snover has Razor Leaf and Ingrain (sure it'll survive to take advantage of that). Abomasnow has Swagger and Grasswhistle?? Like sure, those two can be dangerous, but this is clearly cheese and not a competent moveset for rewarding play.
Volkner's (8) Ambipom has no STAB moves. Raichu and Luxray have Charge Beam but no other special moves. Octillery has no move above 65 BP, which includes 10 BP Bullet Seed.
Skyla (6) has all-physical Swoobat with 57 Attack. Not technically all-physical because... Amnesia? (not Simple.) Unfezant has Quick Attack, Razor Wind, and Leer.
Brycen (7) has Astonish Vanillish, Rapid Spin Cryogonal, and Swagger Beartic.
B/W Drayden/Iris (8) have two Dragon Dance sweepers! With, uh, Dragon Tail as their only STAB move. What? And Fraxure has Dragon Rage.
"Why are you only using the first entries and not Emerald/Plat/B2W2?" Because X was a first entry too. There may be a case that remake trainers are notably better than first entry trainers, but that's not the narrative I normally hear.
I think that there's a very large wrench in that plan, that results in "teams" made with no prior knowledge being even more static and restrictive than a planned set of 6. Starters are pretty good throughout ingame, and a player always has them in their first few battles. An intended lesson of "pokemon fall off and can be rotated out" is replaced with "The Starter is the only good mon that can be found." Sure, once the later-game hits wild pokemon will start being good, but by then a naive stat comparison will show the starter (almost certainly with full but unoptimized EVs, and a solid level lead if they've been always active) still ahead. It can take obvious special cases like legendaries to get through that, and because they're shown as special, it doesn't teach players that good mons exist in the grass.So I came across a thread on Reddit last night, and continuing on the discussion we've all been having lately about the games and difficulty, I finally understand one particular thing about the design behind Pokemon games, and I think this is one crucial thing we're all forgetting with this discussion.
The big thing is that most Pokemon games in general are designed with the intention that players have a constantly rotating party. Especially in recent generations with the massive Pokemon diversity available, the general idea is that you are meant to constantly be rearranging your team as the game goes on and your opponents get stronger, pick up stronger Pokemon that are available later. The intention is that the player should go through every route in the game and catch every Pokemon they are interested in, to overall work out a squad of useful Pokemon, and constantly rearrange and change the team as the game goes on and certain Pokemon start falling off, and stronger Pokemon start becoming available.
Most blatantly, this shows with how Pokemon distribution is in general across the games. Early game Pokemon evolve early, and become strong early on, but as the game goes on, they fall off because they're just not strong enough for the opponents that go on later. The best, strongest Pokemon become available late in the game, and in many cases evolve late and don't reach their potential until late in the game. That's precisely the point. The idea is that you catch both kinds of Pokemon, but use the early game Pokemon for the early segment, then drop them as the power level increases and phase them out of your team in lieu of a stronger Pokemon. Most obvious examples of this are the early bugs: Butterfree/Beedrill, as well as the rodents like Raticate, Watchog, etc. They evolve super early and are strong for the early game, but they will eventually fall off and become obsolete. And later on, Dragon-types like Dragonite are super late-game Pokemon, but are by far among the strongest Pokemon in the game.
I came across a post in the Pokemon that disappointed you thread here by Pikachu315111 about how Boltund, Eldegoss, and Orbeetle in Sword and Shield fell off the map and he eventually booted them as the power level increased. That's precisely the point! These are all early game Pokemon, and they evolve and reach their full power early in the game at early evolution levels, but as the game goes on and the power level increases, you are meant to eventually ditch them once better, stronger Pokemon start becoming available. Meanwhile, on the other hand, a Pokemon like Dragapult is obtained late and doesn't reach its full potential until very late in the game, but is one of the strongest Pokemon out there. This design philosophy was put in place ever since Gen 1, with early route Pokemon like Spearow and the bugs being early bloomers but falling off, until later you get better Pokemon like, say Dodrio and phase them out in lieu of the better Pokemon.
I also came across some posts later like this one that discusses Zebstrika in BW1. BW1 plays the structure I mentioned completely straight. Zebstrika is essentially, putting it in Fire Emblem terminology, the "Jagen" to Galvantula or Eelektross's "Est". Zebstrika is designed as an Electric-type who is obtained early, and compared to many other Gen 5 Pokemon, it evolves relatively early as well. So it becomes very strong and fast early on, and by the point you evolve it, a fast and powerful Pokemon for that point. Meanwhile, Joltik and Tynamo are obtained relatively late, and are exceptionally weak and need a good deal of time until they fully evolve. Tynamo especially, who sucks until it evolves, but Eelektross is a good Pokemon with great offensive stats, a fantastic movepool, and good bulk+Levitate. Zebstrika essentially serves to evolve early and hold you over while you try to raise Joltik or Tynamo, and then once you have Galvantula or Eelektross fully evolved, you can kiss Zebstrika goodbye now that Galv/Eel are fully ready to take over as your main Electric-type.
BW1 gets criticized for having a poor selection of early game Pokemon and leaving all the good Pokemon in the late game, but that's the intention. Every Pokemon was designed with an in-game defined role, and the early game Pokemon barring, say, Drilbur and maybe Stoutland, are designed to be useful early on but to quickly fall off the map in lieu of better Pokemon showing up later, while the late game Pokemon come in, and you are expected not only to catch and raise them, but have them replace and take over the weaker earlier game Pokemon you have now that they're no longer up to snuff.
Now I'm rambling at this point, but you get the gist. The thing we're all missing here is that the intended playstyle I'm describing here is not what most of us do. Codraroll brings up that the challenge for new players is finding out which moves to use at the right time, but that's not all there is to it. The other challenge is also figuring out what Pokemon are good and what Pokemon are not, or at least which Pokemon will be useful in the long term. We don't need to do that, because us veteran players have the advantage of knowing every Pokemon's base stats, movepools, and abilities, and even if we don't, we have Bulbapedia and Serebii at our fingertips and we can look it up beforehand: we know what base stats are, we know what moves are good and what aren't good moves, and vice versa. So all of us just play the game by meticulously planning a fixed team of 6, handpicking the best Pokemon of the lot, and steamrolling the game with ease by handpicking the best Pokemon of the lot, which we know beforehand by looking up their stats and movepools.
A new player isn't going to do this. Without prior knowledge of Pokemon games, they aren't going to plan a team beforehand. Ideally, a new player would come into the game blind, start catching Pokemon and experimenting with them in each route as the game goes on, and keep doing so throughout the game even late in the game, and replace and phase out Pokemon as they start falling off and failing to match up to the power level of the opponents. Think of it akin to, say, the Persona games, where you start off with a few low level Personas, but as the game's power level goes up, you fuse your weaker Personas to develop stronger ones. That's kind of a particular RPG design, but it's also a general kind of design many games go through: the early game "gear" is effectively mediocre at best, but it's serviceable for the power level early on, but weak for the later power level and you are expected to "upgrade" and advance your gear to a stronger inventory to tackle tougher opponents. The items in Pokemon games already do this, as Poke Balls and Potions already have a chain that upgrades to stronger variants, such as Great Ball+Super Potion becoming available a bit later in the game, and even later you get the Ultra Ball+Hyper Potion. It's a natural progression that games are built on.
In fact, I've seen quite a few posts where people have said they found Pokemon games more fun/interesting when they used more than six Pokemon throughout the game and rotated. Especially with a game like XY or even Sword and Shield. This leads me to even more firmly believe that the idea of a party that constantly rotates its Pokemon is how the developers want people to play. Ideally, the only Pokemon that will likely be a permanent team member on your team is your starter: that Pokemon is designed to stay with you from beginning to end. But everything else is designed with a rotational role: catch it, use it until it falls off, and eventually rotate it out in lieu of something stronger, while the late game Pokemon will be obtained late, but they will stay with you up to the endgame as stronger options. That is precisely how the games were designed, and this is likely how a new kid would go into the games. Heck, I'm sure most of us when we were younger never planned our teams and just rolled with whatever we thought was cool and kept catching Pokemon we liked and experimenting with them. I'm sure the new kids of today would do that too.
TL;DR Pokemon games, key thing to remember, is that they are meant to be played with a dynamic and rotating party. Keep catching and experimenting with Pokemon, phasing them out as they fall off, and rinse and repeat. This is a big reason why early game Pokemon evolve early but become weak and subpar later on, while late game Pokemon are better but reach their potential later. Part of the challenge for new kids is that they don't know which Pokemon are good and which aren't: the charm for them is to keep meeting new Pokemon and catching them and playing with them until they lose their luster and then phase them out with another Pokemon they meet later on. Of course, us veteran players know everything about each Pokemon, and know what makes a good Pokemon, so we don't play like this: we can look everything up on Bulbapedia/Serebii and use our knowledge of the inherent Pokemon mechanics to meticulously plan a team consisting of the best of the best and handpick a fixed team of six consisting of the best and most effective Pokemon to use throughout the game, which is another key factor in what makes the games "easy" for veterans.
This design philosophy was put in place ever since Gen 1, with early route Pokemon like Spearow and the bugs being early bloomers but falling off, until later you get better Pokemon like, say Dodrio and phase them out in lieu of the better Pokemon.
A new player isn't going to do this. Without prior knowledge of Pokemon games, they aren't going to plan a team beforehand. Ideally, a new player would come into the game blind, start catching Pokemon and experimenting with them in each route as the game goes on, and keep doing so throughout the game even late in the game, and replace and phase out Pokemon as they start falling off and failing to match up to the power level of the opponents. Think of it akin to, say, the Persona games, where you start off with a few low level Personas, but as the game's power level goes up, you fuse your weaker Personas to develop stronger ones. That's kind of a particular RPG design, but it's also a general kind of design many games go through: the early game "gear" is effectively mediocre at best, but it's serviceable for the power level early on, but weak for the later power level and you are expected to "upgrade" and advance your gear to a stronger inventory to tackle tougher opponents. The items in Pokemon games already do this, as Poke Balls and Potions already have a chain that upgrades to stronger variants, such as Great Ball+Super Potion becoming available a bit later in the game, and even later you get the Ultra Ball+Hyper Potion. It's a natural progression that games are built on.
Codraroll had mentioned in a previous post that it feels like to the people doing planning and art development got much more time than the people who was in charge of 3D modeling. It’s probably safe to say while they had roughly similar time to those other games, the people in charge the planning had more time than those implementing the artwork in-game, which explains the rushed element.It seems like in the wake of SWSH the biggest, newest narrative that has emerged to explain the """""franchise downfall""""" (I don't actually believe the series is in a prolonged period of decline but bare with me) is that Game Freak doesn't have enough development time anymore to make complete, polished games, that the generation lifespans they've been granted to make new ones are insufficient.
After doing just a cursory glance at SWSH's development history and the time given for some other games, I massively dispute this claim.
"Originally teased at E3 2017 and announced in February 2019, Pokémon Sword and Shield were released in November 2019.
Sword and Shield's concept planning began immediately following the completion of Pokémon Sun and Moon in 2016, while full production began a year later in September 2017." -Wikipedia
Basically, SWSH had 3 years of development if you include pre-production, 2 years if you exclude it. Again, people say this is too little, but is it really? Because as far as I can tell by looking at other big Switch releases, this is seems more or less industry standard. Let's start with the 3 year timespan.
-While it's a little fuzzy, Super Mario Odyssey seems to have started development around late 2013/early 2014 giving it a roughly 4 year cycle. That's more than SWSH, but not an immense difference, especially considering how Odyssey went back to the far more glamorous, open and generally more labor-intensive style of games like Galaxy.
-Super Smash Bros. Ultimate's intial dev cycle began in early 2016, giving it a cycle of 2.5 years, less than SWSH.
-Perhaps the most striking and genre-specific comparison I can find, Xenoblade Chronicles 2 started development in 2014 too (admittedly the only source I can find on this is Wikipedia with no citation note, so it might be a wee shaky), in which case it has basically the same timeframe as SWSH and wins the honor for the shortest dev time of any of the Xenoblade games
Now, to be fair, none of these explicitly state whether they include pre-production or not, so let's be extra cynical and go down to the 2 year timeframe. It's definitely a lot tighter, but not completely unheard of; examples of well-made games with such a window include Sonic Unleashed and Splatoon 2.
So, if not dev time, why did SWSH turn out in the questionably polished state it did? Simply put, I think the main culprit is just plain old hardware inexperience. Really when you think about it during the 2010s GF has had to make not one, but two massive unprecedented hardware leaps (2d to 3d, then handheld to HD console), something they've never really been faced with before. With that in mind unless Nintendo's next console is some 8K 500 FPS hyper-realistic monstrosity I highly doubt they'll be forced to make another big leap like that for a long time, so yay.
I've always considered realistic the issue with hardware inexperience.So, if not dev time, why did SWSH turn out in the questionably polished state it did? Simply put, I think the main culprit is just plain old hardware inexperience. Really when you think about it during the 2010s GF has had to make not one, but two massive unprecedented hardware leaps (2d to 3d, then handheld to HD console), something they've never really been faced with before. With that in mind unless Nintendo's next console is some 8K 500 FPS hyper-realistic monstrosity I highly doubt they'll be forced to make another big leap like that for a long time, so yay.