6:57 Actually, to my memory, they avoided exactly this problem, by never calling it the "19th type", but always the "19th *Tera* Type", which is why during the speculation about what it was, no one assumed it was a new full type.
Thank you for shining so much light on to the creature collector genre, it has so much potential that gets killed because people say the other games are just "pokemon knockoffs"
That’s just what happens when the biggest media franchise in existence is in your niche genre. Monster catching games are uncommon, and because of the colossal scale of Pokémon, everyone just compares them to the one monster catching game they know.
@@s4mzdagod what do you mean uncommon? there's trillions of monster catching games,which is why I'm sick of people bitching about other monster catching games existing
My biggest issue with a lot of monster capture games is they don't hit like Pokémon. Closest I've come to charm of Pokémon was Nexomon, and even then, I didn't like how all the monsters had bobble heads.
You asked “what is the opposite of metals”. And I’m a chemistry PhD, so I paused for a few minutes to think about it, and I went down the same thought process you did, and decided basically on the same thing, so I like your idea
I love how you used Bionicle in reference to the Rock/Ground split. That’s where my mind goes whenever people talk about it. That series was a major influence on my own view of the elements.
even if for whatever reason you never release the game, it'd be amazing to see you release a design document with your art and ideas and reasoning behind it all , I'd pay money for something like that!
The way I see it is both Metal and Polymera being "mechanic" types (as in mechanism), with Metal being metalic ones and Polymera being...The rest. Which weirdly tend to be squishy, the opposite of hard...Weird
Well...in my own "half monster catcher" game, i decided to put more importance to the cientist characters. Since the game its situated in an era where they all are starting to create machines, factories and wondering how things actually work. Which leads to many discovers, fights and conflicts. Can you help me give them more spotlight?
It's always interesting to see people create their own types for pokemon or pokemon-like games. The most common new type I tend to see is Sound and I get why. There are tons of moves that have sound attributes and even abilities that alter them like Liquid Voice or Punk Rock. I follow a lot of fakemon creators and I've seen some new types be born as well. I've seen stuff like Nuclear, Rubber, Blood, Holy, Rainbow, Cosmic, etc. I feel like some of the creature collecting games do a pretty good job making "types" that best fit in their world. I like how you are implementing the types into your Stema project and how you both label and categorize your creatures. The idea of a type being Steel's opposite in Polymera is interesting as it goes back into the whole type creation point. Also, the Polymera type idea is amazing as well.
Sound seems like a great type idea...for a new creature collector. It doesn't work for Pokemon, at this point. The only way it works is if you do a fundamental rework of the type chart, which I would love to see attempted in a romhack/fangame. get that Rock/Ground split out of there. Make Ice super effective against Water!. Make Poison good against Fighting types! Maybe change Fairy's name and somewhat redefine its role (NOT LIGHT TYPE THOUGH, that idea has never and will never be good). Be pedantic and remove the Grass type from fungus Pokemon. while we're at it, rename 'Flying' to 'Air' or 'Wind', and 'Steel' to 'Metal'.
some "types" i came up with once are: crystal life light dark matter dark energy paint money cyber plasma aether imaginary (like imaginary numbers and other hypotheticals) glass milk blood magic fabric slime virus decay time food love wool
@@dvillines26 Yeah i agree. Sound is technically already in the game anyways as a sub type... since we have so many Pokemon that are Sound based or so many moves that are Sound based. Sound type is bascially the universal type in Pokemon, which can apply to any type if they want it (Hence the recent Alluring Voice and Psychic Noise). I also never understand the people who want a Light or Cosmic types, as those types are also essentially already in the game already, because they are covered by other types. Cosmic type is literally covered by the Fairy and Psychic types, but also by the Rock type to some extent. Light type is just literally the Fairy type... but since people want it to combat the Dark type (Evil type in Japan), its also covered by Fighting already. Its not so much as: Which type do we want... its also about which type is gonna work. Both the Cosmic and Light type would do exactly the same thing as Fairy and Fighting (Be strong against Dark) and Cosmic works probably the same as Psychic (Be strong against Poison and weak against Ghost).
No non-bootlegs can be naturally glitter, I think that's what he was going for instead of talking about the mechanics of another monster catcher made in Godot.
11:09 Maybe instead of a plant-based type, you can have a fractal type for concepts related to self-similarity, infinitely detailed structures, self-replication, and emergence, which appear in all STEM fields.
The music changing to the topic is so cool! You are a masterclass creator in "stem based collector mon game development and concept" videos. I know it's a niche section of the internet, but by Lord, do you dominate it!
I still think they need less types. Keep the vague ones like grass, fire, water. But get rid of the specific ones like bug, dragon, rock. Dragons can be fire type(or whatever type they already have), bugs can be normal type, rocks can be ground type.
it’s awesome how much your love for creature collectors and stem really comes through all the time, i always love watching your dissections of them both as-well as hearing about your designs. keep it up
I have a concept for my own creature collector. The gimmick is that the player can choose which types to give to their creatures. Each creature has 2 element slots, with 5 to choose from. You can match both types to get a big power boost, but if you combine 2 different types you get a combo element with a unique combat role. For example: Fire is the attacking type, and Air boosts speed, together they make Lightning which is a glass cannon. If instead you combine Fire with Wood, which has healing moves, you get Ash which gains access to lifesteal moves.
This looks like a really cool creative vision, love the design philosophy behind these lil dudes. Really feel like something that could be a really uniform vision and be expanded on into a full game for sure.❤
I love this concept of a polymera type! Its a great way to articulate this concept for everyday people! I just love the overall idea of this game and the purpose of making science/other topics easier to understand. I remember using Pokemon to help myself understand some science topics better as a kid in school and love seeing that method just becoming a whole game! This project is incredible!
If it can help, material science broadly divides inorganic solid materials into three categories: metals, polymers, and ceramics, where ceramics are mainly made of a combination of those non-metallic elements you pointed out and the softer metals of the two first columns. They have some properties in common and many that vary between materials. They are also quite varied since they include basically every classical, mineral, glasses, and many other materials.
I love the innovativeness of your new type! It may be somewhat similar to the Plastic type in Cassette Beasts that you mentioned in the video, but the extension to cover natural organic polymers greatly expands its potential. (For example, if a creature were to be based on cotton, which consists almost entirely of cellulose, I could see it being a Dendro/Polymera type.) Also, I'm really happyto see Dermotl stay! They were the Stemotlution that I found the coolest. But all of them are awesome in their own way!
I just wanna say that your scepticism about pokemon's typings, especially the rock/ground dilemma, have planted a seed of thought in my head way back then. For some time now I had a new different typing chart in my head and I felt a little weird about some of your newer decisions regarding type, until now. I honestly believe that the typing chart sets a tone and a theme for the game and I feel like thin new type finally does that for your game, it reinvigorates it, makes it click. With polymera I feel like I can finally understand the vision you are going for! Even as you say that you may change some more types in the future, I have faith in your design. Keep cooking
Cool idea will be to ad a state for attacks, gas/solid/liquid/plasma and not all attacks works the same on some elements, and move that block will block only some states, like a shield that block solid and liquid attacks but not plasma and gas, it will be like the spacial physical split but more scientific based, and like in pokemon all elements can be any but fighting are mainly physical, and fire is mainly spacial
You might want to change the grass colour, practically every game uses green grass so using a different colour could help your game stand out and get more sales, such as using wheat grass, red grass, or decaying grass.
My idea: Monster Type, which covers Pokemon who focus on sheer physical strength (Snorlax, Kangaskhan, Slaking, etc) to contrast Fighting’s skills. It can also round things out. Monster Types could easily be strong enough to break metal, nerfing Steel. Despite this, big things tend to be wary around small threats since it’s easy for them to lose track of them (elephants and mice come to mind), buffing Bug.
I do have a possible idea for a type, though maybe it doesn’t fit the project (or is too specific): a type to encompass misinterpreted or false “proofs” within scientific, mathematic, etc. History. Things like pi = 4s false approximation or the long disproven element “phlogiston” Edit: forgot to mention that the two new types you chose are great! Quality content as always
It is interesting how Pokémon’s types could be summarised into three groups Elements/Substances (Fire, Ice, Grass, Electric, etc) Creature (Bug, Dragon, Fairy, and Ghost) And whatever you might categorise Fighting, Psychic, and Dark With Flying and Water being both technically creature (Avian and Aquatic life) and elemental (wind and water) at the same time I think it would be interesting if there was a monster collecting “type system” that was “creature + element”
I believe Digimon (some games in that series, anyway) does that, with a VACCINE>>VIRUS>>DATA>>VACCINE triangle that doubles damage dealt + other interactions (Fire→Grass→Water→Fire) (Earth→Electric→Wind→Earth) (Holy ←→Dark) that deals 1.5x the damage In theory, this makes it so you have to prioritise and makes even stronger opponents not safe from being countered in other ways? I haven't played around with this system yet, but I do like to think it brings multi-faceted depth
My creature collector concept doesn't have much interplay of elemental powers, since almost every element is used only by a single creature. The gimmick is that everything is a fox be it literal foxes given game mechanics based on their names and appearances (arctic fox with ice powers, cross fox with cleric powers), from wordplay ("flying fox" bats, "foxmouse" squirrels, "squirt fox" skunks, "fire fox" red pandas), or folkloric/meme based references (feminine humanoid "foxy ladies"; fennec fox bandito who vaguely hearkens to El Zorro and Swiper; the solitary legendary beast Densetsune). So with only a small handful of foxes that can do "Foxfire", one that breathes blizzard breath, one that's a spooky ghost skeleton, and a whole lot that are just normalish animals with different strength/toughness/agility/speed configurations there wouldn't be a whole lot of traditional elementalism to deal with. For my more general fantasy RPG work, I've settled into being most fond of the fire water and nature triangle of Pokemon starters, and expanding it out one element at a time as needed. Similar to my fox collector concept, you will see my sense of humor form a theme in the naming of my elements: - Flame - Beats Flora, loses to Flood - Flood - Beats Flame, loses to Flora - Flora - Beats Flood, loses to Flame When I add more, usually one at a time I add one of the following and possibly the other: - Flash (electricity, illumination) - Neutral to Flame, mutually weak to Flood, mutually resists Flora - Flake - Beats Flora, loses to Flame, mutually resists Flood Flash and Flake are basically Flame and Flood with their offensive matchups inverted. Flame and Flash make perfect "fair rivals" such as a protagonist and antagonist or leader and lancer. Not being able to find a suitable wordplay or theme for an inverse of Flora, and Flora being my favorite, is probably why I don't usually have six elements, and five just feels kinda incomplete. I'm also always conceptually iffy on water/ice as separate "elements", and flame/electricity being merged doesn't really bother me any. There's a reason I listed Flash before Flake, and that's because I like it more. Having only the three you have the standard paper scissors rock, but adding the inverted fire we get: - Flame's offensive identity intact and a flavor option - Flood becoming something of a glass cannon option, highly effective against two types but equally weak to two types - Flora being rather defensive, resisting two types and only having one weakness, but also having two things that resist it Ice as a theme doesn't keep to the flavors of the first three as well. I give the elements an identity in terms of the functionality of their attacks, too. A few universal staples (spread damage AoE, tiny spammable projectile comparable to a physical hit, very potent single-target damage spike) and then some unique things for a given element (water attacks that erode/corrode equipment or otherwise soften up the enemy, debuffing Attack and Defense; entangling vine whip that stuns/debuffs Speed and Evasion, life draining root; volley of small and weak fireballs that goes on until you run out of MP or run out of enemies to shoot). I generally think that things like metal, air, stone, and simple nonmagical wooden implements should do neutral/typeless damage unless material tags like iron and silver are specifically needed for certain monster interactions like vampires, fairies, ghosts, and werewolves. Magically generated windstorms and rockslides are just physical damage using the physical objects as blunt or rarely sharp implements. If I do give earth and metal a type, I call it - Flint - Resists Flame, Flora, Flash, and Flake, resisted by Flood, weak to Flood and Flint. Grassy/nature powers are my favorite so I sometimes worry a bit about giving them too much favoritism. I also constantly have to check and make sure I'm not overcompensating and making my favorite an unintentional hard mode. Lightning and light are my two next favorites after plant power, as it happens.
Hey, great video as always, it's such a blast to see your reflexion and to have this kind of Rpg retrospective. Just for this one I need to add an info that could maybe be useful to you. I have made a material cursus in l'y studies and the differents materials were always devided between metal, polymere (let's not divid thermosetting and thermoplastique here) but also ceramic and composite. OK so composite can go off the chart because it's the agglomeration of éléments from the other categories. But metal, ceramic and polymere are more of a triptic than an opposition between metal and polymere. Without going into detail it's because of the molecular structure that we have this distinction : polymere = repetition of small structures and very few cristallisation ; ceramic = cristal structure ; métal : cristal structure with moving electron shared between atoms. So it's mostly too late but for the stem topic of material maybe a trio of type would be more science accurate than an opposition. Ceramic is even an exemple that you gave on another game with glasse type. Anyway that was my small contribution/nitpick. Anyway, ceramic or not, keep going, it's a great work and I look forward about this project !
Will there be Eeveelutions based of Attribute-like Types in Bugsnax? Cause the wackiest themed after Cloudy with a Chance of Meatball 2 might have creative examples what we thought of. And it also might be a good idea to create new types Such as....... Tentaceon is Meaty Type that is based on edible cephalopods (Mostly Octopuses) Reapeon is Spicy Type that is based of Carolina Reapers and stereotypical Grim Reapers Gummeon is Sticky Type that is based of Bubble Gum and Gummy Treats Energeon is Aggressive Type that is based of sugar and caffeine drinks Creepeon is Burrowing Type that is based of a Worms in Dirt dessert Mirroreon is Evasive Type that is based of Clear Pies and sometimes Mirrors Floateon is Flying Type that is based of Lemonade Floats and Ice Cream Floats (DUH!) Spikeon is Fruity Type that is based of Dragon Fruit (also known as Pitaya) Hardeon is Green Type that is based of Durian Vampeon is Red Type that is based of Red Velvet and stereotypical Vampires Bananeon is Breakable Type that is based of Bananas, Monkey Bread, and a Primate Cookieon is Frosty Type that is based of Frozen Oreo Pie Ringeon is Sweet Type that is based of Cinnamon Baked Apples (with either Ice Cream and/or Yogurt)
One of my favorite things about the history of Pokemon is looking at Red/Green and thinking about how it was an awkward transition in terms of concept from 'category' to 'element'. JRPGs used basic Rock Paper Scissors interactions prior to that, with spells and such. I think D&D even may have had some of those interactions. But applying that to a host of creatures that you can collect and wield was quite the leap, and quite messy, too. The way we think about Pokemon Types now kind of obscures what they were in Red/Green, from a design and flavor perspective. Think about Ghost and Dragon. From a battler's perspective, they hardly even existed at all. The interactions were there, although in Ghost's case programming errors screwed up the implementation, and even if they hadn't making the only Ghost types have a secondary type weak to Psychic defeated the point. The moves really weren't there, and each only had one line, which seems strange and rudimentary now. But Ghost and Dragon were supposed to be weird and unique things. And considering Gold and Silver only added a single additional one, it shows their approach didn't fundamentally change until Ruby/Sapphire. Which, I would argue, is where Pokemon as we actually understand it started. 'Generations' 1 and 2 are proto-Pokemon. Gen III is Pokemon fundamentally in its final form. Everything beyond that has been flesh and muscle, so to speak. rather than skeletal changes. . But back to Ghosts and Dragons. Those were 'events' so to speak. 'Ghost' was specifically tied to Lavender Tower. Although you could find Dratini and Dragonair in the Safari Zone (itself a very purposeful inclusion), Dragonite was made to be Lance's secret weapon. In the early anime, when the lore wasn't codified and things were...weird, Dragonite was treated like a mystical legendary. I think that the dragons and ghosts were even coded as 'types' may have been a software limitation. If they had more flexibility, the Ghost and Dragon types might not have existed, but would instead be categories, a separate layer from types. Dragon and Ghost as types clearly came later in the process, as the actual moves seem perfunctory. This approach didn't entirely go away in Gold/Silver, with Dark and Steel being treated differently, as strange, intimidating, and not well understood phenomena. Most Dark types were gated to post-game, though the retyped Magnemite/Magneton, Skarmory, and Forretress were obtainable prior to the elite four, Steelix and Scizor, the most impressive members of the new type, were post-game. In terms of moves, both types were somewhat more fleshed out, though neither would come into their own until Diamond/Pearl. Bird type, within the code of the first games, does indicate this awkward transition from thinking about types as categories to thinking of them as elements in an elaborate rock paper scissors game. And there's a reason they're not labeled 'elements' in English, because being rooted in that transition, the set of types isn't fully 'elemental' even though it plays out like it is, mechanically. There is the Dragon and Ghost and Bug, but also Normal and Fighting, and later Fairy. And Rock/Ground is so, so awkward. It'd never be like that if the games had more time to cook. They WERE rushed. Traditionally there is a singular 'Earth' element, and nobody else separates 'Rock' and 'Ground for logical, sane reasons. I would also like to mention 'Grass', which I thought was a weird translation, but no! It's very literal. In Japanese it's 'kusa', which does indeed mean 'grass'. Which becomes increasingly confusing when some of the 'Grass' types are fungus. It's KIND of 'nature' but also kind of 'plant' but also somewhat similar to 'Bug' in that 'Bug' is sort of a catch-all for creepy crawlies. As categorically incorrect as it is, we kind of intuit plants and fungi (and protists like kelp and moss) as 'plants'. I suppose then, 'Grass' is as good a name as any to invoke that general intuitive category. so what IS elemental? Water, Fire, Electric, Psychic, Ice. Ground in a sense. Flying and Dark are both weird cases. Flying never really got over being formerly the Bird type even though there are many Flying types now that aren't birds. 'Gust' not being a Flying move until Gold/Silver is an indicator that it wasn't initially considered a 'Wind' elemental type, and while that has sort of changed, especially with the addition of moves like 'Tailwind' and 'Hurricane', it's still...complicated. Dark is basically 'Evil' type in Japanese, but that's misleading. They're not demons! They're sort of a mix of creatures of the night, the malevolent, the sneaky, and the troublesome hooligans. It doesn't have a particularly consistent identity for its 'type experts'. What do Karen, Sidney, Grimsley, Nanu, Piers, Marnie, and Giacomo have in common? Yeah. It's odd, isn't it? Where am I even going with this? Okay, well, let's just say, the Pokemon 'types' are a weird artifact of a different time and a rushed game development cycle. The cultural and business success of Pokemon and Nintendo's somewhat cautious attitude towards change led to many aspects of the types becoming calcified, frozen into place whether they make sense or not, with only a few tweaks. Only three new proper types is kind of surprising, if you think about, after all this time. And yet, it becomes more and more difficult to add new types. They couldn't do it later than they did it, I think. XY was already quite late to be rounding out the type chart, but any later might have been too unwieldly. And now, Terapagos kind of sends a clear signal - there will not be new types. This is fundamentally the set of types, these 18. Other things may change, but these will not. Is that bad? It's a choice with upsides and downsides, but given the all-too rapid development cycle of Pokemon games, it is really a bad idea to try to tamper with the types. What they could do, and should do, is alter the weaknesses and resistances of a few types. They nerfed Steel a fair bit in X, after all. It's not going to be disruptive in the same way adding a 19th, 20th, 21st type would be. But I fear they won't even do that, Do they understand what a bad place Rock and Ice are in? Given that they seem convinced it's a good idea to make defensive behemoths in both types, I think somehow the answer is NO. So, uh, anyone making a creature collector with 'types' should look at that and take into account balance and player feedback. Playtest! Map it all out. With the luxury of seeing what came before, and especially being able to see the flaws in Pokemon's type chart, it's possible to create a much more holistic set of types with greater consistency and balance. And even, perhaps, a foundation that makes adding more types later on much less troublesome.
Always love to see new ideas in these kinds of projects, and I'm always excited to see these videos pop up. I'd say I can't wait to see more, but I totally can because I respect that projects like this take a really long time and a lot of effort. Just want to drop some appreciation for the little nods here and there towards the progress being made on the various iterations of the creature designs, the mechanics, and the actual game environment itself as these videos continue to showcase the featured ideas and concepts! Now, with that out of the way, as a resident pokenerd, I wish to add one more example of where the ??? type has been used in Pokemon games! No, it's not eggs' summary screens, nor is it the placeholder form for Arceus. It's actually from Pokemon XD: Gale of Darkness! (ya know, one of those two games with Shadow Pokemon mentioned in this very video) One of the Cipher Admins has a Shadow Pokemon that sets the Shadowy Aura weather condition with the move Shadow Sky. Damages all pokemon that aren't Shadow Pokemon, similar to how Hail functions. Cool. But he also has a non-shadow Castform of all things. Why? Well, despite Forecast doing nothing in that weather, it does still affect Weather Ball, turning it into a 100 power ??? type move (not Shadow, presumably because that was reserved for actual Shadow Pokemon)! It's kinda strong I guess since it still doubles in power, but it definitely feels more like a showcase than an actual threat (it's still a Castform, after all). Cool little easter egg, and the only time we've legally been able to use a damaging move that's ??? type in a proper Pokemon Trainer based game (provided you trade a Castform over to Pokemon XD and have an unpurified Shadow Pokemon that knows Shadow Sky) There's also three TM moves exclusive to the first two sets of Pokemon Mystery Dungeon games I guess, but they're so forgettable due to their rarity and low power that they're barely even worth a mention outside of niche situations.
I was making a fan type for a pokemon fan project. Primarily because I was challenged to do so. So I took Psychic type and decided it needed to be more defined and split it into Psychic as conscious, scientific phenomena and subconscious, astral/spiritual soul based phenomena. The Dream Type. Any pokemon involved with sleep, dreams, wishes, desires, the abstract, art, endeavors, emotions, spirit, all bleed into the dream category. Psychic pokemon would be more consolidated to their supernatural mental phenomena like psychic powers, aliens, the active mind, etc. it would create a new trio of Psychic, Fighting, and Dream as a kind of Mind, Body, and Soul situation. Dream/Bug type based on a bed bug. Dream Eevee based on Ink Blots. Dream/Normal type based on the Judge/Jury/Executioner concept as a line… as a game of whack a moles. A rock/dream type based on obsidian.
This as really interesting to learn about, especially when I'm working on my own game with unique types. I'm still stuck on the part of what should hit what though but this is really interesting to learn a different perspective about
I have 3 types that I think could be really good Artillery: Shoots a solid object out a barrel Throwing: Launches solid objects Military: General military theme like a tank or soldier idk (these are things that I just thought would be cool)
This was the exact topic I was thinking about most right now with my creature collection TTRPG I'm working on right now, this was really interesting thank you!! :D
A good idea is to make a split between the type chart, kinda like digimon, so the more classical elemental types can have their relationships and these material types can have theirs, it would also simplify balancing for the type chart, also I recommend start making a demo focused on the battle aspect of the game first, since those are the ones that will need the most balancing
I had an idea to make a creature catcher that uses established monsters, which allows it to be a work of fiction in other fictional works. It didn't get very far, and I don't remember what types I dissiced I didn't want to use, but my types were Basic, Earth, Fire, Water, Wind, Plant, Metal, Electric, Spirit, Arcane, Marshal, Light, and Dark. Part of the problem was that Arcane was the dragon, psychic, and fairy type.
You know, aether could really be a cool type and not just restricted to space. Form what I understand aether also includes many intangible things in its vibes/cultural definition. The idiom "Pulling something from the aether" means like getting an idea out of nowhere, picking something random or getting inspiration from an unknown source. And I think ethereal comes from aether as well, so it has ghost-type or mystic implications? So an aether type can include space, the intangible and things we do not know yet. (I don't remember if you have an intangible type yet...) But yeah. If you do an aether-type, you could have like monsters based on unanswered questions in stem. Like, how did the complex building blocks of life come to be? What does a black hole look like? Randomness vs causality in particle physics. Idk. Just a thought.
I really like the way the types in the Pokémon tcg are, particularly the Neo Genesis era. I'm actually fond of the term Colour for types too, I feel those nine work so well as a collection and I like Colourless, Darkness and Metal being sort of special types. The little logos for them are just too perfect, they're like the art on industrial warning signs which has an odd appeal to it, and makes the types feel like a serious part of the world, I know I wouldn't enter an area if there was a sign saying Caution and there's just the purple eyeball underneath. There is just a certain mood in that era of pokemon that I love too and I take a lot of inspiration from it for my own work.
I personally made up the “magic” type as a kid. I feel like even though it’s similar to psychic it can work separately as well. Like with rock and ground
In a paper of *grass* with a pen sturdy like*steel* with a *fire* like words and *electric* like speed the words are *flying* in to *fairy* tale about *ice* *dragon* that defeated by a *normal* *bug* with a *fighting* spirit like *ghost* . By using a *psychic* power from a *water* fall and *poison* *rock* in the dark he sets a *ground* for his new original type
the expansion of the dendro type to include repeating patterns and tree-like structures kinda makes me want to see a dendro creature or move based on binary search, maybe visually based on a bookworm or something
One way you could introduce something like a “space type” could be to instead call it “aether”, as aether has a dual meaning in certain contexts. Sometimes it refers to the space between things and celestial bodies, thus tying that component in, but other times it refers to one’s soul, making it a candidate for a lot of biology-focused entities, as all the “soul” is in terms of science is whatever gives living organisms the unique property that they are alive and conscious (to varying degrees) compared to a rock which is just a rock. Of course, it might be thematically confusing, and requires using the theological definition of aether in order to make the connection, but at least it’s not necessarily impossible to implement one without being entirely focused on astronomy. Bro what it’s the same brain wavelength here, I literally wrote this several seconds before you brought it up.
Last week I literally asked myself this, and then afterwards my friend in a stoned stupor. It's difficult, like imagining a new colour. Every idea I had could be rolled into an established type or a combination. Acid? Poison. Time? Psychic. and so on.
I'll always talk about how Pokémon squandered the introduction of the Dark type... Personally, if I had been in charge back then, I'd have suggested to turn Arbok into a Poison/Dark-type and Gyarados into a Water/Dark-type. Those two would've been the most deserving Gen I Pokémon to become Dark...
If you do revisit Dendro as a type in the future, perhaps consider expanding the type's scope to include patterning more generally. As is, it does seem like the plant type first and foremost, which goes against your stated goal of having topics from many different fields represented in different types.
Bionicle reference!!! One similar concept isn't in pokemon but that you do actually see in some media and even culturally is Water and Sea. Sometimes is freshwater vs saltwater, sometimes about deep sea, etc. Even in japanese you get Mercury and Neptune being related to "water" and "ocean" (which reflects in Sailor Moon and other media!) "Dragon" I think at first was meant to be kinda like "Divine/Sacred/Aether" type, as seen in many other monster games with super rare powerful monsters. Especially with how the things that would get it nearly all were considered mythical or sacred in-universe and their properties often reffering about a sort of spiritual life force, while excluding a number of dragon look-alikes. As the series went on though it did become more "especifically dragons in some way actually" though. A really interesting approach I saw was in a series of Touhou Pokemon romhacks and fangames, that changes all the types with completely different concepts more fitting with the source material. So you've got more abstract concepts like "Beast", "Faith", "Nether", "Reason" or "Illusion" as types.
6:57 Actually, to my memory, they avoided exactly this problem, by never calling it the "19th type", but always the "19th *Tera* Type", which is why during the speculation about what it was, no one assumed it was a new full type.
Ye
Thank you for shining so much light on to the creature collector genre, it has so much potential that gets killed because people say the other games are just "pokemon knockoffs"
That’s just what happens when the biggest media franchise in existence is in your niche genre. Monster catching games are uncommon, and because of the colossal scale of Pokémon, everyone just compares them to the one monster catching game they know.
@@s4mzdagodthis happened to TTRPGs with D&D too. always a shame when one thing is the only recognized work in its genre
twin???
@@s4mzdagod what do you mean uncommon? there's trillions of monster catching games,which is why I'm sick of people bitching about other monster catching games existing
My biggest issue with a lot of monster capture games is they don't hit like Pokémon. Closest I've come to charm of Pokémon was Nexomon, and even then, I didn't like how all the monsters had bobble heads.
Never in my life did I think that Blood and Rubber type could be combined, but here we are. Polymera is a FANTASTIC "signature type" for this game.
I feel the need to highlight the music here, the way it seamlessly transforms itself to match with each topic as its covered is top notch
didn't notice that but that is quite ingenious on Norts' behalf, it's a neat detail to add onto some really good ideas
Ok, you should totally make a video explaining your new stem type table and why "x" is super efective on "y" type but weak x4 "z"type
I also want a table of types about the alphabet 🎉
Actually, Pokemon has another large clasification system.
The egg groups.
My take is that they should dehomophobia the game again by having Attract, Love Ball, Rivalry, etc work using egg groups 🤣/hj
You asked “what is the opposite of metals”. And I’m a chemistry PhD, so I paused for a few minutes to think about it, and I went down the same thought process you did, and decided basically on the same thing, so I like your idea
I love how you used Bionicle in reference to the Rock/Ground split. That’s where my mind goes whenever people talk about it. That series was a major influence on my own view of the elements.
I was NOT expecting to see Hypnospace Outlaw mentioned in this video that’s awesome
I’ve always wanted the Cyan type!!! Thank you nortist!
14:36
Gripter looks just like your sona
Now I declare you father and son
I absolutely fucking love this Polymera Type idea
Ditto
5:26 Minor correction. Struggle, the move a Pokémon uses when it runs out of pp, is typeless.
Struggle is programmed as a Normal type move, that deals typeless damage, except in gen1, where it deals normal type damage.
struggle is a normal type move
even if for whatever reason you never release the game, it'd be amazing to see you release a design document with your art and ideas and reasoning behind it all , I'd pay money for something like that!
Oooh
Rubber or "gooey boing boing squishy :D" had always a good place in my mind for a type, but Polymera is the perfect name for this !
The way I see it is both Metal and Polymera being "mechanic" types (as in mechanism), with Metal being metalic ones and Polymera being...The rest.
Which weirdly tend to be squishy, the opposite of hard...Weird
BIG agree with how limited scientists’ roles often are in media.
5:26 Minor correction. Struggle, the move a Pokémon uses when it runs out of pp, is typeless.
Well...in my own "half monster catcher" game, i decided to put more importance to the cientist characters. Since the game its situated in an era where they all are starting to create machines, factories and wondering how things actually work. Which leads to many discovers, fights and conflicts. Can you help me give them more spotlight?
@@flamenami typeless isn't the same as ??? Type. Struggle ignores type interactions but it's actually a normal type move.
OMG THE ADIPOTL DESIGN LOOKS SO CUTE AAAAAAHHHHH
Also the new pokemon is so cool! soft robotics are interesting
6:21 omg the way u pronounce ✨Terapagos✨ is so beautiful
i litterally jumped and said "this is hype!" when I saw the thumbnail in my recommended
bro litterally jumped and said "this is hype!" when bro saw the thumbnail in their recommended
It's always interesting to see people create their own types for pokemon or pokemon-like games. The most common new type I tend to see is Sound and I get why. There are tons of moves that have sound attributes and even abilities that alter them like Liquid Voice or Punk Rock. I follow a lot of fakemon creators and I've seen some new types be born as well. I've seen stuff like Nuclear, Rubber, Blood, Holy, Rainbow, Cosmic, etc. I feel like some of the creature collecting games do a pretty good job making "types" that best fit in their world. I like how you are implementing the types into your Stema project and how you both label and categorize your creatures. The idea of a type being Steel's opposite in Polymera is interesting as it goes back into the whole type creation point. Also, the Polymera type idea is amazing as well.
Sound seems like a great type idea...for a new creature collector. It doesn't work for Pokemon, at this point. The only way it works is if you do a fundamental rework of the type chart, which I would love to see attempted in a romhack/fangame. get that Rock/Ground split out of there. Make Ice super effective against Water!. Make Poison good against Fighting types! Maybe change Fairy's name and somewhat redefine its role (NOT LIGHT TYPE THOUGH, that idea has never and will never be good). Be pedantic and remove the Grass type from fungus Pokemon. while we're at it, rename 'Flying' to 'Air' or 'Wind', and 'Steel' to 'Metal'.
some "types" i came up with once are:
crystal
life
light
dark matter
dark energy
paint
money
cyber
plasma
aether
imaginary (like imaginary numbers and other hypotheticals)
glass
milk
blood
magic
fabric
slime
virus
decay
time
food
love
wool
@@dvillines26 Yeah i agree.
Sound is technically already in the game anyways as a sub type... since we have so many Pokemon that are Sound based or so many moves that are Sound based. Sound type is bascially the universal type in Pokemon, which can apply to any type if they want it (Hence the recent Alluring Voice and Psychic Noise).
I also never understand the people who want a Light or Cosmic types, as those types are also essentially already in the game already, because they are covered by other types.
Cosmic type is literally covered by the Fairy and Psychic types, but also by the Rock type to some extent.
Light type is just literally the Fairy type... but since people want it to combat the Dark type (Evil type in Japan), its also covered by Fighting already.
Its not so much as: Which type do we want... its also about which type is gonna work.
Both the Cosmic and Light type would do exactly the same thing as Fairy and Fighting (Be strong against Dark) and Cosmic works probably the same as Psychic (Be strong against Poison and weak against Ghost).
I love the cassette beasts plastic type, would love to see that type show up in other monster catchers
edit: BRO I PREDICTED IT (kinda)
Petition to call how combat works in Stema the "systema"
Some Beasts in Cassette beasts can be naturally glitter if they are Bootleg Glitter
For those that don't know in cassette beasts bootleg is the same as shiny except their different types
No non-bootlegs can be naturally glitter, I think that's what he was going for instead of talking about the mechanics of another monster catcher made in Godot.
or if you play the fun randomized mode
I mean… most of the fandom only cares about bootleg hunting now :/
@@Thetexianheathen Well TECHNICALLY Pearl (the Infernal Engine) is a Glitter type
Love your way of thinking, and presenting
11:09 Maybe instead of a plant-based type, you can have a fractal type for concepts related to self-similarity, infinitely detailed structures, self-replication, and emergence, which appear in all STEM fields.
The music changing to the topic is so cool! You are a masterclass creator in "stem based collector mon game development and concept" videos. I know it's a niche section of the internet, but by Lord, do you dominate it!
I still think they need less types. Keep the vague ones like grass, fire, water. But get rid of the specific ones like bug, dragon, rock.
Dragons can be fire type(or whatever type they already have), bugs can be normal type, rocks can be ground type.
Yo honestly this is super cool keep up the work man I’ve been following this project for a long time, honestly your amazing man
it’s awesome how much your love for creature collectors and stem really comes through all the time, i always love watching your dissections of them both as-well as hearing about your designs. keep it up
I have a concept for my own creature collector. The gimmick is that the player can choose which types to give to their creatures. Each creature has 2 element slots, with 5 to choose from. You can match both types to get a big power boost, but if you combine 2 different types you get a combo element with a unique combat role. For example: Fire is the attacking type, and Air boosts speed, together they make Lightning which is a glass cannon. If instead you combine Fire with Wood, which has healing moves, you get Ash which gains access to lifesteal moves.
Oh that idea's actually sick
not me thinking this was a typeface creation video
The Polymera type is so cute!! Little squishy creatures! I could also propose "Gummi" as a type name, because they're squishy.
This looks like a really cool creative vision, love the design philosophy behind these lil dudes. Really feel like something that could be a really uniform vision and be expanded on into a full game for sure.❤
Feel -> Feels (I couldn’t help myself)
@@matthewholmquist8870 you can edit your comment if you want
@@Zylber7 TK
I love this concept of a polymera type! Its a great way to articulate this concept for everyday people! I just love the overall idea of this game and the purpose of making science/other topics easier to understand. I remember using Pokemon to help myself understand some science topics better as a kid in school and love seeing that method just becoming a whole game! This project is incredible!
We Love You Nortist
3:41 bionicle referenced, i repeat, bionicle referenced
The field of chemistry that focuses on carbon-based chemistry is called organic chemistry. Would be a fine opposite to metals
I love how the music in these videos matches whatever you’re talking about
If it can help, material science broadly divides inorganic solid materials into three categories: metals, polymers, and ceramics, where ceramics are mainly made of a combination of those non-metallic elements you pointed out and the softer metals of the two first columns. They have some properties in common and many that vary between materials. They are also quite varied since they include basically every classical, mineral, glasses, and many other materials.
I just wanted to say your art style is amasing
ADIPODL REDESIGN LETS GOOOOO!!
it is theoretically possible to have a typeless move
if a Pokemon with no type uses Revelation Dance, it’ll be typeless
So, only with a Smeargle?
@@sinisternorimaki not even, since Smeargle is a normal type and couldn’t burn up or double shock to become typeless
@@lilharm I was assumming a type-changing move in play.
@@sinisternorimakiYeah, you just use Reflect Type on a typeless Pokémon
is Struggle still typeless?
Woah, I never had any idea the thought process behind types could be so deep.
I love the innovativeness of your new type! It may be somewhat similar to the Plastic type in Cassette Beasts that you mentioned in the video, but the extension to cover natural organic polymers greatly expands its potential. (For example, if a creature were to be based on cotton, which consists almost entirely of cellulose, I could see it being a Dendro/Polymera type.)
Also, I'm really happyto see Dermotl stay! They were the Stemotlution that I found the coolest. But all of them are awesome in their own way!
I just wanna say that your scepticism about pokemon's typings, especially the rock/ground dilemma, have planted a seed of thought in my head way back then. For some time now I had a new different typing chart in my head and I felt a little weird about some of your newer decisions regarding type, until now. I honestly believe that the typing chart sets a tone and a theme for the game and I feel like thin new type finally does that for your game, it reinvigorates it, makes it click. With polymera I feel like I can finally understand the vision you are going for! Even as you say that you may change some more types in the future, I have faith in your design. Keep cooking
I seriously cannot wait for the next video, I love how engaging each one is
Cool idea will be to ad a state for attacks, gas/solid/liquid/plasma and not all attacks works the same on some elements, and move that block will block only some states, like a shield that block solid and liquid attacks but not plasma and gas, it will be like the spacial physical split but more scientific based, and like in pokemon all elements can be any but fighting are mainly physical, and fire is mainly spacial
Sound like a cool idea
That's an interesting idea, in would fit good into this them of the game
You might want to change the grass colour, practically every game uses green grass so using a different colour could help your game stand out and get more sales, such as using wheat grass, red grass, or decaying grass.
My idea: Monster Type, which covers Pokemon who focus on sheer physical strength (Snorlax, Kangaskhan, Slaking, etc) to contrast Fighting’s skills. It can also round things out.
Monster Types could easily be strong enough to break metal, nerfing Steel.
Despite this, big things tend to be wary around small threats since it’s easy for them to lose track of them (elephants and mice come to mind), buffing Bug.
0:11 OMG RIVALS OF AETHER MENTIONED IN POKÉMON VIDEO
WTF IS SANDBERT 🔥🔥🔥🔥🗣🗣🗣🗣
When are the stema mon getting on RoA
@@CryoNoPyro what
@@inv_hana RoA is rivals of aethers acronym so I’m saying when are the Mons from his stema project getting added to rivals of aether
@CryoNoPyro ohh I didn't know about stema.
I do have a possible idea for a type, though maybe it doesn’t fit the project (or is too specific): a type to encompass misinterpreted or false “proofs” within scientific, mathematic, etc. History. Things like pi = 4s false approximation or the long disproven element “phlogiston”
Edit: forgot to mention that the two new types you chose are great! Quality content as always
Earth and Ground referencing Bionicle is so good. Bionicle's elemtal system is so interesting in it's own right.
It is interesting how Pokémon’s types could be summarised into three groups
Elements/Substances (Fire, Ice, Grass, Electric, etc)
Creature (Bug, Dragon, Fairy, and Ghost)
And whatever you might categorise Fighting, Psychic, and Dark
With Flying and Water being both technically creature (Avian and Aquatic life) and elemental (wind and water) at the same time
I think it would be interesting if there was a monster collecting “type system” that was “creature + element”
I believe Digimon (some games in that series, anyway) does that, with a VACCINE>>VIRUS>>DATA>>VACCINE triangle that doubles damage dealt + other interactions (Fire→Grass→Water→Fire) (Earth→Electric→Wind→Earth) (Holy ←→Dark) that deals 1.5x the damage
In theory, this makes it so you have to prioritise and makes even stronger opponents not safe from being countered in other ways? I haven't played around with this system yet, but I do like to think it brings multi-faceted depth
i love your music, matching it with the current topic is so unique
My creature collector concept doesn't have much interplay of elemental powers, since almost every element is used only by a single creature. The gimmick is that everything is a fox be it literal foxes given game mechanics based on their names and appearances (arctic fox with ice powers, cross fox with cleric powers), from wordplay ("flying fox" bats, "foxmouse" squirrels, "squirt fox" skunks, "fire fox" red pandas), or folkloric/meme based references (feminine humanoid "foxy ladies"; fennec fox bandito who vaguely hearkens to El Zorro and Swiper; the solitary legendary beast Densetsune). So with only a small handful of foxes that can do "Foxfire", one that breathes blizzard breath, one that's a spooky ghost skeleton, and a whole lot that are just normalish animals with different strength/toughness/agility/speed configurations there wouldn't be a whole lot of traditional elementalism to deal with.
For my more general fantasy RPG work, I've settled into being most fond of the fire water and nature triangle of Pokemon starters, and expanding it out one element at a time as needed. Similar to my fox collector concept, you will see my sense of humor form a theme in the naming of my elements:
- Flame - Beats Flora, loses to Flood
- Flood - Beats Flame, loses to Flora
- Flora - Beats Flood, loses to Flame
When I add more, usually one at a time I add one of the following and possibly the other:
- Flash (electricity, illumination) - Neutral to Flame, mutually weak to Flood, mutually resists Flora
- Flake - Beats Flora, loses to Flame, mutually resists Flood
Flash and Flake are basically Flame and Flood with their offensive matchups inverted. Flame and Flash make perfect "fair rivals" such as a protagonist and antagonist or leader and lancer. Not being able to find a suitable wordplay or theme for an inverse of Flora, and Flora being my favorite, is probably why I don't usually have six elements, and five just feels kinda incomplete. I'm also always conceptually iffy on water/ice as separate "elements", and flame/electricity being merged doesn't really bother me any. There's a reason I listed Flash before Flake, and that's because I like it more. Having only the three you have the standard paper scissors rock, but adding the inverted fire we get:
- Flame's offensive identity intact and a flavor option
- Flood becoming something of a glass cannon option, highly effective against two types but equally weak to two types
- Flora being rather defensive, resisting two types and only having one weakness, but also having two things that resist it
Ice as a theme doesn't keep to the flavors of the first three as well.
I give the elements an identity in terms of the functionality of their attacks, too. A few universal staples (spread damage AoE, tiny spammable projectile comparable to a physical hit, very potent single-target damage spike) and then some unique things for a given element (water attacks that erode/corrode equipment or otherwise soften up the enemy, debuffing Attack and Defense; entangling vine whip that stuns/debuffs Speed and Evasion, life draining root; volley of small and weak fireballs that goes on until you run out of MP or run out of enemies to shoot).
I generally think that things like metal, air, stone, and simple nonmagical wooden implements should do neutral/typeless damage unless material tags like iron and silver are specifically needed for certain monster interactions like vampires, fairies, ghosts, and werewolves. Magically generated windstorms and rockslides are just physical damage using the physical objects as blunt or rarely sharp implements. If I do give earth and metal a type, I call it
- Flint - Resists Flame, Flora, Flash, and Flake, resisted by Flood, weak to Flood and Flint.
Grassy/nature powers are my favorite so I sometimes worry a bit about giving them too much favoritism. I also constantly have to check and make sure I'm not overcompensating and making my favorite an unintentional hard mode. Lightning and light are my two next favorites after plant power, as it happens.
Hey, great video as always, it's such a blast to see your reflexion and to have this kind of Rpg retrospective. Just for this one I need to add an info that could maybe be useful to you. I have made a material cursus in l'y studies and the differents materials were always devided between metal, polymere (let's not divid thermosetting and thermoplastique here) but also ceramic and composite. OK so composite can go off the chart because it's the agglomeration of éléments from the other categories. But metal, ceramic and polymere are more of a triptic than an opposition between metal and polymere. Without going into detail it's because of the molecular structure that we have this distinction : polymere = repetition of small structures and very few cristallisation ; ceramic = cristal structure ; métal : cristal structure with moving electron shared between atoms.
So it's mostly too late but for the stem topic of material maybe a trio of type would be more science accurate than an opposition. Ceramic is even an exemple that you gave on another game with glasse type.
Anyway that was my small contribution/nitpick. Anyway, ceramic or not, keep going, it's a great work and I look forward about this project !
I feel like this is your best video yet, and the other ones were great!
Will there be Eeveelutions based of Attribute-like Types in Bugsnax? Cause the wackiest themed after Cloudy with a Chance of Meatball 2 might have creative examples what we thought of. And it also might be a good idea to create new types Such as.......
Tentaceon is Meaty Type that is based on edible cephalopods (Mostly Octopuses)
Reapeon is Spicy Type that is based of Carolina Reapers and stereotypical Grim Reapers
Gummeon is Sticky Type that is based of Bubble Gum and Gummy Treats
Energeon is Aggressive Type that is based of sugar and caffeine drinks
Creepeon is Burrowing Type that is based of a Worms in Dirt dessert
Mirroreon is Evasive Type that is based of Clear Pies and sometimes Mirrors
Floateon is Flying Type that is based of Lemonade Floats and Ice Cream Floats (DUH!)
Spikeon is Fruity Type that is based of Dragon Fruit (also known as Pitaya)
Hardeon is Green Type that is based of Durian
Vampeon is Red Type that is based of Red Velvet and stereotypical Vampires
Bananeon is Breakable Type that is based of Bananas, Monkey Bread, and a Primate
Cookieon is Frosty Type that is based of Frozen Oreo Pie
Ringeon is Sweet Type that is based of Cinnamon Baked Apples (with either Ice Cream and/or Yogurt)
One of my favorite things about the history of Pokemon is looking at Red/Green and thinking about how it was an awkward transition in terms of concept from 'category' to 'element'. JRPGs used basic Rock Paper Scissors interactions prior to that, with spells and such. I think D&D even may have had some of those interactions. But applying that to a host of creatures that you can collect and wield was quite the leap, and quite messy, too.
The way we think about Pokemon Types now kind of obscures what they were in Red/Green, from a design and flavor perspective. Think about Ghost and Dragon. From a battler's perspective, they hardly even existed at all. The interactions were there, although in Ghost's case programming errors screwed up the implementation, and even if they hadn't making the only Ghost types have a secondary type weak to Psychic defeated the point. The moves really weren't there, and each only had one line, which seems strange and rudimentary now. But Ghost and Dragon were supposed to be weird and unique things. And considering Gold and Silver only added a single additional one, it shows their approach didn't fundamentally change until Ruby/Sapphire. Which, I would argue, is where Pokemon as we actually understand it started. 'Generations' 1 and 2 are proto-Pokemon. Gen III is Pokemon fundamentally in its final form. Everything beyond that has been flesh and muscle, so to speak. rather than skeletal changes. .
But back to Ghosts and Dragons. Those were 'events' so to speak. 'Ghost' was specifically tied to Lavender Tower. Although you could find Dratini and Dragonair in the Safari Zone (itself a very purposeful inclusion), Dragonite was made to be Lance's secret weapon. In the early anime, when the lore wasn't codified and things were...weird, Dragonite was treated like a mystical legendary. I think that the dragons and ghosts were even coded as 'types' may have been a software limitation. If they had more flexibility, the Ghost and Dragon types might not have existed, but would instead be categories, a separate layer from types. Dragon and Ghost as types clearly came later in the process, as the actual moves seem perfunctory.
This approach didn't entirely go away in Gold/Silver, with Dark and Steel being treated differently, as strange, intimidating, and not well understood phenomena. Most Dark types were gated to post-game, though the retyped Magnemite/Magneton, Skarmory, and Forretress were obtainable prior to the elite four, Steelix and Scizor, the most impressive members of the new type, were post-game. In terms of moves, both types were somewhat more fleshed out, though neither would come into their own until Diamond/Pearl.
Bird type, within the code of the first games, does indicate this awkward transition from thinking about types as categories to thinking of them as elements in an elaborate rock paper scissors game. And there's a reason they're not labeled 'elements' in English, because being rooted in that transition, the set of types isn't fully 'elemental' even though it plays out like it is, mechanically. There is the Dragon and Ghost and Bug, but also Normal and Fighting, and later Fairy. And Rock/Ground is so, so awkward. It'd never be like that if the games had more time to cook. They WERE rushed. Traditionally there is a singular 'Earth' element, and nobody else separates 'Rock' and 'Ground for logical, sane reasons. I would also like to mention 'Grass', which I thought was a weird translation, but no! It's very literal. In Japanese it's 'kusa', which does indeed mean 'grass'. Which becomes increasingly confusing when some of the 'Grass' types are fungus. It's KIND of 'nature' but also kind of 'plant' but also somewhat similar to 'Bug' in that 'Bug' is sort of a catch-all for creepy crawlies. As categorically incorrect as it is, we kind of intuit plants and fungi (and protists like kelp and moss) as 'plants'. I suppose then, 'Grass' is as good a name as any to invoke that general intuitive category.
so what IS elemental? Water, Fire, Electric, Psychic, Ice. Ground in a sense. Flying and Dark are both weird cases. Flying never really got over being formerly the Bird type even though there are many Flying types now that aren't birds. 'Gust' not being a Flying move until Gold/Silver is an indicator that it wasn't initially considered a 'Wind' elemental type, and while that has sort of changed, especially with the addition of moves like 'Tailwind' and 'Hurricane', it's still...complicated.
Dark is basically 'Evil' type in Japanese, but that's misleading. They're not demons! They're sort of a mix of creatures of the night, the malevolent, the sneaky, and the troublesome hooligans. It doesn't have a particularly consistent identity for its 'type experts'. What do Karen, Sidney, Grimsley, Nanu, Piers, Marnie, and Giacomo have in common? Yeah. It's odd, isn't it?
Where am I even going with this? Okay, well, let's just say, the Pokemon 'types' are a weird artifact of a different time and a rushed game development cycle. The cultural and business success of Pokemon and Nintendo's somewhat cautious attitude towards change led to many aspects of the types becoming calcified, frozen into place whether they make sense or not, with only a few tweaks. Only three new proper types is kind of surprising, if you think about, after all this time. And yet, it becomes more and more difficult to add new types. They couldn't do it later than they did it, I think. XY was already quite late to be rounding out the type chart, but any later might have been too unwieldly. And now, Terapagos kind of sends a clear signal - there will not be new types. This is fundamentally the set of types, these 18. Other things may change, but these will not. Is that bad? It's a choice with upsides and downsides, but given the all-too rapid development cycle of Pokemon games, it is really a bad idea to try to tamper with the types. What they could do, and should do, is alter the weaknesses and resistances of a few types. They nerfed Steel a fair bit in X, after all. It's not going to be disruptive in the same way adding a 19th, 20th, 21st type would be. But I fear they won't even do that, Do they understand what a bad place Rock and Ice are in? Given that they seem convinced it's a good idea to make defensive behemoths in both types, I think somehow the answer is NO. So, uh, anyone making a creature collector with 'types' should look at that and take into account balance and player feedback. Playtest! Map it all out. With the luxury of seeing what came before, and especially being able to see the flaws in Pokemon's type chart, it's possible to create a much more holistic set of types with greater consistency and balance. And even, perhaps, a foundation that makes adding more types later on much less troublesome.
Steel was obviously implemented to counter poison, a type which had things too good for too long.
Heck yea!! Keep that project going! Can't wait to see even more designs from the past and how they have changed
Always love to see new ideas in these kinds of projects, and I'm always excited to see these videos pop up. I'd say I can't wait to see more, but I totally can because I respect that projects like this take a really long time and a lot of effort. Just want to drop some appreciation for the little nods here and there towards the progress being made on the various iterations of the creature designs, the mechanics, and the actual game environment itself as these videos continue to showcase the featured ideas and concepts!
Now, with that out of the way, as a resident pokenerd, I wish to add one more example of where the ??? type has been used in Pokemon games! No, it's not eggs' summary screens, nor is it the placeholder form for Arceus. It's actually from Pokemon XD: Gale of Darkness! (ya know, one of those two games with Shadow Pokemon mentioned in this very video)
One of the Cipher Admins has a Shadow Pokemon that sets the Shadowy Aura weather condition with the move Shadow Sky. Damages all pokemon that aren't Shadow Pokemon, similar to how Hail functions. Cool. But he also has a non-shadow Castform of all things. Why? Well, despite Forecast doing nothing in that weather, it does still affect Weather Ball, turning it into a 100 power ??? type move (not Shadow, presumably because that was reserved for actual Shadow Pokemon)! It's kinda strong I guess since it still doubles in power, but it definitely feels more like a showcase than an actual threat (it's still a Castform, after all). Cool little easter egg, and the only time we've legally been able to use a damaging move that's ??? type in a proper Pokemon Trainer based game (provided you trade a Castform over to Pokemon XD and have an unpurified Shadow Pokemon that knows Shadow Sky)
There's also three TM moves exclusive to the first two sets of Pokemon Mystery Dungeon games I guess, but they're so forgettable due to their rarity and low power that they're barely even worth a mention outside of niche situations.
I was making a fan type for a pokemon fan project. Primarily because I was challenged to do so. So I took Psychic type and decided it needed to be more defined and split it into Psychic as conscious, scientific phenomena and subconscious, astral/spiritual soul based phenomena.
The Dream Type. Any pokemon involved with sleep, dreams, wishes, desires, the abstract, art, endeavors, emotions, spirit, all bleed into the dream category.
Psychic pokemon would be more consolidated to their supernatural mental phenomena like psychic powers, aliens, the active mind, etc. it would create a new trio of Psychic, Fighting, and Dream as a kind of Mind, Body, and Soul situation.
Dream/Bug type based on a bed bug.
Dream Eevee based on Ink Blots.
Dream/Normal type based on the Judge/Jury/Executioner concept as a line… as a game of whack a moles.
A rock/dream type based on obsidian.
Very interesting take on making creatures
This as really interesting to learn about, especially when I'm working on my own game with unique types. I'm still stuck on the part of what should hit what though but this is really interesting to learn a different perspective about
I have 3 types that I think could be really good
Artillery: Shoots a solid object out a barrel
Throwing: Launches solid objects
Military: General military theme like a tank or soldier idk
(these are things that I just thought would be cool)
oa hell yea, thats a fun approach to a type in the "plastic/rubber" kinda aesthetic space!
I am always impressed by your creativity, I honestly wish I was as imaginative as you are.
This was the exact topic I was thinking about most right now with my creature collection TTRPG I'm working on right now, this was really interesting thank you!! :D
A good idea is to make a split between the type chart, kinda like digimon, so the more classical elemental types can have their relationships and these material types can have theirs, it would also simplify balancing for the type chart, also I recommend start making a demo focused on the battle aspect of the game first, since those are the ones that will need the most balancing
Probably for Pokemon the best new types could be Digital or Space, it would create cool Pokemon that would look pretty different.
I had an idea to make a creature catcher that uses established monsters, which allows it to be a work of fiction in other fictional works.
It didn't get very far, and I don't remember what types I dissiced I didn't want to use, but my types were Basic, Earth, Fire, Water, Wind, Plant, Metal, Electric, Spirit, Arcane, Marshal, Light, and Dark.
Part of the problem was that Arcane was the dragon, psychic, and fairy type.
Cyber? I've always wanted a Cyber type.
my thoughts too, seems like itll be cyber
Cyber is probably like bird but electric and steel
@@Forten3 What
How would a cyber type even work
My rom hack has a cyber type lol
More than liked the Bionicle reference to Rock vs Ground
This is the right way to represent different types of pokemon.❤
Awww Gripter's so adorable!
The could do more moves that are one role abs have effects of another type like scald. A metal move that causes poison would be cool.
Lovee when a creator makes something for his concept, great addition 😍 Can you tell us how many types are now for Stema?
15
Uh oh here goes our boi cooking again!
You know, aether could really be a cool type and not just restricted to space. Form what I understand aether also includes many intangible things in its vibes/cultural definition. The idiom "Pulling something from the aether" means like getting an idea out of nowhere, picking something random or getting inspiration from an unknown source. And I think ethereal comes from aether as well, so it has ghost-type or mystic implications?
So an aether type can include space, the intangible and things we do not know yet. (I don't remember if you have an intangible type yet...)
But yeah. If you do an aether-type, you could have like monsters based on unanswered questions in stem. Like, how did the complex building blocks of life come to be? What does a black hole look like? Randomness vs causality in particle physics. Idk. Just a thought.
I really like the way the types in the Pokémon tcg are, particularly the Neo Genesis era. I'm actually fond of the term Colour for types too, I feel those nine work so well as a collection and I like Colourless, Darkness and Metal being sort of special types. The little logos for them are just too perfect, they're like the art on industrial warning signs which has an odd appeal to it, and makes the types feel like a serious part of the world, I know I wouldn't enter an area if there was a sign saying Caution and there's just the purple eyeball underneath.
There is just a certain mood in that era of pokemon that I love too and I take a lot of inspiration from it for my own work.
Thanks for sharing! It was good to see a non-Zodiac beast, as much as I have loved them I missed these normal Stema!
Nah we need the n0rtist type 🔥🔥🔥
I personally made up the “magic” type as a kid. I feel like even though it’s similar to psychic it can work separately as well. Like with rock and ground
In a paper of *grass* with a pen sturdy like*steel* with a *fire* like words and *electric* like speed the words are *flying* in to *fairy* tale about *ice* *dragon* that defeated by a *normal* *bug* with a *fighting* spirit like *ghost* . By using a *psychic* power from a *water* fall and *poison* *rock* in the dark he sets a *ground* for his new original type
Steel sticks out way to much not being in bold
@@Spoul-does-drawing and dark
0:00 men, next question
Same lol 🏳️🌈
game haters
@@adamk-paxlogan7330Sucks ?
my type is um... it's schrödingers type.
@@KitKitsuneVixen ah, ace/aro? Or maybe abro?
the expansion of the dendro type to include repeating patterns and tree-like structures kinda makes me want to see a dendro creature or move based on binary search, maybe visually based on a bookworm or something
One way you could introduce something like a “space type” could be to instead call it “aether”, as aether has a dual meaning in certain contexts. Sometimes it refers to the space between things and celestial bodies, thus tying that component in, but other times it refers to one’s soul, making it a candidate for a lot of biology-focused entities, as all the “soul” is in terms of science is whatever gives living organisms the unique property that they are alive and conscious (to varying degrees) compared to a rock which is just a rock.
Of course, it might be thematically confusing, and requires using the theological definition of aether in order to make the connection, but at least it’s not necessarily impossible to implement one without being entirely focused on astronomy.
Bro what it’s the same brain wavelength here, I literally wrote this several seconds before you brought it up.
Another nortist video, another cassette beasts mention 🔥
Cyber type would be dope. Porygon, Metagross, and similar builds.
Last week I literally asked myself this, and then afterwards my friend in a stoned stupor. It's difficult, like imagining a new colour. Every idea I had could be rolled into an established type or a combination. Acid? Poison. Time? Psychic. and so on.
3:36 Pohatu, my beloved 😍
I'll always talk about how Pokémon squandered the introduction of the Dark type...
Personally, if I had been in charge back then, I'd have suggested to turn Arbok into a Poison/Dark-type and Gyarados into a Water/Dark-type. Those two would've been the most deserving Gen I Pokémon to become Dark...
Man, your designs are truly peak
If you do revisit Dendro as a type in the future, perhaps consider expanding the type's scope to include patterning more generally. As is, it does seem like the plant type first and foremost, which goes against your stated goal of having topics from many different fields represented in different types.
I liked that animation of um UH WHAT IS HIS NAME AGAIN?! Anyways, here is the time stamp 13:33, he was like :) to :O
Bionicle reference!!!
One similar concept isn't in pokemon but that you do actually see in some media and even culturally is Water and Sea. Sometimes is freshwater vs saltwater, sometimes about deep sea, etc. Even in japanese you get Mercury and Neptune being related to "water" and "ocean" (which reflects in Sailor Moon and other media!)
"Dragon" I think at first was meant to be kinda like "Divine/Sacred/Aether" type, as seen in many other monster games with super rare powerful monsters. Especially with how the things that would get it nearly all were considered mythical or sacred in-universe and their properties often reffering about a sort of spiritual life force, while excluding a number of dragon look-alikes.
As the series went on though it did become more "especifically dragons in some way actually" though.
A really interesting approach I saw was in a series of Touhou Pokemon romhacks and fangames, that changes all the types with completely different concepts more fitting with the source material. So you've got more abstract concepts like "Beast", "Faith", "Nether", "Reason" or "Illusion" as types.
When he said "what is your type" my mind instantly went to Cam Steady Pokémon Type Rap Cypher
Sound type seems the most fitting considering the amount of sound based Pokémon and moves already out there.
nortist already did a video on sound and light types
3:38 BIONICLE MENTION?????