P2: Pokemon The Next Adventure

Download Link: https://pigslayer123.itch.io/pokemon-the-next-adventure-v02

Note: This game is best suited for players familiar with Pokémon Red/Blue or Pokémon FireRed/LeafGreen, as it builds on the world and characters from these classic games. However, hints are provided to guide those new to the Pokémon universe. For the best experience, we recommend having some background with the original games, though it’s not essential.

Note for CS377G team: I would recommend playing the game first and then go over the description below and then try the game again to spot some Easter eggs

Overview

This game is set as a sequel to the original Pokémon games, specifically Pokémon Red/Blue and Pokémon FireRed/LeafGreen. The idea behind the game was to build a darker, narrative-driven journey that lets players explore a familiar yet altered world of Pokémon, where things aren’t as simple as good versus evil. Taking inspiration from dystopian themes, this game invites players to experience the world of Kanto through a different lens, questioning the motivations of familiar characters like Professor Oak and Giovanni and exploring the effects of power and control within a seemingly idyllic setting.

I’ve always loved Pokémon games for their potential to tell stories beyond the usual “battle and become Champion” journey. In designing this sequel, I wanted to push that perspective further by exploring hidden layers within the Pokémon world. What if not everything was as it seemed? What if the Champion’s path was entwined with a larger, more sinister narrative? This idea became a game that both celebrates nostalgia and reinterprets beloved characters and settings in ways that will intrigue longtime fans.

As a child, Pokémon was one of my first video game experiences. While I enjoyed its mechanics, I longed for a more complex story. The familiar path of receiving a starter Pokémon, facing gym leaders, and becoming Champion eventually felt predictable. With this game, I set out to build a more layered narrative that adds depth to the Pokémon world and encourages players to reflect on their journey as much as they enjoy it.

For this game, I planned three endings: Ending-1 is the “bad” ending, where the protagonist remains a pawn of the system, while Ending-2 and Ending-3 allow the protagonist to challenge the system. Throughout the game, several choices can push the player back toward Ending-1, symbolizing the ease of conforming to the system and achieving personal success without questioning its impact on others and the world. This idea reflects the real world, where well-meaning individuals may climb the ranks in industries like insurance or pharmaceuticals and achieve personal success, often at the cost of reinforcing structures that make the world worse off.

Versions

Prototype
The initial concept focused on creating a darker, more nuanced Pokémon story, with players navigating morally complex choices as a Champion in Kanto. The game was conceived as a sequel to the classic Red/Blue and FireRed/LeafGreen Pokémon games but would introduce a dystopian twist by challenging established character motives, such as Professor Oak’s and Giovanni’s.

  • Initial Story Framework: Two main paths were planned—one where players aligned with Professor Oak (Story-1) and another where they sided with Giovanni (Story-2).
  • Basic Gameplay Elements: Designed a single Pokémon battle system based on type effectiveness, and initially limited interactions to key locations like Cinnabar Island and Silph Co.
  • Three Endings Planned: A bad (Ending-1) where the player upholds the system, a “freedom” ending (Ending-3), and a bad ending (Ending-2), where the player is imprisoned
  • Moral Ambiguity Theme: The idea was to set up a world where law enforcement and organized crime weren’t clear-cut, challenging the player’s values and loyalty.The key story is laid out below:

 

  1. Introduction in the City – Encounter with Officer Jenny: You observe Officer Jenny harassing a protester and confiscating Pokémon.
    • Options:
      • Confront Officer Jenny: She brushes you off.
      • Talk to the Protester: They accuse the police of corruption.
    • Proceed After Both Choices are Made
  1. Report to Professor Oak
  • Visit Professor Oak: He advises aligning with law enforcement to mentor younger trainers and support the system.
  • Late-Night Note: You receive a message guiding you to the Silph Co. office.
    • Options:
      • Tell Professor Oak: Leads to Story Path 1.
      • Go to Silph Co. Alone: Leads to Story Path 2 (with an option to return to Story Path 1).

Story Path 1: Alliance with Professor Oak

  • Professor Oak’s Investigation: Oak identifies the criminals’ location on Cinnabar Island.
  • Cinnabar Island Battles:
    • Encounter Team Rocket scientists and battle:
      • Grunt Battle: Grunt with a Paras.
      • Boss Battle: Giovanni with Nidoking and Alakazam.
      • Win Condition: Choose super-effective Pokémon.
      • Lose Condition: Visit the Pokémon Center to heal and try again.
  • Ending 1: Defeat Giovanni and expose Team Rocket, becoming a celebrated hero in Kanto.

Story Path 2: Independent Investigation at Silph Co.

  • Observation at Silph Co.: Witness mysterious experiments and shady discussions.
    • Options:
      • Run Away: Return to Story Path 1.
      • Spy: Learn about the plan to disable Pewter City’s Pokémon for profit.
      • Confrontation: Battle a trainer with a Horsea.
      • Escape: Alarm triggers, requiring a quick escape.
  • Meeting Giovanni:
    • He explains the system’s corruption and claims Pokémon are manipulated by Oak and others to control the economy.
    • Mewtwo Project: Giovanni plans to create Mewtwo to challenge the establishment.
    • Options:
      • Help Create and Catch Mewtwo: Join Giovanni’s cause.
      • Help without Capturing Mewtwo: Support Giovanni but avoid direct control.
      • Refuse and Report to Oak: Leads to Story Path 1 to take down Giovanni.
  • Battle Against Oak:
    • Oak battles with Dragonite and disables all your Pokémon.
    • Outcome Based on Mewtwo:
      • With Mewtwo: You win and proceed to Ending 3.
      • Without Mewtwo: You lose and proceed to Ending 2

Version 1: Initial Playtesting and Core Mechanics

Thus version was a straightforward, linear narrative where players encountered familiar characters like Officer Jenny and Professor Oak, sparking the central mystery. At this stage, I focused on building the storyline’s framework, giving players choices to either confront or observe characters to gather information. However, battles were still conceptual, without any implemented mechanics for Pokémon type effectiveness or strategy.

  • Player Interactions and Choices: Expanded initial choices around Officer Jenny and a protestor scene, where the player could choose to confront Jenny or talk with the protestor. These choices were meant to introduce doubt about the roles of “good” and “bad” in this world.
  • Initial Encounter with Oak: Added a scene where players could report the city incident to Professor Oak, who would dismiss their concerns and encourage alignment with law enforcement.
  • Mysterious Note: Added a plot hook where players receive a note asking them to visit Silph Co., prompting them to explore independently or report it back to Oak.
  • Basic Endings: Ending-1 was added, allowing players to complete the game by staying loyal to Oak, while Giovanni’s motives remained questionable.

Playtesting Feedback: Early testers noted that the game felt linear and lacked replayable choices. It was suggested that more decision points could make each path feel unique and immersive.

Version 2: Shift to Twine and Story Expansion

In the second version, I implemented the battle mechanic—a crucial addition that transformed the gameplay. Inspired by traditional Pokémon battles, I introduced a type-effectiveness system, where players could choose a Pokémon from their team to counter opponents. Each battle required players to select a Pokémon whose type had an advantage against the enemy, introducing a layer of strategy.

Battle Mechanic Implementation: To create the battle mechanic, I used variables that tracked the player’s chosen Pokémon, their type, and the opponent’s Pokémon type. This system relied on a simple logic tree that determined the battle’s outcome based on type effectiveness.

  • If Effective Match: If the player’s chosen Pokémon type was advantageous against the opponent, they would win and advance.
  • If Non-Effective Match: Choosing a Pokémon with a disadvantage led to a loss, requiring the player to heal at the Pokémon Center before retrying the battle.

Some other changes made

  • Story-1 Expanded: After reporting to Oak, players are sent to Cinnabar Island, where they encounter scientists working on a machine. Two battles were introduced: one against a grunt’s Paras and another with Giovanni
  • Story-2 Developed: Players who chose to investigate Silph Co. encountered mysterious scientists and experiments affecting Pokémon in Pewter City. Giovanni’s involvement was introduced, framing Oak as a potential antagonist who could erase Pokémon on command.
    • Option to Spy, Confront, or Run: These choices led to different dialogues and a battle sequence with a Team Rocket grunt using a Horsea.
    • Meeting Giovanni: Giovanni presents his theory that Oak controls Kanto’s economy and that Pokémon are tools for manipulation. He introduces Mewtwo as a way to counter Oak’s influence, adding a major plot twist.
  • Expanded Endings:
    • Ending-1: Solidified as the default “good” ending where players align with Oak and take down Team Rocket.
    • Ending-2: Added consequences for failing to create or catch Mewtwo, where the player is branded a traitor and imprisoned, with Oak’s control over the world preserved.
    • Ending-3: The player exposes Oak’s schemes, leading to global chaos but freedom from his control.

Playtesting Feedback: Players enjoyed the moral ambiguity, but some found certain paths unclear. Suggestions included more hints for type matchups and refining battles to make choices feel impactful.

Version 3: Choice Expansion and Exploration Elements
Based on feedback, I expanded player choices by allowing them to select a starter Pokémon from options like Pikachu, Sandshrew, and Clefairy. This choice impacted both the narrative and battle outcomes, as certain battles could only be won with the player’s specific starter.

I also added more battle encounters, increasing variety and significance. For example, players faced a Team Rocket grunt before battling Giovanni, with each encounter designed to challenge them based on type effectiveness. To ensure the battles were intuitive for new players, I introduced an option to view a type-effectiveness chart at the Pokémon Center, along with descriptions of opposing Pokémon to provide strategic hints.

In response to some  other feedback, more choices and exploration were integrated to make each player’s path feel unique.

  • Starter Pokémon Choice: Added a choice for players to select a starter Pokémon (Pikachu, Sandshrew, or Clefairy) to make the experience more personal and to impact battle outcomes. The future battles would change depending on what starter pokemon was picked
  • City and Region Exploration: Created options to explore various city locations and interact with NPCs for more context, including returning to the Pokémon Center for healing and viewing type matchups.
  • Mewtwo Creation Choices: In Story-2, players assisting Giovanni had two critical choices: help create Mewtwo and either capture it themselves or allow Giovanni to capture it. This choice directly influenced the final outcome.
    • If the Player Catches Mewtwo: They could use it to resist Oak’s control device in the final battle, unlocking Ending-3.
    • If Giovanni Catches Mewtwo or the Player Fails: Oak captures Mewtwo, leading to Ending-2.
  • Branching Battle Pathways: Increased strategic value in battles, such as with Giovanni’s Aerodactyl, by linking outcomes to specific choices made in previous interactions.

Playtesting Feedback: Testers appreciated the increased variety in paths and customization options. Suggestions included making endings clearer and ensuring choices had direct consequences.

Version 4: Final Adjustments, Hints, and Ending Refinements

The final version included extensive polish based on feedback, with more hints, refined endings, and streamlined gameplay. The final Twine is shown below

In the final version, I refined the battle system to incorporate feedback on pacing and difficulty. Key improvements included:

  • One-Time Opportunity Battles: For high-stakes encounters, such as capturing Mewtwo, players only had one chance to win the battle. Losing this battle led to a final, alternate ending, adding weight to the player’s choices.
  • Strategic Hint System: To support less experienced players, the Pokémon Center provided a type-effectiveness chart and Pokémon descriptions during each battle. This feature allowed players to make informed choices, enhancing accessibility without detracting from the challenge.
  • Endings with Defined Consequences:
    • Ending-2: More defined stakes, showing the player’s imprisonment and Blue’s rise to Champion if the player loses Mewtwo.
    • Ending-3: Refined to show the aftermath of Oak’s exposure, including global chaos, loss of Pokémon, and a bittersweet freedom.
  • Structured Battle Sequences: Final battles were adjusted to ensure the outcomes clearly reflected the player’s choices, especially in the confrontation with Oak.
  • Polished Dialogue and Story Flow: Dialogue was refined for greater emotional impact, with nuanced responses from characters like Oak and Giovanni, emphasizing the story’s dystopian themes.

Final Playtesting Feedback: Testers found the final version more cohesive and enjoyable, with clearer stakes and endings that felt impactful. The hints and battle structure made the game feel more strategic and immersive, with a satisfying mix of narrative and choice-based elements.

Playtest Feedback and Changes Made

Versions 2, 3, and 4 of the game were playtested by 14 people—11 of whom were familiar with the Pokémon games and 3 who were not. Based on their feedback, several changes were made to enhance the gameplay experience and narrative impact.

Key Feedback and Resulting Changes

  • Starter Pokémon Choice and Impact
    Feedback: Players wanted to choose a starter Pokémon and have it impact the story meaningfully.
    Changes Made: Added a choice of starter Pokémon (Pikachu, Sandshrew, or Clefairy) and incorporated variables so that the chosen starter was mentioned throughout the story. Additionally, a unique battle was added where only the player’s specific starter could win, making the outcome feel unique and personal for each choice.
  • Differentiation Between Endings 2 and 3
    Feedback: Some players noted there was little difference between Ending-2 (imprisonment as a traitor) and Ending-3 (exposing Oak and freeing Kanto).
    Changes Made: The storyline leading to each ending was expanded to add significance. Players must battle Giovanni to capture Mewtwo; failure in this battle meant Giovanni captures Mewtwo instead, leading to Ending-2. Unlike other battles, this outcome was final, and players could not return to the Pokémon Center and try again. To achieve Ending-3, players had to successfully defeat Giovanni and capture Mewtwo themselves.
  • Difficulty for Non-Pokémon Players in Achieving an Ending
    Feedback: Testers unfamiliar with Pokémon struggled with battles, often unable to reach a proper ending due to lack of knowledge on type matchups.
    Changes Made: Added hints in the Pokémon Center where players could view a type effectiveness chart. Additionally, a description was added for each opposing Pokémon, visible when they appeared in battle, that explained their type and provided clues for which types would be effective.
  • Desire for Greater Story Immersion and Connection with the Original Game
    Feedback: Some players wanted more immersion in the storyline and a stronger connection with the original Pokémon game.
    Changes Made: Integrated references to familiar locations and characters from the original games. An introductory summary was also added to recap the journey from the first game, creating a sense of continuity and nostalgia.
  • Improved Flow and Options for Decision Points
    Feedback: Players noted that some choices felt too limited, wanting more options for how they interacted with the story’s turning points.
    Changes Made: Additional options were provided at key decision points, such as whether to trust Giovanni or report directly to Professor Oak. These choices now impact the storyline more significantly, providing alternative dialogue paths and outcomes based on the player’s decisions.
  • Enhanced Dialogue for Key Characters
    Feedback: Players felt the dialogue for central characters, particularly Professor Oak and Giovanni, could be more dynamic to better convey their complex motivations.
    Changes Made: Expanded dialogue for both Oak and Giovanni to deepen their characters. Oak’s dialogue emphasizes his belief in control and order, while Giovanni’s hints at a morally ambiguous perspective on power and freedom. These additions add nuance, making the player question the true motivations of each character.

Reflection

Creating this game has been an immensely rewarding journey that stretched my understanding of storytelling within interactive mediums. I set out with a clear goal: to transform the familiar, nostalgic world of Pokémon into something more layered, morally complex, and thought-provoking. Reflecting on the entire process, I feel I succeeded in capturing a darker, dystopian perspective that forces players to question the motives of iconic characters and the structures they represent.

The evolution from the initial concept to the final version was marked by numerous playtests and refinements. Each iteration taught me something valuable about the mechanics of player choice, narrative immersion, and strategic gameplay. In the beginning, my focus was primarily on creating a compelling storyline that challenged traditional Pokémon narratives. However, feedback soon showed me the importance of pacing and player autonomy. As a result, I added multiple paths, a meaningful starter choice, and distinct endings that reflected the consequences of the player’s actions.

One of the most challenging aspects was designing a game that could appeal both to players familiar with Pokémon and those without that background. Early on, testers without Pokémon experience struggled with type matchups, which could prevent them from reaching a satisfying ending. This feedback pushed me to add guidance in the Pokémon Center, giving players more tools to navigate battles effectively regardless of their familiarity with the game’s mechanics. It was a balancing act—providing enough hints to aid newcomers without detracting from the experience for seasoned fans.

Building the final version also deepened my appreciation for how powerful storytelling can be in a game format. Adding nuanced dialogue for characters like Oak and Giovanni allowed me to explore complex themes of control, freedom, and moral ambiguity. Watching players grapple with these ideas in playtests was especially rewarding, as it validated my goal of creating a thought-provoking experience. The process of refining endings and decision points taught me about the impact of a well-crafted narrative and how even subtle dialogue changes could influence players’ emotional engagement and choices.

In the end, developing this game was both a creative exploration and a technical challenge. It allowed me to reconnect with the Pokémon world from my childhood in a way that was both nostalgic and critical. This experience has inspired me to continue exploring interactive storytelling, pushing the boundaries of familiar genres to uncover deeper, more resonant themes.

 

 

 

 

 

 

 

 

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Comments

  1. What values you see in the game, and how they are reflected in the choices made by the game designer?

    The story presents tensions between truth and comfort, order and self-determination, trust and curiosity. The main actors in the story are Professor Oak, a trusted mentor who is backed by the institutions of the world, and Giovanni, a criminal and former rival. Giovanni accuses Oak of manipulating reality to control the population and consolidate power and wealth with himself, and Oak accuses Giovanni of being a dangerous rogue actor seeking to gain power himself. Both accuse the other of lying to protect themself. As Red, you have little information to make your decision and must follow your gut. It’s up to you to decide who you trust. Trusting the representative of existing institutions ends with you being lauded as a hero, but unsure of what is really going on. It’s a decision of comfort over truth. Trusting the rogue actor results in power structures crumbling and the world falling into chaos, but with the truth exposed. It’s a decision of self-determination and truth over order and comfort.

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    How well did the game get you to care about the given topic or cause?

    4/5

    I really enjoy the concept of Team Rocket, the classic Pokémon antagonists, becoming your allies. I also thought it was impactful to have more questions than answers when deciding whether to trust Giovanni. The uncertainty was quite effective. I think you could get me to care even more about the world if I had more context for the characters’ motivations and backstory. Even being familiar with the original source material, I wasn’t sure what personal reasons Professor Oak had for seeking power or why Giovanni in particular, rather than anyone else in the world, had found out the truth and decided to fight against the powers-that-be. Why didn’t Oak do good with his power? Why didn’t Giovanni ignore the truth when he found it out? Especially in this medium, understanding the characters’ internal lives helps me connect with the work.

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    How well did the game’s use of the medium fit the story?

    3 / 5

    The branching story felt suited to Twine. However, The battles in the current game felt a little too quiz-like to be super exciting. I also think there are more features of Twine that could enhance the story, like styling and coloring text, cycling links, randomness etc.

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    Did it have choices that were interesting and consequential to you? (Did any make you really stop and think?) Why?

    It felt to me like there was 1 very consequential choice that was distributed throughout the game – whether to take evidence back to oak or to work with Giovanni. At every step of the story, you’re asked whether you should take what you’ve learned and report back to professor Oak. It feels like you have to silence that voice in your head saying “do the ‘right’ thing and tell the people in charge, they’ll know what to do” in order to ever find out the truth of the world.

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    At least 1 thing you appreciated or thought was awesome

    After the introduction, which felt like pretty standard writing for the Pokémon universe, the game really surprised me with the true stakes when I first witnessed the police harassing a protestor. That twist felt really effective and got me excited to see where the story was going.

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    At least 1 thing you think they could improve on, if they were to turn it into their P4 project

    Having a more robust battle system would definitely take this game to the next level. Given Twine’s rng and variable-tracking capacities, it’s definitely possible to built something fun in Twine. However, the gameplay of Pokémon seems best suited for a full 2d game.

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