Pokemon Nuzlocke rules vary between players. At their core, Nuzlocke runs involve treating fainted Pokemon as permanently lost and only catching the first encounter in each area. More complex rules include level caps, item restrictions, or mechanics introduced by ROM hacks such as randomizers. ROM hacks are considered piracy by Nintendo, so excluding their mechanics is expected. However, some feel the more basic rules should get their own official recognition in the series, even if the simpler Nuzlocke rules might not be a suitable way to put a spin on the Pokemon formula.
RELATED: The Pokemon Nuzlocke Challenge Explained
The Nuzlocke Mode Doesn’t Belong in Official Pokemon Games
From a thematic standpoint, an official Nuzlocke game mode doesn’t really fit in mainline Pokemon games due to its two requisite rules. Not being able to revive fainted Pokemon alludes to the idea that they have died, which Game Freak tends to stay away from. Even though there are some notable deaths in the anime, Pokemon games almost entirely avoid the topic.
There are some references to Pokemon dying in the games; for example, Lavender Town in Gen 1 houses a graveyard that is haunted by a Marowak killed by Team Rocket. But no Pokemon belonging to the player or other main characters is known to have died during the core series. It’s an understandable approach considering the age of the franchise’s target audience.
Meanwhile, the second Nuzlocke rule of only catching one encounter per-area contradicts the most recognizable mantra of Pokemon: “Gotta Catch ‘Em All!” It may seem like a minor issue, but this has been the franchise’s identity since its inception over 20 years ago, and the games reflect this. Every game starts with a Pokemon professor asking the player to catch as many monsters as possible and complete the Pokedex to aid with their research. The series is as much a collecting game as it is a battling one, so Game Freak adding a mode that restricts this would undo a huge part of the series’ identity.
Addressing the Difficulty Issue in Pokemon
Generally, Pokemon fans who play Nuzlocke runs are looking to address one of the most common complaints about the series: its difficulty. Many fans feel like the games are too easy, which has become most apparent in recent entries to the franchise. Some of the most repeated complaints include an always-on EXP share, simplistic trainer AI, and the overpowered buffs of the friendship system added in Pokemon X and Y.
Some of these - such as the EXP share and friendship buffs - could be solved with something as simple as a toggle option, but there are more inventive options available. A solution equal parts controversial and popular is adding difficulty settings to Pokemon games. Higher difficulty options could do things like improve trainer AI, give Gym Leaders different teams, level-scaling, or make abundant healing items and currency much harder to come by.
It’s hard to see why this hasn’t become the norm already. While many would prefer if the feature was available across the board, Pokemon Black 2 and White 2 included easy and challenge modes on playthroughs after beating the game on its regular mode. As such, it’s unlikely that Game Freak or The Pokemon Company have a strong opposition to it. A lot of fanmade Pokemon games are able to implement features like this easily, so it shouldn’t prove much of an issue for Game Freak in terms of development.
RELATED: Pokemon Needs to Take After Breath of the Wild’s Voice Acting Soon
Changing the Pokemon Formula Without an Official Nuzlocke Mode
A more radical approach could be taken for the franchise’s typical formula. For example, the mainline games could learn from the attack style options introduced in Pokemon Legends: Arceus. Along with well-realized open-world areas, Pokemon Legends: Arceus introduced the option to use attacks in strong or agile style, each with its own benefits and risks. It’s part of why the game felt like a breath of fresh air for many fans.
Of course, introducing more drastic changes like the mechanics of Legends: Arceus would need some thorough consideration. Something like the attack style system would mean totally changing how competitive Pokemon battles play out, but this is something many competitive game franchises do regularly. By contrast, the type match-up mechanics of Pokemon have remained unchanged since Gen 2, besides the addition of the Fairy type. Since altering how types interact is likely too extreme, adding new depth to attacks like Legends: Arceus did could be useful.
Pokemon Scarlet and Violet look like they may make significant changes too. In addition to the newly revealed auto-battle mechanic, the next games bring another unique battle gimmick. This time, the Terastal phenomenon allows trainers to change a Pokemon’s type during battle, adding another layer of strategy. Some fans think it may be the most dynamic battle gimmick in the series yet, but past titles have shown that these one-off mechanics only go so far in adding variety to the formula.
Here, the franchise could instead learn from the popular online battle simulator Pokemon Showdown. This game allows players to choose between gimmicks from multiple generations, such as Dynamaxing or Mega Evolutions, in the same battle. Gen 7 gives players the choice between using Z-Moves and Mega Evolution, but providing the option of choosing past gimmicks during set battles could bring new levels of complexity to Pokemon.
Pokemon Scarlet and Violet will launch on November 18, exclusively for Switch.
MORE: Pokemon Beta Designs That Game Freak Should Revisit