Pokemon Is the World's Biggest Franchise. So Why Do Its Games Feel Like an Afterthought?

Pokemon Is the World's Biggest Franchise. So Why Do Its Games Feel Like an Afterthought?
Image Notice: The header image for this article was generated using AI image tools and does not depict any real product, announcement, or official Pokemon artwork.
Pokemon is the highest-grossing entertainment media franchise of all time, having generated over $150 billion in lifetime revenue. Not the highest-grossing game franchise. The highest-grossing media franchise. Full stop. It sits ahead of Star Wars, Marvel, Harry Potter, and Mickey Mouse. Of that $150 billion, video games account for just over $30 billion, while licensed merchandise alone accounts for more than $100 billion. And yet, if you handed Pokemon Scarlet or Violet to someone unfamiliar with the series and asked them to guess its budget, they would not guess it came from the studio behind the world's most valuable entertainment property. They might guess it was a mid-tier indie title with an ambitious concept and a tight schedule. They would not be wrong about the ambition. They would not be wrong about the schedule, either. This is the central contradiction of Pokemon in 2026. The franchise has unlimited cultural capital. The studio making the games does not operate like it does. And the result is a gap between what Pokemon could be and what it actually is that gets wider with every generation. This piece is not a review. It is a design document. A thought experiment. What would the dream Pokemon game look like if the franchise were treated with the same seriousness its IP deserves?
A Note on Scope: This is an opinion editorial and design wishlist, not a leak or announcement. Nothing here is confirmed or rumoured. It is a discussion about what is possible, grounded in what other studios have already proven can be done.

The Studio Problem

To understand why Pokemon games are the way they are, you have to understand Game Freak. Founded on April 26, 1989 by Satoshi Tajiri, Ken Sugimori, and Junichi Masuda, the studio has 207 employees as of March 2025. For context, Rockstar Games employs over 2,000. Nintendo as a whole employs over 8,200 people. CD Projekt Red shipped The Witcher 3 with a team of around 1,500. What makes this more striking is that the small team philosophy is not accidental. Former Game Freak director Junichi Masuda told Game Informer that he would work with just 20 employees if he could, arguing that bigger teams create too many cooks in the kitchen and that communication is key to development. That philosophy built the original Red and Blue. It also built Scarlet and Violet. For the first two decades, working small was genuinely impressive. Red and Blue were engineering miracles on the original Game Boy. Gold and Silver famously fit two entire regions into a cartridge that had no business holding them. The studio punched well above its weight for years. The problem is that the franchise outgrew the studio somewhere around Generation 5, and the structure never changed to match. Pokemon Black and White represented the creative peak of what Game Freak could produce within its constraints. A genuine story with moral ambiguity, a rival with an actual ideology, a complete regional Pokedex, and creature designs that divided fans at launch and aged beautifully. N remains one of the most interesting antagonists in any JRPG. It was the moment the series showed it could be something more. And then it wasn't something more. Legends: Arceus, released in 2022, was the most interesting pivot the series had attempted in years. Stripping back the formula, placing the player in a historical version of Sinnoh, and making catching Pokemon feel genuinely dangerous was a bold call. The open areas were sparse and the presentation was rough, but there was a philosophy behind it that felt like the beginning of something. The world reacted accordingly, with fans calling it the freshest the series had felt in over a decade. Then Scarlet and Violet arrived. The ambition was visible and real. A fully open region, three parallel storylines, a genuinely affecting climax that caught many players off guard. But the execution was painful. Pop-in rendering that would draw trees fifty metres in front of you. Frame rates that dropped into the teens in busy areas. A world that looked unfinished in broad daylight. Scarlet and Violet sold approximately 27.2 million copies, making them the second best-selling Pokemon games of all time, which tells you everything about where the commercial incentive sits and nothing about whether that outcome was earned.

What Other Studios Have Proved Is Possible

Before building a dream spec, it helps to establish what the industry has already delivered that Pokemon hasn't approached.
Rockstar Games — World as Character

Red Dead Redemption 2 is the clearest example in modern gaming of a world built with obsessive intentionality. Every NPC has a daily schedule. Weather affects animal behaviour. The ecosystem feels like a place that existed before Arthur Morgan arrived. It is the benchmark for what an open world feels like when environmental design is treated as a discipline in its own right. A Pokemon region built with this approach would feel alive in a way no mainline game has come close to. Imagine a Haunter that genuinely only appears after dark, a Gyarados that behaves like an apex predator in the river systems it controls, a Stantler herd that moves through a forest on a seasonal pattern.

Nintendo EPD — Art Direction as Philosophy

Breath of the Wild and Tears of the Kingdom succeeded not because they were technically the most impressive open worlds, but because every visual and design choice served a coherent philosophy. The art direction communicated rules. The world taught you how to read it. Legends: Arceus showed brief glimpses of this approach and was the most warmly received mainline-adjacent game in years precisely because it committed to a consistent visual and gameplay identity. EPD's approach is a template, not a proprietary secret.

Atlus — Story and Character as Core Design

Persona 5 is a turn-based JRPG that became a cultural moment. It did that through investment in character writing, visual identity, and thematic coherence. The story had something to say about institutions and the cost of conformity, and it said it through every design decision from the UI to the music to the dungeon art. Pokemon Black and White showed this ambition was possible within the series framework. It has never been repeated at that level, and it has never been given the writing resources to sustain it across a full game.

The Dream Game — A Design Spec

So what does the game actually look like? Here are the four pillars that would define it.
1. A World Worth Exploring

A single, cohesive open region built with genuine geographic logic. Mountain ranges that create weather systems. Coastlines that shape which Pokemon appear and when. Forests with internal ecosystems where predator and prey relationships are visible. Pokemon visible in the environment behave according to their Pokedex entries rather than wandering aimlessly. The world rewards exploration not with map icons but with things worth finding. Legends: Arceus gestured toward this and the response proved the audience was ready for it. The foundation exists. It needs a team with the time and headcount to build it properly.

2. A Story That Earns Its Ending

Persona's commitment to theme, applied to Pokemon's existing framework. The journey still begins with a new trainer leaving home. But the antagonist organisation has a coherent ideology rather than a vague plan for world domination. The rival has a genuine arc that challenges your assumptions, not just your team. The Champion is a character you understand by the time you face them. Black and White proved this was achievable within the series. A dedicated narrative team with a real mandate makes it repeatable rather than accidental.

3. A Pokedex Built Like a Bestiary

Quality over quantity. A regional Pokedex of 150 to 200 Pokemon, every one designed with the ecological rigour of the original 151. The original designs had an instinctive logic: Bulbasaur made sense as a creature, Gengar made sense as a ghost, Gyarados made sense as a monster. Modern generations produce brilliant designs alongside ones that feel like they belong to no world in particular. A dedicated creature design team that asks "where does this thing live and what does it eat" before finalising a design would produce a regional Pokedex that feels like a field guide to a real place.

4. Ship It When It Is Finished

Sixty frames per second. Consistent. On launch day. Scarlet and Violet's performance issues were not a surprise to anyone who watched the trailers. The game shipped in a state that would have generated refund demands and review bombing if it had come from any studio without Pokemon's commercial gravity. The franchise does not need a holiday release window. The merchandise, the cards, the anime — none of it requires the game to arrive in November. The game should ship when it is ready. That single change would do more for the series' reputation than any feature addition.

Why It Has Not Happened Yet

The honest answer is that it does not need to. Scarlet and Violet sold 10 million copies in their first three days, the best launch of any Nintendo game at that point. The market has never punished Game Freak for underdelivering, so the structural incentive to overdeliver has simply never existed. There is also a genuine creative conservatism at the studio that is not without merit. Tajiri and Sugimori built something that worked across three decades, and the instinct to preserve that identity is understandable. Not every departure has been welcomed: Legends: Arceus was critically praised and commercially solid but also divisive among fans who wanted a more traditional structure. But the gap between what Pokemon is as a cultural force and what its games deliver as products is now wide enough that it is becoming part of the franchise's identity in the wrong way. The performance memes are not affectionate anymore. They are a genuine conversation about whether Game Freak is the right vehicle for the IP it holds.

What Legends: Z-A Actually Delivered

Pokemon Legends: Z-A launched on October 16, 2025, on Nintendo Switch and Nintendo Switch 2, set within Lumiose City where an urban redevelopment plan shapes the story. It landed a 79/100 average on OpenCritic with 65% of critics recommending it. TechRadar's reviewer gave it 4.5 out of 5 stars, calling it near perfection and praising its story focus as something not seen since the GameCube era titles, while noting that Lumiose City felt repetitive over time and flagging some bugs with the new battle systems. That is a meaningful step forward. A score in the high 70s to mid 80s with genuine critical praise for narrative ambition is not where the series was two years ago. Z-A is evidence that the appetite for a more serious Pokemon game exists and that Game Freak is capable of moving toward it. Whether it is the beginning of a permanent shift or a single good entry in a series that will revert to form with the next mainline release remains to be seen.

The Dream Game at a Glance

  • World: Geographic and ecological logic — Pokemon that behave like the creatures their Pokedex entries describe, in environments that feel like they predate the player
  • Story: Antagonists with coherent ideologies, rivals with genuine arcs, an ending that earns its resolution — Black and White proved this was possible, it just needs to become standard
  • Pokedex: 150 to 200 regional Pokemon designed with ecological rigour, quality over generational quantity
  • Polish: 60fps on launch day, ships when finished — not when the merchandise calendar says it should
  • Sources: Pokemon franchise revenue data | Game Freak employee count | Legends Z-A review, TechRadar | Masuda on team size, Nintendo Everything

Final Thoughts

None of this is impossible. It is not even radical. It is applying to Pokemon the same investment and structural seriousness that other major franchises have received from studios with smaller audiences and less margin for error. The lore is there. The regional concept is one of the most flexible world-building frameworks in gaming. The creature design language, at its best, is genuinely singular. The battle system has sustained a competitive community for thirty years. The foundation is extraordinary. What it has never had is a studio operating at the scale the franchise deserves, with the time and headcount to match the ambition that is clearly there when the series is allowed to reach for it. Z-A suggests the appetite for that version of Pokemon exists inside Game Freak as well as outside it. Whether the commercial reality ever forces the structural changes needed to make it consistent is the question the next generation will answer. What would your dream Pokemon game look like? And after Z-A, do you think the series is finally moving in the right direction, or is one good entry not enough to call it a trend? Let us know in the comments.
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