The end of 2020 draws near! I’ve done plenty of meta self-analyzing this year, particularly with my quarterly plans. And perhaps I’ll finish the year out next week with one last one of those, before starting 2021 with my M:tG-inspired series. But this week I figured I’d do an external look back; on some of the video games I sunk the most time into this year, what compelled me about their design, and which of those experiences can translate over to analog game design. So I dropped some time into Pokemon Shield but I didn’t finish it and I really don’t have much positive to say about the game. It feels notably easier than any of the previous iterations I’ve played, and not in a scalable-accessibility way. A weak story was further undermined by low stakes, and the most-lauded part of the game, the Wild Area, failed pretty spectacularly to impress me. I don’t care about Raid battles, I strongly resented that attempting to catch over-level pokemon was forestalled, and its small size hi