Pokémon’s Greatest Success: Introducing Generations of Players to Japanese Role-Playing Games

The colossal popularity of Pokémon has always weirded me out a little. On the one hand, I was there in the ‘90s, and very much a member of that fandom from the beginning. I remember every kid at school having the cards, and being delighted by a new episode of the anime when I got home. But taking the videogames themselves into account is really where it gets strange.
As a kid who started learning to read so he could play Playstation RPGs like Wild Arms and Suikoden back then, I quickly learned that sharing these games with friends usually led to questions like “Where do I go next, though? Why did my character miss? But why can’t I just attack?” At the time Japanese role-playing games just weren’t that popular in America, with even Final Fantasy only being embraced by a niche audience. Something about Pokémon broke through that though. To be clear, both western and Japanese RPG mechanics are more ubiquitous today than they ever were back then. But each passing entry in the Pokémon franchise has surprised me with just how many friends and classmates were ready to bust out their handheld console and show off their team.
In many ways, with each outing the Pokémon RPGs have done their best to feel like an overtly simple but solid JRPG. It just so happens though that the monster catching subgenre that Pokémon is built around is one of the most complex. Giving players the freedom to find their own comfy space between these two dualities has always been Pokémon’s greatest strength. A kid can go through the game’s campaign and beat the Elite Four using their starter and every legendary they run into along the way if they so choose, just as someone more strategically-minded looking to break the game wide open can find any number of teams that do just that.
Monster catching RPGs got their start in the late ‘80s with the first Megami Tensei games. Many of the staple demons we expect to pop up in a new Persona or Shin Megami Tensei game today can be traced back to that first one in 1987. Series like Dragon Quest and Pokémon would go on to refine the monster catching formula and add their own wrinkles to great success, but we all know where that framework came from.
Pokémon’s aesthetic is a different story, though. The first MegaTen games either involved traversing the demon realm itself or took place in a near future post-apocalypse. Neither of these really mesh with a lighthearted tale about a kid striking out on their own. Not Ash’s story. Not Ness’s or Ninten’s story.