The Matrix Of Pokémon

By Laura . September 24, 2010 . 1:02pm

Ever since the first generation of Pokémon games, one aspect of the series has remained the same: its introduction.

 

image

We have always been introduced to the world by a professor greeting us with a cheerful, “Welcome to the world of Pokémon” speech, following which we are allowed to choose the name (and gender) of the protagonist. After doing so, your full-body avatar is shrunk down into a smaller sprite better-suited to the world you’re about to explore, and you find yourself in your parent’s house.

 

Every single time I went through this sequence, I thought the same thing: “Oh, what a nice, kid-friendly introduction.” And then I would continue on with the new adventure. “Gotta catch’em all.”

 

However, upon reading through the games’ Iwata Asks interviews in preparation for our ongoing coverage of Pokémon Black/White, something different clicked in Ishaan and I this time around, and took us down a train of thought we’d never considered before.

 

Before I continue, I’m going to wax philosophical for a moment. There exists an old philosophy that states that the body and mind are separate, with the mind commonly referred to as the “spirit” or “soul.” The two are connected at a single conduit by which they communicate with each other. The two do not affect the other except through that point, such as sensations felt through the nerves or the mind’s instructions for the body to move.

 

Remember that this theory was formed at least 400 years ago, so there was no such thing as brain imaging at the time. This philosophy was called Cartesian Dualism. Another way to imagine this is that the mind is controlling the body from a separate dimension or plane of existence.

 

You can’t really apply this theory to most videogames. In most games, you are playing as the character you represent. You are Cloud as you wander through Midgar; you are Lloyd as you go through Sylvarant; you are Wander as you slay the Colossi.

 

image

In Pokémon Black/White, however, this isn’t the case. In Black/White, you are someone playing through a character in Isshu. You are not the character in Isshu, but you are playing through him, which is a subtle but important difference.

 

Perhaps a better example would be the Sims, then, where you are not the character but are simply playing through him or her (or the whole family). You know you are not that Sims character, but that you are living through a virtual reality as that character and controlling that character’s life (and possibly screwing him over royally).

 

This is exemplified most clearly in Black/White through the use of a new item called the C-Gear.

 

Every Pokémon generation (after the first one), saw the main character eventually gaining a device that would have features such as a map, a phone, and other random gadgets planted on it. It was implied that it was the character in the game that sported this device — that it was attached somewhere on him, like on his wrist or to his bag. Now, the C-Gear, which is a similar device, is yours.

 

This was done because, after much consideration, director Junichi Masuda decided that one of the most important focuses of Pokémon was interaction. The C-Gear facilitated several possibilities, such as enabling you to trade your Pokémon directly from the box and to trade and battle anywhere you want. In previous games, you could only trade from your party and you had to enter the Union Room every time you wanted to do so.

 

The C-Gear also enables players to use the DSi and DSi LL’s camera and microphone to hold video chat sessions through the “LiveCaster” function. Originally, the team had come up with the idea of the LiveCaster as a means to communicate with the professor, but then they thought, “Why not use it in real life as well?”

 

The reason for all of this functionality in the game was because the creators wanted to focus on communication between the players. This desire was also expressed in their creation of the Dream World. This is a “world” on the PC that the DS connects to through the use of the Wi-Fi.

 

There, players can interact, find items and berries, as well as old generation Pokémon with different abilities from before. It was situated “in the computer” because Masuda felt that the best way to take Pokémon to the next level was through “communication through a computer.”

 

The previous Wi-Fi system worked well, but Masuda wanted more, like the Dream World completely based inside the computer. At first, he thought it would be a bad idea if the player wasn’t represented as a human being in this world. After all, it’d feel weird if the Pokémon started talking after all this time.

 

The next idea was to use a Mii-like avatar to represent the player in the computer world, but then Masuda realized that then the player would be playing on three different levels: first the person (you) playing the game, then the character in the Pokémon Black/White game, and finally the Mii in the computer Dream World.

 

This was too much, so he ultimately settled on the idea of playing as a Pokémon. To make it work, the computer world would be a world of dreams, and your Pokémon would understand what you were thinking. They would then express your thoughts for you. This way, you (as the player) are not a Pokémon.

 

I’ve mentioned the distinction between “you,” the player, and the protagonist of the game twice. Admittedly, up until now, I had always assumed the Pokémon world was … well, the world of Pokémon. Just like how Sylvarant was its own world, or how every world in Final Fantasy was its own.

 

However, with developer Game Freak now emphasizing this separation of the mind from the body to such a great extent, it leads one to consider the possibility of it always having existed in past Pokémon games, although, perhaps not manifesting itself as blatantly as it does in Black/White.

 

Remember, co-director Ken Sugimori’s quote about how Pokémon was the story of a “boy’s summer,” and that you were role-playing in it? Special care was taken to let you feel like you were the boy, such that he had no supernatural powers. This was one of the originating concepts of Pokémon, so it’s been around since the beginning.

 

http://www.siliconera.com/wordpress/wp-content/uploads/2010/09/pokemon_gold.jpg Remember the start of every single Pokémon game thus far? Thinking back to the intros, the Professor directly addressed you, the player, right before you were shrunken down to the size of the other characters, almost as if you were entering another world.

 

After a lengthy conversation between Ishaan and I, this was our interpretation:

 

The Pokémon world is a virtual world with monsters and people in it who live in the world and know nothing about the “outside” (our world). You, the player, are from the outside and are brought in by the Professor, the only one that lives in the Pokémon world who knows of the outside.

 

Once inside, you interact with people inside as though you live in the Pokémon world. However, you can also connect and interact with other people who are from the outside through Pokémon Centers. Sound familiar? It’s also the basis for many other franchises as well, not the least of which is The Matrix.

 

Keeping the distinction between “outside” and “inside” in mind, there exist at least three layers of “reality,” both in-game and out. To casual players, such as most children or their parents, Pokémon is simply a game. It isn’t real. They go inside or refer to the inside as a superficial, fictional world of its own. What you see is what you get.

 

Then, there’s the people inside the game who live inside. The trainers and the gym leaders all believe that the world they live in is the world. It is their reality. They are unaware of the outside, with the exception of a select few individuals.

 

And then, there are the hardcore players, who look into the EVs and IVs of the Pokémon, who learn to manipulate the world to be the very best (like no one ever was). They look past the superficial layer of the world (that the monsters just level up and grow stronger) and instead, study its “science” to try and customize the creatures in the world to suit their needs.

 

This is why there’s no mention of Pokémon’s meta-game in any of Nintendo’s official manuals — because the game’s largest audience, the average casual player, neither knows nor cares for it. They want to play a game. Us hardcore types, however, are allowed to play God.

 

Finally, there are those inside the world of Pokémon who know about the outside. The Professors who address you at the beginning of each game. The Nurse Joys that work at the Pokémon Centers. After all, they are in control of the rooms that allow you to communicate with others who are from the outside.

 

Using the metaphor of the Matrix, the first type of people are the normal people outside the matrix, like Cypher. Those who live inside are like those still sleeping in the pods. The hardcore players are all akin to Neo, and the last group is essentially like Morpheus.

 

As stated before, it seems like this distinction has always existed in Pokémon since the beginning. However, with Pokémon Black/White, this separation line has been darkened with the introduction of the C-Gear and the Dream World.


Read more stories about & & & & & & on Siliconera.

  • http://tristsantithesis.tumblr.com/ Tsunayoshi Sawada

    Ah!!!! my mind was blown!!!! lol

    I dont understand, we dont just travel with 6 pokemon anymore, we can switch pokemon on the fly?

    • http://www.facebook.com/people/Tommy-Lee/518924335 Tommy Lee

      There’s still a 6 pokemon limit. What the C-Gear does is take away the step of going to the Pokemon Center for trading and battling. You also don’t need to go to the PC to pick up a Pokemon you want to trade away.

      http://www.serebii.net/blackwhite/cgear.shtml

  • mach

    Yeah, as fascinating as this is, it sounds like they could have just resolved the problem by saying in game “Oh hey everyone. Pokemon scientists have invented new technology that allows us to trade anywhere! Isn’t that wonderful?” That way you wouldn’t have to worry about layers of character interaction and all that.

  • http://www.facebook.com/people/Tommy-Lee/518924335 Tommy Lee

    http://www.time.com/time/asia/magazine/99/1122/cover2.html
    http://www.time.com/time/asia/magazine/99/1122/pokemon6.fullinterview1.html

    It’s been a while since I read these, but I think Satoshi Taijiri’s intentions were 1) to make a world just like his childhood, when it was easier to find catch critters, and 2) have a game where players didn’t have to compete with each other to communicate… Hmm… The right way to word this paragraph is just not coming to me. I’ll edit if I remember the rest.

  • corti

    Great article, really. I can honestly say that I never looked at Pokemon that way. I’ve also never seen posts like this on Silicon Era before, where deep thinking is applied to games. I for one, applaud this and hope to see more of these kinds of posts in the future.

    • https://twitter.com/#!/SplashdownTiger STiger

      I dunno, I kind of like the lax environment. It’s as if you’re chilling with a few friends, and you have games discussions. Maybe once in a while posts such as this would be nice, since people don’t always have deep conversations all the time.

  • MisterNiwa

    My mind? Blown.

  • http://myanimelist.net/animelist/OnyxSyaoran OnyxSyaoran

    Black and White are awesome, I have enjoyed it a lot until now, every time the game tells me “Trainer is gonna use ‘x’ Pokémon, do you want to change?” I doub because I don’t know what is going to come, I do feel like I’m the character and grow attached to my pokémons, for example, leaving my Starter on the PC for the sake of training a better poké made me feel like I betrayed it xD, I do feel is a Matrix, there are times I’m so immersed on the game I do feel is real, is simply the magic of some RPGs.

  • gatotsu911

    Didn’t read the whole article, but as an example of a game in which, you, the player, are a part of the game, I’ve always liked Baten Kaitos, which implied that you were interacting with another world in the form of a spirit, guiding and advising the main characters.

    • Joanna

      Yeah same with Fire Emblem 7. You play as the actual tactician, guiding the units and they occasionally “talk” (and face you the player when they do it) to you during story sequences.

  • Jaxx-Leviathan

    Suddenly Nurse Joy and her assistants don’t seem so innocent anymore. They know things… they bear witness to millions of gods from The Outside coming and going in their world and they stand ready at these gods’ commands. And the Professors are like oracles, representing and being confidantes of the gods. A funny thought and yet slightly disturbing. By the way, what about Bill? Surely he must be aware of The Outside as well, since he’s been maintaining the machines used for trading pkmn between worlds and through space and time.

  • https://twitter.com/#!/SplashdownTiger STiger

    Mind = BLOWN

  • Joanna

    Great analysis. I’ve always assumed that it was “you” who was playing based on the intro but I never really developed that analysis to this extent.And if they are allowing the game to connect with a website via computer, I’m worried just how much time I will sink into this gen of pokemon. D:

  • http://profiles.yahoo.com/u/TFGS777QS4JSATU7EVVQE6FZBU yengk

    Yes, Pokemon has excellent roleplay value. Everytime I scream at a battling NPC “MY PETS ARE DYING, LEAVE ME ALONE YOU FREAK”, they reply, “Isn’t it a nice summer day? Let’s have a battle!”.

Video game stories from other sites on the web. These links leave Siliconera.

Siliconera Tests
Siliconera Videos

Popular