Can we catch ‘em all?: Difference between revisions

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In many ways, Pokémon fans have an advantage over many other fan groups. Our franchise focuses on the infinite power of knowledge. We don’t just collect Pokémon; we collect Pokémon ''data''. Like a living {{bp|Pokédex}}, each one of us soaks up as much knowledge as we can, and when that knowledge becomes too much for one person, we turn to communal storage such as {{bp|Bulbapedia}}. To be a Pokémon fan is to be immersed in a culture that requires discipline, study, and teamwork to try and be the very best. That we have so much fun while gathering that knowledge only proves the resilience and abilities this franchise has to offer.
In many ways, Pokémon fans have an advantage over many other fan groups. Our franchise focuses on the infinite power of knowledge. We don’t just collect Pokémon; we collect Pokémon ''data''. Like a living {{bp|Pokédex}}, each one of us soaks up as much knowledge as we can, and when that knowledge becomes too much for one person, we turn to communal storage such as {{bp|Bulbapedia}}. To be a Pokémon fan is to be immersed in a culture that requires discipline, study, and teamwork to try and be the very best. That we have so much fun while gathering that knowledge only proves the resilience and abilities this franchise has to offer.


So let’s turn the tables a bit and use one media studies theory to help us in our struggle: media archaeology. This field attempts to understand media through its technology rather than its content, or rather to process content through the lens of ''media specificity''. For example, let’s say we wanted to study the North American release of {{bp|Pokémon Red and Blue Versions|''Pokémon Red Version''}}.
So let’s turn the tables a bit and use one media studies theory to help us in our struggle: media archaeology. This field attempts to understand media through its technology rather than its content, or rather to process content through the lens of ''media specificity''. For example, let’s say we wanted to study the United States release of {{bp|Pokémon Red and Blue Versions|''Pokémon Red Version''}}.


[[File:Red_EN_boxart.jpg|thumb|Pokémon Red Version]]
[[File:Red_EN_boxart.jpg|thumb|Pokémon Red Version]]
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Traditional media studies, or game studies in particular, might tell us to look at the video game itself. That could include studying the audiovisual content of the game, its plot or story, game mechanics such as battle, or the significance of trade in a cultural context. Those are all very fine points of study. Unfortunately, they are also very limited. How can we study why the audiovisuals looked and sounded as they did if we don’t consider the limitations of the {{bp|Game Boy}}? Can we truly understand battle if we don’t take a peek at how {{bp|Pokémon data structures in Generation I|data structures}} influence a Pokémon’s strength? How can we study trade in a vacuum without considering the hardware dependencies of a {{bp|Link Cable}}? If we only care about the game, emulation would be close enough to a video game so as to examine the experience, but we are not just studying a game. We are studying a media object that exists in a very specific technological framework. Through the use of media archaeology, we look at the whole picture rather than one part, and we gain a richer grasp of what that picture is.
Traditional media studies, or game studies in particular, might tell us to look at the video game itself. That could include studying the audiovisual content of the game, its plot or story, game mechanics such as battle, or the significance of trade in a cultural context. Those are all very fine points of study. Unfortunately, they are also very limited. How can we study why the audiovisuals looked and sounded as they did if we don’t consider the limitations of the {{bp|Game Boy}}? Can we truly understand battle if we don’t take a peek at how {{bp|Pokémon data structures in Generation I|data structures}} influence a Pokémon’s strength? How can we study trade in a vacuum without considering the hardware dependencies of a {{bp|Link Cable}}? If we only care about the game, emulation would be close enough to a video game so as to examine the experience, but we are not just studying a game. We are studying a media object that exists in a very specific technological framework. Through the use of media archaeology, we look at the whole picture rather than one part, and we gain a richer grasp of what that picture is.


One major advantage to media archaeology as a process of study is that it gives us a chance to look at one of the more infuriating or challenging (depending on how you look at it) aspects of {{bp|core series|core series Pokémon games}}: versions. On the surface, versions don’t appear too complicated, seeing as the series generally follows a similar release model. Each {{bp|generation}} of core series games begins with a pair of games, generally identical other than a few alterations, followed by a third solitary version with additional tweaks. Sometimes, a paired set of remakes from a previous generation is released, as well. There are exceptions such as {{bp|Generation V}}. For much of the franchise’s history, games have been released in four to five languages: Japanese, Korean, English, French, Italian, German, and Spanish. The general order of release begins in {{bp|Pokémon in Japan|Japan}}, followed by {{bp|Pokémon in South Korea|South Korea}} (when included), moving to {{bp|Pokémon in the United States|North America}} and {{bp|Pokémon in Australia|Australia/{{bp|Pokémon in New Zealand|New Zealand}}, and finally in {{bp|Pokémon in France|France}}, {{bp|Pokémon in Italy|Italy}}, {{bp|Pokémon in Germany|Germany}}, and {{bp|Pokémon in Spain|Spain}}.
One major advantage to media archaeology as a process of study is that it gives us a chance to look at one of the more infuriating or challenging (depending on how you look at it) aspects of {{bp|core series|core series Pokémon games}}: versions. On the surface, versions don’t appear too complicated, seeing as the series generally follows a similar release model. Each {{bp|generation}} of core series games begins with a pair of games, generally identical other than a few alterations, followed by a third solitary version with additional tweaks. Sometimes, a paired set of remakes from a previous generation is released, as well. There are exceptions such as {{bp|Generation V}}. For much of the franchise’s history, games have been released in four to five languages: Japanese, Korean, English, French, Italian, German, and Spanish. The general order of release begins in {{bp|Pokémon in Japan|Japan}}, followed by {{bp|Pokémon in South Korea|South Korea}} (when included), moving to {{bp|Pokémon in the United States|North America}} and {{bp|Pokémon in Australia|Australia}}/{{bp|Pokémon in New Zealand|New Zealand}}, and finally in {{bp|Pokémon in France|France}}, {{bp|Pokémon in Italy|Italy}}, {{bp|Pokémon in Germany|Germany}}, and {{bp|Pokémon in Spain|Spain}}.


In reality, the connections between versions are much more complicated, and media archaeology gives us the tools to understand alterations to the code itself. This gives fans the ability to understand the games in entirely new ways, and nowhere is this more apparent than in remakes. If we took Game Freak and Nintendo at face value, we might assume that {{bp|Pokémon FireRed and LeafGreen Versions|''Pokémon FireRed" and "LeafGreen''}} are remakes of {{bp|Pokémon Red and Green Versions|''Pocket Monsters Red" and "Green''}}. By using media archaeology and digging into the code, we discover that the remakes are actually remakes of {{bp|Pokémon Ruby and Sapphire Versions|''Pokémon Ruby" and "Sapphire''}} with the older audiovisual content painted on top of the newer game engine. Media archaeology gives us the tools to peek under the mainframe of versions and remakes and truly grasp why they work.
In reality, the connections between versions are much more complicated, and media archaeology gives us the tools to understand alterations to the code itself. This gives fans the ability to understand the games in entirely new ways, and nowhere is this more apparent than in remakes. If we took Game Freak and Nintendo at face value, we might assume that {{bp|Pokémon FireRed and LeafGreen Versions|''Pokémon FireRed Version'' and ''LeafGreen Version''}} are remakes of {{bp|Pokémon Red and Green Versions|''Pocket Monsters: Red'' and ''Green''}}. By using media archaeology and digging into the code, we discover that the remakes are actually remakes of {{bp|Pokémon Ruby and Sapphire Versions|''Pokémon Ruby Version'' and ''Sapphire Version''}} with the older audiovisual content painted on top of the newer game engine. Media archaeology gives us the tools to peek under the mainframe of versions and remakes and truly grasp why they work.


[[File:Confusion_status_III.png|thumb|Confusion: not Just for Pokémon!]]
[[File:Confusion_status_III.png|thumb|Confusion: not Just for Pokémon!]]