The Void Left by Pokémon

In 1996, Satoshi Tajiri introduced the world to something that seemed simple: a boy with a dream of collecting creatures.
But what really captured millions was the fantasy of connecting not just with monsters, but with the very act of evolving alongside them.
Pokémon was born from Tajiri's childhood, when he collected insects in the forests of Japan. He wanted children in cities to have the same sense of discovery and exchange that he experienced in the countryside.
The Game Boy's link cable (that silver line between two consoles), for example, was more than a technical feature: it was a symbol of friendship and healthy competition.
Over time, Pokémon evolved: new worlds, new Pokémon, new mechanics. But something essential remained frozen in time.
The formula that never changed
The basic structure of the main games has remained virtually the same since the 90s:
- Catch creatures,
- Train them in battles,
- Beat gyms,
- Become the champion.
It's a safe formula, tested and proven. But when we look more closely, we realize it never allowed the player to create something truly their own.
Pokémon evolve, but we don't participate in the process. It's almost as if it were something natural to them, but the trainer has no chance to express themselves through this process.
They grow, gain new attacks, change form... but we just keep watching. Choosing the strongest or best adapted for each situation.
The blind spot of the experience
Over the years, many players began to desire something beyond "catch and train." They wanted to shape their creatures, understand what's inside them: swap parts, combine abilities, design unique strategies.
Games like Digimon World, Monster Rancher and even Temtem experimented with variations of this idea, but none managed to bring the sense of authorship over one's own companion. And that's where the problem arises:
Pokémon invites you to love your monsters, but never lets you express yourself through them.
It's as if, in reality, the trainer is the expression of their Pokémon: if I have psychic Pokémon, I'm a psychic Pokémon trainer; if I mostly have grass-type Pokémon, I am a grass-type trainer. We cannot alter the nature of Pokémon. We are the ones who adapt to what is offered to us.
What this teaches us
Pokémon gave us the dream of connection. But the next natural step of that dream is creation: not just training monsters, but building them. This is the gap that inspired the birth of Fantorob. A game that looks at 90s nostalgia and asks:
"What if, instead of catching monsters, we built them?"
We'll talk more about crafting systems in future devlogs. So if you want to know more, follow the project!
~Henrique Campos
Get FantoRob
FantoRob
Battle, explore, and customize until you become a Fantorob master
| Status | In development |
| Authors | MadSheep Games, Ludonauta |
| Genre | Role Playing |
| Tags | 2D, Game Boy Advance, Indie, Pixel Art, pokemon, Retro, Top-Down, Turn-Based Combat, Unity |
| Languages | English, Portuguese (Brazil) |
More posts
- The Cruel Reality of Breeding in Pokemon14 days ago
- A Cruel Realidade do Breeding em Pokemon14 days ago
- O Vazio Deixado por Pokemon23 days ago
- 🎮 Fantorob Playtesting Event: Help Us Refine the Combat!Nov 22, 2024
- 12-month RoadmapJan 28, 2024
- Ver 0.8Jan 20, 2024

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