Poke´mon by Satoshi Tajiri

1523 Words7 Pages
From the mind of an avid arcade game fanatic arose “one of the most popular children’s entertainment properties in the world,” (Poke, 2014, ca.). In 1996 emerged this property and still to this day continues to live up to its name as one of the most popular children’s on Earth; not only for those of the adolescence of today, but most especially those of the mid-late eighties and nineties who grew up to love and appreciate it from the beginning. Pokémon – as it is widely known around the world as – was created Satoshi Tajiri of Japan and is precisely the game being discussed. Nintendo, the world’s largest video game company based on income, owns the rights to this game. Being present day, this game has already reached its sixth ‘generation’ of the game as they are known as. Essentially, every time a new generation of the game comes out, they are seen to always come in pairs; one game brings the player upon one path with specific quests or guidelines to play by, while the other brings them through another, much similar, path with slight changes to the storyline. For example: in one of Pokémon’s generations there are two games known as sapphire and ruby. The main distinctions between the two are the specific Pokémon that can be captured in one game that cannot be captured in the other. To clarify, the title Pokémon takes on a sort of animal kingdom in the world of the game itself. Pokémon are much similar to realistic animals except for their supernatural, abilities or powers that they possess. Within the Pokémon world, they pretty much take place of real life animals. In addition, to clarify ‘captured,’ these animals can be interacted with in game and essentially captured and sucked into these very small spherical containers known a... ... middle of paper ... ... as something of a game that held people on for several hours, it eventually died down to more of a checkup every-now-and-then kind of game because of its chaotic and elongating of situations within that game that could have been easily solved if it were an individual user in control. In conclusion, Twitch Plays Pokémon was a very successful revamp of a childhood video game as well as a successful social experiment. Works Cited Hern, A. (2014) ‘Twitch Plays Pokémon: live gaming’s latest big hit’, The Guardian, February 24th; May 7th, 2014. Carter, Laz. "Reflexive Horizons." Reflexive Horizons. WordPress, 24 Mar. 2014. Web. 7 May 2014. Haque, Albert. "Twitch Plays Pokemon, Machine Learns Twitch: Unsupervised Context-Aware Anomaly Detection for Identifying Trolls in Streaming Data." Stanford.edu. Department of Computer Science Stanford, 2014. Web. 7 May 2014.

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