Yeah I have to agree here.
I'm not saying that everyone has to go around dropping links to TvTropes, but it does help us understand what you're saying. Even after your explanation I still have no idea what a Daimao or Demon King is as a trope.
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Suspicious Derivative Yeah I know setting up a "did anybody actually use this" is just setting myself up for failure to find the few that did, but can you really say that this feature was used by the majority of the Pokemon audience outside of Japan?
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I also don't get why everyone is dismissive of HG/SS having a post-game, but let's break it down a bit:
1. Forget about GSC. Yes, Kanto in those games was awfully stripped down but HG/SS did a lot to revive it. All the gyms had puzzles and trainers again, the routes had more trainers to grind off of, and even your rival got a bit more story development with the 2 on 2 with Lance and Clair. Even the Safari Zone returned, just not in Kanto anymore. While not everything was fixed (it lacks a good grinding spot still, which sucks without a VS seeker function). So I don't think HG/SS's Kanto is nearly as empty as people say it is, yet people still criticized HG/SS for sins of the father?
2. The Battle Frontier. Yeah, remember that whole extra area added around Cianwood City? I know that it's technically not post-game as you can go up to the gates as soon as you arrive in Cianwood, but a lot of people just don't include it as a post-game area. I think part of the reason is because it's a transplant from Platinum, so everyone gives kudos to that game and ignores it in this one, which is a little unfair.
3. Mt. Silver and Red. The Johto games are the only ones I've seen to really embody the "post-game superboss" trope. Sure a lot of others have had post-game challenge fights, but most seemed within the bell curve of the game's expected difficulty. Red however was a challenge so far removed from the game that he created a sense of a post-game goal: to collect 8 more badges and get strong enough to defeat Red. Even Mt. Silver itself was a post-game challenge area, a big mountain with rough (aka HM intensive) terrain. Maybe Mt. Silver is not as big as the Survival Area in D/P/Pt, but honestly I preferred it's brevity over that game.
Now to address the criticism, Red's levels being so high are both benefit and detriment. Sure it did give a goal, but you had to know Red existed in order to think of it like that (and the game never tells you directly). And being the current strongest trainer ever (level-wise) in a game with trouble getting past level 60 sours the effect.
4. The last of the Safari Zones. This feature is contentious but I always liked the Safari Zones as they were the one area devoted more to the "catch" part of catch 'em all than the battling part. Sure sometimes they were more frustrating than fun (Chansey... just Chansey) but by the time this game came they had reached a happy compromise. Being able to customize your own Safari Zone to hunt for specific pokemon was pretty cool, almost like a mini-Zoo tycoon. And this was it's last swan song before being cut. While I know some didn't mourn it's loss, and for relevant reasons too, I sure did.
[also yes technically you could do it before post-game but most of the good features opened up post-game]
5. All the non-post game fun. These don't really count as they're not post-game but they're so fun they deserve a mention. Pokeathalon is the best mini-game hub across the whole series and I will take everybody on who contests that. The fact that you can start playing it from the time you arrive and use your own pokemon team to compete just highlights the inclusiveness HG/SS had.
Walking with pokemon is one of the best useless features, having little to no gameplay value but a heck of a lot in immersion. I really helped make me connect more with my pokemon team, see them as more than just some 1's and 0's but as partners, even if it was just pretend. One criticism I have of this series is that they sometimes feel like the pokemon and human worlds seem divided a little, like the pokemon world is really only in the battle screen and humans on the overworld, a criticism Gamefreak has only recently started to address more as technology improved. Walking with pokemon helped bridge that.
Also I never liked slots and love math puzzles so Voltorb Flip was nothing but a win there.
I can get preferring other games, everyone has their favorite and I get that. But outright dismissing it's merits seems unfair.