I like that the my quote in your own post says:It seems you don't quite understand why I say that power creep is inevitable, so let me explain.
And then you explain the same concept, but obviously making a ton of assumptions that are completely wrong. Such as:One of the reasons the concept of "Standard" was invented was to prevent gradual and even incidental powercreep.
No, that's to sell packs. Which is why usually Pokemon had a much better distribution of power than Magic - they didn't really need power to sell packs.designers often intentionally make most cards less powerful and a small number of cards quite strong to better control the game and meta
That is still an incorrect definition of how a power of a card is defined. If we defined the power of the card by the card its surrounded by, it would mean absolutely nothing.However, in a TCG, cards can combo with each other. They can create new interactions. So when a new card is released, it changes the power of the cards
They don't do any of that, because they are Game Designers, not competitive players. Game Designers have multiple goals when designing a game, or the content for a game (such as new cards). They have a vast amount of players to appeal to, and even when separated into somewhat informal groups, these players want often contradictory things. I do not "think" that, I know that.Well, there's just one more question to ask: when designers create a new set, do you think they’ll aim for 100 as initially planned, or 120 so the new cards can be played competitively?
Competitive players are, in some ways, the easiest group to appeal to. A competitive player's main goal is to win at all cost. They will use the tools at their disposal to do so. If that means sticking with the same content that was used last year, or the year before that, they will do so. They are legendarily stubborn.
Powercreep is rarely used to appeal to competitive players specifically, as even bazaar bootleg decks of TCGs are fond of printing "10.000 HP" on the cards. It is used to sell packs. Higher numbers, stronger abilities, these appeal to all kinds of players who can easily grasp that "bigger number = better card".
Hilariously enough, this massive powercreep jump happened in the exact timeframe it would take for PokeLabs to react to Pokemon GO suddenly being a massive success, and the interest in Pokemon TCG suddenly spiking. They have literally became the bazaar bootleggers, printing "240 HP" on a Pikachu card.
One word - Poison. Game rules exist for a reason. If you keep printing cards that allow you to circumvent entire mechanics, you will soon find yourself playing a game where the rules don't really matter, and the worth of a card is defined by how many rules it can circumvent. In Pokemon the first card you draw per turn doesn't really matter, the Retreat Costs barely matter, the Special Conditions are a joke, Resistances are a joke, healing/damage prevention/spread and multitude of other mechanics are barely existent, and, of course, "attach one Energy per turn" is also completely meaningless.What Pokémon does is smart because they mostly increase the numbers, which means the gameplay isn’t really affected.
There's this magical phrase "design space". Design space is created by the rules of the game. The better the rules, the wider the space, allowing other rules and, ultimately, game pieces to exist, be varied and interesting. There are also bad rules and bad game pieces, which shrink that design space. They make other rules and other game pieces meaningless, they make the game less interesting, more simplistic and stale.
You seem to have played Magic, so you might be familiar with the phrase "dies to removal". It is/was used to make fun of Creatures that seemed great on the surface, but had a basic flaw - they could've been removed with cards that costed 1/2 mana. The existence of removal meant that any card above 3 or 4 CMC had to have an immediate impact on the board, or it was just worthless. 99% of released Creatures were competitively terrible, because they traded unfavorably with some extremely common removal cards. That is a classic example of terribly managed design space that wasn't "a bit too good", it made up a completely new rule that wasn't in the rulebook. When Wizards later made Duel Masters, they've printed unconditional removal at the cost of 6. Now when ex-Wizards made Lorcana, they haven't printed any direct removal yet.
All of that to say - the cards that aren't "competitively viable" in Pokemon TCG right now aren't "a bit bad" or "90", their existence is simply pointless because they don't adhere to rules made up by other cards.
Reacting to accidentally printing a broken card with "oh gosh, we now need to print an even more broken card!" is not really the pinnacle of any design. If that's the only way you think they can do it, perhaps they should've just banned ADP and never go on this ride.As we saw with Mew VMAX, sometimes the errors are so significant that only rotation can correct them. But when that happens, it’s still problematic because having the same deck dominate the meta for two years is far from ideal. Rotation diversifies the meta, yes, but it still takes two to three years, so it's far from a complete solution.
No, they did not. That's just a completely random assumption you've made up on the spot.In conclusion, to give a specific and recent example, when they moved to the Scarlet and Violet block, they had to create new decks to compete against Pokémon V, which had two years of support behind them.
And here's the "competitive player's" biggest fault - when faced with the possibility that other players might enjoy the game in a different way than they do, they assume that's because they are, in some way, better. That the environment they play in is "just right", because they understand how it works (but not why it works), and that makes them better than those who don't. In short, gatekeeping.umm yes ? if you want to play with decks that look like each other or don't break the game rules. go play build and battle format or play with starter ex decks