I don't know about this specific issue but I'm not sure Nintendo makes decisions like this to make the game better or if it's just purely a business strategy.
Business decisions generally only affect the marketing and overarching feature set of the game, not the small design tweaks. Nintendo might be a games-focused business, but it doesn't mean their top brass know or care what's in the game itself. They're there to sell copies and make sure everybody gets a fair cut.
You would think if they found this to be a problem that they would find Starfox Zero's controls to be a problem in playtesting as well.
Different teams, different games, and control schemes are a completely separate issue to UI/Tutorial stuff.
Personally I think both were business decisions.
Is this an attempt to form some kind of "AAA Bosses Are Dumbing Everything Down" conspiracy? As I said, the people who handle sales/promotion/distribution don't make decisions about the tiny game elements; they may give a list of required specs (Multiplayer, Character Customisation, Open World etc), but the actual implementation is down to the developers themselves.
What they did here was more to appeal to kids even more (as I'm assuming they've either lost ground to the Mobile market or have just been starting to stagnate in sales growth).
In what way, shape or form? Why would kids not buy the game if this minuscule feature wasn't added to the game? Is it even advertised as a big selling point on the box?
If they wanted to appeal to even more kids, they would spend more money in marketing and promotion with events, shows and other stuff. Kids don't buy into game features the same way we older folk do.
And starfox to push motion controls in the Wii U.
That's there is more likely a business design spec than what you were blabbing about with the Pokemon game.
I just hate when games are dumbed down for the sake of accessibility.
Please explain to me how this is "dumbing down" the game. Please explain how the act of streamlining non-gameplay is a
bad thing.
Developers have to make choices about what their games teach and what their players should practice. In Pokemon, as far as I understand, understanding weaknesses is only one tiny part of being successful at the whole game itself. Bringing a water pokemon to a battle with a fire pokemon doesn't guarantee immediate victory, and there's other skills required to win.
Accessibility is only a tiny part of the streamlining decision process. 90% of it is because of negative feedback or because the developers knew too late into development of the previous game that certain choices sucked hard, but couldn't make those changes until the next round. Developers are players too.
Personally I think if the game was designed well and there is enough intrigue in the presentation then people will try to learn the game and play it in general because the interest is there.
Looking at average play-times for most games may surprise you. Even games like Half-Life 2 have people play for 10 minutes and then quit and never return. "Good design" is only part of the battle.
Compare that to say... a new Lego game (lego star wars or whatever they are making) and I could tell you right now that I wouldn't complete it because the intrigue just isn't there for me, I'm not even good at shooters or platformers (although I still enjoy them) I just know that the game wont challenge me in any way or offer me anything interesting in the gameplay so whats really the point?
Congratulations; that's your
personal situation. Guess what, though? Everybody finds different motivations to play games. I've played through and 100% most LEGO games. I play Assassin's Creed religiously, and probably a lot more stuff you'd hate, and yet I wouldn't touch any strategy game with a 10-ft pole.
Everyone has different tastes and different reasons. Developers pick a profile of the ideal person who would enjoy their game (the "target market") and make a game to that profile, because we simply CANNOT make one game that fits all. Some people want an easy, 5 hour breeze to take their mind off life, while others want dedicated 180 hour torture chambers.
I just don't like how games like the newest Super Mario World basically give you a free pass when you forget up too many times. I think games should challenge the limits of your skill even if it's just a little bit. It pays off in the end and feels far more rewarding.
For you. But not everybody feels that way, and clearly the SMW devs studied focus tests and tried to make the game that fits the kind of player they think is appropriate.