This Weightless Fall (Pokémon SI)

There is also the fact that, well, we're talking about a variant Zoroark here. Generally trainers looking for a more subserviant relationship would probably look for a pokemon that isn't known for holding grudges and murdering humans over said grudges.
 
and the games try to sell themselves on it.
Despite the game mechanics firmly establishing the opposite :eyeroll:. At least in the mainline games. You never have a player character's mon deciding that they're no longer interested, and quitting the team. The fundamental problem is that it's tricky to have the "equal partners" angle coexist with, "I wanna be the very best!", so the games don't really try. Instead they just have the story push the former and the mechanics the latter.
 
Despite the game mechanics firmly establishing the opposite :eyeroll:. At least in the mainline games. You never have a player character's mon deciding that they're no longer interested, and quitting the team. The fundamental problem is that it's tricky to have the "equal partners" angle coexist with, "I wanna be the very best!", so the games don't really try. Instead they just have the story push the former and the mechanics the latter.
That's a pretty big leap to make. Most RPGs don't have party members quit permanently outside of death either. That doesn't imply Barret is somehow subservient to Cloud.
 
Despite the game mechanics firmly establishing the opposite :eyeroll:. At least in the mainline games. You never have a player character's mon deciding that they're no longer interested, and quitting the team. The fundamental problem is that it's tricky to have the "equal partners" angle coexist with, "I wanna be the very best!", so the games don't really try. Instead they just have the story push the former and the mechanics the latter.
The game mechanics actually imply the exact opposite. Friendship and affection are literally both in game mechanics since generation 1 that have only become increasingly more broken over time. Multiple games have had various different kinds of ways to display how your pokemon partners feel about you.

From varying following pokemon reactions, even going so far as pikachu being visibly anxious about being separated from you by a ledge all the way back in yellow version, to the footprint checkers in gen 4 messages giving direct messages about how strongly the pokemon feels about you.

In the most recent games pokemon display their affection physically when it off their pokeballs too, frequently running circles around their trainer, running up to them to show affection, and even generally choosing to sleep as physically close to the player as they can get if you go afk.

Considering pokemon are mechanically a literally infinite number of randomly generated party members from over a thousand templates rather than defined individually created characters, that's already an astounding amount of characterization put into how they feel about you in the mechanics of the game.

Competitive norms go against the message of pokemon with its emphasis on breeding for "perfect" pokemon and using them as very specific toolset "builds" but Competitive Pokemon is very much NOT how the games are actually intended to be played.
 
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