What your friend said has a little truth, just look at the structure of the game itself, the difference is not big. But the source of gameplay is completely different from the business model. The creativity of Pokemon comes from the life of Japanese elementary school students: they go to the wild to catch bugs, raise them, and then the boys in the class bring their own collections, which is the rarest species and who has the largest bugs. This is also the reason why Pokemon stood out when the entire game industry was not optimistic. Generations of elementary school students have liked this set. In the industrial era, it is better than the unicorn, and in the cyber era, it is more than the digital unicorn. SEGA has done a more straightforward thing, “The Beetle King”. It has been popular for a few years, but he is too straight, and he doesn’t like to play when he grows up. Collecting and breeding exchange has never been the reason for the success of Pokemon. This has been proved by countless other losers in the Pokemon LIKE boom in Japan in the late 1990s. Although plagiarism such as DQM has made a lot of money, they have not survived for a few years before they have fallen. Instead, it was a monster watch that couldn’t be beaten by eight poles. Because it aroused the interest of elementary school students, it almost became the second Pokemon. Collection and breeding among the three major elements of collection, breeding, exchange, are not invented by Pokemon, and even Pokemon is not the best. The most famous masterpiece of this type of game is “Thanksgiving”, capture + breeding + evolution three The big element was culminated by the goddess and the later Yiwenlu series. The “Xuanyuan Sword” series copied this set of settings and changed it to a demon-making pot. In other game series, there is no shortage of features that feature one or two of the elements, such as the hatching pet in “ZERO”. As for exchange, it is not so much gameplay as it is part of the commercial law. Compulsory exchange of version differences has also promoted the popularity among elementary school students. As for adults, it’s different. They prefer the dark pleasure of spending money to kill their opponents. The professional name of Japanese-style mobile games is “social games”, which well illustrates the source of gameplay. If we remove the skin from Pokemon and the current Japanese-style mobile game, and only look at the core driving force, the two are highly consistent-the core driving force is to show off to others. It’s just that adults show off horse racing, warships, and kids show off Pokémon. The essential difference between Japanese mobile games and Pokemon lies in the step of collecting. The entire collection of Pokemon is the traditional game, and if the mobile game wants to collect, the most important thing is to spend money. No matter how to beautify it in circles, this is all gambling. In other words, apart from showing off comparisons, most of the gameplay of Pokemon comes from the process of the video game itself, and exploring combat training is its main course. In addition to showing off comparisons, the card drawing mobile game actually comes from gambling, and the battle exploration process that belongs to the game itself is more like killing time.