When I was 11, it was my dream to compete in the Pokémon World Championships, held in Sydney in 2000. The series that captured my imagination was one of moral panic and misunderstanding, with Christian pastors proclaiming Pikachu a demon and TV show movements to ban the broadcast. However, the franchise has evolved into an enduring and successful entertainment property of all time.
Over three decades since the original Red and Blue versions were released in Japan in 1996, Pokémon has earned a place among the greats of children's fiction. The series offers a powerful fantasy of self-determination set in a world almost totally free of adult supervision. In every game, your mother sends you out into the world with a rucksack and a kiss goodbye; after that, it's all on you.
Pokémon is often thought of as a turn-of-the-century fad, so it might be surprising to learn that it brings in more money now than it ever did at the height of its first wave of popularity. The franchise has become the highest-grossing entertainment property of all time, with over $100 billion earned from TV series, merchandise, trading cards, games, and everything adorned with Pikachu's adorable face.
The idea for Pokémon began to percolate around 1990 when Satoshi Tajiri envisioned bugs crawling between consoles while watching people link their Game Boys together. It took six long years for this idea to transform into a monochrome world full of 151 collectible critters in chunky black Game Boy pixels. The developer, Satoshi Tajiri, nearly went bust several times, taking on projects for Nintendo and other game developers to keep afloat; he regularly went without a salary.
Pokémon's popularity spread through playground word-of-mouth. By the time it arrived in the US in 1998 and Europe in 1999, it was already a franchise: Pikachu-adorned games, TV shows, toys, films, and lunchboxes were rolled out carefully by marketers with a proven playbook. Today, Tajiri is a reclusive figure, remaining at Game Freak and involved in the creation of each new Pokémon game.
Pokémon Go, launched in 2016, quickly became the most popular mobile game in US history, with 232 million players worldwide. The app works like magic, allowing users to walk around their neighborhood while superimposing Pokémon on their real surroundings. This unique aspect makes it different from every other video game phenomenon, as it's more about connection than escapism.
The pastoral nature of Pokémon has persisted throughout the last 30 years: the interrelationships between people and Pokémon form a touching core of games, movies, and TV shows, with even a quasi-environmentalist bent to its stories. This is, after all, a game about evolution and living in harmony with the natural world. The story speaks to an important truth about video games: they are a powerful vector for connection between people.
Millions are united by these imaginary creatures born from one boy's love of the natural world. While the franchise has faced its share of criticism, it has evolved into something much more than just a children's game or a fad. It's a testament to the power of imagination and connection that continues to captivate people around the world.
Over three decades since the original Red and Blue versions were released in Japan in 1996, Pokémon has earned a place among the greats of children's fiction. The series offers a powerful fantasy of self-determination set in a world almost totally free of adult supervision. In every game, your mother sends you out into the world with a rucksack and a kiss goodbye; after that, it's all on you.
Pokémon is often thought of as a turn-of-the-century fad, so it might be surprising to learn that it brings in more money now than it ever did at the height of its first wave of popularity. The franchise has become the highest-grossing entertainment property of all time, with over $100 billion earned from TV series, merchandise, trading cards, games, and everything adorned with Pikachu's adorable face.
The idea for Pokémon began to percolate around 1990 when Satoshi Tajiri envisioned bugs crawling between consoles while watching people link their Game Boys together. It took six long years for this idea to transform into a monochrome world full of 151 collectible critters in chunky black Game Boy pixels. The developer, Satoshi Tajiri, nearly went bust several times, taking on projects for Nintendo and other game developers to keep afloat; he regularly went without a salary.
Pokémon's popularity spread through playground word-of-mouth. By the time it arrived in the US in 1998 and Europe in 1999, it was already a franchise: Pikachu-adorned games, TV shows, toys, films, and lunchboxes were rolled out carefully by marketers with a proven playbook. Today, Tajiri is a reclusive figure, remaining at Game Freak and involved in the creation of each new Pokémon game.
Pokémon Go, launched in 2016, quickly became the most popular mobile game in US history, with 232 million players worldwide. The app works like magic, allowing users to walk around their neighborhood while superimposing Pokémon on their real surroundings. This unique aspect makes it different from every other video game phenomenon, as it's more about connection than escapism.
The pastoral nature of Pokémon has persisted throughout the last 30 years: the interrelationships between people and Pokémon form a touching core of games, movies, and TV shows, with even a quasi-environmentalist bent to its stories. This is, after all, a game about evolution and living in harmony with the natural world. The story speaks to an important truth about video games: they are a powerful vector for connection between people.
Millions are united by these imaginary creatures born from one boy's love of the natural world. While the franchise has faced its share of criticism, it has evolved into something much more than just a children's game or a fad. It's a testament to the power of imagination and connection that continues to captivate people around the world.