Pokémon Winds & Waves: The Real Reason Nintendo Always Releases Two Versions



The 10th generation of Pokémon has officially been revealed. Pokémon Winds and Pokémon Waves have been announced as Nintendo Switch 2 exclusives, bringing a massive open world featuring a beautiful island, vast oceans, and a brand-new trio of starter Pokémon.

But every time a new Pokémon generation drops, the same fundamental question pops into my head:

"Why does Pokémon always split the exact same game into two different versions?" 

I decided to dig into the history of this tradition, tracing it from its pure, gameplay-focused origins to the highly lucrative—and somewhat controversial—business model it has become today.


The Cartridge Space Myth

There is a famous rumor that during the original Game Boy era, the games were split in half simply because the cartridges lacked the storage capacity.

This is actually a myth. In reality, both versions contained 100% of the exact same Pokémon data and sprites. They had to; if you traded a Pokémon with a friend, your game still needed the data to render it properly on your screen. Splitting the game was never a trick to save memory.


The Pure Intention: Forced Interaction

The real reason was all about encouraging social interaction. Legendary Nintendo developer Shigeru Miyamoto came up with a decisive idea during the planning phase.

He realized that merely adding Link Cable support wouldn't be enough to make kids actually go through the hassle of trading. His solution? "Let's make different wild Pokémon appear in each version, so players are absolutely forced to trade with friends if they want to complete the Pokédex." This stroke of genius established the core identity of the Pokémon franchise.


Community Building and Brilliant Viral Marketing

Splitting the versions naturally sparks debates and conversations long before the game even launches.

"Are you getting Gold? Cool, I'll get Silver so we can trade the Legendaries later." Exchanges like this forced players to build their own communities. As generations progressed, Game Freak started changing up the evil syndicates and Gym Leaders depending on the version you bought. Comparing the differences between the two games became a brilliant piece of built-in marketing and a fun meta-game in itself.


Crossing the Line? The "Double Pack" Cash Grab

But here is where things get a bit bitter. As time passed, the kids who used to connect Link Cables grew up into adults with disposable income. Lacking the time—and often the nearby friends—to trade, hardcore fans began resorting to "self-sufficiency," buying two consoles and both copies of the game.

Game Freak clearly noticed this trend and maximized their commercialization by officially releasing "Double Packs." Now, compared to mobile gacha games that demand endless monthly payments, buying a console game to own forever is definitely the better deal. But objectively speaking, splitting what could easily be one complete game in half and asking players to pay for two full-price titles is a highly calculated cash grab.

It's hard to defend against the criticism that a feature originally designed to encourage pure social connection has mutated into a blatant business model designed to make loyal fans open their wallets twice.


So, Which One Are You Getting?

It started as a romantic idea about trading with friends, but today, it’s the most frustratingly brilliant weapon driving The Pokémon Company's massive revenue. It always feels like a hit to the wallet, yet the moment we see that physical box, we start debating if we should just buy the Double Pack anyway. That is the terrifying charm—and dilemma—of Pokémon.

What do you guys think about the franchise's endless tradition of splitting versions?

And more importantly: for the upcoming 10th generation, are you planning to buy just one version, or are you going to willingly drop the cash on the Double Pack to experience everything?



Post a Comment

Previous Post Next Post