Here's my problem with the whole argument against Fire/Fighting starters: Most people see it as an unoriginality issue. What we're dealing with is a type that is three things that game designers love:
1. Easily Balancable - because who wants to make a starter trio that revolves around Fire/Ghost?
2. Easily Designable - I could draw up 19 sketches for firefighters within the hour.
3. Easily Usable - The more people that can play their game, the more people they get to buy!
I am a game design student in my second quarter, going into third, and all of these things are extremely important to anyone designing a game like this. I don't think it should be an unoriginality issue, it should be a repetitiveness issue. I'd be willing to bet that if this were 7th Generation, and the order of Fire starters went Fire/Flying - Fire - Fire/Fighting - Fire -Fire/Fighting - Fire/Ghost - Fire/Fighting, No one would be complaining about the Fire/Fighting types. The only mistake they had is putting too many in a row. They could have done that better, but can you blame them? It's hard to keep coming up with new pokemon, and Fire/Fighting are all three of those things above. If you think about it, the only time they really messed up the balance was in DPP, and that's why a lot of people hated those starters: They were unbalanced. Every type, at its final evolutionary stage, could counter the other two:
Empoleon being the odd one out, being completely destroyed by both
Infernape and
Torterra. Torterra was able to use ground and rock moves to defeat Infernape, and both dual STABs from it defeated Empoleon. Infernape's Fighting STAB could demolish Empoleon, and Fire could demolish Torterra. Empoleon simply had the inferior type, being unable to effectively kill either before being killed.
In short, from a game designer's standpoint, having three Firefighters might not be popular, but it's easiest, which is important when designing a game, because a company is CONSTANTLY up your a** drilling you to finish. These days, a game company wants a good game done in 15 months. Fifteen months isn't near enough to test every combination for starters, as well as code an entire game and come up with a good scenario. You have to think about it from their standpoint.
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