The problem with the battle system in versioned Pokemon games is that it is a relic. It worked on Game Boy. Technology changed. The graphics changed. Yet the gameplay has not. They had a chance to unify the gameplay of versioned Pokemon games and Pokemon Stadium as far back as the Nintendo DS back in 2004.
Sure, the games look great, but they still play like a Game Boy game. I guess it keeps development time short, and retains a sense of continuity and solidarity within the series, but, they weren't afraid of altering the supplicative gameplay back in Gen II when they altered the Special stat and added sexes, breeding, and infant Pokemon. The game wasn't as linear; you could explore other areas off the beaten path (granted there weren't that many, but...). The game was real time. The game became a reason to play at night, or early in the morning. You could make friends with other Trainers and battle them again at higher levels. And when I went to Kanto-- get out of here--- I just lost it. I looked at my map and I was like, "Holy CRAP YES!!"
Back when Gen II came out, I was nuts over that, but I saw it as natural progression of the series, within the constraints of the hardware. I was expecting great things out of Gen III. I remember my friend and I discussing possible new features before they came out.
When Gen III and IV came out, I wasn't impressed. The additions made there were bells and whistles at best; nothing really new or groundbreaking. Now I just look back at the changes in Gen II and just see them as daring for the series as a whole, while the rest just play it safe with limited additions of new content, and a rehash of the same old story (travel the land, battle Gym leaders, foil the Mafia/Yakuza, take on the Elite Four, become Champion, blah, blah, blah.).
sigh
It's a comfort zone. Fans don't want too many changes. Hell, when Skyrim came out, I was a little disappointed at how simple it was compared to Oblivion and Morrowind when they took out attributes and classes. Over time, as I learned more about game design, I came to accept and understand the changes. Skyrim didn't get dumbed down with the changes. The changes represented an overall streamlining of the system; I had less to worry about and more fun to have. It still rewarded me for roleplaying by making me more capable of playing my role. And that's part of the Elder Scrolls' core gameplay.
sigh, again
Anyway, I know what I'd like out of Pokemon (other than a reason to play it again), but I know I won't get it. Too many cultural differences, too much money.
I would suggest you say something other than "The Battle System is a Relic because it's Turn Based". Real Time Battle may be "newer", but it's a STYLE that is determined by PREFERENCE of the creator. It isn't archaic in the least. Just as there are still millions out there who still play the Pen and Paper RPGs, there are people who play the Turn Based Battle Systems. You are basically telling everyone here that something is "a relic" because of your own personal preference for a different battle system. This is silly and childish and I suggest you stop it before I have to roll my eyes at you and call you an obvious troll.
I have no idea what you mean by "Pokémon games still play like they are Gameboy games!". I was not aware there was a style to all games on a particular console. Does that mean all games on the Xbox or Playstation are exactly the same with the same style and mechanics? This seems like a weird gripe that basically reeks of "I'm an elitist" and nothing more. You demand something be new and shiny and maybe take advantage of rumble technology to put a little Pleasure Hole in the side of the console just because it would make gaming "so much better". Your personal preference does not warrant a broad and incorrect generalization such as "Pokémon Games play like Gameboy Games". I have no idea what this means, and I doubt anyone else does (yourself included) either. Besides, last I checked, they are still on the Gameboy Console. Be kind of weird if a Pokémon game on the Gameboy 3DS played like a PC game and was prone to constant crashes, modding, cheating, elitists... Wait... We've already got that. Huh.
Real Time in Pokémon... Where to start with this one. Look, I'm glad you enjoy it, but for the rest of us with 8 to 5 jobs, a "real time" system is fairly stupid and annoying. I get off of work at 5, if I want to play my game, guess what? Oh, it's nighttime 'cause night starts at 6. Well, thanks. There's a ton of events I couldn't do now because of it. My option? Set the time on my console or in my game so that my peak playing hours are the "daytime" hours in the game. Real Time systems are frustrating, annoying, and completely unnecessary. Want to know why they're even moreso? Because they can be easily circumvented, just as they could in Gen II. I'd reset my clock more than once in those games just so I could catch mons I normally wouldn't be awake or even home for. It's a feature that adds little to any game or franchise and that is fairly perplexing to me, since a Day/Night system should indicate some very massive changes in the game world. However, few RPGs institute even BASIC changes when a Day/Night system is implemented. It's one of those features that game designers add in to trick players into thinking there's depth or intrigue in a game when really none exists. Oh, it's clever, it continues to trick even veteran players today, but it's a trick none-the-less.
I think you should take off your Nostalgia Goggles for a moment when you're going to discuss Gen II. The phone and the Day/Night cycle were simply novelties. They didn't really add anything interesting and unique. The only reason to register anyone in the phone was for Swarms (which, once you caught the mons in the swarm, there was never a reason to keep the people in your phone list) or for battles (which, you wouldn't want to do because the Elite Four or even fighting Red was far more preferable and desirable since they posed the most challenge, gave the most XP, and gave the most money). Let's not even get into the weird "Wonder Gift" thing they had where you could get random junk for decoration, and you seldom ever got anything good from it. The games themselves were little more than a rehash of the originals with some new mons and a few new features (I, for one, loved the breeding part, or catching shinies).
I really don't think there's a reason to be saying "This is what the fans want" when you talk about Pokémon. The games are the way they are because Gamefreak and Nintendo decided to make them that way. If we got what the fans wanted, we'd have a COMPLETELY 3D Pokémon game as well as a Pokémon MMO. We have neither, despite the over 10 year demand for both of these things to exist. What you're complaining about when you're blaming the fans is something pretty much every single franchise of video game is guilty of. Remaking the last game with new features. Why do this? The developers and publishers know it will sell if it's the same game with new bells and whistles. Too many changes to a game and players scream "they changed it, now it sucks!" and they lose money. This isn't always the case, but it's seen so often in many other franchises, that a game company or a publisher won't often want to take the chance of "trying something new". Though, if we're going to be honest about Pokémon... We've got Pinball, Trozei, the Colleseum and XD games, Dream Radar, Mystery Dungeon, Conquest, and Ranger series. All of these are Pokémon games. Sure, they're not the "gotta catch 'em all" variety most of the time, but they are something "new" that they have been trying with the series. You're kind of making a blanket statement without really knowing anything about the subject. That's kind of frustrating.
I will agree that Pokémon can do more than what they've done. I'd like the main storyline games in which you "gotta catch 'em all" to give me a bit of variety. I'm fairly certain I'll never get it, but I'd like to play as a guy aspiring to be a Gym Leader, or a Breeder, or a Professor, or something else. Perhaps a separate storyline depending on what you set as your goal would be nice. I'd also like to see some Innate HM's so that I don't have to teach Pokémon who SHOULD know these moves how to do them. Water Pokémon should automatically know how to swim. Flying Pokémon should automatically know how to fly. Bladed mons should already know how to cut. Electric types should already know how to do "flash". Etcetera ad nauseum.
Now, I'm not trying to bash you as a person, it's just that reading your blanket statements and vague complaints has actually started to irritate me, and I felt the need to address some of them. Do I want Pokémon to institute more changes? Absolutely. Do I think it's necessary? Not really. The reason the games tend to sell so well is because of the battle system and the compulsion to "collect them all". Most everyone wants to be the best at something, so the battle system is a good way to do that and get those players addicted. A lot of other people like to collect things, or get the 100% in a game as a compulsion that brings satisfaction. It caters to those people as well. Anything beyond that is fairly superfluous and unnecessary. The games sell well because they are designed around those two addictive behaviors and compulsions. It's why they initially sold well to begin with, despite being horribly broken, buggy, and somewhat lackluster.
Basically, any change that doesn't rely on the two selling factors of "battle" and "collection", would be fairly meaningless and dubbed "bells and whistles". Likewise, if you try to change either of those aspects of the games that make it popular, you're going to have a somewhat unpopular game.
Let's take a quick look at Metroid. The games have remained the same since their inception. However, back on the Gamecube, they made a change. From sidescroller to full 3D FPS environment. Lots of people screamed "bloody murder" at the aspect. People were horrified to think their game was going to turn into an FPS. Why were they upset? Because the core mechanic of Metroid revolves around secrets and exploration. Shooters typically involve neither. Luckily, Nintendo knew what they were doing when they handed it off to be turned into an FPS game because the major defining core mechanic of the game remained intact. Exploration was here to stay. Metroid Prime even further sated the hungry fans when they realized how much storyline was actually thrown into the game. Scanning became the "catch 'em all" of the Prime series and sent a lot of fans to exploring and scanning absolutely everything to fill their Log Books and learn about the world they were playing in as well as the universe constructed around the game.
Now, we can take a look at the Zelda games. They have remained pretty much unchanged since their inception as well (except for the second game on the NES which was freakin' hard to complete and was a sidescroller instead of an overhead view). The draw of Zelda is the puzzles, the exploring, and the secrets. If the draw of those games was the story, the franchise would've went bankrupt when Majora's Mask was created. These games have remained unchanged for so long because to mess with the formula of exploring, completing puzzles, and blowing holes in walls basically dooms the game. Look at all the games where you collect "Force Gems" as the main draw of the game. They really don't sell that well compared to other titles. Look at Windwaker, it caught a lot of flak because there wasn't much exploration or puzzle solving in it.
You see, you can change things about a franchise, but if you forget what draws your customers to your product to begin with, you're going to find you don't have many customers to begin with. Design and Marketing is meant to be about capturing players, making them addicted, and keeping them coming back for more. Developers or Publishers who have no idea what makes their franchises popular to begin with are typically doomed to failure (Sonic the Hedgehog, anyone?) in subsequent releases.