Home > News > Pokémon TCG Pocket Dev Gifts Players Trade Tokens But Still Doesn't Have Answers to Fix Controversial Feature
Creatures Inc., the developer behind the Pokémon Trading Card Game Pocket, has recently distributed 1,000 Trade Tokens to players, sufficient for only two significant trades. This move comes as the company continues to explore solutions for the game's controversial trading mechanic. Players who logged in today discovered these tokens in their Gift menu, and although no accompanying message was provided, Creatures Inc. took to X/Twitter to express gratitude for the community's feedback and patience. The trading feature, introduced last week, sparked intense criticism, with the developer being labeled "hilariously toxic," "predatory," and "downright greedy."
The Pokémon TCG Pocket already limits players from opening packs or using the Wonder Pick feature excessively without spending real money. The introduction of trading added another layer of restriction through these Trade Tokens. Players have voiced frustration over the high cost of acquiring these tokens, which requires them to remove five cards from their collection to trade just one card of the same rarity.
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It has been eight days since the trading feature was released, met with significant backlash. Creatures Inc. had previously hinted at the feature's introduction nearly three weeks ago, acknowledging fan concerns and inviting feedback upon its release. Despite assurances that the feature would be better than anticipated, the reality fell short of expectations. In response, Creatures Inc. admitted that "some of the restrictions put in place are preventing players from being able to casually enjoy" trading.
The developer promised to address these complaints by offering required items as rewards in future events. However, the recent Cresselia ex Drop Event, launched on February 3, did not include any such rewards, further disappointing fans. Many believe that the trading system is designed primarily to boost revenue for Pokémon TCG Pocket, which reportedly earned $200 million in its first month before trading was even introduced.
This suspicion is reinforced by the restriction on trading cards of 2 Star rarity or higher. If players could easily trade for missing cards, they would be less inclined to spend money on packs with a random chance of obtaining them. For instance, one player reportedly spent around $1,500 just to complete the first set, with the third set arriving last week, only three months after the game's launch.
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