There is death in the series, end-of-battle fainting is explicitly a different thing (probably better thought of as "knocked unconscious").
The first generation even had the tower in Lavender Town, filled with the graves of dead pokemon.
In any case, GP's comment stands: Pokemon is neither a shooter nor focused on killing.
https://www.google.com/amp/s/venturebeat.com/2019/01/22/npd-...
It includes doing a medieval quest, becoming an action mercenary, becoming a ninja, managing a top football team, building a city, building a theme park, participating in World Wars, building a space program, rescuing hostages etc.
The focus on violence means that such violence is percieved as beyond the reach of most in real life, which is good news.
Besides shooters, combat dominates adventure and open world games, which could be done differently too.
> Besides shooters, combat dominates adventure and open world games, which could be done differently too.
Could you elaborate on this a bit? To contrast, I think of Fallout 3. Sure, there is a lot of violence out in the wasteland and it kind of stinks that I can't, say, reason with mutants. But at the same time, I would not characterize the dominant expression of agency being mediated through violence, but dialog. Are there any games specifically (besides those with a shooting focus like Battlefield, Call of Duty, etc) that capture your sentiments?
There's a place for those things but there's a different balance of pacing and tension. Most games more closely resemble thrillers because there's more intense experiences packed in.
I'm not gonna stop enjoying my murder sprees through hordes of monsters powered by a google-maps-worthy talent tree and several spreadsheets worth of magic sword optimization out of some moral objection to violence, but I'd be very happy to see the same degree of sophistication and mechanical depth applied to other game mechanics as well, and probably feel better about that hobby of mine as a whole then.
Tense situations are generally dangerous, and games tend to thrive on tension. Beyond abstract puzzles, simulations tend towards activities which are actually dangerous and discouraged in the real world; if it's not violence, it might be theft (Thief / Dishonored), high wire acrobatics (Mirror's Edge), high speed driving, etc.