>>38696673Just stop babying the player so much.
>forced healing after getting to the end of a route and meeting a friend>constantly reminding you where to go,and warping you to your destination immediately if there's any risk of you traveling a path that isn't directly A to B>restricting you from progressing unless you have a Pokemon that's super effective against the gym leader>showering you with Max Revives and Full Restores and such>heavily encouraging you to use the game-breaking Pokemon-Amie/Refresh to straight up bullshit your way out of consequences through "the power of love">getting rid of a bunch of helpful touch screen information in favor of an area map that talks to you and gives you unnecessary hints, in case you were to ever get lost on this perfectly straight trailblazed path with all tall grass off to the side>Exp. Share on by default, received extremely early alongside the Lucky Egg, and Exp. gained through catching Pokemon>trainers never have more than 3 Pokemon, gym leaders and elite four never have more than 4 Pokemon, your rival(s) never have more than 5 Pokemon, and only the supreme champion of the whole region is allowed a full team of 6>and they're laughably weak compared to you anywayListen up, GameFreak. If you have to bend over backwards to condescend to your target audience with the logic that they'll go back to playing smart phone games if the game doesn't basically progress itself, then why are you still making games for these people? Literally one of the most popular games among children is Minecraft, a game where the player has complete independence and autonomy over their place in the world, and are able to find their own adventures as a result. And kids love this stuff. They don't need a little NPC dragging them by the arm from setpiece to setpiece, they're engaged because Minecraft is an engaging experience. Pokemon has stopped being an engaging experience long ago because it doesn't trust the player at all.