>>50394470Anyone who's played most of the mainline Pokemon games can tell you there's a felt difference between "easy" and "easy but insulting to my intelligence"
There isn't one game that is the definitive line where the latter became completely dominant, moreso subtle changes over time, with the most blatant changes in the last 2 generations.
Some examples would be like:
FRLG (and RBY by extension)
>full dungeons that punish the player for not preparing with items/HMs>player is rarely told about secrets or where to go specifically, they must search it out by making the choice to speak to NPCs>rivals don't give you Max Revives every time you meet>EXP Share/EXP All split experience rather than multiplying it across the party, and the player has the choice to use them at allSWSH
>no dungeons, only tunnels and simple routes>constant dialogue where important information is given to the player without any effort expected>rivals give you Max Revives, team heals, and other gifts constantly, but SWSH is not the first game go heavy on this>EXP is multiplied with a forced EXP Share, where every Pokemon gets 50%. >100% +50% +50% +50% +50% +50%>BDSP is worse about this, since affection buffs to EXP are passive and permanent, and your opponents are never balanced for this. It only takes a handful of trainer battles to overlevel the next Gym Leader, when Leaders historically outleveled you in normal playKeep in mind, these are both games made for kids, just in different times with different design priorities. Equating the two shows either inexperience with the franchise or disingenuousness.