>>25350604>Literally why Pelipper Island existsAs a (yet another) crutch for terrible, lacking game design? Yeah, that's a really good point towards Super! I'll be sure to tell all my friends about it!
If Super was designed like the previous games, it would have the Side Paths, Tiny Caves, as in-game in-world dungeons accessible from the real towns and real maps. That's what the previous games in the series did, even fucking Gates, and the fact that all those games did this job better than Super makes Super look shitty by comparison. They understood that even during the forced story segments, some players might want to take things a little slower, and so offered them that option right there, without having to leave the game and break their immersion to do it.
Hell, like I said, Gates did this, and Gates -still- had a free play mode with the Magnagate searcher dealie. Gates is like the best example when you keep that in mind, since it gives you both options.
The other games only ever forced you back into a menu in order to do player-to-player stuff like rescuing other people, which is understandable because inputting the rescue passwords or scanning the QRs and things is completely separate from the rest of the game. That's a legitimate reason for Pelipper Island to exist. It shouldn't exist to let players get around issues like being forced into even the most minor of story segments, or to get around the "breaks" that your "team members" seem so keen on taking all the damn time (which is another terrible bit of game design, I might add).