Quoted By:
NARRATIVE detracts from the Pokémon game experience. Railroading, forcefully being spoonfed bad dialogue, and long cutscenes, all that jazz.
Exploration and moving around the map was always the secondary element in Pokémon (second only to the Pokémon themselves of course, and the activities that involve them). Think of locations like Seafoam Islands, the Pokémon Mansion, and basically half of Johto. The early games established the importance of dungeons and good level design.
The correct way for Pokémon to tell its stories is through optional, sometimes hidden lore content. Things like the previously mentioned Pokémon Mansion, the Ruins if Alph, and the books and journals found throughout Sea Mauville. It adds worldbuilding and good story elements without compromising the more important level design.
Narratives are kind of black and white in the result they have on players - either you don't like it, and it turns you away from the game, or you like it and consider it an enriching experience. Optional lore accommodates both people as those who aren't interested can ignore it, while those who are can have fun searching for it and putting two and two together.