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Both too small and too big.
The wild areas are big and sprawling and a chore to get around, and despite their size there's like nothing in 80% of them. You can't have sprawling plains with a draw distance of five feet, or you just become aware of how vacuous it is.
At the same time it feels really cramped, because in this huge nothingness there's a few spots crammed with things, tons of dens and grass patches and weather effects. It's all very busy and gets me feeling claustrophobic. Then you have one area hailing while there's a sandstorm next door, it all just blends together into one big eye sore.
IoA I think did this better than base game, there's a marsh, a forest, a mountain, a beach, they all feel different despite being connected. Smaller wild areas with more identity, broken up by traditional, linear Pokemon routes/dungeons I think is the best path going forward. This way you can actually design areas, break them up, transition from one biome to another without just tying it to a gross looking weather effect, and give each place a memorable identity.
But hey, I don't get paid 100 yen an hour for the 'honor' of being crunched by TPC, so what do I know?