>>45610440>just DO the thing>how?>no, you don't understand, just do ~something~Okay smart guy let me walk you through this a bit. In a more realistic, less representative map design, forests are not corridors, unless the forest is artificial (which mosts forests are for example in large areas of continental Europe). But even those forests don't have a single-path layout and allow for navigation through the woodwork with ease, as trees do not form dense walls. In other words: no choke points to put trainers on. In fact, stationary NPCs make no sense at all. Neither does the scale of the forest, or the scale of "cities" in the game. So essentially you would have to significantly inflate areas to even be to scale, which affects the playtime you expect a player to spend in the respective area. How do you tweak the levels of encountered pokemon to fit this? How do you have to adapt the gym leaders accordingly? What do you put in all the houses a real town would have? Or do you clutter the map with negative space? Suddenly you realize what you want if you go that room is basically an open world game. Oh damn, those are really bad for any form of linear storytelling, guess that's out of the window too! You're asking for change for the sake of change with not a single modicum of constructive criticism to back it up beyond "thing bad".