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>I have an infatuation for multiple regions, so a postgame second region would be very good at giving the player extra content.
>Ability to find released Pokémon in the wild, to give more depth. (Experimental idea would be for nearby other players to find Pokémon other players have released, but the problem with that should be obvious.)
>Get rid of HMs. I see what HMs were from a game design standpoint, to organically make some areas inaccessible and encourage players to catch more Pokémon, but over the years it just has become tedious to catch an HM slave.
>Tone down character customization. It is easier to make an interactive story with pre made characters that feel grounded within the reality that the story already provides. What previous generations, such as GEN III have done is
to have the player be a "blank slate", meaning that he is a nobody and starts from the bottom as he just moved to the new region. GEN VII has done this too, but to a lesser extend: Mizuki/Erio have literally no motivation to go out and become a trainer.
Brendan/May had the motivation that their fathers were both respected members in the League and Pokémon research respectively. My point is, cut down self inserts in favour of more flavourful character development.
>Keep the game constantly fast paced. Make the user interface intuitive and easy to use. Good example is Heart Gold and Soul Silver, which has a very good user interface, despite being slow paced. Black and White 2 nailed pacing what belongs gameplay only, not story.
That is all. What do you think?