>>57703448>Either the enemies are always stronger and the game is always hard or the enemies are the same level and thus theres less challenge overallNo? Why would it always be that way? Do you think every implementation is just setting the level of encounters to be your current level or above?
If leaders getting harder teams according to your badges isn't progress then I guess all pokemon games have levels as a pointless mechanic. The areas progress with you as you advance, how is that not progression?
All my posts were mainly about important trainer battles, but it's true, overworld enemies and straggler trainers are a real issue. I don't think they could be properly retroactively fixed in SV, but a new game could have a region designed with that from the start.
You could divide the region into areas that you choose the order in which to explore and that sets the level range for that area. (That way if you come back to a previous area the mons and trainers in there don't suddenly jump to your level but stay at their fixed range).
I guess such implementation would make more sense if each area is a separate island, like what some believe the next gen will be like.
Choosing to unlock a new area one by one could make a pretty streamlined level curve, so if you really want areas to have mons that are a bunch of levels higher than you maybe you could choose the areas in batch? So you can quickly jump into a harder area. That would be up to how the devs choose to implement, I'm just showing foundation ideas.
It's like if you could choose to go backwards in Kanto but cinnabar and fuchsia feel like first and second gym areas.
That's the whole point of what I want, to choose the order of exploration but still feel like a regular Pokemon journey progression.
If that doesn't count as open world anymore then fuck it I don't care.