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He makes a good point about how virtually all the dialogue revolves around Pokemon and helping the player instead of giving the world a deeper, more multifarious kind of depth. I think their review also said something like the NPCs are essentially glorified signposts, and they kind of are.
...Then again, I think this applies to a lot of RPGs, and when I play any Final Fantasy game or whatever, the dialogue is mostly going to have to do with the world's lore (and the bad guys/legends/what have you).
Though it's really not a problem exclusive to Game Freak's works, I still feel a little twinge of sadness when I go back to the Roller Skates girl in Camphrier Town after 50 hours and she says "Those roller skates will help you zip around much faster now!" As if you activate the NPC's text flag and they're just frozen in time, doomed to repeat the same thing until the universe ends.