>>23143344Honestly, maybe it's just because I'm a fan of old RPGs in general (FF3j is a favorite), but I don't see anything wrong with that. Even back in the 20th century people complained about shit like Navi.
As long as you're given some idea of where to go, I prefer a too-low amount of interaction than a too-high amount. I mean, to go back to FF3, at one point you get an airship and can leave the flying continent for the first time in the game. You fly off only to discover NOTHING beyond it. You have to fly around for potentially a while (don't worry no encounters) before you find a small island with plot in it that defloods the land, but the idea there was to leave the player utterly confused at where to go and have them stumble around until they find it, and it works great for the game. I want Pokémon to have more direction than that of course, the scenario I said wouldn't work well at all in the kind of game Pokémon is, but it's nice when a game doesn't breathe down your neck the whole time. XY never stops doing that, earlier Gens (I don't recall handholding ever detracting from the experience until Gen V, and it didn't start getting really bad until Gen VI) give you enough room to breathe and that's a good thing.
You don't need things to ALWAYS be happening. Letting the player just walk down the route, looking for adventure, fighting some trainers, maybe encountering some bad guys, can be good.
>>23143421Try out the Phantasy Star series, it was Sega's counterpart to Final Fantasy. I and IV are the best.
>>23143455I absolutely disagree. Giving the player room to form their own ideas about the game's narrative is almost always a good thing.
Now, I admit that it's harder to do that as graphics get better. When you have simple graphics, there's more room for imagination, while later Gens are more detailed and leave less room to make up what they look like. Story-wise, though, you can always leave things unsaid to give the player more room to imagine.