>>23401898I agree with you that a somewhat more linear structure is beneficient for pokémon (that is not to say all games). However, the end result with HMs is still that you're waiting for some NPC to just give you the HM and move on, there is really no practical difference from a HM block to a character simply blocking your way. Not only that, but with a more 3D game, some hindrances are just stupid, as there is no real reason to why your character can't move there, outside some bad design decision. At the very least in a more 2D view, this is more natural, but it really doesn't work in 3D, something I found ORAS really demonstrated (Hoenn being a region designed for 2D).
However, being able to do badges in different orders wouldn't be so much of a problem if you realized it should potentially be more challenging. Sure, you could take the standard route, or do a more daring route that doesn't take standard progression in mind. You as a player would then have to adapt to that.
Also, given the pokémon, it makes really little sense that any fighting pokémon like Machamp can't move boulders, and I would say it's shitty game design that you're running around with powerful monsters who can't even cut down a small tree if they so wanted, it's very immersion-breaking.
>If there were more move deleters across the maps, they would have none.You don't honestly believe this, do you? Having to free one move for exploration is an annoying mechanic, regardless of whether or not I can delete it afterwards. What if I have to delete a level-up move to learn the HM? I would have to use a scale to get that back once I'm "done" with it. I think that the current design of HMs limiting your team's movepool compared to exploration is a bad way to be honest.