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The Sheer amout of Exploration and Reward in Pokemon RSE

No.36542433 View ViewReplyOriginalReport
Okay, I need to get this shit off my chest, I've been trying to rationally type this out for hours.

>As I was replay Pokemon Emerald I had a moment of revelations when I realized how well designed the overworld was. I remember when I first got to Mauville I had to take a second and think about which bike I wanted, Mach or Acro, because I knew that there were certain pathways that only one bike could take that led to power-ups and extra items. Yeah you technically don't NEED the bikes, but it sheer since of freedom and reward both give you makes the time well worth it we nearing the endgame.

>There's a similar situation on Route 113 where there's this NPC that make glass flutes, each with their own abilities that can help you out. The thing is that the guy require soot to make them, so he gives you a sack and gives you an objective to collect soot for him so he can make the flutes. Again, you don't need the flutes, you can do perfectly fine without them, but you see what they did there? They gave you an OPTIONAL OBJECTIVE that can TOTALLY HELP YOU and you could completely IGNORE IT.

>Remember the fucking Dive and Waterfall HMs? You can use those to backtrack to hidden areas and explore new ones even more, leading to even more, satisfying rewards.

>The Flash HM, Brawly and Winona's Gyms, The Exp Share, certain Key Items, the Trick House, the rematches with old trainers, even the fucking Legionaries.

All of that can be explored and beaten by your sheer will and curiosity and the reward as satisfying as fuck. Call me a Hoennbaby but it's hard to ignore what these games did right.

Can you guys give any other Pokemon related examples of this?