>>37905787No, they're not 100% necessary. Like I said, it's an intuitive and relatively risk-free way to accentuate that goal, but it's not the only way. Hyper Light Drifter is an example that has a fixed camera, yet still feels like an adventure.
It's largely a problem with respecting the player's agency and having a suffocating progression structure. In earlier games, you enter a city, you can explore that city at your leisure, go where you want, when. Hell, sometimes you can even skip that city altogether and come back later.
Now, you enter a city, and you are mandated to go there. You must go to the pokemon center first, then the trainers' school, then see the Gym, and then take care of a story event before you can progress.
This isn't exploration. It's not an adventure, it's a pre-planned set of events. When every player has the same course of events happen to them, with hardly the slightest degree of difference, what significance does it provide? There are no unknowns, there are no surprises.
They CAN still build a world with a fixed camera and have it be an adventure. There's the slightest chance that SWSH might be that, but given that GF is classically traditionalist and nothing else, I don't expect it. They have a very clear cut formula that they stick to and dont budge in the slightest.