>>40099868>for the game itselfPokemon is at its best when it focuses on the player's story more than the game's story, so cut out all the on-rails bullshit. Anything more than regional evil teams causing one or two major disturbances (introduction "chapter" and/or box legend climax "chapter") along with the generic gym/league challenge progression is too much. Let the player explore the overworld and find out where they can/can't go, metroidvania style like the first few generations did.
Get rid of the rival friend circles, two separate rivals at most and stop glorifying them. Make them capable of being hated or positive reinforcement for progression, popping up when you reach the next city/important route. (Ex: Silver or Brendan/May)
Overhaul and focus on the post-game, it's where Pokemon shines compared to other RPGs. Expand the amount of post-game dungeons/cities, fill them with real characters and challenges that either lead to important post-game items (TMs, move tutors, some kind of daily bullshit) or become a good place to farm money/exp.
Pokemon Amie/Camp is good because it builds a sense of connection between the player and monster designs, which is another strength. Give dumb shit like clothing options or pet toys in Marts for Amie/Camp/players uninterested in battling being their sole post-game focus. Tie clothing into contests.
>for multiplayer/pvpGive a separate option for online play to use custom rental teams. Give all rentals max IVs and menus for setting stats altogether. Alternatively, include a quick EV training minigame or option to pay to max stats on rentals.
Maintain breeding and your own "real" team outside of this. Separate online queue/option for using only in-game teams.
Better in-game rewards for playing online battles. Bottlecaps or another currency-type item, or a BP reward scaling with an online win streak.
Bring multiplayer contests back, and make it available for online play. Blending/Poffin/Pokepuff/bean bullshit minigames too.