>>41975532You know, one thing I don't get about "it's for kids with short attention spans and busy adults who don't have much time to play" is that they don't seem willing to do anything that makes the game both more engaging and rewarding in short play sessions. If they stopped having text and animations happen separately in battle and making you wait for the text before hitting A will progress to the next text box in battle then battles would be faster and more responsive with or without the animations. Same for a fast animations option - when your only options are no animations just static pokemon and text or slow animations that waste your time then you have to sacrifice either engagement or time, when fast animations could be a good balance although might look a little funny. If high level pokemon are too much of a pain to fight for people who don't have as much time why not make running away from an unwanted wild battle guaranteed or at least easier? Same goes for low level pokemon you don't want to waste your time on, if you can immediately run and get back to what you were doing it won't drag you out of the experience as much. Why not use less text/shorter cutscenes to tell the story in smaller pieces so it interrupts gameplay less and players can make more satisfying progress in the time they have to play? They don't even have to sacrifice the overall length of the game/story, they can easily still have enough dialogue and content for a 24 hour game, just break it up so players can get an enjoyable experience playing for 15 minutes rather than taking 30 minutes to an hour to accomplish even small bits of progress. There can still be longer dungeons and story chapters/sections, they just need to have something interesting happen frequently enough or things for you to find closer together so playing it in small bursts can still get you somewhere while playing it all at once just means there's more to hook you in and keep things flowing.