>>42603795The last paragraph was an example of me being able to change my opinion if given a strong enough argument. Yes, it was something I realized myself, but it sure felt like someone had told me mai waifu was shit and then backed it up with a completely sound argument.
The thing with Ultra Wormholes is that I don't dislike them for story reasons. I dislike them from a gameplay standpoint. I understand that to a lot of people, Pokémon is a written and visual world, an aesthetic. But to me, Pokémon was a game and the world was the playground. The Regis being behind braille puzzles is cool in terms of lore, but to me it's even cooler in terms of what it adds to the gameplay experience. I see Satoshi Tajiri describe rare Pokémon deep in dungeons that rarely appear. I think about what's beyond the water, what to find on the seventh floor of the mountain, if there's anything in the grass behind that fence. I want to come across a secret and feel rewarded for finding something most other players didn't notice. I remember walking through the small gap in the fence in National Park and finding Dig as a kid. I remember wondering what effect nighttime would have on encounters. I'm constantly asking "What can you add to the gameplay to surprise the player?"
I often see "How could you be expected to find this?" in relation to older games having secrets. The answer is that not everyone was going to find it, only observant players, and that's okay. I get that people don't like missing content and certain developers have decided it's better to put content behind optional material that the player can skip over because then they feel like they're missing something. But I want to have the choice to experience something. I want to go through that optional mountain to find the Legendary. If my choices are relegated to minor experiences I don't feel like it's my adventure. And finding Necrozma as a grass encounter in SM definitely felt like a minor experience.