>>43427294reading comprehension. my post didn't imply like OP that the trimmed map was bad, the fact they left the map mostly unchanged is. Screen size plays a massive role in level design, so for something like a gameboy, things need to be quite simple as to not clutter the tiny screen. This is without considering original kanto was simplistic even by 90's standards. There's also a big disconnect between gameplay and level design that follows back to the map being outdated. LGPE revolves heavily around finding pokemon in the overworld and even riding them. The cramped maps severely let's this down and overall make the experience less rewarding. You also point out that making the map longer adds nothing but more trainer battles etc, which is true to an extent, but there's also merit world building and adding more characterization to the space of the world, or to perhaps cultivate a greater sense of journey for the player. It's almost then to say why do anything if it's just to plow through trainers? Either method is flawed and essentially arrive at the same problem that routes are just trainer hallways, which is arguably an inherent flaw all pokemon games. To fix this I would reward exploration more, perhaps rarer pokemon can only be found in certain parts of the map, or memorable location scripted events take place. I could go on.