>>46272550pokemon games really should give challenges to players. theres always this huge build up they introduce before climactic moments like gym battles or the completion of a side quest such as fighting giovani in silph co. rivals took the opposite approach in early games, they had zero build up and there was an overload of suspense whenever you saw them because there was not much foreshadowing and they really did show progression, often progressing more than the player. when theres a bunch of build up and then you beat the boss in like 4 moves then the climax is meaningless. theres a large cliff of excitement after all the anticipation of the boss fight. they should just ditch the concept of having puzzles and sidequests before gym battles, leave those to the overworld, because the rising actions outpace the climactic actions too much. stick with making boss battles isolated or surprising. has any gym ever lived up to the hype of a sudden encounter with the rival again right before heading to victory road?