>>48983945>>48984058The "stories" of some hybrid journey to be champion/fill the Pokedex and stop an evil organization along the way is incredibly stale at this point when capture mechanics are low HP + status + chucking a lot of balls, battling is super effective OHKOs, and there's linear progression between point A to B. There's minor forgettable speedbumps in trainer battles and slight detours between finding items or new Pokemon, but there's little reason to backtrack to a Pokemon Center when you can first try a new route.
Laziness would be repeating the same thing like BDSP did, while Legends: Arceus is attempting a different formula entirely:
>risk/reward dungeon crawler loop of filling your Galaxy Expedition Team rank to unlock new areas (or deal with some Wardens or Noble Pokemon) and resting/changing Pokemon at base camps/Jubilife Village>roaming wild Pokemon that vary based on time of day, weather, and location with aggressive/passive behavior like Sword and Shield's Wild Area>player health, attacking Pokemon, stealth mechanics, aiming to throw Poke Balls/start battles to fundamentally change encounters >resource management between crafting materials and dropping all of them that aren't in storage upon fainting>research tasks not only involving capturing, evolving, and defeating Pokemon, but seeing certain moves used, an unprecedented mainline incentive to tank/stall that can be tweaked with the new turn order timeline and agile/strong styles to affect turn delayIn comparison, progression is open-ended up to the player's approach/goals and slowly whittles away at the team rank through multiple outings, given a lack of levels/resources to indefinitely stay out in the field and the fear of not whiting out. You're respecting Pokemon a lot more due to their locales and behavior, and games with few trainer battles (the Pokemon Mystery Dungeon series) has worked before.