>>50394666My post was mostly refering to forced level cap satan, but
>full dungeons that punish the player for not preparing with items/HMsAgreed except for the HMs. Those were and will always be frustrating if you need to waste move slots on them, and it has nothing to do with difficulty.
>player is rarely told about secrets or where to go specifically, they must searchI would agree on this beforehand, but after watching my niece play pokemon I can't say this is a fully good thing. She got frustrated within 10 minutes of not knowing where to go next and switched to another game. This was a good thing years ago, but sadly there is a point to the infamous quote about mobile phones. She will play the game for hours as long as i tell her where to go. It could be a singular case but I wouldn't be surprised if it wasn't.
>rivals don't give you Max Revives every time you meetAgreed
>EXP Share/EXP All split experience rather than multiplying it across the party, and the player has the choice to use them at allOn one hand i agree, on another this lead to pretty much everyone's first playthrough being steamrolling through the game with overleveled starter. I think the new exp share actually incentives player to use more pokemon in some cases, because they are all around the same level so it doesn't feel like the starter is the single best option.
>Equating the two shows either inexperience with the franchise or disingenuousness.Or the way that the kids of current generation are different than the kids from years ago. Nowadays kids often have a wide choice of games, especially if they have a mobile device, which gives them an access to an infinite amount of f2p games. Having a game is no longer a huge thing, and purchasing games is way more common, so they likely have a ton of other paid titles as well. If they don't like something they got dozens of available options so obviously they aren't gonna spend hours figuring out this one riddle.