>>53226499>Make JRPG>Want the game to be accessible enough that the story, which is one of the main draws in a JRPG, is not overwhelmingly difficult, but just difficult enough>But the systems present in the game allow for more difficult scenarios, and the developers want to utilize the greater potential of their game without gatekeeping players who just want to tackle the main story>These are implemented as optional areas, mechanics, and more difficult elements like superbosses locked behind beating the final story boss as a way of maintaining proper pacing for difficultyIn Pokémon, a number of players are expected to want to keep playing past the Champion. In fact, the existence of the Pokédex as a background goal and the amount of effort required to complete it necessitates having interesting content past the length of the main story. And considering that one of the biggest draws of reaching new locations in Pokémon is being able to find new Pokémon, one of the things that should be done is having Pokémon spread throughout the entire game, including the post-game.
Now keep in mind that there is a very large, very autistic portion of the Pokémon fanbase that believes that the inherent presence of Pokémon is what makes a Pokémon game enjoyable. They don't understand why frontloading the game with Pokémon and making them all easily accessible is awful game design. Satoshi Tajiri emphasized the appeal in hunting down Pokémon, which is why games like GS focus on expanding the searching element with headbutt trees, time-based encounters, daily encounters, breeding, friendship evolution, swarms, etc. The appeal in Umbreon is that you found the gift Eevee, raised its friendship high, leveled it at night to evolve it, and received access to a new rare type. The context makes it special. The appeal in Umbreon to the other crowd is "I like Umbreon, Umbreon existing is good game design, Umbreon should be available ASAP".