>>54699401Can't say I agree with this Anon, or rather specifically the trade evo example. Obviously, there is some bullshit that needs to be explained and anything with a permanent consequence (such as, say, early gen TMs being one use one per playthrough) should come with significant warning. But a lot of the soul and magic of video games is discovery and sharing experiences, literally 90% of Pokemon's success comes down to the fact that people would find shit and share it with each other. The franchise's own mascot is a result of one developer making Pikachu rare to keep it a "secret" for himself, only for it to backfire when Japanese kids found this cool rare electric type early on and told all their friends who would then seek it out them selves.
Imagine if there was an in-game guide for things like the Regi puzzles, or an NPC telling you how to find Gible in DP, or being shoved into Cerulean Cave to find Mewtwo. There needs to be a sense of the unknown to entice players, and that drive to find things out is what should be their guide. It's not just Pokemon either, Monster Hunter for example was explicitly made with the idea of people sharing their discoveries with each other to come together and overcome each hurdle. Indie cult classics like Undertale or FNaF own some of their fame to the very obscure and rare secrets that spread like wildfire when people try to discover them.
Pokemon wasn't made to be some hardcore optimally planned RPG, it was made to have kids run around and find shit so they can show off to their friends. Even today, the most memorable moments of this franchise is shit like people trying to find out what determined Toxtricity's evolution, all the shitposting about how to evolve Finizen, the disbelief at bullshit like G-Yamask's evolution method. Explicitly informing the player on all of this would kill the fun of the series.