>>54848406The issue is that it is super open, but the game itself doesn't facilitate wandering.
Like Baldur's Gate 3 is super open too. But, the level curve is shallow within any given act. So you can go any direction and not really end up trivializing or walling yourself except for some obvious boss fight exceptions.
The problem for Paldea is that it has a steep level curve between the start and end of the game, with a non-obvious route taken between end points.
If the game had a gradient design, where from one side of the map to the other, there was an obvious and clear level progression, that would facilitate blind, but informed, wandering much better.
As is, it is very easy to become overleveled without realizing it. And the reality is that most players don't want to cycle teams as they go.
Unova is a ring because the developers wanted to exactly pace the PC's progression and level advancement. It is constrained and tight and feels railroady.
But, the opposite, of open world spaghetti, isn't much better.