>>54913492Open up free exploration and diversity of available mons after the game has finished teaching you the meta. Do away with EVs and IVs; use some kind of super-training minigame you can do at any time in place of EVs from battles. Use a system like battle teams for individual pokemon, enabling players to save different runs of moves+stat spreads for a single given mon.
Once players have access to unrestricted exploration and free infinite tools to tweak their teams with zero grinding, grant access to the game’s wormhole/crystal cavern gimmick: access to missions with randomly generated rare encounters + NPC battles where you can’t adjust your team until you either reach the mission’s end or lose, and now you DO have to worry about healing items, PP, and lingering status conditions. This is the only place to catch gimmick mons.
If you import a pokemon via Home from another copy of the game which has cleared the main story and mandatory gauntlet of educational battles, you can immediately access the full post-game. Pokemon passed forward from the Poke Transporter/etc. similarly unlock post-game areas which correspond to generation-/region-inspired missions and team fodder that you would normally have to clear main game objectives for.
Continue to produce “traditional” pokemon games alongside this new category which still follow the mainline game formulas, and make them at least as difficult as Sun/Moon, but market them as if they’re the new Let’s Go games. Make a point of showing young children, old people, and casual-/non-fans playing them in ads. Let them import whatever they want from Go; release a poke-walker-like app which lets them take their team with them to battle their colleagues at work or school using the mainline game battle system. Restrict this from the new category of games for a little while so they don’t get their shit packed in by the other fanbase.