>>55072229What exactly is "unnecessary casualization?" When it comes to the in-game of GameFreak's games, sure, don't make it easy to make optimal Pokémon because the AI sucks and enemy teams are weak. However, there's really no reason that a user interface should not be as navigable as possible. There's no reason for acquiring good IVs or natures to be as much of a pain as it is, especially as awful as it is before Gen 6. I understand it's supposed to reflect nature, but Kanto starts the series off with themes of technology and genetic modification. People can edit genes and teach moves, so why could they not edit IVs and Natures? Natures are essentially described as temperaments, which can be changed in real life with effort. 1% encounters are pretty stupid too. These elements I'm talking about have nothing to do with a player's skill, they just make it so that doing what you want in the game requires more time from your actual life. Grinding for anything is antithetical to a good gameplay experience. Consequently, QoL features should really be used as much as possible, but adapted to fit the aesthetic and theme of whatever game is being developed. I understand these ideas run totally contrary to the idea that playing the game to git gud should require your time and effort, but random outcomes working against your interest aren't difficulty, or even artificial difficulty: they're wastes of time.