>>56365391Starting around mid-Gen IV in Platinum, Game Freak started being more concerned with children getting lost or stuck in games and giving up. Platinum is a more linear experience than DP. The mid-game Gym order is changed from
>Maylene (Veilstone) > Wake (Pastoria) > Fantina (Hearthome)to the much more linear
>Fantina (Hearthome) > Maylene (Veilstone) > Wake (Pastoria)In addition, the south gate of Hearthome is blocked off so you have no choice but to do the next of stretch as clockwise progression rather than DP which let you choose whichever you wanted. In spite of this, the badge case layout wasn't changed so it looks like you're getting badges in the wrong order.
HGSS made things that were once optional mandatory and added more mandatory story elements while also increasing the volume of dialogue in pre-existing scenes. For example, you're now required to go for Ho-Oh or Lugia after the eighth badge, you're now required to do Sprout Tower, you're required to do the catching tutorial, you're required to learn about the daycare, etc.
In the Iwata Asks for BW, Masuda says they intentionally designed Unova to be more linear for young children and justified it by saying veteran players spend most of their time on the post-game. Unova is also the point where they decided they needed to rethink what Pokémon was and change it from its core concept to be more story-driven.
Alola is the point where it's unbearably linear and railroaded, with the player rarely getting any sort of choice in the matter of progression or being allowed to see certain areas in advance.