KXVXII9X
Member
Oh I see. Yes, they were a lot more straightforward and had an intented order that couldn't be completely deviated from.It wasn't mean to be explored like in a open world, thats what I meant. It was supposed to be straight routes, and those routes can be further explored to find additional routes, itens, caves etc. But in the end they are all linear routes, and that helps the player not only exploring but finding specific mons and focus on specific locations(like named caves and such).
Open worlds are meant to be explored in a different approach, one that gives freedom. But pokemon is not about freedom, you are supposed to beat trainers to get stronger, fight gyms in order to beat the league(or similars), etc. The reason for that is that is helps trainers to accordly with the supposed level of the area. Just like rpgs, its a sequence to guide the trainer. This does not exist in SV.
The example you gave about NPCs is something I talked in my post. SV npcs are 90% completelly useless, unless find a specific npc that already is saying beforehand it's an event. People tend to say that the process of talking with a npc is "boring", what I found boring is passing through npcs and a bubble of dialogue appears above him sayin "slurp". This is laziest game they ever created.
I was most referring to the first few gens when mentioning NPC. They were still mostly boring for the most part, but the earlier games had NPC where some would give some valuable information, encouraging the player to engage with the NPC and towns. I haven't played SV but yeah, that seems pointless for NPC dialogue.