i wonder what would happen if pokemon used a battle system more like fire emblem's? allow them to move around the battlefield.
i wonder what would happen if pokemon used a battle system more like fire emblem's? allow them to move around the battlefield.
Haha yep, that's exactly where I got it from lol.
Hmm yeah, I definitely agree with your points about the Pokemon models and animations and I completely overlooked that fact that technically DP were the first use of 3D in Pokemon. I can also see that moving to 3D is not inherently bad and I agree that, if Game Freak actually implemented it correctly, the Pokemon games could undoubtedly look fantastic in full 3D. It's just that they've not fully realised it yet, like you say, which makes me hesitant to think that it is still the correct direction. So you're right that I shouldn't write it off so wholeheartedly just yet. I think I'm also just a sucker for the graphical styles that I mentioned above, and gen five.
- The route exploration and design is another key factor to me. Routes in the recent games are still in a top-down perspective and still designed from a 2D perspective. Mainland Galar in Sword and Shield has a lot of cases of corridor syndrome with many of its routes and the routes are just too linear and don't incentivize much exploration at all. On one hand, I think the Wild Areas, especially the Isle of Armor and Crown Tundra from the DLC, show a lot of promise and are a step in the right direction, and I think if Game Freak could go that route in designing future regions and routes I think there's a lot of potential to have an incredibly compelling Pokemon region to explore in 3D! Full on camera rotation and control stick movement, and dynamic environments and perhaps some interesting designs to make the routes more lively, dynamic, and explorable. HMs are an outdated mechanic, granted, but having ways in which you can bring a Pokemon with you and have it help you explore and navigate obstacles in an environment is still also something they could work on without having to use Hidden Machines. Sword and Shield's mainland Galar has shown that they still don't really know how to design good routes without that. There are perhaps other ways in which routes could become more dynamic and explorable and actually compelling to explore that other people could think of.
- Now granted, they don't need to be totally "open-world" and non-linear, and there can still be a linear progression between cities and routes, and there needs to be given that Pokemon is an RPG. But make each route in itself dynamic and create incentive to explore and make it feel truly alive in 3D and we could have some really great regions in 3D. Unova in particular has a lot of potential if Game Freak breaks out of their current mentality.
- With routes in general, adding on to the above they should arguably be more wider and cover more area to be a dynamic place instead of straight paths like before. The later 2D games like Gens 4 and 5 managed to deliver incredibly great and dynamic routes, especially BW2, despite their inherent limitations, and have more to do in them to accommodate 3D perspective. Cities especially need a good deal of buffing up to them. Add more to them, like have more notable attractions and buildings to draw more attention to them and have compelling, explorable buildings inside of them that make the world feel more alive in that sense.
(note: i've never been to the UK, any comments made here are in jest).EhhBut yeah, Hoenn's mon distribution was pretty awesome when you think about it.
Not only the same mentality, but in many cases the same code as well. There's a reason why battles are so sluggish: the "order of events" in a Pokémon turn hasn't been changed since the GBA days.The real problem is that every game is still being designed with the same mentality as Gen 3, and they're still locked in the 2D era mentality even with the transition to 3D.
But the main thing is, as far as actual challenge and difficulty goes, the level curve alone isn't what will constitute genuine challenge.
But the main unpopular opinion I have here is that the EXP Share isn't making the games easier. What it really does is that it makes the games less tedious. EXP Share by itself makes spreading the EXP across the party much easier so now everyone gradually levels up in strength more quickly. And as a result, it's easier to keep up with the level curve of the game and keep your whole team up to par with the levels of the Trainers you face across the game. Especially if you're using a full team of six. In that sense, it reduces the need for extensive grinding and allows you to not need to put in the tedium to make sure your team is up to par with where the game wants you to be level-wise at each point.
Okay so it's time to talk about the EXP Share and overall talk about level curves in general. I've more or less spent the past several months playing most of the Pokemon games and marathoning them, but here's what I think about the EXP Share mechanic, and how it's related to overall difficulty of the games.
But the main unpopular opinion I have here is that the EXP Share isn't making the games easier. What it really does is that it makes the games less tedious. EXP Share by itself makes spreading the EXP across the party much easier so now everyone gradually levels up in strength more quickly. And as a result, it's easier to keep up with the level curve of the game and keep your whole team up to par with the levels of the Trainers you face across the game. Especially if you're using a full team of six. In that sense, it reduces the need for extensive grinding and allows you to not need to put in the tedium to make sure your team is up to par with where the game wants you to be level-wise at each point.
The Pokemon games in general are not that hard. Build a good team, understand type matchups, and be on part or just a little underleveled with your opponents, and you're all set: you can just beat them easy peasy because none of them have EVs or competitive movesets. Sun and Moon were so far one of the few examples of a legitimately challenging game because the Totem Pokemon had genuinely good movesets and teammates to create truly compelling battles.
Gen 3 and Gen 4's level curves created artificial difficulty by being steep to the point where you need to grind extensively to catch up at various points if you want to keep up with the level curve. And there was a way to do that: they had Trainer rematches. The amount of experience you can gain without Trainer Eyes/Match Call/Vs. Seeker in those games is pretty thin, so if you use a full team of six, you're gonna be underleveled without relying on the Trainer rematches. As an example, look no further than Lueroi's very well known Sapphire and LeafGreen walkthroughs, where his teams were clearly horribly underleveled. So you need to grind, especially in RSE, FRLG, and DP and HGSS, and basically the game wants you to backtrack on a regular basis and find all those rematch-upgraded Trainers and rebattle them at every conceivable point. If you do that, your Pokemon will be fine in terms of levels and will be up to snuff with the level curve, and the games aren't too hard if you do that to catch up. But that's not actually challenge. That's tedium. That's putting in extra time and effort to raise your team so that they catch up, including the extra backtracking you have to do throughout the region to go find all those rematchable Trainers all over again and battle them.
As an example of how much time this adds, in my latest Diamond playthrough where I constantly backtracked and found every possible Trainer at every opportunity and rematched, including Trainers in hidden places via Surf/Rock Climb, once I was at the League my playthrough was around 30 hours long. After the post game I had spent around 50 hours. Meanwhile, in my Y playthrough, after doing practically everything including the post-game, I had spent around 25 hours. That's half the time I spent on Diamond.
My BW1 playthrough after doing everything up to Alder was also around 25 hours long. But in this case, the games may not be that hard, but the key thing is that Gen 5, despite not having the EXP Share, had a genuinely good level curve and combined with the EXP system of that generation, made sure that you were more or less up to snuff with a good team level wise. BW2 arguably was even better and had a very smooth level curve including the post game (whereas BW1's post game levels spike immediately from the low 50's to 62-65). There were also very easy training spots.
Which leads to the other problem, which is that Game Freak clearly optimized XY and SM's level curves in such a way that the EXP Share should be toggled. In other words, constantly turn it on and off at various points. XY's level curve is very strange in that it flatlines at certain points then becomes incredibly steep at other points. There are quite a few notable level jumps in both XY and SM where you absolutely need to use EXP Share to catch up. I found myself actually toggling the EXP Share on and off at various points, as from my experience with XY, if you keep EXP Share off the entire time, you will end up sorely underleveled for the League. Keep in on the entire game, however, and you will be severely overleveled and curbstomp everything in sight. There are clear points in the game where you are expected to turn it on, namely around the Reflection Cave point, and then are expected to turn it back off at other points. Same with SM, where it's ideal to keep it off for most of Ula'Ula and Akala but turn it on towards the end of Akala and the whole Aether and Poni segments as around Poni the level curve gets really steep.
There's a problem there where for the most optimal experience, you basically have to turn EXP Share on at different points to catch up to a steep level jump. But that requires you to keep track of whether you have EXP Share on or off and keep up with the curve. Granted, however, this still does reduce tedium, as while Gen 3 and Gen 4 run off a similar level curve style as Gens 6 and 7, the older gens made you use Trainer rematches to grind your team which adds tedium, while the Gens 6 and 7 had a togglable EXP Share mechanic, which while less tedious, requires you to go into the bag and turn it on and off several times.
That being said, the use of EXP Share in newer gens does in fact, reduce tedium. As I said, it's not the challenge that's going down in recent games, it's the amount of time and effort you have to spend on training your team that's getting shorter. But even then, however, Game Freak's level curves still make it so that EXP Share should be on only at certain points, so it's still not perfect in that regard. Pokemon isn't, and never really has been, a challenging experience. The older games were just a lot slower, and necessitated significantly more grinding and time to keep a team of 6 on par with the level curve of those games. In other words, a lot grindier. So in other words, the newer games are about as difficult, per se, in terms of the actual challenge of the battles, as the previous games. But they require less actual grinding to keep up in terms of experience, and the EXP Share ensures that that tedium is reduced. Which is why playing the newer games feels "easier", per se, it's that the games require less time to catch up with the level curve and thus can be completed efficiently more quickly. Thankfully, Sword and Shield, despite having permanent EXP Share, had a pretty well designed level curve overall, albeit still a little flawed on that front and the gyms were still on the easy end (Leon on the other hand though is legit a great Champion and had a really good team).
Now granted, there is perhaps a charm to that old tedium that people find likable and why they would prefer having the EXP Share off. Investing that sheer level of time and effort to raise a team by backtracking and grinding, and putting in the effort to raise each and every one of your Pokemon, can feel incredibly rewarding. So while the older games are still easy, per se, they were more grind-heavy, but because of there was a lot of grinding, raising your team to such a high level by the end of the game feels rewarding and extremely satisfying as a result: all of your Pokemon are where they are now because you worked so hard with each and every one of them. Even though the EXP Share reduces tedium and grinding, there's a psychological downside to that: it means that getting your team to become high level and strong doesn't feel as rewarding anymore because you basically just did the bare minimum to make your team strong. Like, wait, that's it? So while tedium is pretty old school, older fans probably liked that because the grinding through Trainer rematches can still have that psychological satisfaction when you do finally beat the Champion and the League and complete your adventure.
Now perhaps, a best of both worlds would likely be ideal. BW2, and Gen 5 overall, had the best designed level curve of all the games and ensured a very smooth experience without an extensive need for grinding. And that was where the current EXP Share mechanics didn't exist. Gen 6 and Gen 7 had the EXP Share as an optional thing, and perhaps that's for the best maybe. Or they could make that EXP Share permanent but better optimize the level curve.
But the main thing is, as far as actual challenge and difficulty goes, the level curve alone isn't what will constitute genuine challenge. Good teams, good Pokemon with good movesets, and IVs or maybe even a bit of EVs will go a long way in creating a genuinely challenging Pokemon experience. The Totem Pokemon, while taking it a step too far, are a pretty good example of what real challenge is. But granted, challenge should likely be an option and going back to Gen 5, having a Challenge mode like BW2 did, except now with Pokemon that had legitimately good movesets, items, EVs maybe, and vice versa, will go a long way in creating a good experience for veteran players. After all, Pokemon is a franchise meant to be kid-friendly, and so the current overall difficulty of the games is fine as a default, but there should be options as well for the more veteran/established people who would prefer something challenging. BW2 at least constitutes the best designed examples of a well designed level curve and having good challenge.
I'm rambling at this point, but this is basically my main point about EXP Share: it alone does not make the games easier as much as it does reduce tedium. It reduces the need for grinding that older games absolutely mandated to keep up with the level curve, but even then Game Freak hasn't totally nailed making a level curve that works perfectly with it always on, which is also another issue that needs to be approached. That being said, the current EXP Share in and of itself is a fine concept and it's not an issue when it comes to the issue of difficulty of the games.
I wrote shorter essays in college, geez!
Now, I ain't going to demonize the new Exp. All. But there are some serious, serious issues with it.
The worst, and most overlooked is that it doesn't play nice with the Exp. Groups, which have been straight-up mistakes from day 1, but it gets ugly here.
If you got a Slow Group mon, and you try to keep your team evenly leveled, you'll definitely wind up having to use that mon more than the rest.
Speaking of which, this bothered me when I played USUM with the Exp. All on the whole time. I had to run 12 mons to break even with the level curve. That meant I barely got to actually use them.
Now, there is a positive thing about it. It definitely makes grinding quicker or straight-up unnecessary.
On the other hand, it utterly fails at the Exp. Share's original purpose of helping a lower-leveled teammate catch up with the rest of the party.
The fact that if I boot up USUM, catch a Cutiefly 4 levels below my party, turn on the Exp. All and the whole party will get experience instead of just the one mon that actually needs it is a disaster and nothing but poor design. The scaling Exp. isn't enough to offset that issue.
I agree though I still think they need to dial back the Exp. Share (especially if they want to always keep it on).
Giving it some thought (and not suggesting my "Level Cap" idea), I think I have an idea how they could lessen the intrusiveness of the Exp. Share but keep it as an anti-tedium tool: Have it so the Exp. Share only gives experience to Pokemon who Levels are lower than the highest level member of your party. Unless you keep using the same Pokemon for every battle, you'll likely keep switching around Pokemon and if you do that than I think this change would keep your Pokemon's levels at a decent curve as the Pokemon(s) with the highest levels won't be getting experience unless they participated in the battle thus giving all your other Pokemon a chance to catch-up.
(especially since Sword and Shield's IoA also has permanent EXP Charm which is even worse!).
Okay so it's time to talk about the EXP Share and overall talk about level curves in general. I've more or less spent the past several months playing most of the Pokemon games and marathoning them, but here's what I think about the EXP Share mechanic, and how it's related to overall difficulty of the games.
But the main unpopular opinion I have here is that the EXP Share isn't making the games easier. What it really does is that it makes the games less tedious. EXP Share by itself makes spreading the EXP across the party much easier so now everyone gradually levels up in strength more quickly. And as a result, it's easier to keep up with the level curve of the game and keep your whole team up to par with the levels of the Trainers you face across the game. Especially if you're using a full team of six. In that sense, it reduces the need for extensive grinding and allows you to not need to put in the tedium to make sure your team is up to par with where the game wants you to be level-wise at each point.
The Pokemon games in general are not that hard. Build a good team, understand type matchups, and be on part or just a little underleveled with your opponents, and you're all set: you can just beat them easy peasy because none of them have EVs or competitive movesets. Sun and Moon were so far one of the few examples of a legitimately challenging game because the Totem Pokemon had genuinely good movesets and teammates to create truly compelling battles.
Gen 3 and Gen 4's level curves created artificial difficulty by being steep to the point where you need to grind extensively to catch up at various points if you want to keep up with the level curve. And there was a way to do that: they had Trainer rematches. The amount of experience you can gain without Trainer Eyes/Match Call/Vs. Seeker in those games is pretty thin, so if you use a full team of six, you're gonna be underleveled without relying on the Trainer rematches. As an example, look no further than Lueroi's very well known Sapphire and LeafGreen walkthroughs, where his teams were clearly horribly underleveled. So you need to grind, especially in RSE, FRLG, and DP and HGSS, and basically the game wants you to backtrack on a regular basis and find all those rematch-upgraded Trainers and rebattle them at every conceivable point. If you do that, your Pokemon will be fine in terms of levels and will be up to snuff with the level curve, and the games aren't too hard if you do that to catch up. But that's not actually challenge. That's tedium. That's putting in extra time and effort to raise your team so that they catch up, including the extra backtracking you have to do throughout the region to go find all those rematchable Trainers all over again and battle them.
As an example of how much time this adds, in my latest Diamond playthrough where I constantly backtracked and found every possible Trainer at every opportunity and rematched, including Trainers in hidden places via Surf/Rock Climb, once I was at the League my playthrough was around 30 hours long. After the post game I had spent around 50 hours. Meanwhile, in my Y playthrough, after doing practically everything including the post-game, I had spent around 25 hours. That's half the time I spent on Diamond.
My BW1 playthrough after doing everything up to Alder was also around 25 hours long. But in this case, the games may not be that hard, but the key thing is that Gen 5, despite not having the EXP Share, had a genuinely good level curve and combined with the EXP system of that generation, made sure that you were more or less up to snuff with a good team level wise. BW2 arguably was even better and had a very smooth level curve including the post game (whereas BW1's post game levels spike immediately from the low 50's to 62-65). There were also very easy training spots.
Which leads to the other problem, which is that Game Freak clearly optimized XY and SM's level curves in such a way that the EXP Share should be toggled. In other words, constantly turn it on and off at various points. XY's level curve is very strange in that it flatlines at certain points then becomes incredibly steep at other points. There are quite a few notable level jumps in both XY and SM where you absolutely need to use EXP Share to catch up. I found myself actually toggling the EXP Share on and off at various points, as from my experience with XY, if you keep EXP Share off the entire time, you will end up sorely underleveled for the League. Keep in on the entire game, however, and you will be severely overleveled and curbstomp everything in sight. There are clear points in the game where you are expected to turn it on, namely around the Reflection Cave point, and then are expected to turn it back off at other points. Same with SM, where it's ideal to keep it off for most of Ula'Ula and Akala but turn it on towards the end of Akala and the whole Aether and Poni segments as around Poni the level curve gets really steep.
There's a problem there where for the most optimal experience, you basically have to turn EXP Share on at different points to catch up to a steep level jump. But that requires you to keep track of whether you have EXP Share on or off and keep up with the curve. Granted, however, this still does reduce tedium, as while Gen 3 and Gen 4 run off a similar level curve style as Gens 6 and 7, the older gens made you use Trainer rematches to grind your team which adds tedium, while the Gens 6 and 7 had a togglable EXP Share mechanic, which while less tedious, requires you to go into the bag and turn it on and off several times.
That being said, the use of EXP Share in newer gens does in fact, reduce tedium. As I said, it's not the challenge that's going down in recent games, it's the amount of time and effort you have to spend on training your team that's getting shorter. But even then, however, Game Freak's level curves still make it so that EXP Share should be on only at certain points, so it's still not perfect in that regard. Pokemon isn't, and never really has been, a challenging experience. The older games were just a lot slower, and necessitated significantly more grinding and time to keep a team of 6 on par with the level curve of those games. In other words, a lot grindier. So in other words, the newer games are about as difficult, per se, in terms of the actual challenge of the battles, as the previous games. But they require less actual grinding to keep up in terms of experience, and the EXP Share ensures that that tedium is reduced. Which is why playing the newer games feels "easier", per se, it's that the games require less time to catch up with the level curve and thus can be completed efficiently more quickly. Thankfully, Sword and Shield, despite having permanent EXP Share, had a pretty well designed level curve overall, albeit still a little flawed on that front and the gyms were still on the easy end (Leon on the other hand though is legit a great Champion and had a really good team).
Now granted, there is perhaps a charm to that old tedium that people find likable and why they would prefer having the EXP Share off. Investing that sheer level of time and effort to raise a team by backtracking and grinding, and putting in the effort to raise each and every one of your Pokemon, can feel incredibly rewarding. So while the older games are still easy, per se, they were more grind-heavy, but because of there was a lot of grinding, raising your team to such a high level by the end of the game feels rewarding and extremely satisfying as a result: all of your Pokemon are where they are now because you worked so hard with each and every one of them. Even though the EXP Share reduces tedium and grinding, there's a psychological downside to that: it means that getting your team to become high level and strong doesn't feel as rewarding anymore because you basically just did the bare minimum to make your team strong. Like, wait, that's it? So while tedium is pretty old school, older fans probably liked that because the grinding through Trainer rematches can still have that psychological satisfaction when you do finally beat the Champion and the League and complete your adventure.
Now perhaps, a best of both worlds would likely be ideal. BW2, and Gen 5 overall, had the best designed level curve of all the games and ensured a very smooth experience without an extensive need for grinding. And that was where the current EXP Share mechanics didn't exist. Gen 6 and Gen 7 had the EXP Share as an optional thing, and perhaps that's for the best maybe. Or they could make that EXP Share permanent but better optimize the level curve.
But the main thing is, as far as actual challenge and difficulty goes, the level curve alone isn't what will constitute genuine challenge. Good teams, good Pokemon with good movesets, and IVs or maybe even a bit of EVs will go a long way in creating a genuinely challenging Pokemon experience. The Totem Pokemon, while taking it a step too far, are a pretty good example of what real challenge is. But granted, challenge should likely be an option and going back to Gen 5, having a Challenge mode like BW2 did, except now with Pokemon that had legitimately good movesets, items, EVs maybe, and vice versa, will go a long way in creating a good experience for veteran players. After all, Pokemon is a franchise meant to be kid-friendly, and so the current overall difficulty of the games is fine as a default, but there should be options as well for the more veteran/established people who would prefer something challenging. BW2 at least constitutes the best designed examples of a well designed level curve and having good challenge.
I'm rambling at this point, but this is basically my main point about EXP Share: it alone does not make the games easier as much as it does reduce tedium. It reduces the need for grinding that older games absolutely mandated to keep up with the level curve, but even then Game Freak hasn't totally nailed making a level curve that works perfectly with it always on, which is also another issue that needs to be approached. That being said, the current EXP Share in and of itself is a fine concept and it's not an issue when it comes to the issue of difficulty of the games.
I feel Exp Share should help the last 3 mons in the party, not the immediate first 3
Since typically players can only really effectively balance between 3 leads otherwise
Just add a toggle to what party slots you want to get extra Exp. Can't remember who gave this idea here but it's brilliant.
Just add a toggle to what party slots you want to get extra Exp. Can't remember who gave this idea here but it's brilliant.
Considering you can access the PC everywhere, it's as simple as sending the Pokémon to the box.
Yeah, but what if you want to use that Pokemon but it's gotten to the point where it's a bit overleveled?
After juggling a party of 16 through Sword, I don't mind benching a Pokémon for a while.
a party of 16?! wow. how would you describe that experience?
was it difficult? was it challenging? was it easy?
It was really fun, being able to use every Gen VIII Pokémon I liked (and didn't require trading - sorry, Eiscue and Appletun). Finally, no more having to do extensive planning to pick only six options for the entire game.
And I wouldn't say it was challenging (it's Pokémon, so it's going to be easy unless you go through massive restrictions), but I ended up being underleveled for most of the second half of the story.
that's great to hear! organic playstyles rock.
well, not untrue, though it can get tedious due to level differences imo...how underleveled were you? 2 levels? 5? 10?
Generally no more than 2 or 3 levels, not counting the sudden level spike that Leon is.
True, Dragonite is also a very friendly Pokemon. Dragonite is definitely one of my favorite pseudo-legendaries, and I think its pretty cute. I guess I never thought of it on the same level of cute as Goodra because of that Johto episode where it goes on an outrage and destroys a forest, and how Iris's Dragonite was portrayed. And there was also Moon's Pokedex Entry: "Incur the wrath of this normally calm Pokémon at your peril, because it will smash everything to smithereens before it's satisfied."But what about Dragonite then? I like it too because I think it executed the concept of a "friendly" pseudo-legendary much better than Goodra. I like it way better than Goodra in terms of both design and battle performance. And as for the Goomy line, I am personally not a huge fan of mollusks in general either, but I do like the Shellos line.
Interesting point, though I wouldn't call it unique to Rayquaza. Kyogre and Groudon have been respected throughout Hoenn, and Rayquaza itself was deemed the protector of Hoenn in ORAS so it definitely wasn't " forgotten " by the people of Hoenn. I'd argue that Giratina is also a " forgotten " Pokemon in a similar manner to Rayquaza.I'm a huge Rayquaza fan, I'd say it's in my top three favourite Pokemon, so I may be a little biased here, but I the think part of the point behind its lore is the aura of mystique that surrounds it. It's this giant flying serpent that lives in the ozone layer that's literally never seen and rarely, if ever (if it is, someone can correct me) mentioned in the story. Unlike the Sinnoh dragons, no-one really knows what Rayquaza is or even knows of its existence for that matter. So, I think that's part of the reason why its lore was left relatively bland and not massively fleshed out. Yes, it could be argued that mystique and intrigue surrounds literally every legendary and mythical, but the region of Sinnoh is designed around the themes of myths, legends and tradition, so of course the legendaries in those games are going to have an expansive back story. And yeah, even in comparison to other legendaries, Dialga, Palkia, Giratina and Arceus to an extent have pretty outrageous back stories and powers. I agree they really went all out in that regard. Maybe a little too over the top for my liking but each to their own. I do still like a bit of ambiguity about my legends and for them not to be too over the top. I don't really like Mega-Ray for this reason. But again, I digress, opinions. The themes stated above are made pretty apparent Sinnoh by the statue in Eterna city and the cave paintings in Celestic. People in Sinnoh seem to be more aware that the 'main' legendaries of their region exist and have some inkling as to what they are. I'm not necessarily disagreeing with your opinion per say, but this is just my two cents on why the lore surrounding the above legendaries is the way it is and I acknowledge that I may not have fully grasped the point you were trying to make.
EDIT: I also realise that Dialga and Palkia apparently living in space (and time? Not sure how that works but Giratina lives in a parallel world so?) theoretically means people are even less likely to have seen them than Rayquaza, but the fact that statues exist of them would suggest otherwise and that they've made themselves known at some point.
I agree this sentiment. I've played DragonQuest 11 and Xenoblade Chronicles and they both use experience share, and yet I found the games challenging. If anything, Pokemon's easiness comes from the lack good AI and IVs and bad movesets. For example, every generic trainer that isn't part of the gym challenge have their IVs set to 0 in SwSh. Or the lack of proper movesets, for example, Allister's Mimikyu doesn't have a single Fairy type move despite being an excellent way to prevent you from steamrolling with Dark types. It doesn't even have 4 moves. If you know basics of The Pokemon, I highly doubt SwSh would prove challenging even if you did not have the experience share.But the main unpopular opinion I have here is that the EXP Share isn't making the games easier. What it really does is that it makes the games less tedious. EXP Share by itself makes spreading the EXP across the party much easier so now everyone gradually levels up in strength more quickly. And as a result, it's easier to keep up with the level curve of the game and keep your whole team up to par with the levels of the Trainers you face across the game. Especially if you're using a full team of six. In that sense, it reduces the need for extensive grinding and allows you to not need to put in the tedium to make sure your team is up to par with where the game wants you to be level-wise at each point.