I think this is a funny thing to say right before writing a bunch of symptoms of non-linear exploration and open world games. issues that even """good""" open world games had like botw and totk. sorry for always going unga bunga open world bad but, well, open world bad!
I feel like the extent to which open-world exploration (I'm using this term because defining what makes a game "open world" is contentious) is good for a game, or a franchise, depends on how hard the developers want to define how players experience that game's story. I think it also depends on what kind of gameplay the game has and how it defines progression (stage-based, strength-based, upgrade- or skill-based, plot-trinket- [macguffin-] or collectible-based, to name a few).
I'm a Metroidvania fan, and those tend to handle their progression via upgrades. Where and how you can navigate their world mostly depends on what your character can do, and thus their stories tend to be piecemeal and not something that has particularly strong ties to what the player character is doing, at least not actively. RPGs trend toward strength-based progression (sometimes with upgrades mixed in), and since what you can do depends on how strong you are, it's easier and more natural to have an ordered narrative that players are supposed to follow. But it's also important to give the player new areas to explore between most big story beats, as that opens opportunities to strengthen your characters as well as the ability to flesh out the world.
Pokémon has kept a relatively strict story progression in its games since Gen 3 (Gen 1 and 2 had story beats that couldn't be skipped both in their beginnings and endings, but are relatively freeform in the middle section, helped by the fact that their stories aren't particularly heavy), and Gen 9 tries to open that up a little. Scarlet and Violet present the main story "mystery" immediately, that being the history and source of your version's particular -Raidon (weird thought, but perhaps the games' true "main character" is your -Raidon, kind of like how Lillie is the "main character" in the Alola games), but mostly keep details hidden until the three sub-stories are resolved and the three converge for the "The Way Home" finale. I think the actual gameplay behind this structure is relatively solid, but they aren't built equally in execution.
- Champion Road is, IMO, the weakest of the three, but not because it's the usual structure that we expect from the series. Nemona is the other focal character of this sub-story, but she's... not a very interesting character. Whether you find her battle-obsessed antics funny or annoying, we don't really get any info about her history except that she's already a champion-ranked trainer. There's a little more to learn about her in The Way Home, but it doesn't serve to explain why she's so strange or make her more endearing. Ignoring Nemona for a moment, Champion Road not dynamically adjusting Gym Leader levels is a missed opportunity to make Paldea feel alive (counterpoint: gym leader battles being rigid lets you fight tougher gyms first for a challenge). Actually, Paldea's greatest flaw is probably that its cities and towns are devoid of life. Sure, there's people in them, but you can only interact with less than half, and basically none of them give you anything worthwhile. The near-complete lack of interiors compounds this problem. Visually, I think enough of its locales are distinct enough, but unless you want a very specific service or item from a shop there's no reason to revisit them.
- Starfall Street is... polarizing. I liked it well enough, but it definitely felt like it was missing something to give it more bite. It's probably meant to expand on the school that's central to Paldea, but the school itself is optional after the tutorial, and there's not much to be gleaned from physically exploring it (though it's more worthwhile than doing that with the cities), and not seeing any Team Star presence in the school makes beating them feel... unimportant to academic safety (I guess it makes sense that delinquents wouldn't be in class, though). Raiding the Team Star bases serves to introduce players to autobattle mechanic, and unlike Champion Road, it makes sense to me why their levels don't scale with your current "progression." Penny is reclusive and you only really learn about her at the end of the storyline, but the fake(?) mystery about her and Clavell at least can be amusing. It's a shame we never get to see the bullies that led to Team Star's foundation in the first place, but (IIRC) as they were expelled and the entire school faculty was replaced prior to the game, their absence isn't unwarranted.
- The Path of Legends feels like the most engaging of the three from a story perspective, something that's helped by two factors: its involvement in helping your ride Pokémon regain its strength, and how Arven (the only one of the game's three rivals who is tied to Area Zero to begin with) is actively being expounded on with each Titan you beat. The actual gameplay this sub-story provides is unfortunately mediocre, being a pretty easy inversion of Alola's Totem Pokémon (I don't have issues with their levels not scaling here). This is also the way the game incorporates new overworld actions (still called HMs), though what they actually open up is minimal; I think you can access all of the Gyms and Team Star bases without beating any Titans, so it's all just ruinous stakes, TMs/other items, and the occasional rare Pokémon.
All three sub-stories have "story progession" that's tied to which number challenge you're currently on in each story, but they do it a little differently. The League visitors (and Nemona rival fights) go in a set order for Champion Road, the Team Star flashbacks and TM recipes Penny gives you are ordered (...I think, I'm most unsure about this one) for Starfall Street, and the recovery of Arven's Mabosstiff is, understandably, scripted (though your ride's overworld actions are instead locked to the specific Herba Mystica it eats). I think all of this is fine and a good way of keeping story progression in an open-world structure.
Again, as mentioned when talking about Champion Road (and to a lesser extent Starfall Street), Scarlet and Violet's biggest problem is that the world doesn't really encourage exploration. It's the most severe in human settlements, but also extends to the overworld. There are lots of items scattered about, Gimmighoul coins to collect, trainers to battle (...if you want), and calamity-suppressing stakes to remove, but the space between all of these feels needlessly large sometimes. I guess that's a side-effect of creature collecting being the
actual focus of the series and expecting the myriad monsters roaming about to fill that void. Unfortunately I feel like this is another area where SV messed up a little; not being able to interact with wild Pokémon outside from battling, (and likewise for wild Pokémon with you) feels like a step down from LA. Not saying that I want all games going forward to feel as tense as Hisui often did, but I liked having other ways of interacting with my surroundings.
Hmm. That got a bit sidetracked and became more of a general critique of SV instead of a review of its merits as an open-world exploration game. Basically, my summary is: it's pretty good, and I don't have a problem with it being open world. But I do have a problem of there not being much worth actually exploring.
EDIT: forgot to mention, seems weird to lament the games' story being "weakened" by the game being turned open world when Pokémon's writing/story is consistently one of the biggest "issues" I see leveraged against the series. This isn't to anyone in particular, just a musing of mine.