It could very well be that. But I'm wondering if that will drive fans away from it. Doesn't matter how accessible they make it, there will always be fans who want nothing to do with it. Just too competitive and toxic. They would rather play the game to have fun and not get stressed out over it.
I think them trying to push people into the competitive scene will end up biting them in the butt.
I am a semi-competitive battler (I am actually a Johnny, not a Spike), but I would definitely agree. Games fine-tuned for the competitive scene all have one thing in common: They were multiplayer-oriented from the start. The
Street Fighter 1 arcade machines were designed for someone else to be playing on the other half of the cabinet.
Super Smash Bros., the first one for the Nintendo 64, was meant to be played between two or more humans too.
Fortnite has a half-baked single-player mode that was ultimately dropped for the Switch version when it became clear people were ignoring it. Pokémon is perhaps the only example, maybe except for Call of Duty, that became competitive by accident.
Pokémon Red and Blue/Green were originally designed as simple single-player RPGs that also happen to have a two-player mode where people can pit their finished Pokémon teams against each other. The result is that there are people in it for the story and people in it for the competition. (It also resulted in a lot of RPG elements that wouldn't otherwise make sense in a multiplayer game, such as character levels and moments when their stats suddenly get better--evolution, that is.)
You can see the same thing for BlazBlue, really. It's a fighting game, so it's got a lot of people in it for head-to-head battling, and they go to great lengths to keep everyone as balanced as possible (Japanese fighting game players are INCREDIBLY nitpicky about this). However, it also has a complex story with likable heroes and love-to-hate villains, so it also got a bunch of fans who play them for the story (such that they later released visual novels and audio skits). Arc System Works knows better than to show preferential treatment toward one group or another, so every BlazBlue game has kept a strong element of both. That being said, it's also different from Pokémon in that the fans of the story and fans of the fighting in BlazBlue are not antagonistic toward each other, as opposed to the Pokémon fandom as a whole, in which fans of the story, characters, and lore keep pretty separate from fans of competitive battling. Put too much story into a game and the competitive fans will dislike it; don't put enough story in and the fans of the story, characters, and lore will dislike it; put in just enough...and the competitive fans will say there's too much and the others will say there's too little. And Game Freak hasn't quite figured out what to make of this.
(You can actually see this in how there is the occasional comment here from a competitive battler how they love that you can go through the main campaign so fast, allowing them to get to the stuff they care about.)
This is Game Freak's first venture into a console-type game. It REALLY doesn't help they're dealing with reworking over 800 models into HD form (though I have noticed some Pokemon still have paper mouths). It may feel empty, but it's understandable.
I expect them to iron things out with the eventual second version of this generation and make things more alive. Frankly, I'm glad they ironed things out like breeding, making mints, and such. I can actually make these totally worthless Shiny Pokemon combat-ready.
Makes me think about the great lengths I went through to get that shiny Furfrou in
Ultra Moon, the only shiny I have deliberately hatched because I'm a fan of Furfrou. Even though it only has one Ability and Everstone guarantees the right Nature, I had to make a lot of compromises. If Furfrou was available in
Sword and Shield, I could fix some of those compromises.