- Joined
- Mar 10, 2017
The anemic animations are definitely a huge part of the problem. I could rag on GF for not doing better work on those but it's kind of absurd to ask for detailed animations for hundreds of creatures. Which is why visual obfuscation is such a big help- both to generic-ize the model itself so it can be used across multiple species and to hide animations or lack thereof from the player.It's just a different (better imo) experience. You can call it a different gameplay experience, but having the encounter music suddenly play, the short suspense before the species is shown is just all gone now.
I think caves and surfing across large bodies of water were annoying because all tiles could have an encounter and that made it feel uncontrollable and unpredictably. Tall grass was visible and in patches so you didn't have those two problems. If I made a Pokémon game I'd make the caves have barely visible dark patches be the tall grass, and maybe foggy over water or rough water for surfing.
They're supposed to be wild animals but now they just feel like 3D models playing an animation until their collision box collides with yours.
Patches in caves/water where wild mons can spawn, or spawn more frequently, or where they can only spawn outside of them in bubbling/dust spots like from Gen 5, is also a good idea. It's just a matter of designing a good experience, man.
Hell you don't even need to stick to tiled maps for this, the game I'm working on has 3d modeled maps and I just have collision polygons defining encounter areas.