Those are comprehensive gameplay ideas:
I think there's an interesting philosophy attached to developing a pure turn-based games that allows players to require zero hand-eye coordination to make it available to children, the eldery and disabled people. But I cannot prove that this is why Pokémon focuses on pure turn-based systems. (it could just be to be compatible between games)
There's nothing wrong with pure turn based combat, I stil love it. Rather, I think a different approach with a greater scope would be really exciting. It's about trying something new.
Funilly, all those three are mechanics in Pokémon.
- Leaving Pokéblocks (Gen 3) or Honey in some containers to attract certain Pokémon. But you check the trap later to see if something came.
- Hitting trees with Headbutt to make Pokémon fall from a tree (Gen 2). Sometimes the Pokémon would start the fight asleep. Hitting rocks also sometimes triggers a fight.
- Sun and Moon had a camera mode where you could take picture of Pokémon.
The issue I guess is the presentation: all those mechanics are only possible in dedicated spots (well, headbutt-able trees were all over the map), and don't have dedicated animation ("fade to black" or nothing) and so is not seamlessly integrated with the rest of the game and end up not being "memorable", and thus forgotten.
Ultimately the scope of what GameFreak has created in previous games can't be applied to this hypothetical open world game. For example, you have large trees that obscure what's in the leafy tops of them, so hitting the tree or throwing something into the treetops has a random chance to produce a Pokémon from a list of available Pokémon. Depending on what Pokémon are chosen it might be the only way to find them. Not only that, image of you walk up carefully enough to a metapod dangling from a tree and throw a pokeball at it, you can get a guaranteed catch (or highly increase odds). You can generally make most of these sorts of idea work in the current format - as you pointed out there have already been similar ways of interacting with the environment before - but when you remove the vary gamey feel of selecting a menu option for a Pokémon attack or a predetermined action and instead make it feel like you are actually exploring and interacting with a real world, the increase in presentation and scope make a huge difference.
Comparing to Zelda puzzles before BotW: each puzzle element was manually created and did not have any signifiance outside of said puzzle. That lead to many types of torches that using different fire logic. In BotW, they integrated everything into a "chemistry engine". One single fire system controls all the fire puzzles. However in "classic" Pokémon, there is no action component to integrate with those mechanics. As a result it generally doesn't change much to the gameplay that those mechanics happen in a sub-menu rather than directly on the overworld, due to how rigidly it plays. And a sub-menu doesn't have to be animated to convey the action.
Sure. What I'm suggesting is a marriage of the chemistry physics stuff in Breath of the Wild and Pokemon. I would scale down the amount of puzzles, but if I can give some bad examples (I'm not actually trying to develop a game):
There's a dark room with unlit torches. You bring out a Pokémon with a fire move and you select the fire move while locked on it aiming at the torch. You have a switch that needs to be depressed, so you bring out your heaviest Pokémon, and if it's not enough maybe you need more than one on the Switch. You might notice and area in the wall has a crack in it so you have a Pokémon use rock smash on it to revel a hidden path to an item. When the button is depressed some of the walls lower to reveal platforms around the room at different heights. You notice a switch that is powered by electricity but is currently off, so you use a Pokémon with an electrical move, and it turns on some water fountains at different heights as well as illuminates the correct hallway in the above hallway that you could have proceeded to earlier but it would have been dark. And if you're clever you can use a freeze attack on the water and it creates a platform to another hidden area. These are just very simplistic, vaguely connected ideas of how to use your Pokémon to help you solve puzzles focusing on elemental attacks equating to specific outcomes as well as predetermined physical attacks working in certain situations, all in real time. If you reduce attacks into categories such as: fire, electric, ice, gust of wind, break hard objects, etc. you can design a system not too dissimilar to BOTW.
That's why Roaming "visible on the map" Pokémon are interesting, since they could integrate with all those points. They make the encounter system more dynamic and more memorable, by forcing Pokémon to appear and thus be animated, even if it doesn't change anything to the actual game mechanic.
"Sweet scent" could even be used to still have quick back-to-back random encounters.
The problem is generating the animation for Pokémon falling from tree, being attracted to a trap, "idling" around, might be what's blocking GameFreak.
By animation I don't mean the 3D rig per-se, but the logic behind a basic AI that would procedurally decide how to position and act based on the size of the Pokémon, its shape (how do you even decide?). Pretty sure they would decide it's not worth the money and just "fade to black", like they did time and times again when any "special" interaction happens in the game so far. Yes, indeed even a big budget doesn't help for problems that scale badly. But I'm not sure they always do the right cost-analysis (Pokémon turning around in Pokémon-amie → fading to black...).
Since this is hypothetical I'm not factoring in whether it's more cost effective to fade to black or trim animations or whether this version of Pokémon would be more profitable. Rather, I'm simply suggesting ideas that for me and probably a lot of people would make Pokémon a new, very exciting game.
One issue that roaming Pokémon bring is changes to the dynamics of resource-based exploration in the early levels. Tampering with RPG difficulty is a hard subject to study. If you ignore the starters, you could look at how LGPE handled the difficulty curve, while acknowledging how much of an outlier that game is (151 Pokémon, Go influences, no pressure to be compatible with the previous and next entries).
I'm fairly certain there was a gen where some attacks would interact with background elements during the combat. (I think it was mostly to obtain some items.) It was limited to certain moves only and I don't think it came back. That's one problem to think of, GameFreak considers that each game should have some "exclusive" mechanics because they still want to sell them long after the next gen is released (I don't think it's a positive).
This version is less focused on managing resources and more focused on the actual exploration, like most open world games. And some areas are gated off by requiring certain Pokémon skills, like an area that can only be visited by cutting through trees, or flying to a plateau, or surfing to islands. Gym leaders can give you whatever means of unlocking HM's for Pokémon, or items that let you access some areas, or you can keep it mostly non-linear. There are plenty of ways to Gate some content away for a while and lead players down certain paths without making it completely linear. This allows you to still have an increase in difficulty.
Some interactions you mention are similar to weather which does have gameplay effect (fire is weaker during rain, thunder never misses under rain, etc.).
It's just... limited to a handful or so of
weather and
terrain with types, and some attack-attack interactions (
defense curl + rollout,
dig + earthquake...).
So again, the number of interactions being limited compared to an integrated, dynamic system. Mostly being stat boosts, not explicit, not animated. Making them less remarked despite the mechanics being there.
I think it's going in this direction in the next five years. At least in LGPE you could ride certain big Pokémon to fly over any obstacle, in the real overworld. (after beating the elite 4)
It's mostly a question of animation, since other non-gameplay modifying "rideable" Pokémon each had their own custom animation in LGPE (not all 150, just the big ones). And a matter of GameFreak allowing "game exclusive" mechanics to actually become staples of the serie...
They have an excuse there, there's no way to automatise that. (But maybe with the advent of content-creation AI... Which still has a long way to go.)
I mean, yeah there is weather based stuff, but it's nothing as complex and fun as what I described that's similar to Divinity: Original Sin. Just like in BOTW your interactions with the game work in combat and with interacting in the world. So elements react in a reasonably logical manner than is reflected in puzzle solving situations. Other status affects are applied during combat to emphasize the synergy of the elements. Like most of my suggestions it's basically taking things Pokémon already does but making it much more involved and dynamic.
Static vs dynamic world. In BotW when something goes wrong physics-wise you can take damage and die, wiggle around, teleport... I don't think Pokémon overworld would go into that direction.
If Pokémon abilities control progress, better make sure you defined them such as something they can't lose by evolving/getting rid of common attacks (similar to how HMs couldn't be removed unless you went to a specific city).
HM's aren't a combat option. So if a Pidgeotto knows Fly, Pidgoet will too. And I would try to make it so any Pokémon that can learn an HM it will make sense that in their evolved forms that could still do it. As to getting stuck, that's just a normal part of designing a game. In this scenario I'm trusting whoever is making the games to keep up with everything so you can't geg stuck.
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Ultimately there is a dynamism and cohesiveness to exploration and combat, along with the scale of everything, that isn't possible with the current form of Pokémon. All of the ideas that exist are greatly expanded upon, or new ideas are introduced that wouldn't work in current games or would be clunky.
I wish this game could happen, but I don't think it will.