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Pokémon 3D: Is it feasible?: What next for the video game series?

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smalllady

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Iirc, XI and maybe even XII didn't have them (also, I swear XIII didn't, but I didn't get to play too much of that one before my brother sold my PS3). Either way, I disliked the games that didn't have them.

Nope, XII and XIII didn't have them. I didn't mind it too much. Random encounters tend to make getting from point A to point B rather tedious sometimes.

I just saw it as SE wanting to try something different with enemy encounters, since a majority of the games had random encounters.
 

Vraell

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If a 3d pokemon game were to be made for the 3DS, random encounters will likely stay. Reason being is the processor not being strong enough to handle much more than a few objects at the same time. If they were to attempt to do so anyway, animations will have to be cut down significantly. The 3DS is a far cry from the likes of the PS3 or the 360, however, this certainly doesn't mean Pokemon for the 3DS won't be a beautiful game...

The 3DS excels in shader effects (a master of one trade as it were, not a jack of all), meaning you can get effects like dancing shadows in Viridian forest, a brief, strong HDR effect when going from a cave to the bright outside world, or even the dusk light shining off the ocean surface. In addition, models are already made for the 3DS, so it would seem almost foolish not to put them to good use.

Considering the tile-based movement system has been in use for the entirety of Pokemon history, it wouldn't surprise me if they kept it, while giving the character smooth animation accordingly. Though making a tile-based system with 3d models will be a great challenge to make visually appealing. Personally, I think it's a 50-50 as far as movements go. Depending on how far GF goes in world detail, we may or may not have some form of free-look. Less detailed trees means the game can display more of them.

One thing that does stand out is that the 3DS can support tessellation (normally a DX11/OpenGL 4.1 function). What this means is that the detail of objects can be gradually adjusted depending on varying factors. If the tessellation unit were programmed to meet a certain polygon limit, prioritizing character models, and closest environmental objects. This can be used to maximize detail while ensuring a stable framerate.

Finally, there is a potential issue of speed. My 2nd biggest complaint moving from Pokemon Ruby over to Diamond was that the latter title felt quite sluggish overall. Even the latest Pokemon titles don't feel quite as responsive as the titles from the 3rd gen, likely thanks to the polygon graphics.
 

Altik_0

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the average 3DS game cartridge has a maximum of 4GB.

Oh, I didn't realize they increased the capacity for the 3DS carts so much. That definitely makes it more reasonable to store that many models.
 
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