- What do you think of the Pokemon Amie/Refresh/Camp feature?
- Is it something you use frequently?
- How many people do you know which appreciate this feature?
- Do you think is valuable enough to validate the dex cut?
- Which will you order the chicken or the fish?
- Finally should this feature be improved in future games or cut out altogether?
1. I like the concept. Amie was a good start; Refresh was an evolution but had dropped features like mini-games which made Amie more than just a "caring simulator"; finally Camp I see what they were going for and do like they tossed Affection and now use just Friendship, but it did feel like a step back as it dropped even more features (notably able to heal your Pokemon of status ailments) and the curry cooking takes longer than I would like it to (not to mention being another "guide dang it" as well as trying to force multiplayer aspects to get the best rewards). Each one of them had good ideas... now they just need to combine those ideas together which we know GF is very reluctant to do.
2. No, not really. At least not after the main game. During the main game I try to give each of my Pokemon some care after important battles but sometimes I either forget or just get on with the game. Camp gave me an even bigger reason not to as you have to do the extra step of getting your Pokemon's attention, I just end up going immediately to making Curry to raise all their Friendship and then move on.
3. Lets see, 1, 2, 3... I think 7 others who post on here has essentially said they liked it?
4. On its own, no. Had it been only a PART of the improvements and also worked on rebalancing stats, movepools, Abilities, evolution levels, etc. than I would be more inclined to say yes. But for the SOLE reason why it felt lackluster and GF's priorities needed some straightening out.
5. Where's the beef?
6. "Improved". There are some people who love it, some people who like it but eventually stop using it, and some people who hate it. What do all three of these groups have in common? GF has to find a way to appease all of them. Improving this feature (we need a collective name for them, Caring Sim?) just doesn't mean tacking on new mechanics and improving old ones, it also means making sure those who use it feels like its worth it, to make those who want to use it have a reason to & easy to do so, and those who don't like it can easily ignore it without missing out. Sounds impossible? Nothing is impossible, it's just hard and compromises will have to be made (mostly for those who don't like it as GF's ideology is if they put it into the game than they intend on the majority to use it). So, let's get into the nitty gritty:
the feature has proved popular enough to even be ported to
Pokemon Go
Let's start there: much like many other features,
they could probably easily separate the Caring Sim and make it its own app. Or at the very least connect it to HOME which they seemingly want to make it a hub for your out-of-game needs. It would be much more easier to update than having it in the game, plus can probably do much more with. Remember the Pokemon Dream World, what if they combined it with that (maybe also with a little bit of Camp and the Poke Pelago so that you can have multiple Pokemon) so that you'll have a home base to decorate and can go on adventures. It'll be like the PokeWalker minus the easily losable device.
Gen 6's amie was the best simply because it had minigames. We should bring those back
I was surprised to see the mini-games were removed as they weren't the most complex games in the world, infact I'd argue they could have probably made better ones. Like what? Well, the classics never hurt, and can easily be retooled to get you supplies/ingredients to use within the Caring Sim. Play a version of centipede where you're collecting berries/ingredients in various locations, a match 3 game which increases the amounts of berries/ingredients you collect, a quick game of breakout or galaga against other Pokemon who want/have taken your berries/ingredients and upon winning gets yours back and some of theirs. Simple & quick mini-games that have small but notable impact on making using the Caring Sim easier.
I do want it easily ignorable, and unfortunately that's gotten a lot harder with the discussion about where the resources went into gen 8.
Another reason why a more "complex" version probably should be made its own map. There should be one in the game obviously, but it shouldn't be something which actively takes away resources and development of other parts of the game. In the main games, as much as I like the concept, it is JUST A BONUS feature. Something to be done to maybe make your Pokemon look nicer and get some passive benefits (we'll talk about that), make a stronger bond with the packet of data; but as soon as you're affecting main game quality you've made it somewhat of a problem which you've cut lesser complex features (Musicals) or similar indepth features (Contest) for.
I have to admit that I mostly only use them (or at least Amie/Refresh) for the bonuses they give in battle. While the features in themselves are pretty fun, I'm not sure if I would use them all that much if they didn't give any battle bonuses. I pretty much never use them for Pokémon that I am not going to use for anything specific in battle.
What I do not like is that it's tied with game-breaking mechanics. If there were some sort of way to not have such mechanics when using Amie/Refresh/Camp, I might use it more often.
And we've come to a tightrope moment. One likes the bonuses, another doesn't. Both must be appeased. Now, we could do what
Lemingue suggested: "
I feel like an option to let them activate in battle or not would be good". That would seem like the best solution, best of both worlds: those who want the bonuses can have them while those who don't but want to use the Caring Sim can just turn them off. Still, I do feel there needs to be at least some adjusting down with the bonuses. In my opinion, and others seem to agree, they're just TOO powerful. And I do think, if they do decrease the power (or just get rid of some), that those who aren't using the feature now may be okay using it. Let's go over some of them:
- Enduring Attacks: So pretty much the biggest "cheat" benefit. While I'll admit it has saved me (notably my Cinderace when facing against Leon's Charizard, giving it the big knock out move letting me become Champion) and feels like an epic moment where my partner fought through its pain so we can be victorious!... BUT there's also the nagging feeling of did I truly deserve it because I showed my partner a lot of care or did I just RNG lucked out? Because, even though it felt epic, I also wasn't going to lose to Leon cause all my other Pokemon were fine and dandy, many whom could easily take out Charizard with a super effective move (but I wanted to kick a fireball into its face). So, I think adding another requirement to this could help even it out, like for that turn your Pokemon should be using a Status Move and/or they should be using a STAB move, something which is both specific but also not out of the ordinary. And/Or, the Pokemon stays in with 1 HP, but it forces you to switch it out because for taking the hit it now needs a quick breather. Either something more specific, or a small "penalty" for it happening which semi-reflect what would have actually happened.
- Status Ailment Recovery: I'm fine with it shaking off Sleep & Confusion and breaking out of a Freeze early; I can see that happening. But shaking off a Paralysis, Poison, or Burn? Not sure about that. Now, I could see it maybe negating the effects of them for one turn (Paralysis doesn't skip turn & half Speed, Poison doesn't decrease HP, Burn doesn't decrease HP & half Attack). Maybe even allow it to happen for 2 turns in a row, 50% chance of happening for a 3rd turn, 25% on a 4th, etc. until it fails and your Pokemon is under the full affects again. I also wouldn't have it happen again until maybe it's HP is lowered to a certain percentage/threshold.
- Avoid Attacks: We already have enduring which isn't as OP, I say toss it. Either that or introduce a new "Dodge" command which normally has a low chance of working but with a higher friendship increases.
- Increased Critical Hit: I can see it, once again with maybe some more restriction. Like, you have to use a same move at least two times in a row, it won't have a chance of activating on a first attempt. Or maybe only have it happen if the opponent has an increased Defense/Special Defense stat or your Pokemon has a lowered Attack/Special Attack stat for that "overcoming underdog" feeling.
- Sent Out of Pokeball Animation: I don't think they look back at the player anymore, but a Pokemon with Friendship will now hop around. This animation plays AFTER the sending out animation. No. Either make it so the Pokemon is doing the animation as its being sent out or let us turn off that animation. Or, make it an idle pose that doesn't freeze my controls for a couple of seconds.
However I feel it could have done some other features (or a new benefit to high Friendship) that would make it more enticing:
- Clean Pokemon: As you play and care for them their colors would look more vibrant or bold or something to show you've been taking care of them that isn't them giving you a side eye glance or hopping around. Maybe make their animations a little faster or more announced/elaborate to show that they're feeling good. NOW, I wouldn't suggest the opposite, I wouldn't suggest having Pokemon become "dirty" and less colorful/active unless cared for. This more vibrant/bold color &/or hyper movements is just something for high Friendship which you can only get through the Caring Sim. Maybe even makes Shiny sparkles even more dazzling.
- Lower Level Evolution (& Early Move Learning): NOW, this doesn't replace them being required to at least go through the Pokemon in the regional dex and adjusting levels so they evolve at a more understandable point in the game they're in, BUT also wouldn't hurt if the friendlier you are with a Pokemon it can then evolve earlier (it's something we see done many times in the anime, why not replicate it in the games?). Maybe even let them learn some Moves early.
- After Battle Remedy: While the in-battle affects at the moment are a bit strong, moving some to outside of battle I think would be acceptable. A fainted Pokemon coming back with 1 HP, Pokemon curing themselves of Paralysis/Poison/Burn, maybe recovering a little HP/PP. Trying to make it so you don't have to waste supplies outside of battle, you can keep going and it'll be a bit less worse for wear when the next battle rolls around.
- Friendlier With Other Pokemon: Making friends is nice, so how about spreading the love? First would obviously be with making Catches easier; maybe have it so under certain conditions, like if they're matching Types or Egg Groups, it lowers their catch rate. Another idea is that they make other Pokemon in your party more friendlier with you, maybe even make it so that you can increase a Pokemon's Friendship to a higher than normal level without using the Caring Sim with them (that way encouraging a little bit of use for the overall greater whole).
I think Pokémon Camp had a nice idea in concept where you interact with your whole team and you see all your mons not just interacting with you, but with each other. I think the execution leaves quite a bit of room for improvement.
Sorry to cut you off, but wanted to use this as a springboard for my next suggestion.
Indeed, I like seeing my Pokemon interacting with one another, BUT there are times I also just want to interact with one of my Pokemon. So, while certainly keep the Pokemon able to interact with one another, I think they should also let you have 1:1 sessions with chosen Pokemon you do so just by selecting them from your Pokemon team menu. Make it quick and snappy, all I want to do is pet, play, groom, and feed a few Pokemon so I don't need them all running about trying to get the attention of the one I want. Essentially what I'm saying bring back Refresh though Camp can still exist for a more expansive immersion. Can add little bonuses to each too if they want like a 1:1 will increase their points faster but playing in Camp will make multiple Pokemon increase their points.