>>39380882>Gen 6, 7, and 8>>39380951>3D eraI did a little thinking about the animation design in the 3D main games. It's almost like they're trying to implement them the way sprites were: They sit idling in one spot, and attack animations either move the sprite/model as a whole, or an effect originates from in front of them.
I think that works for sprites, where everything is more obviously an abstraction, but once you dive into high-def 3D, there's an expectation for what-you-see-is-what-you-get.
Using another series as an example, the biggest complaint I've seen about TES III: Morrrowind is when your character's model animates an attack, it's actually an abstraction for making an attack roll, and "hitting" an enemy with your model doesn't mean you've hit them.
I think the existing 3D spin-off Pokemon games were already designed with this in mind. The gameplay is still just as abstracted, (unlike modern Elder Scrolls games, where to-hit rolls are a thing of the past,) but the animations tried to represent what was supposed to be happening.