>>55551997If I had to guess, a combination of gameplay and brand perception reasons
>Gameplay reasonsSafari Zone was too luck based, involves mechanics that aren't explained super well, and it's frustrating for players trying to catch the rarest encounters. Plus GF likes doing this thing where they scrap features after one or two gens to keep things fresh and give each generation an "identity" (same reason features like following mons, the dream world, entralink/underground multiplayer, secret bases, Super Training, etc haven't been in every game since their inception despite the QOL and well-recieved gameplay features they added), and having a whole area in every game dedicated to Safari hunting was probably seen as repetitive and space that could be better used
>Brand perception reasonsThe concept of a safari isn't seen as favourably anymore, now that poaching is a much larger concern it evokes the idea of animal cruelty more than it does going on an adventure to observe wild creaturs in their own habitat. Not to mention the mechanics of throwing rocks at what are basically wild animals.
Pic rel, can't talk about safari zones without absolutely flexing on everyone in this thread.