But I agree. I want to see them fuse the good of 3D and BbS and make a game that plays off the combat systems of BbS, and the level design, scale, and pace of movement of DDD. I want to see something bettter than both rather than going back to the same.
That means, first you take all the new gameplay systems in KH3D, and you throw them in the trash can. Then you bring all the BbS gameplay systems which were removed back. The only good thing about KH3D is the size of the environments and the creativity of the worlds. Everything else? Bad. Flowmotion bad. Dream Eaters bad. Link Points bad. Dream Eater minigames bad. I guess the Dive mode was okay. The only inoffensive new gameplay system in KH3D.
I mean, these are just our opinions, but I think that going by all those "What you'll see in DDD will give you a glimpse of where the future of the games are headed" quotes we've seen in interviews, Flowmotion is gonna be here to stay. I personally like it, but I think the abilities of flowmotion should have a sense of progression, scalability, and limitation to the system instead of letting you be god right off the bat, which is what I thought was really poor of the implementation of it.
I really liked the sense of mobility and control over your position in a battlefield that flowmotion allows, and it really added an incredible amount of fluidity and speed to the battle system, allowing use of both your character
and your environment in combat. It's in this sense that I really enjoyed the pacing of fights a lot more over any other game (My brain had more fun, while I critically like the depth of BbS more) simply because it moved better, and let the environment be a part of your battles. It's a good idea in concept, but I think it can use a ton of tuning to not make it as overpowered as it was. I think a better combo system revolving around a fusion of all those elements would be much better than having it be either the environment, or using commands. More chaining between the two would be much better.
Given the interviews that have discussed flowmotion, I honestly think that for their first implementation of flowmotion, they purposefully designed it to be somewhat gamebreaking on purpose (which I believe is stated in an Iwata Asks), and to have this game be a more experimental ground to test and get a feel for what they want to do next, and
not have the current implementation be the de facto face and function of flowmotion.
I also agree; I did not care for the dream eaters either. I thought the idea of having different ways to progress both companions and main character was a good one, but not executed well enough in this game because link points were a complete drag and were just in general, kind of dumb. What I really would like to see are more customizable party members though, and to have them you know, just gain experience like you do. Sure you can do different talent trees to give you the illusion of progression, but just the way it was handled in this game was not good, which I think can easily be fixed in the next game (not in the form of dream eaters obv.). The link points and forced minigames to grind for them really brought down any interest I ever had in them.
As far as BbS combat goes, I also think it would be nice if the variety brought by each of the 3 characters was somehow carried over to the next game in the franchise. Each character played differently enough to not really feel the same, and even in that aspect alone I would just like if (unless you control a shitload of people next game) you were able to customize your combat style more along the lines of what BbS brought to the table. I felt like I had more options in BBS.
Just in general, I think DDD feels like the most experimental game of the series so far because it feels like they decided to use this game as their testing bed for the future rather than heavily polish and bring back old systems, first.
Also, I hope pressing triangle to win never comes back.