DerekOfTheDykes
Member
I would when it was intuitive & kept clutter down for the top screen.
To be fair, a higher screen resolution means you could have far smaller design elements that are still sharp and readable. No need for giant health/exp bars in order to be readable. See MH3U on 3DS vs Wii U to see a great example of how screen resolution allows the UI to go on a diet and free up screen space.
You could, for example, make the classic "Attack/Item/Pokemon/Flee" commands into small colored buttons in a row along the bottom of the screen underneath the battle scene, with the menu for that command popping up from the bottom to cover the screen when selected. It's only blocking idle animations, and only while you would already be looking at a separate screen to navigate menus, so it isn't like this is some great design sin.