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9 Ways to improve the series

Discussion in 'General Sonic Discussion' started by Zezima Hushimo, Jul 14, 2009.

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  1. 1. Provide greater control over Sonic's speed

    The classic games have different varieties of speed:

    Over-clock speed – The fastest speed – achieved using devices such as speed pads
    Top Speed – The fastest speed possible without using devices
    Normal & Accelerating speed – Experienced when moving from a stationery state.
    In the classic games, the player can usually shift between these speeds at will.
    This provides more control over the speed.

    The modern games frequently use devices such as speed pads.
    These force the player to exclusively use over-clock speed for large stretches of the level, making the game overly-linear.



    2. Use less scripted events

    In scripted events, the player has limited control over Sonic's speed and so cannot perform actions that would slow Sonic down.
    Scripted events, therefore, unleash the full potential of Sonic's speed.
    However, by limiting control, scripted events can be linear and repetitive.

    In the classic games, scripted events infrequently occur, allowing them to remain exciting.
    In modern games, scripted events occur frequently.
    Although this makes the games faster, it also causes repetition.

    Later games have added obstacles to the events to increase interest.
    However, reacting to the obstacles is difficult due to the speed of the scripted events.
    This cause frustration as the player has to memorise the course to succeed.


    3. Make speed meaningful

    Platform games frequently contain devices that assist progress through the level.
    For example, an elevator may allow access to a higher area.
    In the classic Sonic games, these devices have a unique Sonic twist.
    For example, spinning tops are powered by Sonic's speed to make them fly upwards.

    These devices allow Sonic's speed to be put to a meaningful and useful purpose. It caused Sonic's speed to be valued as a super power.
    The devices also establish a unique identity for the Sonic series, as they can only work in a Sonic game.
    The slower protagonists of other games lack the speed needed to power the device.

    Such devices rarely appear in modern games.
    This lowers the value of Sonic's speed and removes the unique identity of the series.


    4. Restore the pinball mechanics

    The classic games incorporate a pinball dynamic.

    For example, Sonic can roll into ball whilst running. This enables him to tear through obstacles (similar to a pinball that has been flicked across a pinball board).

    These mechanics create a thrilling sense of invulnerability and allow for the unique experience of being a ‘living pinball'

    The mechanics are missing in the modern games as Sonic's ball rolling abilities no longer have a useful purpose.


    5. Include carefully integrated, slower-paced obstacle sections

    Speed can become repetitive.

    Slower paced obstacle sections occur in the classic games at regular intervals.
    These sections create contrast to the speed, allowing the speedier moments to stand-out


    The obstacles are carefully integrated to encourage (not force) the player to slow down.
    This also makes the slower pacing virtually unnoticeable.


    6. Increase player choice

    Moving at high speeds is a thrilling, exhilarating experience.
    It is also a linear experience, as only a limited range of actions can be perform when running.


    The classic games offer plenty of alternative routes (some hidden), which allow the player to devise an individual path to the goal.
    This counteracts the linearity of the speed.


    In modern games, alternative routes are rarely used.
    Although simple shortcuts occur frequently, they barely differ from the main route, which removes the motive to find them.


    7. Remove bottomless pits

    In modern Sonic games, deviating from the main path will usually cause the player to fall into a bottomless pit. This makes the game claustrophobically linear.
    Bottomless pits are frustrating as they force the player to restart and retread old ground.
    Speed is pleasurable as it allows us to move forwards and reach ‘new’ spaces.
    By forcing the player to retread ‘old’ spaces, bottomless pits disrupt progress and negate the pleasures of speed.


    8. Make challenges more forgiving

    In the classic games, challenges are "forgiving".
    For example, if the player makes a mistake when tackling an obstacle, Sonic does not die, but only loses rings.
    If the player recollects the lost rings quickly before they disappear, s/he can attempt the obstacle again without the danger of death.
    In modern Sonic games, making a mistake often sends Sonic into a bottomless pit.
    This causes frustration for, as noted, bottomless pits go against the pleasures of speed.


    9. Remove unnecessary play styles

    Modern Sonic games offer multiple play styles.
    Developing different play styles consumes significant development resources (in both time and money).
    This causes modern Sonic games to feel underdeveloped and unrefined.
    If multiple play styles must be included, they should closely adhere to Sonic's play style.
    This will minimise the development costs, allowing more resources for developing and refining the main Sonic experience.

    Along with the above, post your 9 ways to improve the series, also.
     
  2. Syniphas

    Syniphas

    also known as Svetlana Member
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    cool story bro


    why don't you email sega
     
  3. Azookara

    Azookara

    yup Member
    Didn't you just copy-paste all of that from Sonic Science?

    Anyways, I pretty much agree with all of that stuff anyways.
     
  4. Copornocus

    Copornocus

    Burnin' my dread Member
    I was pretty sure before I clicked on this topic that there would be at least one thing I wouldn't agree with. But I think you pretty much hit the nail on the head here.
     
  5. RedStripedShoes

    RedStripedShoes

    And I'm gone again. Member
    Sonic Science

    This thread has now been rendered entirely pointless. :v:
     
  6. Metal Knuckles

    Metal Knuckles

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    Shadow Alpha, an awesome hack of Sonic 1
    I personally think that if you take any 3D Mario engine, replace him with Sonic, and up the speed by x2 or something, you'd get a good Sonic game.

    There. I abridged it for you.
     
  7. Mad Echidna

    Mad Echidna

    Gone Oldbie
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    gee sure is :v: in here
     
  8. muteKi

    muteKi

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    You know, even the games in the series that everyone says are the best things to have graced the world of video gaming this side of Do You Like Horny Bunnies? had bottomless pits. Mario 64 had a ton of bottomless pits. The entire gimmick of Super Mario Galaxy is finding creative ways to work with bottomless pits. They just can't be the only obstacle.

    Also, I loved SA's secondary gameplay, especially for Tails and Knuckles. Big's wasn't great, admittedly, but easy to beat unless you wanted those other emblems. Froggy is easy to catch.

    I was so hoping for something that wasn't exactly the same as a copy-paste job from the previously-mentioned site.


    However, rather than curse the darkness I will add 3 things that I think are just as, if not more important, taken in the perspective of the 3D titles.


    1. Open environments. Sure, the hubs were usually pretty good at that sort of thing, but the levels much less so. Most, especially from SA2 onward, were single-track levels basically built like a roller coaster. Unfortunately this is the equivalent of taking a 2D level and just shifting the camera from the character's side to his behind. Very rarely in any game barring SA has that third dimension been used particularly well. Even levels like Speed Highway, which were full of forced speed and scripted sections, were somewhat enjoyable on account of the fact that their use of 3D meant that there were all sorts of hidden or perhaps unintended shortcuts, or in the case of Final Egg lots of secret areas.

    2. Realistic physics for characters. Similar to "less scripted events" -- the idea is to make obstacles relate better to Sonic's controls. Loops in most of the games have absolutely nothing to do with any of the rest of the physics engines. I'm fine with the game helping me, say, stay in the center of the loop or even disabling my input during it, but for the love of god make the ability to actually run through the loop somehow connected to my current momentum. This is the big problem I have with Sonic Heroes, actually, that what would otherwise be a decent game is ruined by the fact that loops, fly formation, and rails all mess with how the characters work. Also I'm going to throw the crappy feeling that jumping has in Rush and Unleashed here too.

    3. Tighter control. Very closely related to point 2 there, this is a complaint stemming from the fact that Sonic takes forever to slow down. Though his acceleration is remarkably high for some reason, his deceleration in the 3D titles, especially Unleashed is absolutely abysmal. Unfortunately this means that any time the player is taken through a section involving tighter platforming, the player is ill-equipped to handle it because the controls are too sensitive to speed that way. I'll throw Unleashed's truly abhorrent air maneuverability -- Heroes' was significantly better even despite fly formation being so glitchy and awkward --


    Unleashed, on account of not being rushed to market in a horribly incomplete and unplayable state, generally improved significantly on point 2 compared to the few games that immediately proceeded it, at least in the 3D series, done well for 1 in the night stages, but damn if in the day stages and few bits here and there in the night stages the controls are still damn shoddy.
     
  9. TheBarAdmin

    TheBarAdmin

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    How is froggy easy to catch? I've always had trouble with that fgt :argh:
     
  10. RedStripedShoes

    RedStripedShoes

    And I'm gone again. Member
    A lot of those bottomless pits could be replaced with good old-fashioned spike pits. Especially in early levels, where if the player can't manage to traverse an entire area without falling, they can at least make up for it by running the rest of the way across (while flashing). The penalty is lost rings.
     
  11. Skyler

    Skyler

    Neonネオン Cowgirlカウガール Site Staff
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    Or, you know, make alternate routes where the pits usually are.
     
  12. ICEknight

    ICEknight

    Researcher Researcher
    10. Make them talking animals shut the fuck up. =P
     
  13. Blanche Hodapp

    Blanche Hodapp

    *urp* Eternal Queen
    Is it too late to play it like Zelda and Mario and have subtitled mutes with occasional gasps and squeals?
     
  14. OSM

    OSM

    retro is for losers! Member
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    Why does this sound like a copy paste from that one site :psyduck:

    Regardless, I completely agree.
     
  15. Yash

    Yash

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    I'm not entirely opposed to voice overs like everyone else seems to be, but I do agree that the story needs to take a back seat.

    Unlike Unleashed which had to come up with a horribly contrived reason for Sonic to turn into his stupid Werehog self.
     
  16. Metal Knuckles

    Metal Knuckles

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    Shadow Alpha, an awesome hack of Sonic 1
    Interesting mishmash of points, if they had stuck with keeping everyone quiet like they did in Night of the Werehog, and kept it some silly simple reason that Sonic could turn into a werehog (fell into machine, for example), then the game would have been twice as good.
     
  17. Overlord

    Overlord

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    This would say no: http://www.youtube.com/watch?v=H7QOdvxWAac

    However I think it's very unlikely.
     
  18. RedStripedShoes

    RedStripedShoes

    And I'm gone again. Member
    That made me smile.

    I just wish there was less ripping off Casper and more of Sonic being his traditional fast and smug self.
     
  19. Lobotomy

    Lobotomy

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    Eww, that wouldn't float my boat. I hate 3D Mario, especially Galaxy.
     
  20. Kurosan

    Kurosan

    Samurai of Gaming Oldbie
    I don't want to look like a stupid troll or a wannabe mod, but honestly, am I really the only one who sighs/facepalms/groans/eyerolls whenever I see ANOTHER topic about how to "fix" the series? I know, I know; nothing's forcing me to read or even post in those topics, but the fact remains that there's literally been countless topics like those, and even those that aren't entirely retarded are still based on nothing but opinions.

    It's just a very irritating pet peeve of mine, and somehow I doubt I'm the only one annoyed by those.
     
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