Sonic's problems are very, very simple.
Not only do they reinvent the wheel every year, but they also rush out each production to meet a yearly deadline. This is reasonably possible to do when you've perfected the engine like in New Super Mario Bros, but they haven't done that. Instead, they split the team and typically focus on getting each title completed in no less than 2 years, while reporgramming each 3D game again almost from scratch (the exception being that SA1, 2, Heroes, and Shadow all had some engine progression, but then 2006 came along). As a result, they spend the majority of their allotted time and money creating amazingly fluid visuals while the levels are just haphazardly thrown together and rarely tested. Sega operates on the opposite principle of "Nintendo time", in which they rush things out the door, regardless of their status.
After being lamblasted for bugs and physics in 06, they've now doubled those resources and spend each iteration perfecting the engine and removing bugs... but spend little to no time on actual stage design. You can tell. So many stages seem like they were thrown together with a level editor in 20 minutes and tested maybe 2-3 times. This happens consistently in almost every single iteration, save Generations which either was a fluke, or somehow had the right amount of development time because they actually took a quality 20th anniversary project seriously and started it early.
Unleashed has a fairly good engine, which is later practically perfected in colors and generations. Really, only the sloppy rushed levels bog down those 2, and only colors in some cases. The key reason is that you can clearly tell the bad levels were designed with very little thought and testing in mind, and with very little feedback. Meanwhile the visuals, soundtrack, and engine are actually all pretty fantastic.
Then Lost World completely changes things... and you know what? The core mechanics are actually pretty sound. Sure, he's slower, but the engine's very consistent. The few good levels in the game play extremely well, save for a few poor control choices. What is the key issue? The game was rushed like all others. Levels are just haphazardly thrown together and barely tested, and I can guarantee you it's due to a very limited time table, budget, or both. Team competence may indeed be a factor, but it is probably not an irreversible problem.
Sonic 4 episode 1 more showed that they don't so much understand the classics, but generations proved they CAN learn. S4e2 even showed that they somewhat DID learn, as the problems it has are relatively minor compared to previous outings and designs. Most of the problems in that game come down to simple stylistic choices in design.
I do sincerely believe that giving more western community members like Tax and Stealth freedom could FINALLY churn out a very good 2D iteration, even with the limited time table, but that's only because as fans they have more experience with the IP than anyone still currently in ST. I also don't believe they need to do this. They instead need to sit back and either simplify the yearly iterations to true 2D outings with the ENTIRE team being fully dedicated to it, and with a single consistent engine, ALA New Super Mario Bros, or they need to fully focus on 3D titles and give them no less than an extra 6 months of polish, testing, and design work.
Finally, I'd like to point out something else I feel so many people miss. Sonic is limited by 3 factors in 3D, I've so far mentioned time, I briefly mentioned money, but the ultimate one is technical. Building proper faster than fast stages in 3D is quite frankly IMMENSELY difficult, way more than I think any one of us in the entire fandom realizes. An open world Sonic game is no easy thing when you go as fast as our blue blur does, not only because it requires immense work and levels of detail to keep quality consistent through every nook and cranny you'd explore, but there are likely also severe technical limitations that more powerful hardware are required for. Try putting Sonic into a bethesda skyrim/oblivion like immense open world. At the speeds he runs, you could get from one end to the other in a number of minutes... and the japanese industry seemingly lacks the modern technical knowhow, talent, or ambition to even truly tackle super detailed sandbox games. This is why 3D sonic has ALWAYS been so leniar, rather than open world. Because it would take a lot more time, money, and processing power to create that dream sonic game some people seem to want. Heck, the closest fan equivalent I can muster to think of is Sonic robo blast 2, and that uses a very simple engine and has been in development on and off for 15 years. I think creating a truly good 3D sonic game would take far more time, money, and effort than Sega is willing to throw at it, especially with the IP's now limited appeal. That, at the end of the day, is our main problem.
This post has been edited by HEDGESMFG: 06 December 2013 - 02:00 PM