ICEknight, on 02 September 2014 - 04:29 PM, said:
Which is precisely one of the main things that separated Sonic from Zool, Bubsy or Awesome Possum, in my oppinion.
Rayman, in his original game, is bigger than Bubsy or Awesome Possum or Zool, and has no such problems. It's all a matter of designing levels that suit your engine and sprites. A great example of this is the classic
Prince of Persia. The prince takes up a larger chunk of the screen than Sonic ever has, but for such a slow and precise game, it's not an issue. Hell, that game compounds it by having no scrolling whatsoever, and yet it still works fine.
The only Sonic games I ever felt had a problem with the FOV were
Sonic CD and
Knuckles Chaotix. Sonic CD had dick object placement designed to fuck you up, and often didn't give adequate time for the player to react, a problem that they were apparently aware of and attempted to mitigate fancy camera movement, but it wasn't really enough.
Knuckles Chaotix's bonding mechanic causes characters to be at extreme edges of the screen constantly with no proper visibility in front of 'em, but it's not an issue because the level designers went on vacation and forgot to put obstacles in most of the game.
But Sonic 1-3K? Those games knew their screen real estate limitations, and designed within them. When the player has a genuine opportunity to go fast enough that it might be an issue, rolling protects them from enemies. Usually the game will actively stop the player before an area that requires a slower pace, so they don't find themselves spindashing in a seemingly safe area and then careening into a pit of lava. Even Wing Fortress Zone, which is set entirely above a giant bottomless pit, makes it pretty constantly clear when it's safe to spindash and not, and generally does a good job protecting the player from FOV-related problems.
edit: I can't believe I forgot to bring this up, but one major reason for a limited FOV is that it helps instill a sense of speed, regardless of what your speed actually is. You zoom out too far, the game is gonna feel slower, because Sonic is gaining less distance per second relative to the screen. Sonic's speed relative to himself is ultimately inconsequential, where exhilaration and
advertising point blast processing is concerned.
This post has been edited by Covarr: 02 September 2014 - 04:56 PM