I would like to know of you people what is the ideal online feature for a Sonic game, or at least one you'd find interesting. Same applies for multiplayer features. Over the years, we have seen this dish served in various ways: co-op, competition, time/score attack leaderboards, battles, races. The options are basically infinite, but, of course, this also means there is no excuse not to provide a unique experience to the player~! For this very reason as well, I can't list all kinds of multiplayer gameplay we have around. If I may, I'll split them in some tags. Just for reference. Feel free to question them. But, for now, let me say we have these: cooperative or competitive; progressive, static or regressive; worldly or specific. I may give some examples for you to see what I'm on about, because I'm afraid I'm just coming up with unofficial terminology here. Monster Hunter Tri is of cooperative, progressive and worldly nature. The game stimulates you to cooperate with other players to achieve your own objectives - everyone fights the same battle, but gets their own rewards that they can't share. The more you play, the more features you unlock - hence the progressive nature. And it's wordly in that it, well, creates a whole world for you to play in, with its own rules and interactions. In fact, in Monster Hunter Tri, it is in the online play that the actual game resides. Playing offline, in the end, feels like a warmup or a really long tutorial on the game's mechanics. I think you could say Minecraft is all about being cooperative, static and worldly. We all know it's wrong to call it Lego Online, but most of purpose we see in Minecraft is what layers make it be. And yet, it's what the game is made of. Helping and getting help, building your impressive stuff and showing it on the internet - there are some games that allow that too, but that's not integrated to the game's purpose. Here I'm talking about fan-made movies made with The Sims. Which are actually movies, with a plot and all. It's not even multiplayer, I'm just saying this to state the difference. Tetris Battle would be of competitive, regressive and specific. It's competitive because it consists in, well, beating your opponents. Some would say it's progressive because you gain "coins" for playing and you can buy stuff with those; some would say it's static because there's nothing to accomplish - the battle is all there is. But I'll give it as an example of regressive online game because the more you play, the less you can play (as you spend energy in each match and must wait or buy some extra energy). Games like these rely heavily in addiction, since it trusts you will want to play more. Some aspects in Dark Souls share this trait with Tetris Battle, in that some behaviours are allowed, but progressively restrained (like how invading people's games and overpowering them just because you can will get you in a wanted list). However, it's more worldly than anything. The online play is an inherent part of the experience. Super Smash Bros. games are generally competitive, static and specific. I know, there are game modes in which you help your pals and all, but it's knows for No Items, Fox Only and Final Destination. So let's go with that. It's static because battling is basically all there is - playing online doesn't influence how much you can play. Ever. There's no progression or regression in it; and it's specific because while it's a prominent feature in the game, it's a separate one. Goldeneye 007 has a competitive, progressive and specific multiplayer feature. The matches, no matter their types (deathmatch, team match, flag stuff), lead to progression. The more you play, you gain levels and can get new weapons and stuff. However, it's a completely unrelated experience to the story mode. In that sense, the online play feels like a "bonus" indeed. I'm pretty sure Call of Duty games work like this, too. Having exposed the concepts, I ask you: how should it be for Sonic?