Should Sonic be in a 4 Player 2-D Side Scroller?
#1
Posted 05 May 2012 - 06:17 PM
Should Sonic be in a 4 player 2-D side scroller?
Since Mario,Kirby,and Rayman have done it and those titles have done very well. Should Sega try something like that? Personally I would say yes because even though that style of gameplay has already been dealt with Sega could do it and it would become a big hit(If it were to be done right). I really did enjoy the side scrolling mini game from Sonic Colors and if Sega expanded from that and make it a downloadable game or a console game it could hold up. I would see it better as a downloadable game and for the characters and story... I really wouldn't be expecting much since the other 4 player 2-D side scrollers didn't have much of a story or wide selection of characters. Hell I woudn't be supperised if the only characters that would be chosen would be sonic recolored 4 times and the story would probably be as basic as sonic 1's story(Dr.Robotnik is kidnapping Sonic's friends go stop him). The levels would either:
A.) Do the Sonic 4 method and make stages based off of old ones
or
B.) Actually have new levels and enviorments(But I highly doubt it because Sonic has basically been in so many different enviorments it's hard to create ones that he hasn't already been through).
So yeah, that's what I think the game would be like but the bigger question is... How do you guys think this game would be like?
#2
Posted 05 May 2012 - 06:20 PM
@Winston
I wasn't aware that Rayman Origins and Kirby's Return to Dreamland were exactly like NSMB.
Edited by Ekaje, 05 May 2012 - 06:32 PM.
#3
Posted 05 May 2012 - 06:28 PM
Edited by Winston, 05 May 2012 - 06:28 PM.
#4
Posted 05 May 2012 - 08:07 PM
#5
Posted 05 May 2012 - 08:09 PM
That said, there is nothing that can't be done, only things that haven't been done. I'm sure a 4 player Sonic COULD work, I just don't know how.
#6
Posted 05 May 2012 - 08:25 PM
Mario, Kirby, and Rayman can pull it off because they're all fairly slow paced, have mostly linear levels, and the gameplay is broken up into smaller chunks that "reset" the players' positions periodically. With Sonic, you have large, seamless, almost labyrinthine levels, played mostly at high speeds. This makes it nearly impossible for players to stick together for any length of time. If one player gets hit, or if a player takes one route and another player takes a different route, they're going to end up separated by a pretty huge distance. And if you can't keep your players together, there's little point in having co-op at all. You're better off making competitive races if you want multiplayer.
#7
Posted 05 May 2012 - 08:36 PM
#8
Posted 05 May 2012 - 09:00 PM
The best option I can see for co-op in Sonic is to make player(s) 2(/3/4) incredibly subservient to player 1. If the other players are to have the same gameplay as Sonic/player 1, add a Kirby-style "warp to leader" function, ideally one you can activate manually rather than having to wait for the game to realize you've been left behind, and have it apply player 1's speed to them, so they have some chance of keeping up with a fast-moving P1 instead of instantly being left behind. Or you could do something kind of like Mario Galaxy's co-op, where 2P isn't a character in the game world, but something confined to the screen, but I'm not sure that would be interesting enough to be worth it.
#9
Posted 05 May 2012 - 09:32 PM
Regardless, a warping or a rubberband-esque function is certainly do-able, but I don't like the whole idea of basing the game perspective around player one, because in my mind that already facilitates half of the viewing and design problems that make it significantly easier for second player to get left behind in the first place, and it gets even worse if Sonic is naturally faster. I shouldn't have to be constantly relying on a warp function.
Also, Mario Galaxy's co-op is hogwash. I wouldn't bother with that as a starting point.
#10
Posted 05 May 2012 - 09:44 PM
I'm gonna side with the majority of the people in this topic. A traditional 4 Player side scroller just won't work with the sonic formula unless you tweak the concept to an insane degree. You'd have to build it up from the ground up and do everything you can to compensate for the skill and speed differences of each player.
Going the Chaotix route and rubber-banding characters together could work. it would keep better players from getting to top speed (dead weight would slow them down) and it would give lackluster players a little bit of a boost.
#11
Posted 05 May 2012 - 09:58 PM

POPULAR
Imagine racing 3 other people for 1st, 2nd, and 3rd place.
#12
Posted 05 May 2012 - 10:22 PM
Possibly if you have it online only where everyone gets their own screen and they are free to wonder about as they please, however, this really wouldn't be much co-op in terms of team working a situation, more over just having your buddies zip around in a level with you. That said, guess where that leads too? "Let's see who can get their first" since everyone is so free willed and independent, thus making it a race mode.
At this point I wouldn't mind. Yes, you could have a race mode online to really focus on racing, though, I wouldn't mind this form of multiplayer if the racing was sort of an added bonus. As in you can play "story mode" with your friends, race light-heartedly, but ultimately your placement doesn't really affect anything other than your ego. Then yeah, there'd always be a "non-story" mode for you and your friends to duke out on.
That's really the only way I can see a Sonic game working in multiplayer if we're just talking about straight up a Sonic game with no game-featured gimmick.
#13
Posted 06 May 2012 - 12:11 AM
Problem is, how much do we have to change to make this work, and will it even be "Sonic" anymore or just Mario with a spindash? They'd have to nerf Sonic's speed, so players aren't constantly left behind. They'd need to simplify and linearize the level design, so players don't end up on wildly different paths. Classic physics wouldn't have much use, given that we can't go too fast and we can't have big hills. So are we calling this "Sonic" for any reason but the guy on the cover?Level size and character speed, and subsequently the amount of zoom available are things that can be directly tweaked and played around with to cater towards keeping multiple characters on screen as long as possible; If my direct comparison to Rayman Origins didn't communicate my intent properly, I'm hardly advocating Daytime stages just with extra characters thrown in. And in the grand scheme of things, I don't even think you could stick directly with traditional Sonic level design in the first place if the multiplayer aspect is to even be more worthwhile than what it's been in the past.
If you've got anything resembling typical Sonic gameplay, I don't see any way of avoiding it. And I don't see how trying to give all players equal weight is going to solve any problems.Regardless, a warping or a rubberband-esque function is certainly do-able, but I don't like the whole idea of basing the game perspective around player one, because in my mind that already facilitates half of the viewing and design problems that make it significantly easier for second player to get left behind in the first place, and it gets even worse if Sonic is naturally faster. I shouldn't have to be constantly relying on a warp function.
Also, Mario Galaxy's co-op is hogwash. I wouldn't bother with that as a starting point.
Yeah I'm no fan of it either, but fixing some of the players to the screen rather than putting them in the game space is one of the few ways I could see any meaningful co-op working with Sonic gameplay. That this is a serious contender shows how difficult it is to make Sonic and co-op work.I die a little inside whenever I see someone mention Galaxy as a Co-Op experience..... good god, its a disgrace.
#14
Posted 06 May 2012 - 12:26 AM
#15
Posted 06 May 2012 - 12:29 AM
#16
Posted 06 May 2012 - 01:15 AM
Problem is, how much do we have to change to make this work, and will it even be "Sonic" anymore or just Mario with a spindash? They'd have to nerf Sonic's speed, so players aren't constantly left behind. They'd need to simplify and linearize the level design, so players don't end up on wildly different paths. Classic physics wouldn't have much use, given that we can't go too fast and we can't have big hills. So are we calling this "Sonic" for any reason but the guy on the cover?
The fact that we're talking about a hypothetical game in the vain of NSMB:W- something that's never been tried by Sega before- means there's no precedent for it in a "Sonic" context so no: none of what we're discussing is inherently "Sonic." But such a question is one I can't answer meaningfully in the first place without a reference point for what "Sonic" even is in this topic, and your broad statements aren't helpful.
For example, you say one would have to nerf Sonic's speed for this idea to function, implying that's an issue because that isn't a Sonic-like design decision, but people- including yourself if I recall correctly- have been calling for Sonic's speed to be nerfed for years because the modern iteration is "too fast." So what is "too fast" and "too slow?" What is and isn't acceptable speed? I mean, how do you propose I even answer you succinctly without any reference points whatsoever?
Now, if your personal definition of Sonic revels in a purely classic context, then again no. Of course a multiplayer game- in almost any capacity -isn't going to be "Sonic" without changing some things that make the games fundamentally "Sonic." But not only do I not even agree that that's the only kind of appropriate Sonic game, but coming into hypothetical discussions like this from such a narrow context is such a boring way to participate, so much so that I don't even want to try answering your question from my own viewpoint anyway.
If you've got anything resembling typical Sonic gameplay, I don't see any way of avoiding it. And I don't see how trying to give all players equal weight is going to solve any problems.
Merely disallowing characters from being able to fall behind and stay permanently off-screen until they lose a life or something, either through dynamic walls or something like a rubber band or magnetic mechanic, would quickly solve the whole "keeping people in one place" issue.
#17
Posted 06 May 2012 - 01:27 AM
EDIT: o hey what if two players were tethered together similar to Knuckles Chaotix lol jk fuck that shit.
Edited by Alexander the Swell, 06 May 2012 - 01:31 AM.
#18
Posted 06 May 2012 - 01:52 AM
I'm not talking about what the co-op gimmick adds, but what has to be sacrificed from the way Sonic games normally play to make the game viable.The fact that we're talking about a hypothetical game in the vain of NSMB:W- something that's never been tried by Sega before- means there's no precedent for it in a "Sonic" context so no: none of what we're discussing is inherently "Sonic."
I'm using broad statements because I can't imagine this working without tearing away even the most basic underpinnings of what we call "Sonic". Of course it doesn't help that the series has been so schizophrenic that "Sonic" can mean a dozen different things, but I really don't see the defining points of any main series game being compatible with co-op.But such a question is one I can't answer meaningfully in the first place without a reference point for what "Sonic" even is in this topic, and your broad statements aren't helpful.
I would say that every core series Sonic game has gameplay too fast for co-op to function well, and that going much slower than the slowest of them would go against the spirit of Sonic games.For example, you say one would have to nerf Sonic's speed for this idea to function, implying that's an issue because that isn't a Sonic-like design decision, but people- including yourself if I recall correctly- have been calling for Sonic's speed to be nerfed for years because the modern iteration is "too fast." So what is "too fast" and "too slow?" What is and isn't acceptable speed? I mean, how do you propose I even answer you succinctly without any reference points whatsoever?
I'm not saying it's a problem to make some compromises. I'm saying I can't imagine any way to do this that doesn't sacrifice either "co-op" or "Sonic gameplay" entirely.Of course a multiplayer game- in almost any capacity -isn't going to be "Sonic" without changing some things that make the games fundamentally "Sonic."
Come from too wide a context and the question's even more boring, since the obvious answer is "yes, because Sonic can be anything".But not only do I not even agree that that's the only kind of appropriate Sonic game, but coming into hypothetical discussions like this from such a narrow context is such a boring way to participate, so much so that I don't even want to try answering your question from my own viewpoint anyway.
Being dragged along like in NSMBWii isn't much better, IMO. It still largely invalidates their ability to do anything meaningful.Merely disallowing characters from being able to fall behind and stay permanently off-screen until they lose a life or something, either through dynamic walls or something like a rubber band or magnetic mechanic, would quickly solve the whole "keeping people in one place" issue.
Possible, yes, fun to play, I doubt it. Having the screen suddenly slashed and rearranged has got to be disorienting.However, one idea that I always had was that if one player gets too far ahead, the screen would become a split screen so the other player(s) can see what the hell they're doing, and once they catch up to the player that's ahead, the screen would switch back to the default full screen. I dunno if something like that is possible, though.
#19
Posted 06 May 2012 - 02:31 AM
#20
Posted 06 May 2012 - 03:16 AM
I'm not talking about what the co-op gimmick adds, but what has to be sacrificed from the way Sonic games normally play to make the game viable.
I'm not sure what this refutes. Whether we're adding meaningful co-op or sacrificing something, the conclusion's the same: you don't have an inherently Sonic experience under the context you're trying to define.
I'm using broad statements because I can't imagine this working without tearing away even the most basic underpinnings of what we call "Sonic". Of course it doesn't help that the series has been so schizophrenic that "Sonic" can mean a dozen different things, but I really don't see the defining points of any main series game being compatible with co-op.
You've not even told me what the most basic underpinnings are, and as such my own assumptions like "speed" and "flow" are broad as well, ultimately stifling my ability to answer your original question in the first place.
I would say that every core series Sonic game has gameplay too fast for co-op to function well, and that going much slower than the slowest of them would go against the spirit of Sonic games.
I disagree; Classic Sonic without the aid of rolling or downhill terrain isn't all that fast, and I'd even argue his default pace isn't all that far off from what we see in other multiplayer platformers like NSMBW and Rayman.
Come from too wide a context and the question's even more boring, since the obvious answer is "yes, because Sonic can be anything".
None of what I said in my posts advocates going to the opposite extreme, although I'd argue that would easily facilitate more interesting ideas to talk about other than whether or not the op's idea even warrants existence on the basis of it being "Sonic" enough.
Being dragged along like in NSMBWii isn't much better, IMO. It still largely invalidates their ability to do anything meaningful.
How does not being able to be left behind off-screen eliminate the possibility of a less-skilled player being able to play meaningfully?
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