That's nice. someone call me back in 5-10 years when they actually have a game instead of proof of concept then.
Both of those are freaking awesome and exactly what a proper 3D Sonic platformer should be!
People objecting that it's too open and not linear enough lack imagination.
Yep.
People really think Sega never considered something like this themselves? There's probably a reason why it's never worked out.
Sega actually did it, too, with Green Hill Zone in Sonic Adventure 2. It was cool for the novelty of it (and how hard you had to work to get it), but even in that game, the regular stages were better-designed for 3D.
Both of those are freaking awesome and exactly what a proper 3D Sonic platformer should be!
People objecting that it's too open and not linear enough lack imagination.
This is a bizarre statement. Green Hill in SA2 wasn't anything like this on top of the game not playing anything like this.
I meant in the sense that Sega strove to recreate an actual Genesis Sonic level in 3D, which is what the games in the OP are trying to do (in spirit, if not in actuality).
It's a shame some people are only able to see the levels as just being directionless instead of being excited for the fact that the level design has so much potential. It's like some of you can't think beyond what you're shown on the screen. With a bit of refinement and more structure, it really could become the way 3D Sonic games are made. I think it's bloody brilliant.
Thi first one could easily end up as a Jumping Flash clone.THose are really cool little sandboxes experiments with a lot of potential, but personally I need something concrete to do. End-game experiencies please.
That first link seems to be one of the better understandings of what might make a 3D sonic game fun. Pretty damn cool.
The first video is actually pretty awesome. I love how you have so much space to run and the visibility is great.
Sonic Utopia... holy shit. I was just enamored watching that trailer the entire time. That's exactly the kind of 3D Sonic game I wanna play. ;_;
How can people find fault with that first video?? It's amazing. It looks like sonic controls perfectly. I'd buy a game built around those mechanics twice. I thought OP's Mario 64 moment comment was hyperbole, but after watching I totally agree.
http://shmuplations.com/mario64/
Interviewer: Mario 64 is the lead-off title for the new Nintendo 64 but how did the project first get started?
Miyamoto: Well, in the beginning we were working on something really simpledeceptively simple, even... There was a room made of simple lego-like blocks, and Mario and Luigi could run around in there, climb slopes, jump around, etc. We were trying to get the controls right with an analogue 3D stick, and once that felt smooth, we knew we were halfway there... Thats how we make games at Nintendo, though: we get the fundamentals solid first, then do as much with that core concept as our time and ambition will allow... Yes, it was being able to move Mario and Luigi around with the 3D control stick, and being able to change the camera view with the press of a button. One of our big development themes was letting the players move Mario around any way they wanted. We wanted to make a game where just moving Mario around was fun...
It feels more of a proof of concept for movement and physics... And at that it avoids a lot of pitfalls past iterations on the concept of "classic sonic in 3 dimensions" have fallen into...
My takeaway from these videos is that they're trying to incorporate the physics based game play that made 2D Sonic games so appealing in a 3D environment without resorting to on-rails segments, straight corridors and automated loop-de-loops like the modern 3D games typically do...
http://shmuplations.com/mario64/
Miyamoto: ...An eternal theme for me with game design has been to let the players create their own vision... I want a game that allows players to try come up with their own solutions and playstyles and test them out there on the spot... One of our big development themes was letting the players move Mario around any way they wanted. We wanted to make a game where just moving Mario around was fun... And yet, while we were all telling ourselves walking around leisurely can be fun too!, I have to admit that internally, I was a little worried normally games have a faster pace... Truth be told, we did something with Mario 64 that we dont usually do: we had children playtest it... seeing [my son] try dozens of times, over and over, to get up this unclimbable hill, as a parent I couldnt help but think, Geez, does this kid have any brains? (laughs) Afterwards we asked the children what they thought of the game, and they said it was fun, and that they wanted to play it again. Up to now, I think theres been this image with games that if you cant beat it, its not a fun or good game, right? Thats a philosophy weve stuck to at Nintendo, too, but I figured that if a game was this fun to play even if you werent getting anywhere, well, it must be alright. Until this game, I was very skeptical about something like this being fun...
Interviewer: No, it really is a fun just wandering around doing nothing in particular. When I first played it, I spent awhile just running around the castle outside, swimming, jumping it felt really good.
Miyamoto: That was our big gamble. We thought that half the people would just go straight into the castle, and half would hang out and explore outside, as you described. We made the game with that latter half of players in mind. Im not saying that either way is correct, of course...
I'd rather explore open spaces looking for collectables with the speedy movement and slopes/physics toolset than run to a goal, just as I'd rather open spaces looking for collectables with Mario's jumping toolset rather than run to a goal. Both series will keep getting 2D entries, so I wish the 3D ones would make better use of the virtual spaces. The fact that fans are willing to go through the effort to make things like show there is a contingent of people who agree with this philosophy on 2D vs 3D platformer design.
...In 3D Mario games be it open ended or linear, it's fun to just see what Mario is capable of. Climbing on this, jumping on that and just seeing how you can interact with the environment is very fun. The same can be said for Sonic in a potential game like this. Just trying to figure out what you can do in such a massive world with Sonic running around like a maniac looks like so much fun...
Murasaki Fox said:I'm the programmer for this engine [Sonic Utopia]. I definitely think a happy medium can be found. This level is indeed designed as a bit of a playground so players can get used to the complex momentum physics, but we've got lots of ideas for the future, once we've perfected this process.
Agreed 100%. Open world isn't the be-all end-all like a lot of people think.Nice proofs of concept, but open world is exactly what I don't want from the Sonic series. It's the same reason why I think that CD is on the lower end of 2D Sonic.
Give me mostly-focused level design with 2-4 main paths over this anyday.
Why isn't there a SAGE 2016 topic on NeoGaf??
1) It's usually been confined to SonicGAF because...
2) Nobody else on GAF gives a shit, due in part to...
3) 9/10 Sonic-related threads on GAF are pure shit
Murasaki Fox said:I'm the programmer for this engine [Sonic Utopia]. I definitely think a happy medium can be found. This level is indeed designed as a bit of a playground so players can get used to the complex momentum physics, but we've got lots of ideas for the future, once we've perfected this process.
One step closer to a playable Sonic CD intro, I hope.
Graphically they both look great, especialøy GHP, but in terms of gameplay.. What would you even do in a Sonic game like this? Collect thingamajigs or have objectives you need to clear around the level? Neither of those two are something I really want from a Sonic game.
Exactly. People are too busy thinking about a sandbox without actually thinking about how that would impact how Sonic has always played.
Also, we've had 100 linear Sonic games. Do we really need to worry about "how Sonic's always been played"...?
I agree with people saying comments like this are lacking imagination.
I see this trailer, and looks just fun to control, fun to play. Should a game like this never exist unless it can be focused into a laser-tight game design? Not that I don't think it can be focused, but there's value in just that freedom, that movement, that exhilaration of just controlling Sonic.
I can think of a hundred ways you could probably make that compelling, if it's really needed. Hide things in the levels like animal canisters. Race challenges across long distances so you have to figure out your own ideal path and just enjoy the feeling of movement with that goal you crave. Some sort of "points for style" mechanic. Kind of like the old Tony Hawk games, in a way, I'd say? Like even if it's not your "cup of tea", these are easily ideas worth exploring.
Sometimes I just play the recent SSX, and just enjoy the feeling of snowboarding down a mountain. I don't really need racing, or points - it's the feeling that in the end is the main draw. And this trailer really nails a feeling, and that could be enough. "Goals" can feel artificial and a distraction from what's really fun about control.
Also, we've had 100 linear Sonic games. Do we really need to worry about "how Sonic's always been played"...?