Metool_Man
"I am the real Sonic!- not."
The Boost and Spindash as we know them cannot co-exist, which why I attempted to balance both of them with the other in mind, but it looks like nobody really liked the idea, so I've nothing else to offer except, yeah, splitting them up again.All I have to say is Both Boost and Spindash can't co-existence as they both function as two different game-styles, Boost for Modern & Spindash for Adventure plus they can't be in the same game because Boost is/going to be definitely better than the spindash if they both in the same game together, they only way it can CO-EXISTENCE is to do what Frontiers did, function like the Boost but with momentum ONLY for Open-Zone (and as a unlockable), for traditional Boost games... don't add it lol because it's unnecessary, "But the Rush games has the spindash and THOSE was boost games!!!!" yeah, those was 2D games, not fully 3D, so my point still stands
At this point, I'd relegate Boost gameplay to a Mach Speed-like section, where Sonic automatically Boosts forward, and you can hold B to enter a Spinboost-like state, in which state he can also drift (it also just looks cool), and he can also press X to Slide and Stomp.
Then the normal gameplay style would practically be Adventure 1 mixed with Adventure 2, with A to Jump, Homing Attack and Airdash, B to Spin/Dropdash, X to Bounce and Slide, and Y to do misc. actions such as the Light Speed Dash.
What do y'all think about this one?
Also, don't worry, time gear. You never came off as hostile. I'll highlight the same 3 points you brought up so we can see each other's views easily.
1. The Matter of the Boost vs. the Spindash
The moves ARE very similar, but no matter how many points are brought up, I just can't be convinced they're the SAME.
The Spindash I am specifically talking about is the incarnation of the Spindash from SA1, not the idea of Sonic Spindashing in general.
So, to clear things up, from here on out, I'll be referring to that specific Spindash as the Spamdash. I am not talking about Spindashing as a whole, I am talking about the Spamdash, where you hold B to charge up, and release to burst forward.
Now that I got that out of the way - I think the Boost and the Spamdash serve the same general purpose but differ in 3 major ways...
1a. Use Case
The Boost is to almost always be used during a Boost stage, whereas the Spamdash is to assist you periodically through Adventure Stages. The Spamdash (as in mashing B, not the specific KIND of Spindash I'm referring to) itself is a bit broken, but requires skilled application throughout the entire stage, plus is an unintended mechanic, differing it from the Boost's general speed Boost.
1b. General Mechanics
The Spamdash has a charge state, which you can use to build up speed to launch yourself forward, which you can bypass if you simply want to start spinning. The Spamdash only boosts you initially, and it's up to you after that. While spinning, Sonic gradually loses speed, but, when Sonic is going down a slope, he gains much more speed than if he simply ran down it. However, trying to spin uphill will get you nowhere.
The Spamdash also functions as an attack.
The Boost serves as a button to hold down to continually boost yourself forward, hence, the Boost. The Boost makes it that you travel a flat speed across all kinds and angles of terrain, and damages enemies, as well.
The Spamdash is a much more versatile mechanic, as you can tell from the differing lengths in the paragraphs.
1c. Power
The Boost is a much more powerful tool than the Spamdash, because it has less cons and more pros. We'll quickly go over that...
Spamdash:
Pro: Versatile
Pro: Not tied to a meter
Con: You must hold the button to gain speed from a standstill
Con: Only gains speed initially
Con: Slows down after a bit
Con: Slower in comparison
Boost:
Pro: Very fast
Pro: Continually keeps you at that speed
Pro: Easy to use - just hold the button
Pro: If you ever start slowing in the state, you're pushed back to the top speed
Pro: Meter is actually incredibly easy to maintain
Con: Tied to a meter
The Boost has many more pros that the Spamdash, which explains why they can't coexist in the same kit, if we implement them as they currently are officially.
2. The Matter of which Design Mentalities are Better
"Ultimately any one person is going to like what they like, and that's fine." This is inarguably a huge part of this whole general argument between the Spamdash and the Boost, and I mean outside of this - I'm talking about the myriads of other Sonic fans arguing between them.
"However, there is a little bit of objectivity that can be drawn from; the series roots and what design mentalities have resulted and larger popularity and sales. Innovation is an iterative process that relies heavily on feedback, and it's always important to remember from where you've come so as to not lose your way."
After coming back and rethinking my first proposition, I'm not quite sure it really needs much innovation anymore (see the top of the post).
Honestly, combining both playstyles by having each stage finish off with a chase-scene sort of set piece, in where Sonic Boosts forwards automatically (with the lack of a meter now, I might add) might just make both sides happy without really compromising either playstyle in any way.
3. What Your Proposition Actually is
I'm gonna have to resort to using the ("previous retort" - retort) strategy to respond to some of your points here, if I deem it necessary.
Your whole post, along with my responses will be contained in this sub-spoiler...
The moves ARE very similar, but no matter how many points are brought up, I just can't be convinced they're the SAME.
The Spindash I am specifically talking about is the incarnation of the Spindash from SA1, not the idea of Sonic Spindashing in general.
So, to clear things up, from here on out, I'll be referring to that specific Spindash as the Spamdash. I am not talking about Spindashing as a whole, I am talking about the Spamdash, where you hold B to charge up, and release to burst forward.
Now that I got that out of the way - I think the Boost and the Spamdash serve the same general purpose but differ in 3 major ways...
1a. Use Case
The Boost is to almost always be used during a Boost stage, whereas the Spamdash is to assist you periodically through Adventure Stages. The Spamdash (as in mashing B, not the specific KIND of Spindash I'm referring to) itself is a bit broken, but requires skilled application throughout the entire stage, plus is an unintended mechanic, differing it from the Boost's general speed Boost.
1b. General Mechanics
The Spamdash has a charge state, which you can use to build up speed to launch yourself forward, which you can bypass if you simply want to start spinning. The Spamdash only boosts you initially, and it's up to you after that. While spinning, Sonic gradually loses speed, but, when Sonic is going down a slope, he gains much more speed than if he simply ran down it. However, trying to spin uphill will get you nowhere.
The Spamdash also functions as an attack.
The Boost serves as a button to hold down to continually boost yourself forward, hence, the Boost. The Boost makes it that you travel a flat speed across all kinds and angles of terrain, and damages enemies, as well.
The Spamdash is a much more versatile mechanic, as you can tell from the differing lengths in the paragraphs.
1c. Power
The Boost is a much more powerful tool than the Spamdash, because it has less cons and more pros. We'll quickly go over that...
Spamdash:
Pro: Versatile
Pro: Not tied to a meter
Con: You must hold the button to gain speed from a standstill
Con: Only gains speed initially
Con: Slows down after a bit
Con: Slower in comparison
Boost:
Pro: Very fast
Pro: Continually keeps you at that speed
Pro: Easy to use - just hold the button
Pro: If you ever start slowing in the state, you're pushed back to the top speed
Pro: Meter is actually incredibly easy to maintain
Con: Tied to a meter
The Boost has many more pros that the Spamdash, which explains why they can't coexist in the same kit, if we implement them as they currently are officially.
2. The Matter of which Design Mentalities are Better
"Ultimately any one person is going to like what they like, and that's fine." This is inarguably a huge part of this whole general argument between the Spamdash and the Boost, and I mean outside of this - I'm talking about the myriads of other Sonic fans arguing between them.
"However, there is a little bit of objectivity that can be drawn from; the series roots and what design mentalities have resulted and larger popularity and sales. Innovation is an iterative process that relies heavily on feedback, and it's always important to remember from where you've come so as to not lose your way."
After coming back and rethinking my first proposition, I'm not quite sure it really needs much innovation anymore (see the top of the post).
Honestly, combining both playstyles by having each stage finish off with a chase-scene sort of set piece, in where Sonic Boosts forwards automatically (with the lack of a meter now, I might add) might just make both sides happy without really compromising either playstyle in any way.
3. What Your Proposition Actually is
I'm gonna have to resort to using the ("previous retort" - retort) strategy to respond to some of your points here, if I deem it necessary.
Your whole post, along with my responses will be contained in this sub-spoiler...
I think a big part of the pushback against my proposition is born of the bias of thinking of boost and spindash as being different abilities, and then holding preference towards one or the other and then seeing the flaws of whichever thing you don't prefer in my idea. The issue with this is that my proposition ultimately isn't about boost or spindash; it's about an ability that utilizes the same core concept that makes up both of them and innovates beyond what either of them were in the past. I firmly believe it's important that for games to innovate and improve, you can't be stuck in the past. At the same time however, you can't forget your roots either.
These are two core principles in what I am proposing; the ability that I am suggesting is reminiscent of both boost and spindash, and serves the same purpose in a practical sense. However, functionally my proposition is different; speed is tied to rings, there's no boost meter, skillfull play is rewarded with more speed, which also introduces more risk but rewards those who can overcome that risk with faster clear times. It draws from how the "spindash" has been handled in the past in regards to physics interactions with the environment, but also draws from how the boost has been handled in regards to risk vs reward and interacting with hazards and obstacles.
Regarding the matter of rings, it's rather apparent that the lives system is on its way out and score doesn't always show up either. The score time rings system of the original games and how it tied together with your lives count was a carefully constructed system that rewarded the player for playing well by allowing them to grow a safety net, while playing poorly would punish you as incentive to get better so that you could see parts of the game you hadn't been able to reach yet. It often gets compared to the quarter eating tendencies of old arcade games, but I don't see it that way. It wasn't about artificial difficulty to rip you off of your hard earned cash, it was about introducing a relatively strict skill floor to make progress itself a reward for the players that could prove their mettle to get that far.
However, that design is clearly being phased out, and so the interwoven mechanics of the system are becoming unraveled. Rings rewarded players who could hold onto them with a 1-up every 100 rings they could hold onto without taking a hit. Even if you couldn't pull that off, holding on to just 50 was all you needed to get into a special stage, and later to transform into your super form. The only one of these that's really still around in modern games is Super Sonic, and even that doesn't feel as rewarding as it used to. This introduces a problem in my opinion; holding onto more than a single ring doesn't really hold much meaning anymore. As long as you can keep picking it up or collecting at least one more, you can't die in most circumstances, and there's borderline no reward to holding onto more of them beyond that point.
That's where my idea behind tying speed to rings comes in. The idea is to repurpose the concept of rewarding players for holding onto rings without losing them by tying how fast the "boost" can take you to your ring collection, all the way up to 100 rings in reference to collecting a 1-up.
Just going fast and reacting to incoming obstacles and hazards has some fun value but it also leaves a lot of room for improvement. In the past, the spindash has been used to interact dynamically with the environment. Going downhill increases your speed, going uphill reduces it, and flying off a ramp or jumping off a hill at the right angle could send you flying with a limited amount of control afforded to the player to steer themselves to where they want to land. I think this is important to bring back, not just in reference to the series roots but in service to the gameplay itself and achieving an enjoyable flow state. There's an intuitive simplicity to this design that easily makes sense and clicks for players without too much in the way of explanation needed, and that's indicitive of good design. The process of getting good at manipulating the physics to your advantage and using them to craft your own shortcuts to cut down on your clear times despite taking risks in doing so is something that will always be satisfying in just about any game that knows what it is doing with it, and this is the big thing that recent 3D entries have largely forgotten.
To get back to the matter of point number 2; I don't think that boost games or spindash games are inherently better or worse than each other. I think they both do things that the 3D games have been needing to do for a long time now, but that no 3D game has ever brought together in just the right way. Both design mentalties are two halves of a larger, greater whole that can only be brought to its full potential when pieced together. Spindash never reached its full potential in 3D. Boost design mentality was the answer they came up with, but while it addessed many of the issues they were having with spindash design it also came with eliminating some of the appeal. Instead of getting caught up in nuances that worked for specific games, I think it's important to look at all of the games that did well regardless of whether they used spindash design mentality or boost design mentality, ask what players thought did and didn't work from each of these games, and then also ask how this could be learned from to make Sonic's controls in future titles feel better and more fun to play instead of emulating the mistakes of the past.
As for the matter of cosmetically emulating both boost and spindash, this is also inspired by the perspective of remembering and paying homage to the series roots. There are always going to be those who prefer a spinning animation or a running animation during gameplay and honestly I don't really see any reason why it can't be either or. Spindash is always always represented as starting from a standstill while boost is mostly used while already in motion, so it makes a lot of sense to choose which animation set to use based on that despite the move itself not functioning any differently either way.
The way the Rush games handle the infinite boost meter has always been my favorite of their attempts so far; rewarding the player for interacting with the game mechanics while also having an element of only lasting for as long as the player can keep it up. This is more fun than simply drawing an infinity symbol and then having an invisible timer or having to be paranoid of taking hits due to not being able to collect rings. I've already explained my perspective on the issues the meter simply existing has brought to the series, and spindash design never relied on a meter anyway, but I wanted to represent that fun and addicting aspect from the Rush games in some way, so that's where the max boost concept I came up with comes from. I combined the idea with the max boost from Frontiers and the end result was for it to be a system in which you can buff the speed of your boost, but only for as long as you can keep it going. The idea is that if you play well, you are given the opportunity to take bigger risks for the chance of faster clear times that are more satisfying to pull off.
You make a very good point about biases towards one ability or the other. However, I just don't see how the Spindash, specifically the Spamdash and the Boost are the same ability. They just aren't. Again, with the Mario comparisons, just because the Jump and Long Jump serve similar purposes and look similar does not mean they are the same - and while the differences between the Spamdash and the Boost aren't quite the same as the differences between the Jump and the Long Jump, they're still comparable enough to get my point across.
I don't believe that neither the Spamdash nor the Boost need to be innovated on any further, after looking back on my old proposition and providing my new one (see the top of the post). The Jump hasn't been innovated on in years, and if a new mechanic were suddenly tied to it or if it was suddenly changed into some odd version of itself, I'm sure a lot of people would be upset.
It's the Boost VS. the Spamdash. The fans want one or the other, perhaps both, if contained in separate environments. Your proposition has many good ideas within it, but I'm not sure it's going to fix the problem.
I don't believe that neither the Spamdash nor the Boost need to be innovated on any further, after looking back on my old proposition and providing my new one (see the top of the post). The Jump hasn't been innovated on in years, and if a new mechanic were suddenly tied to it or if it was suddenly changed into some odd version of itself, I'm sure a lot of people would be upset.
It's the Boost VS. the Spamdash. The fans want one or the other, perhaps both, if contained in separate environments. Your proposition has many good ideas within it, but I'm not sure it's going to fix the problem.
These are two core principles in what I am proposing; the ability that I am suggesting is reminiscent of both boost and spindash, and serves the same purpose in a practical sense. However, functionally my proposition is different; speed is tied to rings, there's no boost meter, skillfull play is rewarded with more speed, which also introduces more risk but rewards those who can overcome that risk with faster clear times. It draws from how the "spindash" has been handled in the past in regards to physics interactions with the environment, but also draws from how the boost has been handled in regards to risk vs reward and interacting with hazards and obstacles.
See the point above, too. Even though you propose many good ideas, it's the Spamdash VS. the Boost. This might make many happy, but some others will still be advocating for the pure return of the Spindash.
I realize that when you want to try and solve this problem, you got to ask yourself - will this stop people from asking for SA3? Of course, only factoring in the gameplay.
This mechanic might actually result in a 3rd ability for fans to target in an argument too, Spindash Vs. Boost Vs. Ringburst?
Ringburst is a name I came up with just to show you an example.
I realize that when you want to try and solve this problem, you got to ask yourself - will this stop people from asking for SA3? Of course, only factoring in the gameplay.
This mechanic might actually result in a 3rd ability for fans to target in an argument too, Spindash Vs. Boost Vs. Ringburst?
Ringburst is a name I came up with just to show you an example.
Regarding the matter of rings, it's rather apparent that the lives system is on its way out and score doesn't always show up either. The score time rings system of the original games and how it tied together with your lives count was a carefully constructed system that rewarded the player for playing well by allowing them to grow a safety net, while playing poorly would punish you as incentive to get better so that you could see parts of the game you hadn't been able to reach yet. It often gets compared to the quarter eating tendencies of old arcade games, but I don't see it that way. It wasn't about artificial difficulty to rip you off of your hard earned cash, it was about introducing a relatively strict skill floor to make progress itself a reward for the players that could prove their mettle to get that far.
I believe that if Sega were to go through with rings boosting speed without being extremely punishing, redundant, or awkward, Sonic being damaged would result in him dropping 20 rings, with the inability to pick those rings back up.
Other than that addition, I have no contrasting opinions with this section.
Other than that addition, I have no contrasting opinions with this section.
However, that design is clearly being phased out, and so the interwoven mechanics of the system are becoming unraveled. Rings rewarded players who could hold onto them with a 1-up every 100 rings they could hold onto without taking a hit. Even if you couldn't pull that off, holding on to just 50 was all you needed to get into a special stage, and later to transform into your super form. The only one of these that's really still around in modern games is Super Sonic, and even that doesn't feel as rewarding as it used to. This introduces a problem in my opinion; holding onto more than a single ring doesn't really hold much meaning anymore. As long as you can keep picking it up or collecting at least one more, you can't die in most circumstances, and there's borderline no reward to holding onto more of them beyond that point.
Yeah!
I believe this solves the 1-Ring problem, a less urgent problem, but still a very big one!
See the point above, as well. I believe integrating that as well entirely fixes it. Even if it does cause a bit of outrage, I see this as a mechanic that does need to be innovated upon, and that it's worth it.
I believe this solves the 1-Ring problem, a less urgent problem, but still a very big one!
See the point above, as well. I believe integrating that as well entirely fixes it. Even if it does cause a bit of outrage, I see this as a mechanic that does need to be innovated upon, and that it's worth it.
That's where my idea behind tying speed to rings comes in. The idea is to repurpose the concept of rewarding players for holding onto rings without losing them by tying how fast the "boost" can take you to your ring collection, all the way up to 100 rings in reference to collecting a 1-up.
Just going fast and reacting to incoming obstacles and hazards has some fun value but it also leaves a lot of room for improvement. In the past, the spindash has been used to interact dynamically with the environment. Going downhill increases your speed, going uphill reduces it, and flying off a ramp or jumping off a hill at the right angle could send you flying with a limited amount of control afforded to the player to steer themselves to where they want to land. I think this is important to bring back, not just in reference to the series roots but in service to the gameplay itself and achieving an enjoyable flow state. There's an intuitive simplicity to this design that easily makes sense and clicks for players without too much in the way of explanation needed, and that's indicitive of good design. The process of getting good at manipulating the physics to your advantage and using them to craft your own shortcuts to cut down on your clear times despite taking risks in doing so is something that will always be satisfying in just about any game that knows what it is doing with it, and this is the big thing that recent 3D entries have largely forgotten.
This.
This is what I want.
If this is what your ability provides, I might not be entirely opposed to it, but I still don't think it can replace either the Spamdash or the Boost.
Y'know, it just occurred to me that if Sega were to test this in a real game, they could try tying it to Metal Sonic, or a character like that.
This is what I want.
If this is what your ability provides, I might not be entirely opposed to it, but I still don't think it can replace either the Spamdash or the Boost.
Y'know, it just occurred to me that if Sega were to test this in a real game, they could try tying it to Metal Sonic, or a character like that.
To get back to the matter of point number 2; I don't think that boost games or spindash games are inherently better or worse than each other. I think they both do things that the 3D games have been needing to do for a long time now, but that no 3D game has ever brought together in just the right way. Both design mentalties are two halves of a larger, greater whole that can only be brought to its full potential when pieced together. Spindash never reached its full potential in 3D. Boost design mentality was the answer they came up with, but while it addessed many of the issues they were having with spindash design it also came with eliminating some of the appeal. Instead of getting caught up in nuances that worked for specific games, I think it's important to look at all of the games that did well regardless of whether they used spindash design mentality or boost design mentality, ask what players thought did and didn't work from each of these games, and then also ask how this could be learned from to make Sonic's controls in future titles feel better and more fun to play instead of emulating the mistakes of the past.
Yes - the best Spindash game (SA1) and the best Boost game (SonG) are about the same quality in gameplay, but differ in mechanics.
As for the matter of cosmetically emulating both boost and spindash, this is also inspired by the perspective of remembering and paying homage to the series roots. There are always going to be those who prefer a spinning animation or a running animation during gameplay and honestly I don't really see any reason why it can't be either or. Spindash is always always represented as starting from a standstill while boost is mostly used while already in motion, so it makes a lot of sense to choose which animation set to use based on that despite the move itself not functioning any differently either way.
This is what's most iffy for me.
The way the Rush games handle the infinite boost meter has always been my favorite of their attempts so far; rewarding the player for interacting with the game mechanics while also having an element of only lasting for as long as the player can keep it up. This is more fun than simply drawing an infinity symbol and then having an invisible timer or having to be paranoid of taking hits due to not being able to collect rings. I've already explained my perspective on the issues the meter simply existing has brought to the series, and spindash design never relied on a meter anyway, but I wanted to represent that fun and addicting aspect from the Rush games in some way, so that's where the max boost concept I came up with comes from. I combined the idea with the max boost from Frontiers and the end result was for it to be a system in which you can buff the speed of your boost, but only for as long as you can keep it going. The idea is that if you play well, you are given the opportunity to take bigger risks for the chance of faster clear times that are more satisfying to pull off.
Overall, our opinions seem to be coming closer and closer.
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