Sonic moveset: simple or complex?

I'd disagree that the level design changing as a result of a changing moveset is a bad thing. I love all three of the main era's of Sonic gameplay, Classic, Adventure, and Modern/Boost. However, I also recognize that the games featuring these playstyles and level design already exist, and aren't going anywhere just because a new game comes out. Should an alteration to Sonic's moveset provide a sufficient potential to enhance the gameplay experience, I don't feel that SEGA should get cold feet regarding it just because they will have to alter their level design philosophies to accommodate this new moveset. Such a thing serves to give a game it's own identity in contrast to games that came before it, which depending on how it's handled could be wildly successful or a complete failure.

It's because of bold risks like this being taken to begin with however that many of the greatest games of all time were released. Every game that releases like this isn't necessarily going to become one of the greats, but nonetheless if proper care has been taken to produce as refined and enjoyable an experience as possible then companies such as SEGA should have confidence in their products.

I didn't mean it was counterproductive because of the level design changing, but because using the Boost formula as a base would just make it
unnecessarily difficult for no good reason, when it's easier to come up with a new moveset from scratch, instead of trying to combine two very contrasting gameplay styles. Of course the level design needs to change to accommodate for the changes in the moveset, that's just proper game design. And also yes, bold risks is what I would like them to do, but I believe it is better to start from the beginning, than just adding or tweaking little things of existing gameplay.

I, personally, see an ideal Sonic moveset as being able to use the environment to their full advantage in order to gain momentum and maintain flow. This doesn't have to be complex, but it can also work really well in a complex manner. You could have just Sonic 1's moveset, which does this well for 2D, or you could have an Odessey-esque Sonic moveset that allows you to use pretty much every piece of the level to your advantage, aka what I've been trying to do this whole time.

I'm still a bit undecisive about the momentum, mostly because I've played games with momentum based gameplay (not Sonic related), and they feel like nice gameplay but the levels are almost always very barren, because they need to be very open, but using the environment to their advantage is something I also see as ideal Sonic gameplay, kinda like Odyssey as you mentioned.
 
I didn't mean it was counterproductive because of the level design changing, but because using the Boost formula as a base would just make it
unnecessarily difficult for no good reason, when it's easier to come up with a new moveset from scratch, instead of trying to combine two very contrasting gameplay styles. Of course the level design needs to change to accommodate for the changes in the moveset, that's just proper game design. And also yes, bold risks is what I would like them to do, but I believe it is better to start from the beginning, than just adding or tweaking little things of existing gameplay.



I'm still a bit undecisive about the momentum, mostly because I've played games with momentum based gameplay (not Sonic related), and they feel like nice gameplay but the levels are almost always very barren, because they need to be very open, but using the environment to their advantage is something I also see as ideal Sonic gameplay, kinda like Odyssey as you mentioned.
Yea, but that falls down to the game's design itself: momentum-based level design doesn't NEED to be a bland open plain.
 
I didn't mean it was counterproductive because of the level design changing, but because using the Boost formula as a base would just make it
unnecessarily difficult for no good reason, when it's easier to come up with a new moveset from scratch, instead of trying to combine two very contrasting gameplay styles. Of course the level design needs to change to accommodate for the changes in the moveset, that's just proper game design. And also yes, bold risks is what I would like them to do, but I believe it is better to start from the beginning, than just adding or tweaking little things of existing gameplay.
I don't see how the Boost and Adventure formula's are at all contrasting. The things replaced by the Boost formula are functionally very similar to what they are replacing in the Adventure formula, and could just as easily be replaced back without too much issue. These are:
Spindash - Boost
Bounce - Stomp
Somersault - Slide

There are also several additions to the Boost formula, none of which I see having any sort of meaningful contrast to the Adventure formula. These are:
  • Drift
  • Quick step
  • Wall jump
I can't think of any way in which any of these additions would actively hurt the Adventure style of gameplay if they were added onto it. Especially in regards to the often contextual nature to them, only allowing the player to make use of them in certain sections of the stage that allow them in several of the games that feature them. Overall, I'd actually say that the Boost and Adventure styles of gameplay are largely very complimentary, perhaps even by design, with the only major difference being one of level design, so let's discuss that momentarily.

Adventure stages try to feel like big open environments, though they still often amount to a mostly linear experience. They are somewhat designed like a 3D equivalent of Classic formula stages, with the player being able to choose whether they would rather speed through the levels or slow down and hunt for hidden goodies, though the concept of "Upper" and "Lower" paths is largely absent compared to the 2D Classic stages. Alternative pathways do sometimes exist, but are generally rather brief and mostly just exist to reward the player with shields or 1-ups for thinking outside the box to find them, or to be used in later bonus missions in which getting to the goal is not the main objective.

Boost stages try to feel like big open environments, though they still often amount to a mostly linear experience. They are designed like big hallways filled with obstacles that the player is generally expected to barrel through at breakneck speeds with little room for slowing down. Sometimes hidden goodies are hidden just out of sight for you to collect if you do decide to take things slow, but there's never much in the way of alternative pathways that last longer than a few seconds aside from very rare exceptions. Said side paths usually either have nothing in them, or might reward the player with something like a Red Star Ring.

In summary, the key concept behind both Adventure and Boost stages is largely the same, with the only major difference being Boost's general expectation of the player maintaining higher levels of speed while Adventure stages encourage you to slow down a bit. Imagine for a moment being placed in a Boost stage, but with the SA2 toolkit instead. Spamdash could be used to barrel through the long boost corridors, grind rails would function pretty much normally, somersault could be used to get under slide passages, bounce could be used in stomp sections, drift and quick step sections could be easily traversed by just running normally with the occasional homing attack mixed in to deal with enemies, and wall jump sections could be passed with bounce, homing attack, avoided entirely, or sometimes count as dead ends. As such, for the most part SA2 Sonic would function perfectly fine in a Boost stage, aside from being a bit slower and rarely getting blocked off by a wall jump section too high to cross. The occasional water running section might also function as a roadblock depending on if Adventure Sonic is allowed to run on water at top speed and if there's any shortcuts that could allow such sections to be skipped entirely.

Now let's consider the complimentary scenario: Boost Sonic placed in an Adventure Stage. At first you might expect him to just barrel through the stage with ease, but the Drift, Quick Step, and Wall jump will almost never get used, Stomp and Slide hold no real advantage over what they replace, and Boost could just as easily get Sonic killed from moving too fast into obstacles as it could help him navigate through long stretches quickly. Overall, he would end up not having many major hurdles to deal with, but end up generally just feeling the same as if he were Adventure Sonic but with a slightly different toolkit and worse handling and some faster clear times when the stage design allows it.

In either scenario, the level design is actually surprisingly functional with either toolkit with only the occasional exception. This largely isn't too surprising, as Boost feels like it was made to be an evolution of the Adventure formula rather than an outright new experience. The level design focus has shifted to constant speed, but Sonic's playstyle itself isn't really so different. Indeed, it's the Adventure Era stages that translated most faithfully into Generations Console/PC in comparison to the Classic Era stages, with the biggest difference being the 2D sections.

With all of that in mind, I don't see the incompatibility you are talking about.


In regards to starting fresh, the whole thing loops back to what I had said in my first post: It's largely a matter of identity. The designers would need to come up with a playstyle that that is nearly entirely new, but that still feels familiar in that it feels like you are playing as Sonic, and not some other character wearing a Sonic outfit. The question then becomes this: What about Sonic's moveset is most iconic in association with him as a character and style of gameplay, and how do you reimagine these things into something that is recognizable yet feels fresh, and also has a good flow together so as to have a satisfying gameplay? From here, a list of things to consider reimagining into a new form could start forming, such as for example:
  • Spindash
  • Homing Attack
  • Drift
  • Boost
  • Lightspeed Dash
  • Tails Assist
Once you have such a list formed, you could start moving onto thinking about what style of level design you want to be building, and how Sonic's toolkit is going to be interacting with it. This is where you are going to want to start thinking of entirely new uses for these abilities that haven't been done before, such as how in Unleashed they expanded the number of things you could homing attack into and in Lost World they merged the Spindash with the Boost. You may end up deciding that some points on your list don't fit well with the style of gameplay you are going for and ultimately nix them, such as not being able to find a use for the Lightspeed Dash in an open world environment, or the Homing Attack feeling too strong for a new 2D experience you are building, or you simply just not having any ideas on how to reinvent say, the Drift.

Overall though, the goal is this: The moveset needs to feel new, yet familiar. Simple and easy to control, but with a high skill ceiling for experienced players to pull of complex movements. A good sense of flow so that the playstyle doesn't feel clunky, but not going too far with it to the point that it feels slippery and/or unruly. Sonic should be capable of moving at high speeds, but also capable of slowing down when the player feels a need for it. Most importantly, the level design should compliment all of this so that Sonic feels suited to these environments, but with some room for challenge.

It's always a much bigger challenge to entirely reinvent a playstyle than it is to simply refine it. This is probably my biggest curiosity right now in regards to Frontiers; are they reinventing Sonic's moveset entirely like this, or applying his existing moveset into a new context with some new additions here and there?
 
I've had this thought living rent free in my head for a while, that if I were to reboot Sonic gameplay as a whole (At least in terms of the modern 3D games), I would start by redoing Sonic's moveset into something closer to what Mario has in Super Mario Odyssey, that being, a bunch of moves that allow you to string them together in a way that encourages being creative around the way you use them and when to use them, and that allows the levels to have all sorts of different designs and obstacles.

That being said, the thought of having Sonic moveset be mostly just jumping and running around with momentum based physics and having the levels be designed around that (Kinda like Marble Blast type of design), also seems interesting to me, so the question is, if you were to remake Sonic's moveset, would you aim for something simple or something more complex? (Consider that the levels would be designed around this moveset)
I definitely find the best way to go around things is to have it simple, but have those simple moves be able to interact with each other and directly flow into each other in ways that make sense.

Definetly on par with Inferno's idea of having full environmental flexibility with your actions, and how you can upkeep your momentum with that. I feel like mainly keeping sonic simple on ground, but then complicating it within the air makes it better. Adventure really nailed this idea, spindashing and turning on ground, and using your air moves to redirect and land properly within the air.

Making sonic a wee bit more complex and focused midair should be what we should see, but levels should start encouraging rapid mid-air to ground gameplay. Kinda like SRB2, but more detailed and slightly less flat.
 
Adventure stages try to feel like big open environments, though they still often amount to a mostly linear experience. They are somewhat designed like a 3D equivalent of Classic formula stages, with the player being able to choose whether they would rather speed through the levels or slow down and hunt for hidden goodies, though the concept of "Upper" and "Lower" paths is largely absent compared to the 2D Classic stages. Alternative pathways do sometimes exist, but are generally rather brief and mostly just exist to reward the player with shields or 1-ups for thinking outside the box to find them, or to be used in later bonus missions in which getting to the goal is not the main objective.

Boost stages try to feel like big open environments, though they still often amount to a mostly linear experience. They are designed like big hallways filled with obstacles that the player is generally expected to barrel through at breakneck speeds with little room for slowing down. Sometimes hidden goodies are hidden just out of sight for you to collect if you do decide to take things slow, but there's never much in the way of alternative pathways that last longer than a few seconds aside from very rare exceptions. Said side paths usually either have nothing in them, or might reward the player with something like a Red Star Ring.

In summary, the key concept behind both Adventure and Boost stages is largely the same, with the only major difference being Boost's general expectation of the player maintaining higher levels of speed while Adventure stages encourage you to slow down a bit.

The way you describe both of these gameplay styles seems very vague and simplified to me, like, yes, conceptually both of these styles are very similar, in the sense that they both have moves that allow you to gain speed with the press of a button, they both have moves that stop your speed at any moment. But they are implemented very differently, and are used very differently once they take level design into account, so boiling down both of these gameplay styles into something so vague, could be applied to pretty much anything. Kinda like the way you describe how for both of these games, the levels are mostly linear, I mean sure, considering how for both of these games you are going from point A to point B, they are mostly linear, but that's just a very simplified version of what the actual gameplay style feels like when you're actually playing it, and any game that has a level by level structure would be mostly linear.

In either scenario, the level design is actually surprisingly functional with either toolkit with only the occasional exception. This largely isn't too surprising, as Boost feels like it was made to be an evolution of the Adventure formula rather than an outright new experience. The level design focus has shifted to constant speed, but Sonic's playstyle itself isn't really so different. Indeed, it's the Adventure Era stages that translated most faithfully into Generations Console/PC in comparison to the Classic Era stages, with the biggest difference being the 2D sections.

With all of that in mind, I don't see the incompatibility you are talking about.

I didn't say the combination of both of these styles was impossible or even incompatible in every way, I said it was difficult to combine thme considering the contrasting gameplay styles both of these games have, and how one is more based around exploration, and how the other is more based round the sense of speed it gives you. If I were to combine both of these gameplay styles, the result would be something functional of course, but I would have to compromise what made both of those gameplay styles great in the first place, without an actual benefit from this. What I mean is, yes, it can happen, but the result would be something that is not quite SA/SA2 style and also not quite Boost style, and it just feels lacking in both regards.

In regards to starting fresh, the whole thing loops back to what I had said in my first post: It's largely a matter of identity. The designers would need to come up with a playstyle that that is nearly entirely new, but that still feels familiar in that it feels like you are playing as Sonic, and not some other character wearing a Sonic outfit. The question then becomes this: What about Sonic's moveset is most iconic in association with him as a character and style of gameplay, and how do you reimagine these things into something that is recognizable yet feels fresh, and also has a good flow together so as to have a satisfying gameplay? From here, a list of things to consider reimagining into a new form could start forming, such as for example:
  • Spindash
  • Homing Attack
  • Drift
  • Boost
  • Lightspeed Dash
  • Tails Assist
Once you have such a list formed, you could start moving onto thinking about what style of level design you want to be building, and how Sonic's toolkit is going to be interacting with it. This is where you are going to want to start thinking of entirely new uses for these abilities that haven't been done before, such as how in Unleashed they expanded the number of things you could homing attack into and in Lost World they merged the Spindash with the Boost. You may end up deciding that some points on your list don't fit well with the style of gameplay you are going for and ultimately nix them, such as not being able to find a use for the Lightspeed Dash in an open world environment, or the Homing Attack feeling too strong for a new 2D experience you are building, or you simply just not having any ideas on how to reinvent say, the Drift.

Overall though, the goal is this: The moveset needs to feel new, yet familiar. Simple and easy to control, but with a high skill ceiling for experienced players to pull of complex movements. A good sense of flow so that the playstyle doesn't feel clunky, but not going too far with it to the point that it feels slippery and/or unruly. Sonic should be capable of moving at high speeds, but also capable of slowing down when the player feels a need for it. Most importantly, the level design should compliment all of this so that Sonic feels suited to these environments, but with some room for challenge.

Ok so, first, I don't think this is a matter of identity, I'm not talking about what the next Sonic games "should" be, or "need" to be, I'm talking about what each person would do with Sonic gameplay style if they were in charge of it, since I don't want Sonic to be limited to the branding it has formed over the years. For instance, you might think Sonic needs to have the spindash in order for it to feel like Sonic, because it is something Sonic has had since Sonic 2, and while I may agree, I don't want that to be a limitation if someone wants to come up with something new just because of something like identity.

Secondly, I actually don't think the abilities Sonic has define him as a character, but the overall functionality that the abilites serve him as a character, like how the spindash is basically just a way for Sonic to gain speed without having to backtrack a lot of the stage to gain that speed, or how the bounce ability is just a way for Sonic to gain altitude in certain parts of the level where he cannot reach with his base jump height. All of those more are more about core concepts of what the character is, basically, no matter what's ahead, he can go through those places, at a certain speed that we are used to for the character, and that's the most important thing for me in terms of identity, that the main reason behind every abililty or move Sonic has, is rooted in the sense of speed and control I expect out of playing as Sonic.

I definitely find the best way to go around things is to have it simple, but have those simple moves be able to interact with each other and directly flow into each other in ways that make sense.

Definetly on par with Inferno's idea of having full environmental flexibility with your actions, and how you can upkeep your momentum with that. I feel like mainly keeping sonic simple on ground, but then complicating it within the air makes it better. Adventure really nailed this idea, spindashing and turning on ground, and using your air moves to redirect and land properly within the air.

Making sonic a wee bit more complex and focused midair should be what we should see, but levels should start encouraging rapid mid-air to ground gameplay. Kinda like SRB2, but more detailed and slightly less flat.

Yeah, I want Sonic to have more actions midair for sure, and also ways to have Sonic gain more height other than just a bounce or a double jump, I've seen fangames that introduce wall run mechanics as a way of gaining height, from running to a wall to jumping upwards into a curve to gain some momentum, it could potentially make Sonic feel very fluid and in control around the enviroments he's traversing.
 
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While I think this would be a very complete moveset in comparison to what Mario has currently, this just seems like it has every ability Sonic has ever had combined into one whole thing, without considering how all of its abilities would work in an actual level, or how many different inputs it would need to accommodate for the amount of moves it has.
Yeah I get it. I'll think up controller inputs a bit after this post.
 
Yeah I get it. I'll think up controller inputs a bit after this post.
Now, this is based off of a PS4 controller, because I don't know PC inputs for the game, nor do I have the damn time to look the shit up.


Aerial Abilities

Jump, Doublejump, and Atomic Momentum Rebound Dash (or AMDR): X Button
Bounce + Stomp: Circle Button
InstaShield + Dropdash: Square Button

Ground Abilities

Crouch + Slide: Circle Button
Spindash: Crouch + Jump
Super Peelout: Crouch + Forward
Spindrift: Square while in a Spindash release state
Lightspeed Attack: Hold Square for a few seconds while Spindrifting
Footsweep Kick: Triangle when not near rings

Other Abilities:

Sonic Tornado: Triangle when not near rings but have at least 20 rings
Parkour: Triangle against a wall/ceiling. This will cancel the Sonic Tornado at walls.
Quickstep/Dodge/whatever: L1/R1
Walljump: Jump against a wall (duh)
Shields: Jump + Square with a Shield (duh)
 
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