I normally don't really care about taking part in these kinds of debate topics, especially so when I don't really care either way about it changing. But, I saw this while skimming and it grabbed my attention:
I'm sorry but you're not making this easy for yourself. People are not going to understand when you testify that "super characters is the same" (in S3&K nonetheless) and they don't personally experience it. You are using your experience (and some unspecified others') as evidence, after all. There's no way to empirically pin this issue down. If you have to go to the lengths of saying that if people don't like the process of collecting emeralds for nothing then they shouldn't be doing it, and if they want to go super anyway, they should mod it in, you might as well answer that you (plural you) are making the game and thus you decide what's going to be in the game. It's less convoluted and gets the message through.
I'm cutting out a lot of this quote, but I could not agree more. This is not very relevant to the discussion at hand, but after reading this I feel like I need to get it off my chest.
I have been around for some of these arguments plenty of times and I've seen so many really arbitrary reasons thrown around over many different topics by the developers, that are somehow
way more frustrating than receiving a "it's our game, we're doing what we want", since while they can make sense alone, it feels like they contradict themselves.
The absolute most frustrating examples I can remember for me were:
- "Circuit was removed because it was unbalanced." Hearing this was upsetting back in early 2.1 era. I've always suspected that this was just an excuse to shut people up, since Ringslinger has always had harsh character imbalances that are even more difficult to fix, and that the real reason was that no one on the team cared about the mode (which is a completely fair reason, I might add). I recently got that directly confirmed.
- "We don't want to change abilities/controls per mode because we want players to be able to not need to relearn things for what's practically a separate game", because it directly conflicts with what I was told on a different topic, like, last week: "We don't want to design Ringslinger around third person, it'll always be first person because we're fine with it being treated as a separate game." Both of these are fair on their own, but don't make even a lick of sense together.
While I don't think it really applies to the current argument, this is why I don't really take some of the developers seriously over certain aspects of their own game. I just want to hear it how it is, man.
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As for something more on-topic, I feel like now that Super is near impossible to activate on accident (except for like, Amy, if you like using jump-spin for her air hammer, but I've always preferred jump-jump), that the argument of "it hurts the character variety" is flimsy than ever, because if you personally care about the variety then you can just... not activate it, if you just want to cheese stuff you can. However, I've also never cared since I just like to play NiGHTS, and I will get the emeralds just to play NiGHTS and I will ignore the Super form either way.
I will say I kinda preferred it when it was only Sonic and not Metal, if only because Metal feels very... "fanon"-y to me. If you wanna play along and argue over canon with me: it's now extremely awkward that Knuckles, the guardian of the Emeralds who's been able to transform in his starring game, isn't able to, but Metal Sonic, some robot who's never done it, IS able to. Mecha Sonic, the improved model, could only
barely hold Super for a few seconds at a time using the full power of the Master Emerald. Just kind of a low blow to my main man Knux :V