>>26123
>What do we want to see in Sonic Frontiers 2?
Challenging and creative platforming like updates 2 and especially 3. Arcade modes like update 1. Fully original level design and locations. Multiple playable characters like update 3. Improved controls with even more freedom of movement. Online multiplayer/races
>How should the sequel improve upon the original game?
Make the platforms and other objects actually feel like part of the environment
>What shouldn’t be in the sequel?
The awful pop in
>What could be its vision and design philosophy?
What we know about this game so far is that Kishimoto treated the Frontiers updates as a testing ground for "Frontiers 2", and that he considers "Frontiers 2" the be "the second game in the third generation", with the first generation being the 2D Classic-like games, and the second generation being Adventure AND boost. But the weird thing nobody talks about is that Kishimoto said "the third generation" isn't simply defined by the "Open Zone" concept, but that there is a "secret" that he hasn't talked about yet that makes Frontiers unique compared to all the previous games. I haven't seen any discussion on what the secret might be.
My theory is that the secret is player customization. Frontiers is a box full of toys, and although there are some limitations in place, the goal of the game's design is to let players play however they want. This means, if you don't want to play the normal stages, you don't have to. If you don't want to fish, you don't have to. If you just want to run around randomly, you can just do that for the most part. After you complete the story you unlock the arcade modes and you can just play those instead of running around the Open Zone if that's what you prefer. Previous games force you to complete every objective to progress but in Frontiers you decide what you want to have fun with and that's that. The same design philosophy also applies to the physics sliders, to leaving the Homing Dash in the game for players to experiment with, and even to listening to fan feedback on Twitter for the updates. They saw we like mods and fangames, so they're trying to implement the mods and fangame experience into the actual games as well.
People criticize this as the developers not doing their job, asking us to design the game for them, and to an extent I understand that, but I think these are supposed to be like toys for us to play and experiment with. I think it's supposed to be like Mario Maker but without the level editing part (for now?) where each part of the game is designed to work in a certain way and give players creative ways to interact with it. I think this is the direction Kishimoto wants to take his next game(s) in, not necessarily (just) Open Zone