Last month, Sega revealead that the next Sonic the Hedgehog game -- Sonic Boom -- is being developed by an American team under the leadership of creative director Bob Rafei's studio Big Red Button.
The unveil trailer (which you can watch above) showcased a cast of characters familiar but changed, and interviews alongside the reveal suggested that the new team, based in Southern California and headed up by Naughty Dog veterans responsible for the Jak & Daxter games, would be taking the franchise in unfamiliar directions.
Gamasutra got a chance to speak to Rafei about his plans for the franchise, his collaboration with Sonic Team and its head Takashi Iizuka in Japan, the tension the series is creating with long-term fans -- and also why he thinks the franchise needs to evolve to capture the kids of today like it did in the early 1990s.
Where I think we pushed outside of their comfort zones was proposed changes to the main canon characters. They were very openminded about a lot of things, like Knuckles' new beefier size, and reined us in with other aspects. One such example was clothing for the characters. Looking back on it I'm glad for the pushback since our final outcome is in more accurate spirit of Sonic.
Can you tell me about the original pitch? Did Sega come to you, or did you come to Sega?
Bob Rafei: Sega approached us with their bold plan for a local co-op Sonic title with emphasis on action and strong narrative. Given the possibility to try something different with one of the most iconic gaming characters and BRB team's prior experience with third-person character action we saw a great match and jumped at the opportunity.When working with a franchise with a passionate core fan base and a long history, how do you approach it?
BR: With respect and reverence. It would be irresponsible of us to be self-indulgent with our creative choices without conscious reflection on canon and what loyal fans expect. Sega is the brand holder and will have to live with this branch long after BRB, so we see ourselves more stewards and don't look lightly on being given this opportunity to try a different creative path.How much freedom were you given to re-imagine the Sonic franchise (including setting, characters, gameplay)?
BR: Fortunately, we were given a lot more freedom than I anticipated. Right from the start we worked closely with Sega, Iizuka-san, and Sonic Team to review initial BRB proposals to determine what worked, and more importantly, what was off-limits. They were very open to a lot of world, mechanic, enemy, villain and NPC proposals -- with notes, of course, but ultimately pretty accepting to the possibilities.
Sonic has had a lot of ups and downs as a franchise, which puts a huge spotlight on what you do. How does that affect your approach?
BR: It really hasn't. It can't. You start second guessing everything if it does. We can only approach it the only way we know how: to make games guided by our experience and intuition, a hefty dose of trial and error, and guidance from Sega. One of the hardest things about game development is holding onto the original concept of your game idea which got you and your partners excited at the start. Development is a long-distance marathon, so to remain true to the original game vision, yet evolve it and allow it to take shape, you have to limit too much influence from external forces. For us, this meant being aware of this spotlight, but not letting it influence our decision making process.Iizuka mentioned a desire to make the series more Western-friendly. Do you think of it that way? Why is there a necessity to do so?
BR: I can only speak to it from my personal perspective. Kids' pop culture today requires a healthy blend of story and humor -- just take a look at TV shows like Phineas and Ferb, Adventure Time or Amazing World of Gumball, to name a few examples. Story and humor are also necessary for a successful family/kids game today to be competitive. As a parent of kids ages 9 and 11, I can barely keep up with the sharp humor of these shows myself, so imagine the challenge a non-Western developer would have to try to capture this in their games. From someone who is the product of a Western market perspective, I've also watched how my kids and their friends play games, from casual mobile “snacking” games to sit-down console experiences. What they want in a premium console experience is different than what our generation of gamers is used to. I think Sega recognizes this and would like to explore how to broaden Sonic's fan base. I personally think Sega deserves a lot credit to have this foresight and confidence to take this brave approach. I think this is the appropriate thinking when a franchise has been around as long as Sonic has. Look at experiments that take place with comic franchises. I personally think we'll see more of this thinking with other legacy gaming brands.How much contact is there with Iizuka / Sonic Team in Japan, and what's that relationship like? What do you discuss and how does it affect your direction?
BR: Lots. SOA, SOJ, Sonic Team and Iizuka-san have been instrumental in helping us define the guardrails of how far we should roam away from canon. He and Sonic Team know this franchise better than one out there so their feedback has been incredibly valuable. Yes, there are challenges (that come with any game development, mind you) and the occasional cultural divide where the feedback can get lost in translation, but I believe the relationship is very strong. A lot of the questions we have are very subjective, so I empathize with Iizuka-san for tolerating our more wacky ideas. To his and Sonic Team's credit, they have remained very accepting and found a lot of solutions we both can live with. But again, we also know that we're guest in their house, so we're making sure not to leave a big mess when done!Character action games like this used to be a much bigger part of the console landscape, and now they've shrunk in relevance. That's a big part of your background, though. Can you talk about why they remain vital?
BR: Well, I would reframe it; other genres have risen in an ever growing market. Games are and will be the primary entertainment medium today and tomorrow. It's still an incredibly young medium. As the medium was developing, traditional platformers were the norm given tech, visual fidelity and game design reasons. Gamer demographics continue to age so in response mainstream games have gotten more sophisticated and mature in their content. Additionally, younger gamers are aspirational, so they also fuel this rise. However, older gamers are now having kids, and like me, outside of playing shooters or other genres, they want to have a shared gaming experience with their kids and families. Ask Disney about how irrelevant this market is. I think Sega recognizes this and why this game is part of bigger cross media play with a 3DS game, TV series, and toy line.What does the genre have to do to move forward successfully and capture (or recapture) players' interest?
BR: Without great gameplay everything else is irrelevant, so this remains paramount. Outside of this, to stand out in a very competitive market it has to match proper production values in story, visuals, animation, and spectacle moments. Also, games are no longer insular experiences so when aspiring to gather larger audience we need to consider other features like co-op, or multiplayer, or cross media tie-in such as TV, toys or mobile. I personally think game accessibility is also very important. It's a tough balance, but gamers today don't have time or patience to constantly try and die.