EternalNothingness said:
Though, there are games that do multiple playable characters poorly. The Sonic franchise is one example. If you don't believe me, try playing Sonic Adventure 2's Dark storyline up to the Security Vault stage, a treasure hunting level staring Rouge the Bat.
Or, hell, just try playing
Sonic Adventure 2's story mode. Only the Sonic/Shadow levels are really actually worth replaying, and to unlock free-play you need to go through basically the entire story, which is monumentally worse than even
Sonic Adventure by virtue of forcing you into playing each character in a unified, linear fashion instead of allowing you the choice of which character's story you want to clear individually.
Normally, it takes over twenty-to-thirty minutes to complete a treasure hunting level, due to the constantly randomized treasures, giant, labyrinthine maps, unhelpful hint-terminals that deduce points off of your overall rank when used, and equally-unhelpful radar. Security Vault, unfortunately, had a time limit of five minutes, which was not, not, NOT enough time to get it done.
It is still a bit funny to me how
Adventure 2 managed to actually make the treasure hunting missions worse, since they aren't quite so unbearable in the previous game.
Overall, Sega tried to do multiple playable characters in the Sonic franchise, but they usually come off as gimmicky and unoriginal, but at the same time required rather than optional. With the possible exceptions of Sonic 3 & Knuckles and the Sonic Advance trilogy, the playable character don't offer new ways to resolve the same problem, the same way as various character classes in most RPGs or team-based shooters. Instead, they just come off as cheap market novelties that sometimes even hail from entirely different genres, like Gamma's shooting levels and Big's fishing levels from Sonic Adventure 1.
Another example is the teamwork from Sonic Heroes. The flight and power characters could've just as easily been used to let players find alternate routes to the same goal, like Tails' flight and Knuckles' super-strength in Sonic 3 & Knuckles. Instead, they just come off as unnecessary add-ons that don't work, yet at the same time are required instead of optional. That, and the four teams only differed in difficult level; you could just as easily take out three of the teams while leaving only Team Sonic, and it would've been enough as a result, because all four teams played almost the same way as each other.
Indeed, one of my least favorite things about the multiple character playstyles in the more modern
Sonic titles is that they try changing up the formula of
Sonic gameplay. Knuckles is pretty much my favorite character to play as in
Sonic 3 & K or
Sonic Advance, but seeing him in
Adventure-
Heroes is just sad.
And I think you've touched on why I
like Heroes, but think it falls a little flat in retrospect. If there were 3+ ways to navigate each level (one for Speed, one for Flying, one for Power, maybe more for mixtures of each), it would've been a much more unique and interesting experience. And you can see a few instances of where they had interesting ideas that couldn't be completely panned out before release, like with Espio and his ability to run solo after camouflaging.
Technically, when done well multiple playable characters can lead to great gameplay variety, so that no two players played the same way as each other. One player, for example, could focus on advancing onto the enemy's base, while the other player could just as easily waste his opponent's resources in an attrition battle.
Agreed. It's all in the context of the game and the developer making it, I think. If a game can call for having multiple playable characters, then I'm all for it.
I think
Devil May Cry is actually a good example of both. In
DMC3: Special Edition, you unlock the ability to play as Vergil after you've beaten the game as Dante, and Vergil plays completely differently but still through all of the same levels (which I think is the one stumble
DmC had with the Vergil DLC). But aside from the combat mechanics, everything still remains pretty much the same, which means that once you've gotten used to it, playing as Vergil is just as if not more satisfying as playing through with Dante.
Then you look at
Devil May Cry 4, which I would consider a big improvement upon
DMC3 if not for one thing: The enemies. The addition of Nero's demon arm, while adding a fair bit to the overall combat, makes the Dante section of the game an absolute pain because most of the enemies in the game appear to have been designed purely to fight against Nero. There's also the fact that the Dante section is just going backwards through the Nero sections, but I think that's more an issue with laziness or lack of funding rather than a problem with multiple playable characters.