Nice artwork Sick One and NA should get Freya into this mix of ideas.
Now for some ideas followed by a track feature sketch:
New game, new characters in keeping with the current timeline using SSX2012 as a solid base to build from.
Classic characters (are unlockable to play outside of story mode) act as mentors to the newbies. The classic characters also act as team captain giving multiplayer modes the opportunity’s to form clans/teams. Your character would then pick up the style of play/uber trick etc of the captain and hopefully make people feel more attached to the roster – explain why the tricks are the same as before – make use of the previously built animations to save time (?)
Team mode opens up the challenge of keeping your clan at the top of a ranking system.
Although single story mode and free ride etc. are still a big part of the game, online should concentrate on true multiplayer this time around.
The next game should return to Big Mountain and the three peaks. This time around Big Mountain should be run down and left to fall apart leaving this side of the mountain for backcountry and challenge modes in the higher peaks (lower areas are still the city but can be updated and revamped over the past decade). As its been a few years the tracks will be familiar but also altered by nature/snowfall natural erosion so that they are not exactly how we remember them and take us on new paths. This also opens the opportunity of the full peak run again and introduce the ice, fog, avalanche, blizzard and other conditions to be used in backcountry.
A new course can be built on the reverse side of the mountain where the main part of the new game would take place opening up opportunity for completely new man made tracks (tricky and SSX3 style). Do well enough and get challenged to off peak challenges on the old side of the mountain or an invitational challenge from around the world (Tricky style tracks allowing for normal to crazy designs eg Aloha Ice Jam). Go online and invite people to a live 1on1 or leave a time trial much like the 2012 SSX.
Overall – less tracks than 2012, but more care with the design and features.
Bring back the crowds, arena finishes, neon lights and fireworks but keep back country plain and simple.
Snowing effects would be nice
Death pits should be kept to levels like the Deadly Decent challenges only, tey did sap some of the fun out of courses and I often found myself avoiding playing them again.
Keep the SSX2012 pad control system
Keep SSX2012 helicopter drops, or SSX3 vtol drops
Re-invent the shop – possibly a 3rd person run around area?
Go to Rob n Bob’s board shop, buy a plain board with selected attributes (SSX2012 style) then give the ability to buy a graphic to be used on it. Some graphics are awarded in game only.
Bring Bolt-ons back, even if limited in number instead of just a colour change
Snow mobile free roam – possible race mode on selected tracks (sledstorm style or without tricks as a bit of fun).
Bring in Ski’s to open up the potential buyers’ market
Wing suits – not a big fan, was a bit of fun but I’ll leave that vote for others to decide.
Tie in with the Winter Olympics 2018 by using their race tracks (but with SSX flair). If SSX is announced in 2016 with a 2 year development, this would work out nicely and give a huge worldwide potential for advertising during the snowboarding and ski events at the arena stands and on TV etc. We would also be looking at an early 2018 release.
Also join up with X-games, or for example ‘The Art of Flight 2’ to bring in joint advertising of each other’s products to build a bigger audience and possible funding.
Bring back features to the mountain that are memorable. 2012 had little to remember, although good, it was mass produced which caused some areas/zones to be lost once they had been completed. Tricky and SSX3 had distinct designs and areas that gave them a personality just as much as some of the characters.
Track feature sketch – Cannon cave / Howling caveSimple idea for a landmark feature ending in a Big Air Moment at the end.
The cave tunnel can act as an alternative route or short cut. Fully iced through with drifting snow to lead into the mouth of the cave, keeping the track section fast but tricky to hold a fast line.
The cave acts like a natural wind tunnel from the mountain and is wide enough to hit accurately at speed for a few players to enter. As the track dips an begins to raise and narrow the natural wind helps maintain any speed but restricts movement, if you enter with full tricky boost all the better. At the exit of the cave are the large icicles that cause the howling noise, as the space narrows the player acts like a cork pressing the air out the tunnel causing a greater noise and also creating air pressure behind you.
Upon breaking through the cave mouth icicles, the resulting pressure no only causes a loud howl/popping noise, it also sends out a burst of snow and ice around you to a nice dramatic effect launching you in a massive Big Air opportunity.
Maybe have these on each level to find? Like the yellow signs/gates in Burnout that you had to lookout for and break for a trophy – Howling Yeti Caves challenge trophy complete