Fair, Capcom has a more than strong enough catalogue on their own and a full roster all to themselves could make room for some potentially interesting unique deeper cuts.
The All-Stars games have a bit of a complicated legacy IMO. They have a really interesting history because they've more or less become the defacto SEGA Crossover Roster Bible everyone looks to for guidance when making their roster, the first stop for anyone who's unfamiliar with their IP to do any sort of research, and yet they're not.....really.....the best resource for that in my opinion?
It's weird, because, like. As
games they're absolutely wonderful. They play like a dream, there was a ton of love poured into them, and I would argue that most of the character choices made are entirely deserving and warranted in a vacuum. It's moreso that the rosters and representation in these games always suffered from a lot of biases and omissions, oftentimes caused by outside circumstances, and that can make it complicated for me to really discern them when considering how much of a presence they have in these discussions. The development of these games has been surprisingly documented quite a bit (thanks mostly to the fact that the devs would actually go on SEGA/Sonic fan forums and talk about them), and there's a lot that you can extrapolate from that in relation to why these games turned out the way they did.
So, like, there are problems with these games' representation IMO, and a lot of these are why I'd like for there to be a new SEGA crossover that addresses these issues. And I'd like to talk about some of the development context that originated these issues IMO. So first up, the big thing to consider is that the game
was not made by SEGA themselves. It was outsourced to a western studio, and oftentimes they're the ones that made the choices. This is not a bad thing in and of itself, mind you - it's not really the outsourcing part alone that's the issue, it's not like SEGA themselves
have to make a SEGA crossover for it to be good - it just means that, being made by Westerners, naturally these games are going to have more of a bias towards properties that are more popular in the West, which makes it so that they're not the best source when talking about what
SEGA themselves the company like to acknowledge - it's also just generally disappointing for fans of these more Japanese properties, and IMO led to a lot of properties that are interesting and important to include being left out. This can be seen in the era representation as well - the Dreamcast got the lion's share of the love, with some bones thrown to early Mega Drive games, but in comparison a lot of Saturn, arcade and third-party era stuff was omitted (even some MD properties that were popular in Japan were noshows), unless they had notable console outings (in the arcade games' case) or substantial Sonic ties. But there was a reason for a lot of these more Japanese properties being left out as well besides it being made by Westerners - keep in mind what I said earlier, because as it turns out, SEGA themselves were very intent on making the game cater to the West. Some context for this: these games came out in the era where SEGA wasn't localizing a lot of their current Japanese properties, so when it came the time to make these games, they outright put a block on stuff that wasn't being loc'd at the time. This means no Puyo Puyo, no Yakuza, no Phantasy Star, no Sakura Wars, no Valkyria Chronicles, and so on. So again, the issue isn't so much just that "SEGA didn't make it" because they were involved in these decisions too, it's moreso that the fact that these games were so catered to Western audiences means the rosters feel very biased in some aspects and leave out several majorly important sects of their library, and makes it so that they're not good points of reference when discussing, say, a game made in Japan. There's also the fact that besides that SEGA fan audience, they made the game with an audience of, well, kids in mind. These games had Sonic front and center, so they had to be mindful of that younger audience who, as a dev himself once put it, had these games bought for them by their grandmas who saw that funny hedgehog on the cover. In fact, a SEGA community member who was in close proximity to these games' development has gone on record stating they outright did focus tests, showing pictures of SEGA characters to kids and giving stronger consideration to characters they reacted positively to. What this means is
the rosters were biased towards more cartoony/mascot-style characters, and plenty of properties that were more "realistic" were left out. Again, that means they turn out to be a biased and incomplete representation of SEGA in my opinion, since the characters were often picked with basis on what would appeal most to kids and thus preferential treatment was given to the more "scrimblo"-esque characters. There's also just general company and development politics involved - the reason Billy Hatcher showed up so much in spite of his general unimportance to SEGA history, for example, was because the director for his game requested his inclusion and because he was easier to use than older SEGA characters that didn't have readily available 3D models.
So yeah, in a lot of ways I find that these games felt really weird and were missing a lot when it comes to celebrating SEGA's history. And that makes them interesting to analyze because they were a huge gateway to other SEGA stuff for a whole generation of people - mostly Sonic and Nintendo fans - who weren't familiar with these games and thus adopted this selection of properties as being the Definitive SEGA Canon, and that's led to this weird divide, with a lot of ppl who only know SEGA stuff from these games clashing with more hardcore SEGA fans, or being confused whenever another SEGA thing includes stuff they're not familiar with over stuff they do know (this happens most with Project X Zone, for example), or making their own rosters that carry over the same issues from these games, like a heavy Western or mascot character bias - there's also an issue with ppl not considering the change in context when they do rosters for other types of games: for example, a fighting game wouldn't have the same roster as a scrimblo racing game. It's super interesting because in many ways these games had issues when it came to their representation and factors in their development that make them Not The Best Resource for learning about SEGA history or Not The Best Representation of what stuff would be most likely to show up in a SEGA crossover, and yet an entire generation sees them as essentially the ur-text of what to do in a SEGA crossover.
It's unfortunate in certain aspects because I think at a certain point a lot of really interesting and notable stuff ends up getting barely any attention as a result, but SEGA's history is unfortunately pretty poorly-preserved, and these games are what's most shared and readily-available to those starting out, so. Not much I can do about that. But yeah I'd want a new SEGA crossover to be more balanced in terms of eras represented, regional appeal, etc, I think there's a lot of interesting things you can do that aren't covered by All-Stars Racing.
I suppose the issue then is, a lot of this other information and resources is pretty scattered or Japan-centric. I've gotten this perspective through, at this point, years of searching through or scavenging info, and that's not exactly a super easy convenient way of going about things, so I guess if I can propose an alternative gateway point to researching SEGA stuff for anyone who's interested, I'd say to
look into SEGA's 60th anniversary material. They did tons of little things to celebrate their history and IMO it's an excellent resource: it covers a huge breadth of IP, it comes straight from SEGA Japan's mouth and as such isn't filtered through any regional or developer-based barriers, and is generally just a really fun and diverse selection. I don't think they should be ppl's be-all-end-all - nothing should be, there's always something notable missing that's covered elsewhere - but in terms of having tons of important stuff covered in one intitiative, it doesn't get much better than this. A lot of the stuff that's featured in these is what I personally think would be cool to see in a new SEGA crossover:
segaretro.org
Commercial (4 CD) published by SEGA MUSIC, SOUND! SHOCK SERIES on Mar 24, 2021 containing original soundtrack, vocal, sound effect from Head On, MONACO GP (Arcade), Tranquillizer Gun, PENGO (Arcade), Super Locomotive, Congo Bongo, Flicky, TEDDYBOY BLUES (Arcade), ZOOM 909 (SG-1000), Hang-On...
vgmdb.net
These are just the more widely-encompassing examples, but yeah, in general I think more ppl should look into more direct SEGA or JP resources when it comes to SEGA research, as those present what is IMO a much more varied and interesting perspective on the company's history, and I think one learns a lot of interesting stuff that way