Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Josh Sawyer Q&A Thread

Gargaune

Arcane
Joined
Mar 12, 2020
Messages
3,623
Whenever the thread gets bumped, I think to myself "Oh, no, what did he do now..."
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,705
I think in an RPG there's a lot of monotonous crap you potentially have to redo if you're forced to rely on autosaving/savepoints.

I dunno, how about making games that don't have a lot of monotonous crap? Just a thought?
Not going to happen in games with dialogue trees, inventory, and character management.
 

rojay

Augur
Joined
Oct 23, 2015
Messages
493
I think in an RPG there's a lot of monotonous crap you potentially have to redo if you're forced to rely on autosaving/savepoints.

I dunno, how about making games that don't have a lot of monotonous crap? Just a thought?
It's only monotonous when you have to do it multiple times because you keep losing a fight. I mean, that's the idea, anyway. If it's monotonous the first time you experience it, the game sucks.
 

ropetight

Savant
Joined
Dec 9, 2018
Messages
1,730
Location
Lower Wolffuckery

Based only in roguelikes with permadeath like, duh, Rogue or Tome, ADOM, Diablo hardcore, etc.

Games that use just checkpoints are more player focused than average storyfag cRPG's.
Josh has to ask himself how many players would play his games without manual saves.
Long dialogues and lore diarrhea you save after to not have to look at them again...
Imagine watching them again and again if the combat is poorly "balanced"[sic].
 

Bulo

Scholar
Joined
Mar 28, 2018
Messages
394
I like to create game saves (with chapter-like names) after finishing any sort of complex or time-consuming situation, especially if I don't want to do it again. If, when I die, you force me to repeat something gruelling, you're punishing me by wasting my time. It doesn't increase the stakes or somehow help the structure of the game, it just stresses the player, and stretches his patience. It's not unlike FromSoft boss run-backs, that is to say, bad game design. You could eliminate this issue by creating regular auto-saves, but then you aren't doing much to prevent save-scumming — so why bother? Instead, accept that some people are going to play your game the ‘wrong’ way, and MAKE A BLOODY GAME JOSH
 

damager

Liturgist
Joined
Jan 19, 2016
Messages
1,769
I think it's the manual reloading that causes save scumming right?

If you can only reload on death you would really have to go through hoops to save scum. You could do it, but you could also save scum with shutdown saves.
 

Berengar

Learned
Patron
Joined
Sep 5, 2021
Messages
316


He is correct, as usual. Saving should only be allowed upon exiting the game.


Choices should actually matter. If you die, the game should format your hard drive.

Hideo Kojima had this idea at least as early as 2004
UIVbcrz.png
 

AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
Patron
Joined
Nov 23, 2014
Messages
17,106
Location
At large
PC RPG Website of the Year, 2015 Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath


He is correct, as usual. Saving should only be allowed upon exiting the game.


Choices should actually matter. If you die, the game should format your hard drive.

Hideo Kojima had this idea at least as early as 2004
UIVbcrz.png

Josh is in a fundamental self-contradiction. Remember the savescumming vs restspamming debates around PoE? Apparently he's forgotten them or is in favor of showering the player with rest-spamming opportunities.

A game design has to be perfect, or the game has to be non-interactive, i.e. not really a game, in order to not need functionality for manually restoring earlier states.

But I'm sure Josh is completely ready and in shape to design perfect games.

P.S.: oh, you wanted to try the same combat encounter with a different tactic? Sorry, no chicken nuggies for you. Josh Sawyer is here to police your fun.
 

gurugeorge

Arcane
Patron
Joined
Aug 3, 2019
Messages
7,902
Location
London, UK
Strap Yourselves In
I like to create game saves (with chapter-like names) after finishing any sort of complex or time-consuming situation, especially if I don't want to do it again. If, when I die, you force me to repeat something gruelling, you're punishing me by wasting my time. It doesn't increase the stakes or somehow help the structure of the game, it just stresses the player, and stretches his patience. It's not unlike FromSoft boss run-backs, that is to say, bad game design. You could eliminate this issue by creating regular auto-saves, but then you aren't doing much to prevent save-scumming — so why bother? Instead, accept that some people are going to play your game the ‘wrong’ way, and MAKE A BLOODY GAME JOSH

Very much this. The issue of saving is a meta issue that's neither here nor there in terms of the game. The other attitude - that saving should be an interior part of the game, or not there at all - is just a hangover from the older technological limitation of when games had limited capacity to save.

Now granted, a neat truth left over from those old days of gaming is that yes, it's true that a single save system increases immersion, but whether or not the player wants to have that risk/irl inconvenience should be, again, a meta decision that's up to the player, it should form no part of the developer's decision-making.

IOW the developer's business is simply to offer all the meta options possible (rolling quicksaves/autosaves, manual saves and a single save system), no single type of save system should be baked into the design of the game. The design of the game should be dictated solely by the virtual world and the rules it sets up.
 

Orud

Scholar
Patron
Joined
May 2, 2021
Messages
1,130
Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming!
After his rant on how BG3 was successful because of the 'jumping' and now this blanket 'saving is universally bad' statement, I'll give it 10 more years before he'll conclude that player interaction 'was a mistake' and he ends up writing a book. Following this he'll write 50 pages, published exclusively on twitter, on how books are actually video games.

How he can call himself still a game designer and not recognize that 'saving' is a tool to be used, or not used, depending on the situation is just another example of his sad, never-ending, downwards spiral.
 

AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
Patron
Joined
Nov 23, 2014
Messages
17,106
Location
At large
PC RPG Website of the Year, 2015 Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
I'll give it 10 more years before he'll conclude that player interaction 'was a mistake' and he ends up writing a book
No need to wait, Pentiment is free to play with a Gamepass subscription, I wager.

How he can call himself still a game designer and not recognize that 'saving' is a tool to be used
I think he was just having a frustrating day, and had to vent on social media
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom