howlingFantods
Learned
Most save/death systems are garbage. One system I particularly loathe is a save anywhere load anywhere (sometimes only outside of combat) system to apologize for scattershot difficulty and for a b(ethesda)uggy game. These games usually handle death by making you reload your last save; so it punishes failure with the tedium of redoing what you’ve already done.
This is a good way to take out most of the tension from a game. I mean, in games like Baldur’s gate you’re actually expected to save all the time so that you have recourse when the inflexible GM that is the game rolls you out of business. But when I know I can load a save to restart any encounter the prospect of failure is merely potentially annoying whereas it should inspire dread.
The first Wizardry games actually do inspire dread with their “we will save all your blunders and dice roll disasters so that you can’t save scum” save system. It’s certainly not without flaws though. A few unlucky dice rolls against an otherwise manageable enemy could annihilate your party, and that could mean hours of grinding a new/backup party to save your old party. So this system ends up punishing you for failure with the tedium of grinding.
Dark souls can be seen as a good implementation of the “autosaving your mistakes” system. It definitely conjurs some amount of dread (although not nearly as much) without being overly punishing. This is because it handles death as a minor but not insignificant setback. You lose some ground and potentially some souls, but you have also usually gained some understanding that will make this next run a bit easier, so it’s not a total loss. It still punishes failure with tedium redoing stuff you’ve done but it gives you some goals (regaining souls & trying new strategy) which make the next run a little more hopeful.
Anyhow, what games handle death and saving well and which handle them poorly in your opinion?
This is a good way to take out most of the tension from a game. I mean, in games like Baldur’s gate you’re actually expected to save all the time so that you have recourse when the inflexible GM that is the game rolls you out of business. But when I know I can load a save to restart any encounter the prospect of failure is merely potentially annoying whereas it should inspire dread.
The first Wizardry games actually do inspire dread with their “we will save all your blunders and dice roll disasters so that you can’t save scum” save system. It’s certainly not without flaws though. A few unlucky dice rolls against an otherwise manageable enemy could annihilate your party, and that could mean hours of grinding a new/backup party to save your old party. So this system ends up punishing you for failure with the tedium of grinding.
Dark souls can be seen as a good implementation of the “autosaving your mistakes” system. It definitely conjurs some amount of dread (although not nearly as much) without being overly punishing. This is because it handles death as a minor but not insignificant setback. You lose some ground and potentially some souls, but you have also usually gained some understanding that will make this next run a bit easier, so it’s not a total loss. It still punishes failure with tedium redoing stuff you’ve done but it gives you some goals (regaining souls & trying new strategy) which make the next run a little more hopeful.
Anyhow, what games handle death and saving well and which handle them poorly in your opinion?