rusty_shackleford
Arcane
- Joined
- Jan 14, 2018
- Messages
- 50,754
limited save systems are communism
agree, unless they are self selected instead of imposed uponlimited save systems are communism
You could spend that energy on getting gud, you know.Pretty sure there are a few ways to make this operation useless.Also easy to circumvent, as we can just alt tab out, copypasta save folder into another version.
If you make a game interesting enough for players, we will find a way to circumvent the method.
Of course, that condition is tricky~
You could spend that energy on making gud games, you know. Instead of controlling what we play and how we play.You could spend that energy on getting gud, you know.
Kingdom Come Deliverance used CRASH. It's super effective!I like the system in Kingdom Come: Deliverance. Saving is limited to sleeping in owned beds and drinking certain consumables, which makes me play more cautiously and plays well into the 'hardcore' design of the game (having to eat, sleep, bandage bleeding wounds etc.).
And when you just want to quit the game, there's the "Save and Exit" option so you won't lose progress.
You could spend that energy on making gud games, you know. Instead of controlling what we play and how we play.You could spend that energy on getting gud, you know.
You could spend that energy on getting gud, you know.Pretty sure there are a few ways to make this operation useless.Also easy to circumvent, as we can just alt tab out, copypasta save folder into another version.
If you make a game interesting enough for players, we will find a way to circumvent the method.
Of course, that condition is tricky~
If I'll want tension and dread, I'll take a stroll through a bad 'hood after dusk. When I play, I'll save whenever I wish and reload however often I wish, bitch.
So you don't think diving into a dangerous dungeon full of monsters and traps should feel tense for the player? You want the game to be more gamey where the in game world's supposed perils are met with your own carefree indifference?
Saving Systems and the Consequences of Death
Not letting you mindlessly brute-force and cheat through the campaign to write an outraged article about the lack of diversity among game characters is that much of a sin?You could spend that energy on making gud games, you know. Instead of controlling what we play and how we play.You could spend that energy on getting gud, you know.
when you do level 1 for the 30th time because you keep dying in level 9.
LOL @ feeling tension on behalf of my units. What next, crying when a romanced NPC is storykilled?
What if was added a item (dropped / crafted / bought) that allowed to save anywhere? You could start with a few of these items and if you like to save a lot, you would need to acquire more of these save-items.
Could even act as a supplementary form of gold sink.
Of course, a difficult setting for how rare/difficult to acquire these save items could be added as well.
Maybe even the number of save slots could be tailored to this kind of system.
Saving players from themselves is the same mentality that gave us the 2000s "cinematic experience". It's what dumbed every feature down. It's a dangerous philosophy.
Saving is not a game mechanic, so it should be usable at will. Should your word processor limit the amount of times you save a file? While I personally love ironman modes, sometimes I don't use them because my time constraints assure I will only be able to play through it once. At that point, I just accept the defeat and finish the game.
This is not to say that no innovation is welcome. PST did well enough, but ultimately saves are a necessary part of any game with significant investment either in characters or plot. Removing them makes it akin to an arcade experience, which it is not.
I never said that we should save players from themselves. When a game is built around a save anywhere system the design of the game often encourages saving often. It gives developers an excuse to be lazy.
Saving IS a game mechanic because it allows you to interact with the game.
And last time I checked there aren't an awful lot of parallels between word processors and video games. Writing an essay and playing Wizardry should use the same save system? Really?
whatever you do just don't do a half assed job. Unless your design and game is perfection, do not do any heretical actions towards holy duo of F5 F9.
player should have a choice if they want to suffer through your shitty repeated level content or poor combat design or save before the boss and re-load as much as they want. when player is focused on overcoming a particular objective only that objective should exist without any trash between it and the player.
You've got it exactly wrong. Save states are only a stored reference point. There is no interaction, only preservation. You're conflating a file system with time rewind mechanics, like in Prince of Persia. They are not the same. Reviving in Mortuary is a game mechanic related to death. Losing souls and half your health in Demon's Souls is a game mechanic. Save files are neither of these.
If a designer uses saving as a crutch for lazy design, that's their failing--just like any player save-scumming to select the outcome they can achieve. Both are irrelevant. If you have to start controlling the save states of players, you're compelling your players to interact in a way which your mechanics and design itself do not. That's a poor philosophy that has been a ruin of the industry.
No, you are conflating usual saves with time rewind mechanics of Prince of Persia or Torment resurrection.You've got it exactly wrong. Save states are only a stored reference point. There is no interaction, only preservation. You're conflating a file system with time rewind mechanics, like in Prince of Persia. They are not the same. Reviving in Mortuary is a game mechanic related to death. Losing souls and half your health in Demon's Souls is a game mechanic. Save files are neither of these.
You are controlling the the save states whatever you do. However the save is implements it controls how players can use such a feature. One way or another.If a designer uses saving as a crutch for lazy design, that's their failing--just like any player save-scumming to select the outcome they can achieve. Both are irrelevant. If you have to start controlling the save states of players, you're compelling your players to interact in a way which your mechanics and design itself do not. That's a poor philosophy that has been a ruin of the industry.
When you dont have a sponsor deal and/or advertisement deal with our publisher mag, oh yeah definitely.Not letting you mindlessly brute-force and cheat through the campaign to write an outraged article about the lack of diversity among game characters is that much of a sin?You could spend that energy on making gud games, you know. Instead of controlling what we play and how we play.You could spend that energy on getting gud, you know.