10-17-2005, 01:38 AM | #21 |
Chris Barraclough
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I liked the save system in AvP, where you could save when you wanted to but you had a limited number of saves per level, which decreased if you upped the difficulty level. That way, you can save after bits you find difficult but you aren't saving every 30 secs during firefights. I thought it increased the suspense of walking down dark corridors, not knowing what was about to jump out at you, which a free-save system kind of ruins. And no frustration of checkpoints (all too often in Far Cry I'm screaming at it to save after killing loads of guys, before an invisible sniper pops one in my head).
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10-17-2005, 02:47 AM | #22 | |||
gin soaked boy
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10-17-2005, 05:00 AM | #23 | |
Chris Barraclough
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10-17-2005, 10:26 AM | #24 | |
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10-18-2005, 03:13 AM | #25 | |
Chris Barraclough
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One save feature that really p*ssed me off was Resident Evil, having to wander across huge expanses of map on occasion to find a typewriter if you wanted to save. Garhhh! |
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10-18-2005, 05:13 AM | #26 | |||
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The problem with this (and why I favour a more flexible system) is that you need to play the game in fairly large chunks to avoid running out. This can render a game effectively unplayable for someone that can't devote such blocks of time to game-playing. Especially since you can't tell how long the whole game is and therefore whether you need to conserve slots for later.
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10-18-2005, 05:59 AM | #27 |
Chris Barraclough
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Exactly. I was just really annoyed when I'd done quite a bit of boring item-lugging through loads of places I'd already been (which was abundant in those games), trying not to save, only to be attacked by some huge boss or something and killed. I don't know how some people could go the whole game without saving to get an A grade or whatever.
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10-18-2005, 06:43 AM | #28 | |||
El Luchador
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But really, if you feel this weird desire to save, then this would not work at all. Just like a game that *requires* you to save, if you don't want to blow off your head in frustration, doesn't really work with people who don't like to save. (On the topic of "How..?", why not give the players who do make the jump something they consider rewarding (be it a cutscene, a piece of the bigger puzzle, a banana, depending on the game) while the players to don't make the jump fall down into a sewer, and when they ascend up a ladder they appear on the other side of the jump, sans reward.)
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10-18-2005, 07:13 AM | #29 | |
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10-18-2005, 07:33 AM | #30 |
Chris Barraclough
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Reminds me of Fatal Frame (US)/Project Zero (EUR), having to take a picture of every frigging ghost that appeared in the game to get some hidden bonus, had to reload so many times. I've never been patient enough to do stuff like that, but I guess it's good for people who really like the game, gives it some replayability.
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10-18-2005, 11:29 AM | #31 | |
El Luchador
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It's a simple example, sure, but I still think it's vastly more interesting than your every-day standard platformer with save-everywhere features. That's not exciting. Everytime you get to a tricky part, you've got a failsafe way to replay it in case of failure. There's no risk involved. At all.
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10-18-2005, 11:39 AM | #32 | |
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10-18-2005, 11:54 AM | #33 | ||
El Luchador
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But then again, even if you're a perfectionist, why should you get a quicktime save right before the jump, just so you can perform it over and over until you've programmed into your brain how to perfectly execute the jump, and receive the prize. That feels a bit like cheating, to me, only the game allows it. IMO, if you're not good enough to make the jump, you just shouldn't get the reward. Tough luck. You wouldn't even get that frustrated because you wouldn't know what you missed. You just continue the game like normal, only you didn't make the jump to something unknown. You'll be curious, for sure, but if the game's designed well enough, you'll be just as curious about what's coming up next. Quote:
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10-18-2005, 06:30 PM | #34 |
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Evidently, bigjko, you're assuming that what you want is want everyone else wants. Wrong. And you're being selfish.
That's why I propose the option of a quicksave, and the option in the main menu to tell the game to autosave for you or not. If you're playing the game and don't want it to save for you, then you tell the game that. If I'm playing it and want to be able to save just before a boss fight I should also be able to tell the game to do it. Simple as that. We both win.
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10-18-2005, 07:52 PM | #35 |
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I'm sure I'm missing the point of this, but no quicksave or checkpoint system would be terrifying. Imagine playing Psychonauts and having to restart the Meat Circus level after every missed jump. It would be nigh impossible. It was already insane to begin with. I still have nightmares.
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10-18-2005, 10:42 PM | #36 |
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Well you can potentially have a game without saves (not really without saves but it saves when you quit the game). For example, in WOW I believe, you only save when you log off. When you die, you turn into a ghost and need to find your body. It works well for that type of game. With Prey, they have come up with a cool way of avoiding death, by turning you into a ghost in an astral plane when you die. You have to fight your way back to your body against ghosts or something. But that fits the story, because the protagonist is a native American who has spiritual powers.
But unless there is a weird way to play the dead stage, I can't see how you can eliminate saves completely. Death is a major part of a gaming experience and an important part of it. So there has to be a way to continue playing after you die, whether it be save or the Prey and Warcraft ways. And from a frustration perspective, I'm with Trep, I'm all for quicksaves, and save anywheres. I think frustration removes me more from the experience than hitting a button to quicksave.
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10-19-2005, 12:28 AM | #37 | |
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The system they came up with is rather imaginative, but I suppose its novelty might wear out quickly. And besides, it's not usable in every situation (what if you fall into a lava pit?). While fighting your way back to the body might even be fun, I still want to be able to just press a button and instantly be given another try, that's why I proposed the rewinding system in the first place. And bigjko, not every game can be designed that way. If I got what you're saying right, you're proposing for dying to be eliminated from games. Instead of dying, your character would be just given a lesser prize. That might work for platformers (although it would dull the challenge/risk significantly and encourage thinking along the lines of "what's the point in even trying, I'll get some reward anyway?"; it would also make a lot of existing platforming puzzle designs useless), but never for action games.
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10-19-2005, 04:21 AM | #38 | |
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Also some games really need death in them to maintain the suspension of disbelief. If you're playing a combat-based game then not being able to die is seriously going to blow that for you (being able to take hundreds of bullets and heal instantly from first aid kits is bad enough)
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10-19-2005, 06:18 AM | #39 | ||||||
El Luchador
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What I'm suggesting is that if you are going to make the jump, you better be sure as hell that you're going to make it, or else you don't get any prize. Asking "what's the point in trying to make the jump, if you can just skip it?" is like asking "what's the point in playing a game, if I could just not play it?" It's rewarding. You get a real sense of accomplishment. And the fact that if you hadn't made the jump, you'd be sitting there with nothing in your hands, makes it that more worthwhile. And you're right, this would definately not work with every type of game. In fact, this would make for a whole new type of game. Quote:
It becomes clear to me now that this thread was not for stating opinions, but rather for making very obvious observations about existing games, that no-one really gives a rats ass about. Quote:
You win. I lose. And for even suggesting the mere idea you're being, according to your own logic, selfish. Quote:
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10-19-2005, 09:27 AM | #40 | |
gin soaked boy
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Don't get me wrong, I like the idea of having different prizes for different levels of skill (actually, most platformers have that), but making every jump in a game like that would probably be impossible. Scratch that, maybe it wouldn't be impossible, but I think designing such a game would severly limit designer's options.
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