10-19-2005, 11:10 AM | #41 | |
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"Hey, I failed at absolutely everything I did but I still defeated Baron Evil so I must rule"
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No Nonsense Nonsonnets #43 Cold Topic A thread most controversial, that’s what I want to start Full of impassioned arguments, of posting from the heart And for this stimulation all will be thankful to me On come on everybody it won’t work if you agree |
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10-19-2005, 12:15 PM | #42 | |
gin soaked boy
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10-19-2005, 12:51 PM | #43 | |
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But that still does not eliminate death from other sources like monsters, unless you want to make a game without death completely.
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10-20-2005, 06:08 AM | #44 | |||
El Luchador
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Then again, there are some people who just want to get through a game, no matter how (i.e. by using saves to replay ad nauseum, until jump is achieved. Don't really see the sense of achievement in that.) EDIT: Actually, now that I think about it I've actually played this game that I'm describing. I'm not sure it was entirely death-free (I think it was, though) but Wario Land 2 sounds suspiciously similar to what I'm trying to get out of myself. So there, there's the perfect example of what I'd like to see more of. When touched by an enemy, you lost some of your precious money. You never died, but being awesome was rewarded with artifacts and crap, that counted towards a big-ass palace in the end. Bosses always had the goal of trying to get you kicked into a hole, which lead to having to replay a bit of the stage to get back to the boss. In fact, that's the only thing I'd like to see changed a bit. It was a bit frustrating. But overall, an awesome game. You even had the choice, if I remember correctly, at the end of the game to go back and replay a level of choice to get more rewards or find more secret paths (which lead to entirely new branches of levels.) Man, I need to replay it sometime soon.
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Use Verb On Noun - Adventure game inspired illustrations Last edited by bigjko; 10-20-2005 at 06:16 AM. |
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10-20-2005, 08:52 AM | #45 | |
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For example, the Onieros level in Undying. It being a horror game it wouldn/t have worked to exclude death. There is a section where you have to jump (fly) up a series of platforms. Missing a platform meant you fell into an endless void (death in other words) To my mind the controls for flying are a bit touchy and the margin of error is quite small. If I'd had to do this entire section (about 5 or 6 jumps) in one go then I'd have had to give up on the game because I found them so hard to judge. This would have been a pity because the wrap-up on the game was great and I didn't have these concerns on any other sections. (Being torn apart by monsters yes, but not dying because of a single misjudgement of a jump) I do like your idea of having a game where saving is unnecessary (except when exiting) and the concept you've put forward is definitely intriguing. I just think it won't work for any genre where death is a necessity to maintain realism.
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No Nonsense Nonsonnets #43 Cold Topic A thread most controversial, that’s what I want to start Full of impassioned arguments, of posting from the heart And for this stimulation all will be thankful to me On come on everybody it won’t work if you agree |
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10-20-2005, 12:38 PM | #46 | ||
El Luchador
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Thus having done something to deserve being able to continue, although not the thing you were initially supposed to do, and can proceed through the awesome end pay-off without feeling guilty of failing. You killed monsters instead, you paid your dues. Quote:
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10-20-2005, 01:54 PM | #47 | |
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By the way, there's another flaw in your non-saving model: unless you throw in some puzzles, the game can be finished by simply holding the forward button pressed, maybe pressing the jump button occasionally. But back on the original topic (though still in the realm of saving), what I'd like to see in absolutely every game is saving your exact position in case of quitting the current gaming session or exitting the game entirely. Some games don't do or even allow that so upon reloading you have to restart at the beginning of the level, or at the last checkpoint. Bad designers, off with your heads!
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10-20-2005, 11:38 PM | #48 | |
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But the worst part is that when you reload you're always back in town. To travel to areas a long way away from town there are a series of waypoints that you can activate which allow you to teleport from town to that location. This means that to make progress you have to commit yourself to playing long enough to reach the next waypoint and sometimes that's a hefty challenge. Can't just start up for a quick relaxing monster bash.
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No Nonsense Nonsonnets #43 Cold Topic A thread most controversial, that’s what I want to start Full of impassioned arguments, of posting from the heart And for this stimulation all will be thankful to me On come on everybody it won’t work if you agree |
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10-21-2005, 03:05 AM | #49 | ||
El Luchador
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10-21-2005, 05:11 AM | #50 | |
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Last edited by Gknight; 10-21-2005 at 05:17 AM. |
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10-21-2005, 11:58 AM | #51 | ||
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Because when I started the game it was a horror-based FPS. Therefore I was execting to run around various locations being attacked by baddies (being a horror game I also expected limited ammo) So maybe the platforming element just went against the whole and a platform player would find this section a piece of cake. It's the old argument about adventure games including arcade sequences. Should games include sections more appropriate to different genres? Thought of another query since you don't like saves (because they break up the game) If a game had to involve death would you find having to restart acceptable? The venerable antique random fantasy dungeon game Dungeon Hack (Forgotten Realms archive is your best bet of getting a copy) included a real character death option. You could save whenver you like and reload at that location (so quititing meant you reload without having to backtrack). However, if the character died ALL SAVES ASSOCIATED WITH THAT CHARACTER WERE DELETED. I couldn't envisage using such an option myself (what if you just made a stupid mistake?) but I've seen a similar option since so it must have some followers.
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No Nonsense Nonsonnets #43 Cold Topic A thread most controversial, that’s what I want to start Full of impassioned arguments, of posting from the heart And for this stimulation all will be thankful to me On come on everybody it won’t work if you agree |
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10-22-2005, 01:50 AM | #52 | ||
El Luchador
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But like you say, what if I make one, teeny, tiny, dumb mistake? Personally, if a game has to have death, I'd accept just restarting the level. Depending on level size, maybe a checkpoint. The satisfaction of clearing the Hotel level in Hitman (after the 15th time) was tremendous. No game has ever made me feel so awesome at gaming. This would never have happened if I could've quicksaved after I successfully retreived the flower box gun.
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10-22-2005, 02:35 AM | #53 | |
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10-22-2005, 03:04 AM | #54 | |
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I'm not suggesting we remove quicksaves from every game on the planet. I'm just saying that quicksaves isn't a feature that has to be neccessary in every single game on the planet. And that a game designed with quicksaving "as an option" is in no way the same as a game designed with no quicksaving. And I'm sure I'm not the only being on this planet that wants more games without quicksaves.
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10-22-2005, 04:06 AM | #55 |
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More games should have this feature:
Along with The Ultimate Traffic Stopper: A Police Roadblock! |
10-22-2005, 06:36 AM | #56 | |
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10-22-2005, 07:33 AM | #57 | |
El Luchador
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Oh, wait. You already did.
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10-22-2005, 08:53 AM | #58 | |
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I'd actually like to see more games along the lines of what bigjko's suggesting, too. But he's right - it involves a whole different mindset. "Gameplay" is traditionally considered the obstacles put in your way to impede your progress. The challenge is in getting past them, whether it's puzzles, enemies, or something organic.
This is the exact sort of mindset Fahrenheit tried to challenge. I know Jon wasn't suggesting more games like Fahrenheit, but the principle is basically the same: to design games built on an incremental reward system instead of punishment system. Such games would probably be panned massively for being "too easy", but that would be missing the point. Easy to survive, yes, as survival isn't the goal. This is definitely Nintendo kind of thinking. So besides overcoming the typical gamer mindset, I think the biggest problem here is simply budget. Remove survival challenge, and you've got to have a whole lot more game designed to make up for it. Again, that's a common complaint about Fahrenheit for the same reason. I'm not saying it shouldn't be done; just that it's a huge consideration. Quote:
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10-22-2005, 10:54 AM | #59 | |
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You don't want to use quicksave then that's fine. We can appreciate and possibly even applaud your choice. But the point is if there is a quicksave option then you have the choice to not use it. If you don't have a quicksave option then everyone has to play the way you want to. I've tried to be reasonable about this but if you keep insisting on removing an option that a lot of people who've posted here want available then you are the one being selfish. And I think you're doing games designers a grave disservice by insisting that the inclusion of a quicksave option means they'll add in overly difficult sections deliberately. If a jump is next to impossible then its just as likely that the quicksaver trying and failing lots of times will get frustrated as someone having to start a level from scratch. Possibly even more so since they won't even have the variety of the rest of the level up to that point to break the monotony of failure. You successfully design a game where no-one would thnk of saving except to end their session then I'll fully support it (In fact, judging by Jackal's post, some work has been done on that already) Until then, as long as a stupid mistake can kill me in a game, I'd like to retain the choice to quicksave if I want to.
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No Nonsense Nonsonnets #43 Cold Topic A thread most controversial, that’s what I want to start Full of impassioned arguments, of posting from the heart And for this stimulation all will be thankful to me On come on everybody it won’t work if you agree |
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10-23-2005, 02:36 AM | #60 | ||||||
El Luchador
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That's why I think it's unfair to just look the other way when I talk about this, and say "just don't save.." With the current crop of games, and most likely the future crop of games, that's not close to what I'm talking about. Quote:
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This is, of course, not the truth with every developer. I'm over-generalizing. I just think, with current developer mindset, that it would be all too tempting to just fall back to the same thing again (punish player for small mistakes) if they included quicksaves, even if they set out to do something else (incremental reward system.) But I'm being a bit pessimistic. Quote:
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Am I behaving like some asshole here? Because that's not the intention. It's just that a lot of you snap back at me, like I'm trying to steal the last piece of your pie. I'm sorry if I want to argue (which seems to have become some kind of taboo around here,) and I'm also sorry if I snapped back. But the fact is, there were some who snapped at me for absolutely nothing, calling me selfish for discussing my opinions on a public forum. Anyways, the intention was not to be an asshole. I just want to discuss this, and am pondering just starting a whole new thread, instead of driving even more people from this thread. EDIT: And furthermore, I wish I hadn't even started discussin the absence of quicksaves, but rather what games might gain from the absence of quicksaves, and incorporate that mindset with or without quicksaves. I now realize that would've made a whole lot more quieter discussion. But back when I opened my mouth in the first place, I hadn't even realized that was what I wanted.
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